Showing posts with label 5evo. Show all posts
Showing posts with label 5evo. Show all posts

Sunday, April 20, 2025

The Most Vile Spider-Man Villain Ever...

 Based on the title of this post you might be expecting Green Goblin, Carnage, or even the Jackal. None of them compare to the despicable acts of the focus of this post.

Funny Bunny appeared in Spider Super Stories #9. This is the Electric Company tie-in series that gave us the original Spider-Woman, Val the Librarian. Funny Bunny only appeared in one issue and was taken out easily by Spidey when he hit her with a webbing net. The three panels below pretty much tell her whole story. She doesn't seem to have any powers. 


Code Name: Funny Bunny
Real Name: Unrevealed
Pronouns: She/Her
Team Affiliation: -

Medium Humanoid (Human), Neutral Evil

Armor Class: 13 (Costume + Dex)
HP:  11 (2d8+2)
Speed: 305
Challenge: 1/8 (25 XP)

Attributes: Str 10 (+0), Dexterity 14 (+2), Con 12 (+1), Int 11 (+0), Wis 9 (-1), Cha 12 (+1)
Saving Throws: Dex +5
Skills: Acrobatics +4, Sleight of Hand +4, Stealth +4
Sense: passive Perception 9
Languages: English

Actions
Unarmed: Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Friday, February 7, 2025

If Only These Bubbles Were Soundproof

Rocket was a character created for DC's Milestone imprint. She was the teen sidekick of alien superhero Icon. Like many characters of the Dakotaverse (as it would be later called), Icon was created by the late great Dwayne McDuffie. Also like the other characters of the setting, she was later merged into the mainline DC Universe.

While introduced into the Icon series as the titular character's sidekick, Rocket was really the protagonist of the series. Born into one of the most crime ridden areas of Dakota, she wanted to become a great writer, like Toni Morrison, but couldn't find the right inspiration. Her life was changed when she tried to break into the home of Augustus Freeman IV, the alter ego of Icon. After discovering his powers she convinced him to become a hero and would become his sidekick, gaining a belt that allowed her to manipulate inertia and kinetic energy. Not long after she started her superhero career, she learned that she was pregnant with her ex-boyfriend's child. 

Rocket is a very outspoken leftist character. This often brought her into conflict with those in power, including Icon. However, she managed to convince her partner to reevaluate his views.

My favorite story arc for Rocket took place during the Young Justice cartoon series. She worked through the fact she had a neurodivergent son. Interestingly enough it was her interactions with the New God Orion that facilitated this. 

Code Name: Rocket
Real Name: Raquel Ervin
Pronouns: She/Her
Team Affiliation: Young Justice, Justice League, Shadow Cabinet

Medium, Humanoid (Human), Chaotic Good

Armor Class:
 14 (Dex)
HP:  52 (8d8+16)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 12 (+1) Dex 18 (+4) Con 14 (+2) Int 14 (+2) Wis 14 (+2) Cha 16 (+3)

Saving Throws: Dex+6, Wis +4 
Skills: Acrobatics +6, Advanced Tech +4, Insight +4, Perception +4, Stealth +6
Damage Resistances: Bludgeoning, Piercing, and Slashing
Senses: Passive Perception: 14
Languages: English 

Actions
Multiattack: Rocket makes two attacks.
Kinetic Energy Blast: Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 11 (2d6+4) force damage.
Rocket Punch: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (1d4 +1) bludgeoning damage and 3 (1d6) force damage.

Reactions
Inertial Barrier: Rocket adds 3 to her AC against one attack that would hit her. To do so she must see the attacker.

Thursday, February 6, 2025

Slap Me Around And Call Me Susan

Blankman is a fun, if not flawed, superhero comedy from the 90's. You can read my review of it here. If you've never seen the movie and live in the states, you can stream it for free on PlutoTV here. You can see my updated 5e stats for the protagonists below. 

Code Name: Blankman
Real Name: Darryl Walker
Pronouns: He/Him
Team Affiliations: -

Medium Humanoid, Lawful Good

Armor Class: 14 (Costume)
Hit Points: 27 (6d8)
Speed: 30 ft.
Challenge: 1/2 (100 XP)

Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 20 (+5) Wis 12 (+1) Cha 12 (+1)

Saving Throws: Int +7
Skills: Advanced Tech +7, Investigation +7
Damage Resistance: Fire
Senses: passive Perception 11
Languages: English

Plunger Gun (costs 1 power point): This grappling allows Blankman fires a line line up to 60 feet veristically or horizontally. He moves at half speed (without requiring an Athletics skill roll) when doing so.
Rocket Boots (costs 1 power point)For one round Blankman's speed doubles.
Speculum of Life (costs 1 power point): The device gives advantage on skill checks to pry doors open.
Power Source ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )Blankman's homemade gadgets have a limited power supply. His power source generates 10 power points before needed to be recharged for eight hours.

