Supers! RED – Lower Powered Supers

Wherein your humble scribe presents a trio of lower-powered (15D) characters for the recently released Supers! Revised Edition. Unlike the previous Supers RED characters I’ve posted, this batch wasn’t completely randomly-generated. I did start with the random generator, but I made more (and more substantial) edits than I was previously allowing myself.

In every city, in the shadows of the most powerful Supers, you’ll find individuals who make the most of their own, lesser, extraordinary abilities. Some are heroes, just on a lower scale. Some may be vigilantes, fighting evil and injustice from the shadows. Yet others may be up to no good, aided by their own unique powers.

Paramedic Nick Stewart – a veteran of recent military conflicts ‐ is developing a suit of powered armor specifically for use in crisis situations. As he refines his designs, he put this invention to use as the hero known as M.E.D.I.C.

Criminals who venture into the wrong parts of a certain area of town may find themselves face-to-face with something out of their own nightmares. At least, that’s the rumor that keeps getting passed around the neighborhood. It all started a few years back when Mr. Z opened up his photography studio…

Irving Wroblewski is unique. Except that he’s not. You see, in all of the infinite universes, and in every possible dimension, you will find an Irving Wroblewski. But our Irving Wroblewski is the ur-Irving. And this Irving Prime has figured out how to reach across the dimensions and call his counterparts to his aid. If only he would use this ability for something other than petty crime.

M.E.D.I.C. (Medical Emergency and Disaster Intervention Carapace)

Real Name: Nick Stewart
Origin: High Tech

Resistances
Composure 2 Fortitude 2 Reaction 2 Will 2

Advantages
I Brought This Along

Disadvantages
Secret (ID)

Aptitudes
Aircraft 2, Medical 2, Military 2, Technology 2

Powers
Flight 2 (Complication: Device, +1D), Healing 2 (Complication: Device, +1D), Life Support 1 (Complication: Device, +1D), Super Strength 2 (Complication: Device, +1D)

Competency Pool 0D

Mr. Z

Real Name: Maurizio Zetti
Origin: Magical

Resistances
Composure 2 Fortitude 2 Reaction 2 Will 3

Advantages
Intimidating

Disadvantages
Secret (ID)

Aptitudes
Art & Craft 2, Occultism 3

Powers
Mental Blast 2, Mental Paralysis 2, Mental Shield 1, Vampirism 2 (Will)

Competency Pool 0D

Irving Prime

Real Name: Irving Wroblewski
Origin: Special Training

Resistances
Composure 2 Fortitude 2 Reaction 2 Will 2

Advantages
Dumb Luck

Disadvantages
Bad Luck

Aptitudes
Academia 2, Fighting 2, Presence 2

Powers
Dimensional Travel 4, Duplicate Self 4 (Boost: Telepathic Link, -1D)

Competency Pool 0D

Supers! RED – Randomly Generated Big Bad

Wherein your humble scribe presents a randomly generated super villain to serve as the nemesis for The Four, the randomly generated superhero group he knocked out recently for the freshly-released Supers! Revised Edition. This nifty evolution of Simon Washbourne’s Supers! includes a random generator in its Appendix 3, so that’s what I used. Minor editing of the character after generation occurred, but when I say minor I mean minor. This 40D baddie (!) is pretty much exactly as I rolled him.

Born in the fires of the Z’kara Nebula. Steeled in battle against the pan-dimensional nightmare hordes of Aaraath Nyx. Consort to the Obsidian Empress. Overlord of an entire galaxy. These describe the Admiral Kraxx before the bloody Tarnaen rebellion. Now, cast out of his own universe and into ours, transmuted into a being of eminently mutable characteristics by the energies directed against him, Krax the Imprisoned resides in exile on planet Earth. And he does not like it.

Kraxx would likely have a couple of other disadvantages (or at least power complications) if I were going to use him in an actual game, just so he had some kind of Achilles Heel that could be exploited. Enemies, power loss (a la Kryptonite), weaknesses. That sort of thing. But I’ll leave the possibilities to the readers’ imaginations for now.

