Ideas Post

The Essentials Of Being a Science Hero

A Science Hero uses science to go on adventures. Think Doc Savage, Jonny Quest, Tom Swift, and many others. Here's what they need to get going.

    1. Lair/Headquarters

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    Caves are good. Maybe an inactive volcano? Undersea base (see #4)? Space Station?

    2. Cool Plane

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    It needs to look cool and get you places around the world. Bonus points for being able to go into space or underwater (see #4).

    3. Freeze Ray

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    A Science Hero is not violent or combative. If they encounter hostility, they need something to stun/incapacitate/capture their opponents - who might become friends by the end of the adventure.

    4. Underwater gear

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    75% of the Earth is water so whether it's sea monsters or underwater civilizations or simply sunken treasure, you need to be able to get there.

    5. Time Machine

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    Visiting outer space or under the sea is cool, but when you've done all that, you may need to visit history. Or the future.

    6. Shrink Ray

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    For when you have to go on a Fantastic Voyage into a body or have an adventure with monstrous insects and vermin.

    7. Grunt Sidekick

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    Usually will provide muscle and do the dirty work of fixing and maintaining the gear, while the hero works on new inventions

    8. Vulnerable Sidekick

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    Someone to get into trouble. Usually, their naivete can be used so that they act as the audience surrogate and the hero can explain situations to them.

    9. Logo

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    All that gear needs to be branded of course. Uniforms for supporting characters are encouraged

    10. Arch Nemesis

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    A villain to get the hero out of the lab, otherwise, they'd spend their entire existence inventing.

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