Actions
Automatic Nunchucks (costs 1 power point): Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
The Boot (costs 1 power point): Ranged Attack. +2 to hit, range 20 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Stink Bombs (1/day): Blankman chooses a 20-foot-radius without 60 ft. That radius is filled with a  nauseating gas for 1 minute. Creatures that start their turn in the cloud must make a Constitution saving throw (DC 15). On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the could after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Super Slick Blank Goop (1/day): Blankman covers a 10-foot square within 20 feet and turns it into difficult terrain. Creatures trying to move into or through it must make a Dexterity saving throw (DC 15) or fall prone. Additionally a creature ending its turn in the 10-foot square must do the same.
Unarmed: Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.


Code Name: Other Guy
Real Name: Kevin Walker
Pronouns: He/Him
Team Affiliation: -

Medium Humanoid, Neutral Good

Armor Class: 12 (Dexterity) 
Hit Points: 39 (6d8+12)
Speed: 30 ft.
Challenge: 1/2 (100 XP)

Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 13 (+1) Cha 10 (+0)

Saving Throws: Con +4
Skills: Athletics +4, Insight +3, Perception +3, Stealth +4
Tools: Camera
Senses: passive Perception 13

Languages: English

Actions
Mutliattack: Other Guy makes three martial arts attacks
Martial Arts: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Reaction: 
Parry: Other Guy adds 3 to his AC against one melee attack that would hit it. To do so, Other Guy must see the attacker.

Wednesday, February 5, 2025

Don't Call Him Black Stone

Y'all know I love the Suicide Squad, so for today's post I wanted to do a character from that team. Pebbles has one of the most unfortunate codenames. Interestingly enough he hated his original code name even more. Instead of going into his backstory, I'll just share the panel that talks about him.

Pebbles only appears in the DC Black Label miniseries Suicide Squad: Get Joker. This is the same series that gave us Meow Meow (pictured above).

Code Name: Pebbles (chosen), Black Stone (military)
Real Name: Livingston
Pronouns: He/Him
Team Affiliation: Suicide Squad

Medium, Humanoid (Human), Neutral Evil

Armor Class:
 18 (Natural)
HP:  114 12d8+60)
Speed: 30 ft.
Challenge: 5 (1,800 XP)

Str 18 (+4) Dex 13 (+1) Con 20 (+5) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Saving Throws: Str +8, Con +9 
Skills: Athletics +8, Intimidation +4, Perception +6
Proficiencies: Land Vehicles
Senses: Passive Perception: 16
Languages: English 

Hard Skin: Pebbles ignores all damage from attacks and effects less that deal less than 10 damage. Weapons and effects that deal double damage to objects and structures ignore this trait.

Actions
Multiattack: Pebbles makes three unarmed attacks.
Unarmed: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Tuesday, February 4, 2025

Flight of the Bumblebee

While Nubia appeared three years earlier, DC's Bumblebee is often considered DC's first black superheroine. Her secret identity, Karen Beecher, was introduced 7 months prior to her taking up the mantle of Bumblebee. She's a scientist and dated Teen Titans member, Herald. She wanted to make him look good in front of the team so she created the Bumblebee identity and attacked the Titans. After escaping, she revealed her ruse to the Titans. Instead of being angry, the team was impressed and asked to join the team. Later Herald and Bumblebee got married, retired, and started working for S.T.A.R. Labs. 

Her powers were originally all based on her suit. Helping to prevent a crisis she and several heroes were trapped in a rift, which caused her to shrink to six inches tall. Later she would later be shrunken and her powers became innate.

To my knowledge, there has never been a live action version of Bumblebee. She has appeared in most Titans animated series and films though. I like Bumblebee. As a Titan and younger hero fan, I liked Bumblebee and Herald. I also like that, much like Dick Grayson there were allowed to grow up.

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Code Name: Bumblebee
Real Name: Karen Beecher-Duncan
Pronouns: She/Her
Team Affiliation: Teen Titans, Young Justice, Doom Patrol, Young Justice

Medium, Humanoid (Human), Lawful Good

Armor Class:
 16 (Armor)
HP: 52 (8d8+16)
Speed: 30 ft., fly 50 ft.
Challenge: 2 (450 XP)

Str 15 (+3) Dex 18 (+4) Con 14 (+2) Int 18 (+4) Wis 15 (+3) Cha 16 (+3)

Saving Throws: Dex +7, Int +7 
Skills: Advanced Tech +7, Insight +6, Parapsychology +7, Perception +6
Senses: Passive Perception: 16
Languages: English 

Actions
Multiattack: Bumblebee makes two bee sting attacks.
Adhesive Shot (Recharge 5-6):  Ranged Weapon Attack. +7 to hit, range 60 ft., one target. Hit: Target is restrained. Any creature can make a Strength (Athletics) check (DC 12) to end this condition. At the beginning of the restrained creature's turn they may make this check as a bonus action.
Bee Stings: Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6+4) lightning damage.
Unarmed: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Monday, February 3, 2025

Take A Stand

For today's Black History Month supers post I thought I'd update my Meteor Man stats and talk about his continued adventures in the 616 after the film.