Kraxx the Imprisoned

Real Name: Admiral Breskan Kraxx, The Annihilator. Exiled Despot of Tarnae. Defilier of the Nine Thousand Empires. Exalted commander of the Althemean Fleet. Conquest incarnate. Power given form. And incredibly frustrated that these pathetic people of Earth just… keep… fighting!
Origin: Non-human

Resistances
Composure 4 Fortitude 5 Reaction 4 Will 4

Advantages
Omni Translator, Is that your best shot?

Disadvantages
Strange Looking (Major/2D/Completely Alien), Rage (Minor/When disrespected or disobeyed)

Aptitudes
Military 5, Fighting 3, Intrusion 2, Performance 3, Presence 4

Powers
Mimic Energy 4, Mimic Substance 4, Teleportation 2, Wizardry 3

Competency Pool 0

Supers! RED – Randomly Generated Superheroes

Wherein your humble scribe presents a fantastical quartet of randomly generated superheroes for the recently released Supers! Revised Edition. This nifty evolution of Simon Washbourne’s Supers! includes a random generator in its Appendix 3, so that’s what I used. Minor editing of the characters after generation occurred, but when I say minor I mean minor. These four are pretty much exactly as I rolled them.

And there came a day unlike any other. A random day. And on that day four mighty heroes joined forces to defend the world from those who would prey upon it. Quickstudy, whose powers were unlocked by a mystical tome she discovered while researching her graduate thesis. Sunburst, a beautiful mutant as radiant as the sun. El Oso, a man cursed to live life as a bear, who serves good in the hope of having this curse lifted one day. And The Weatherman, whose amazing scientific gadgets allow him complete control over the atmosphere.

Beware, evildoers. You face… The Four!

Quickstudy

Real Name: Cynthia Bradley
Origin: Artifact

Resistances
Composure 3 Fortitude 2 Reaction 4 Will 2

Advantages
Is that your best shot?

Disadvantages
Dependent (Husband)

Aptitudes
Academia 2,Slight of Hand 2

Powers
Mimic Aptitude 3, Mimic Power 3, Super Speed 2

Competency Pool 3D

Sunburst

Real Name: Michelle Washington
Origin: Mutant

Resistances
Composure 3 Fortitude 3 Reaction 3 Will 2

Advantages
Celebrity (1D), Charismatic (1D)

Disadvantages
Social Hindrance (Disreputable/1D/Minor)

Aptitudes
Aircraft 2, Streetwise 2

Powers
Damage Aura 2 (Light, Only in Energy Form), Energy Control (Light) 4, Energy Form (Light) 3, Flight 2 (Only in Energy Form), Life Support 1 (Only in Energy Form)

Competency Pool 1D

El Oso

Real Name: Roberto Salvador
Origin: Magical

Resistances
Composure 3 Fortitude 4 Reaction 1 Will 2

Advantages
Size (Big/1D/Grizzly-Sized)

Disadvantages
Addiction (Tobacco)

Aptitudes
Arts & Crafts 3 (Pottery 4), Awareness 2, Shooting 2

Powers
Armor 3, Imbue 1, Super Strength 4

Competency Pool 1D

The Weatherman

Real Name: James Frost
Origin: High Tech

Resistances
Composure 3 Fortitude 2 Reaction 3 Will 3

Advantages
Wealthy (Well Off/1D)

Disadvantages
Secret (Secret ID)

Aptitudes
Academia 2, Technology 3

Powers
Ensnare 2, Flight 3, Weather Control 4 (Boost: Area Effect)

Competency Pool 1D

Mini Six: Stone Age Predators & Prey (Part 1)

Wherein your humble scribe presents a few beasties for stone age characters to hunt. Or be hunted by. Perhaps there will be more later.

Woolly Mammoth (Scale: +2D)
Big and hairy!
Might 6D Agility 1D+1 Wit 0D Charm 1D
Brawling 6D (Slam 3D, Trample 4D)
Dodge 4
Body Points: 38 Armor: 6

Woolly Rhinoceros (Scale: +2D)
Mean and hairy!
Might 5D Agility 1D+2 Wit 0D Charm 1D
Brawling 5D (Horn w/ Charge 3D, Trample 4D)
Dodge 5
Body Points: 35 Armor: 9

Sabertooth Tiger (Scale: 0D)
Long in the tooth
Might 4D Agility 4D+2 Wit 0D Charm 1D
Brawling 6D (Claws 2D, Bite 3D), Stealth 5D+2
Dodge 14, Block 18
Body Points: 32 Armor: 2

Giant Eagle (Scale: 0D)
Screeching death from above
Might 1D+2 Agility 3D+1 Wit 1D Charm 1D
Dodge 4D+1, Brawling 3D (Talons 2D+2, Bite 2D)
Dodge 13
Body Points:28 Armor: 0

Mini Six: More Stone Age Characters

Wherein your humble scribe presents a couple of additional Mini Six/Open D6 characters for the Stone Age setting he just posted stuff for recently. It’s not really a setting, to be honest. It’s just a theme.

Orgrahm The Flame Caller / BP 30 / Dodge 9 Block 10 Parry 9
A grizzled old shaman with power over flame.
Might 3D+1 Agility 2D+1 Wit 4D Charm 2D+1
Skills: Magic 2D, Spear 3D, Dodge 3D, History 4D+1, Diplomacy 2D+2
Perks: Sorcerer
Complications: Age
Gear & Armor: Spear (+2D), Hide Armor (2)
Strength Damage: 2D
Spells: Resist Fire, Conjure Fire Elemental, Heal, Bless

Laesha The Witch / BP 26 / Dodge 9 Block 6 Parry 9
A witch who might not always have the tribe’s best interests at heart.
Might 2D Agility 2D+2 Wit 4D Charm 3D+1
Skills: Magic 2D, Knife 3D, Dodge 3D, Stealth 3D, Seduction 3D+2, Persuasion 4D
Perks: Sorcerer
Complications: Demonic Pact
Gear & Armor: Knife (+1D)
Strength Damage: 1D
Spells: Shape Change, Curse, Divination, Illusion

Mini Six: Stone Age Heroes

Wherein your humble scribe presents a trio of Mini Six/Open D6 characters who would be right at home in a game of Sticks & Stones.

Grau The Tiger
He killed a tiger. Single-handedly. Bare-handedly.
Might 3D Agility 3D Wit 3D Charm 3D
Skills: Axe 4D, Dodge 4D, Stealth 4D, Throwing 3D+1, Tracking 3D+1, Brawling 4D+1, Courage 5D
Gear: Axe (+3D), Hatchet (+1D+1), Hide Armor (2)
Static: Dodge 12, Block 13, Parry 12
Strength Damage: 2D
Body Points: 29

Kree The Hawk
She shot a hawk out of the air with her bow. Blindfolded. At night.
Might 2D Agility 4D Wit 3D+2 Charm 2D+1
Skills: Spear 4D, Bow 5D, Dodge 5D, Survival 4D+2, Search 4D+2, Stealth 5D, Throwing 5D, Animal Training 4D+2
Gear: Spear (+2D), Bow (+2D+2), Hide Armor (2)
Static: Dodge 15, Block 6, Parry 15
Strength Damage: 1D
Body Points: 26

Boum The Mastodon
He’s big. And slow. And slooooow.
Might 6D Agility 1D+2 Wit 1D Charm 1D+1
Skills: Club 4D+1, Dodge 3D, Brawling 6D, Survival 3D, Tracking 2D
Gear: Big Club (+3D), Hide Armor (2)
Static: Dodge 9, Block 18, Parry 13
Strength Damage: 3D
Body Points: 38

BotA, Etc. – Gladiators of Zhaartahl IV

Wherein your humble scribe presents a couple of characters and a terrible beast in Barbarians of the Aftermath/Barbarians of Lemuria/Etc. format. Because he wanted to, that’s why.