Issue #1 quickly recaps the movie. Then we learned that a part of the meteor that powered Jeff is in Arizona. He and his friend Mike (Eddie Griffin's character from the movie) head the facility it's been held. Jeff uses what remains of his powers to get in and evade security. The pair have been followed by an ominous main with nefarious goals. While all that's happening two new villains, the high tech Malefactor and the occult themed Ghost Strike, take out some Guardsmen in Washington DC to capture Simon Kane, the movie's villain, is being experimented on by an evil corporation, Skyyventures Inc. The issue ends with Mike getting shot and Jeff reaching the meteor. 

In Issue #2 Jeff saves Mike and while the pair seek to get back to DC they are attacked by Malefactor and Ghost Strike. We are introduced to Armand Skyy, CEO of Skyyventures Inc., who sends a newly repowered Simon to take out Meteor Man. In the confrontation between Meteor Man and Simon, Jeff seemingly kills the villain.

At the beginning of Issue #3 Jeff has vowed to never be Meteor Man again. Peter Parker and MJ are in DC, as MJ is part of a Meteor Man movie. Armand Skyy has a clanedestine meeting with a man named Solomon Mingh, who's contracted him to get Meteor Man. Jeff deals with how gang violence has affected his neighborhood, but does use his powers again until it spills over into filming. Jeff stops the gang, the DC Players. He and Spidey team up and end up taking on Malefactor and Ghost Strike. After a heart to heart with Spider-Man who tells him his secret "with great power comes great responsibility." In the end he decides he and the community needs Meteor Man.

Issue #4 sees Night Thrasher of the New Warriors make his way to DC after fighting some DC Players in NYC. He is tracking down their leader Third Power aka Solomon Mingh. Jeff finds his personal life in shambles, but after his talk with Spidey finds his resolve to protect his community reignited. Of course Meteor Man and Night Thrasher have an initial misunderstanding but team up to take down the Players and their benefactor.  The issue ends with Third Power, who can make two even stronger copies of himself, fighting the pair of heroes.

A lot happens in Issue #5. Night Thrasher kills Third Power (Jeff says his heart is barely beating but later a portion of a newspaper implies Meteor Man killed him). Simon Kane reappears in Arizona. We learn that Armand Skyy isn't from Earth (which has been hinted at). Skyy then sends Malefactor, Ghost Strike, and two knew villains (Warhammer and Exocet), Exocet has some sort of flight powers and Warhammer is Thor without the lightning. He also might be a Neo-Nazi. He has a stylized H and eagle tattoo. It's not like any fascist tat I've seen, but it looks similar to one. Meteor Man takes out some of the villains but the issue ends with his shocking realization that Simon is alive and ready for a fight.

Even more happens in Issue #6... Simon and Meteor Man team up to take on Warhammer and Exocet. The pair then continue their conflict with one another. Meteor Man berates Simon for the way he's hurt his community and people and just as Simon seems repentant he's taken out by Armand Skyy. Meteor Man seemingly gives Skyy the power he wants, but his body can't handle it and he explodes. In the aftermath, the new CEO and Skyyventers Inc. and Meteor Man come up with a deal. He doesn't expose the shady companies previous dealings if they help pay for rebuilding his neighborhood and fund programs. In the end Jefferson vows to his community that he will always be their Meteor Man.

While Meteor Man has not made any appearances since the series ended, the Golden Lords appeared in Miles Morales: Spider-Man #5.

The Meteor Man miniseries was fun. It wasn't epic, but as a continuation of the movie and way to add Meteor Man to the 616 it's great.  There's some fun moments and references to the movie. In Issue #3 for example a Meteor Man movie is being filmed and the director talks about how he should have got Snipes, Denzel, or Townsend (the star of the film). There are a few jokes like this that made me chuckle. Some of the humor fell a flat though. In Issue #1 Mike gets hit in the back of the head and makes a Rodney King joke. Something that had me chuckling is that Meteor Man was constantly getting his costume blown off. This didn't happen to Robert Townsend in the film, but I'm guessing that had something to do with him not having the superheroic physique of his comic book counterpart. Like the film the story also deals with gang violence and community and handles those respectfully.