The Shade Ale was flowing freely in the gladiator’s quarters. The men drank toasts and oaths and dirty jokes, all in honor of the undefeated duo from the west.

“If we defeat the Lord Mayor’s prized Boorm Cat, we will be made free men!” Adran bellowed, laughing as the cobalt blue fluid sloshed over the rim of his mug. The others roared and pounded their tables in boisterous excitement. All except the small pale man at the giant’s side.

“If we slay the Lord Mayor’s prized Boorm Cat,” the little man whispered, “he’ll have us killed immediately. He thinks of that damned thing as his own flesh and blood.”

“Come now, Hanlan,” Adran answered quietly. “Did not the arena master himself tell us this welcome news?”

“He lied, Adran. I could read his… face,” the wiry Baltierran’s voice trailed off, well aware that other ears were likely to overhear their conversation. “We can’t fight tomorrow. We have to escape. Tonight.”

“Flee? From the greatest challenge a man could hope to face? Where else are we to fight a Boorm Cat? There are no more in the wilds. The damnable Vanth have seen to that.”

“That may be true. But it also may not. The Vanth aren’t generally known for their truthfulness. And wouldn’t it be better to live long enough to find out?”

“I suppose. I suppose,” responded the Kortman. “So what is the escape plan this time?”

“Just follow my lead, Adran. Unlike last time…”

In the far distance the bells of the grand clock tower tolled nine times, indicating that the city’s gates were closing. And signaling the time for the lights to be extinguished in the gladiators’ quarters. The Lord Mayor was especially insistent that the people’s entertainers be well rested before their turns in the arena.

Adran / Lifeblood 15 / Hero Points 5
Attributes: Strength 3 Agility 2 Mind 0 Appeal -1
Combat Abilities: Brawl 1 Melee 2 Ranged 0 Defense 1
Careers: Gladiator 2 Barbarian 1 Thief 1 Miner 0
Boons: Determined, Steely Gaze, Hard-To-Kill
Flaws: Savage, Honorable
Languages: Kortmanish
Equipment: Sword (d6+2), Very Light Armor (d3-1), Shield (1)

Hanlan / Lifeblood 10 / Hero Points 5 /
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Brawl 0 Melee 1 Ranged 1 Defense 2
Careers: Thief 2 Scholar 1 Psychic 1 Gladiator 0
Boons: Carouser, Man About Town, Natural Thief
Flaws: Compulsive Gambler, Unlucky
Languages: Baltierreien, Kortmanish, Thoog, Vanth
Equipment: Sword (d6), PsiDagger (d3), Very Light Armor (d3-1)

Boorm Cat / Lifeblood 30
Attributes: Strength 3 Agility 2 Mind 1
Combat Abilities: Defense 3 Protection d6
Attack with bite +5; 2d6 damage
Attack with 2 claws +3 per attack; d6+3 damage each
Attack with all 3 attacks at +1 each

Once the dominant predator of Zhaartahl IV, Boorm Cats have been hunted to near extinction by the alien PsiLords of Vanth. A few of these terrifying creatures likely remain in the wilds, but none have been seen in more than a decade. A handful of specimens remain in captivity, where they are often well-cared for and highly prized.

Boorm Cats stand 8′ tall at the shoulder and are generally 10′ to 15′ in length. They are covered with a thick coat of azure and ochre striped fur and have piercing blue eyes. Though their size, strength and speed make them deadly, it is their keen intellect that makes them truly dangerous. They are cunning hunters and exceptionally clever combatants. Worse still, Boorm Cats are known to possess a number of psychic powers, including the ability to cause a single target not to be able to perceive them.

And It Doesn’t Look A Day Over 39…

So I hear today is the 40th anniversary of the first release of Dungeons & Dragons. Or as close to it as anyone can identify (and boy did they put in the effort on identifying!). Actually, I’ve known about this pretty much since Mr. Peterson made that post back in December. And I even meant to acknowledge the anniversary with something more meaningful than the ramblings you’re reading right now.

I really, really wanted to play some kind of anniversary celebration game, but a bunch of real life junk messing with my schedule (and psyche) pretty well ruined that ideal. Also, Sundays are historically bad for gaming in my little clan, since most of us have families and such that need to be tended to before heading back to work on Monday. So it really wasn’t in the cards to begin with. But still, I meant well. So maybe I’ll give ol’ D&D a belated birthday party a little further down the line.

In the meantime, here are links to D&D-related posts I’ve made over the course of this blog’s run. Consider them my way of saying “Who loves ya, babe?” to Pappy D&D…

There’s all kinds of other stuff floating around here, too, but it’s all “officially” for Labyrinth Lord or some other retroclone or another. So I’m not linking to it directly, because I don’t wanna. ‘Cos Sherlock is starting and I’m done writing.

Happy Birthday, D&D!

Personalities of the Winter Marches I

Wherein your humble scribe presents a handful of NPCs of assorted levels for OD&D (&c.). These folks might eventually appear in a sandbox hexcrawl thang he might or might not undertake in the near or distant future. Maybe. They were all created with 3d6 for stats, more often than not in order. Oh, and with some help from the d30 Sandbox Companion, which is pretty neat.

Beguiling Inarr

Beguiling Inarr is an incredibly charming young man who resides in the village of Mirington-upon-Wyestoke. He’s so charming that even most of the people whom he’s been stealing from for the majority of his 17 years are willing to put up with him. He’s indolent and a wastrel, but clever and handsome. And he’s just sickly enough that pity takes over when his charm runs out. He stole his Elven Boots off of an adventurer who passed through town last season and is careful not to be seen with them if at all possible, since the town united in his defense against the former owner of the footwear, running her company out of town on a rail when they tried to hold Inarr responsible.

Beguiling Inarr / Human Thief 2 C
STR 10 INT 13 WIS 12 DEX 14 CON 6 CHR 17
HP 6 AC 7 Gold 100
Short Sword, 3 Darts, Leather Armor, Thieves’ Tools, Elven Boots

Father Oldahl of Hohn

Oldahl Braeskin spent three years serving as a footman in the Pale Heir’s Glorious Army of Northern Reclamation before joining the Order of St. Basil. During his final campaign he watched helplessly while most of his regiment was slaughtered by the ghouls of the Kraen Moors, himself a victim of the foul creatures’ paralyzing touch. A passing cleric chanced upon the battle and channeled the Saints’ divine light to destroy the fell undead things, saving Oldahl and a scant handful of other soldiers. In the confusion and desolation that followed the battle, Oldahl deserted the army and sought out the Parast Monastery, where he dedicated his life to the service of St. Basil and his followers. Father Oldahl now stands as both mayor and vicar of the town of Hohn, not far from the very moors where his own religious conversion occurred. Clad in mail blessed by the High Priest himself, Father Oldahl stands ready to protect his flock from any foul things that might creep in from the darkness.

Father Oldahl of Hohn / Human Cleric 4 L
STR 13 INT 10 WIS 15 DEX 9 CON 13 CHR 12
HP 15 AC 4 Gold 80
Mace, Chain Mail +1, Shield, Holy Symbol
Cleric Spells: (1) Cure Light Wounds, Protection from Evil; (2) Bless

Kaelor Ves

The Thaumaturgist known as Kaelor Ves is, as are most wizards, quite secretive about his background. The scholars at the Great University note that the only significant mention of Kaelor Ves is found in the Tomes of Binding in the year 641, when he was noted to have been a member of the Company of the Iron Shadow, a band of adventurers famous for having defeated the white wyrm that had terrorized the areas east of Halcaen Drast. The empire’s expansion was facilitated by the destruction of the dragon, and Kaelor Ves was invited to dine with the First Minister to discuss the possibility of serving as a member of the Emperor’s personal Council Arcane. The dinner never occurred, though, due to the assassination of Emperor Hadrin VI by General Tsoras in the spring of 642 and the subsequent disbanding of the Council.

Kaelor Ves / Human Magic-User 5 C
STR 9 INT 14 WIS 13 DEX 16 CON 11 CHR 14
HP 8 AC 9 Gold 130
Dagger, Darts, Spell Book, Ring of Feather Fall, Wand of Magic Missiles
Magic-User Spells: (1) Detect Magic, Protection from Evil, Light, Charm Person; (2) Invisibility, Locate Object; (3) Wizard Eye

Angskelda Longtooth

Known to have served alongside General Tsoras in their youth, the warrior Angskelda Longtooth is reputed to have broken ties with the Steel Emperor sometime before the coup that installed him in the Lion Throne. She has been known to wander the Winter Marches in the company of various unsavory characters who are considered a threat to the stability of the Empire. Unlike those assorted individuals, she does not carry a death mark upon her head. Indeed, it is common knowledge that the Steel Emperor wishes her to be captured alive if she is to be captured at all. The latest rumors regarding Angskelda Longtooth suggest that she is now in possession of one of the five fire blades.

Angskelda Longtooth / Human Fighter 6 L
STR 15 INT 8 WIS 12 DEX 10 CON 7 CHR 10
HP 40 AC 6 Gold 100
Sword +2 (Flaming), Long Bow, Leather Armor, Shield, Potion of Invisibility

Hroth Rhoenthaal

Hailing from neighboring Akania, the name Hroth Rhoenthaal is well-known to the people of the Empire. His deeds are the stuff of legend, and many are the bards who sing epic stories of his exploits in service of Emperors old and new. In each tale, the hearty warrior declines whatever great reward might be due him in favor of returning to the battle, war, or wilds, whichever is most appropriate to the tale at hand. Those who have fought alongside the famous hero note that his lustrous black beard now shows streaks of grey, but his handling of the Axe and Shield of Daelmath remains undiminished by time. While those who have fought against him tell no tales at all.

Hroth Rhoenthaal / Human Fighter 7 N
STR 16 INT 12 WIS 5 DEX 12 CON 15 CHR 7
HP 47 AC 4 Gold 100
Battle Axe +1, Crossbow, Chain Mail, Shield +1, Ring of Fire Resistance

Veysa Orn, The Weeping Queen

Believed to be the only survivor of the Steel Emperor’s purge of the Council Arcane, Veysa Orn has not been seen in nearly 10 years. Little is known of her life since the purge, but those who have seen her say that she wears the signet ring of Emperor Hadrin VI, whose consort she was before his assassination.

Veysa Orn, The Weeping Queen / Human Magic-User 8 N
STR 12 INT 17 WIS 8 DEX 15 CON 10 CHR 15
HP 18 AC 9 Gold 80
Staff +1, Dagger, Spellbook, Ring of Protection +1, Ring of Telekinesis, Potion of Control Person
Magic-User Spells: (1) Shield, Magic Missile, Sleep, Read Magic; (2) Detect Evil, Continual Light, Mirror Image; (3) Dispel Magic, Explosive Runes, Rope Trick; (4) Monster Summoning II, Wall of Ice

Transylvanian Adventures Has Landed

Transylvanian Adventures My print copy of Transylvanian Adventures by Land of Phantoms has arrived (thanks for the great sale back in December, Lulu)!

It looks good in the flesh and though I’ve had the PDF for a while now and it’s always nice to have a solid hardback to put on the shelf. I have given the game a couple of cursory reads and like what I see. With any luck I’ll actually get to do something with this… thing… in the nearish future.

Oh, and in case you don’t know what the hell Transylvanian Adventures is (and can’t be arsed to click any of the links above) I’ll summarize it by saying that it’s the supplement you’ll want for Dungeon Crawl Classics if you’d like to take that system for a Hammer Horror-esque ride. There, that oughta whet your appetite. For blood. Ah-ah-ah-ahhhh!