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Code Name: Meteor Man
Real Name: Jefferson "Jeff" Reed
Pronouns: He/Him
Team Affiliation:

Medium, Humanoid (Human), Lawful Good

Armor Class:
 16 (Natural)
HP: 135 (14d8+72)
Speed: 40 ft., fly 80 ft.
Challenge: 6 (2,300 XP)

Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 16 (+3) Wis 12 (+1) Cha 14 (+2)

Saving Throws: Str +9, Con +9 
Skills: History +7, Insight +5, Perception +5
Damage Resistances: bludgeoning, piercing, and slashing
Senses: X-Ray Vision 120 ft., Passive Perception: 15
Languages: English, Dog

Powerful Build: Meteor Man can carry/lift twice the weight of a normal creature his size. Additionally, he uses his strength score to make Intimidation rolls in place of charisma and he can wield heavy weapons with one hand.
Temporary Absorption: Meteor Man can tough a book and gains the knowledge and skills associated for five rounds. He gains proficiency in the skills and/or tools contained within.
Super Hearing: Meteor Man's proficiency bonus is double on Perception hearing checks (becoming +8). He also has advantage on hearing based Perception rolls.

Actions
Multiattack: Meteor Man can make three slam attacks.
Healing Touch (Recharge 5-6): Meteor Man can touch a target and heal them 5 (1d8+1) hit points.
Laser Vision: Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Super Breath: Meteor Man expels air the equivalent to a gust of wind. It is a line of strong wind 30 feet long and 10 feet wide. Each creature that in the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet away in the opposite direction.
Telekinesis: Meteor Man can attempt to move an object or person weighing up to 1000 lb. He can move the object 30 ft. If the object is being held or is an unwilling target, a DC 15 strength saving throw to resist.

Sunday, February 2, 2025

An Extreme X-Man (Who Wasn't In X-Treme X-Men)

Though I didn't like it as much as X-Men/X-Men 97, X-Men: Evolution was a fun animated series and reimagining of the franchise. One of my favorite characters was Spyke. Spyke, born Evan Daniels, was Storm's nephew and a native of NYC. He originally had the ability to fire spikes from his body (much like Marrow). He was recruited by his aunt when his powers manifested and was a X-Men until he lost the ability to control is powers. Soon after he joined the Morlocks. In his last appearance he had a permanent exoskeleton on his upper body and could ignite his spikes.

Spyke was a fun character. He was originally reluctant to be a hero, but grew as the series went on. He was also a skateboarder, which in 2000 meant he was the coolest. Strangely the only comic Spyke appeared in outside X-Men: Evolution was X-Babies Stars Reborn. In the main 616 continuity Storm has a cousin named David Munroe, that is loosely based on Spyke.

Did you watch X-Men: Evolution and if so did you like Spyke too?

Code Name: Spyke
Real Name: Evan Daniels
Pronouns: He/Him
Team Affiliation: X-Men, Brotherhood of Evil Mutants, Morlocks

Medium Humanoid (Human Mutant), Chaotic Good 

Armor Class: 18 (Armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 15 (+2) Dex 17 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 14 (+2)

Saving Throws: Str +9, Con +7
Skills: Acrobatics +5, Athletics +4
Senses: passive Perception 10
Languages: English

Ignite Spikes: Spyke can heat his spikes causing them to do an addition 2 (1d4) fire damage. 

Actions
Mutliattack: Spyke can make two attacks.
Spike: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Spike Nova (Recharge 6): Spikes fly from Spyke. Each creature within a 30 foot radius originating from him must make a Dexterity saving throw (DC 13). On a failed saving throw they take 16 (3d8+3) piercing damage. On a successful save they take half as much damage. 
Throw Spike:  Ranged Weapon Attack. +5 to hit, range 10/50 ft., one target. Hit: 7 (1d8+3) piercing damage.

Saturday, February 1, 2025

John Henry Was A Steel Drivin' Man

This morning I decided I wanted to stat out some African American supers characters in honor of Black History Month. Some of the posts will be new 5e stat blocks, whole others will be updates to some that I've already done. 

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John Henry Irons was one of the four new Supermen released during DC's Reign of the Supermen storyline post Death of Superman/Funeral For A Friend. John was a brilliant engineer buried in rubble during Doomsday's attack on Metropolis. With Superman dead, John used his strength and brilliance to build a suit of armor and fight the weapons dealers and criminals causing chaos in his neighborhood. After Superman returned he took on the name Steel (coined by Superman) and continued to be his ally. He's been a member of the Justice League and and briefly served on the Suicide Squad. Steel is a respected member of the superhero community. His niece, Natasha, has also taken up the mantle of Steel.

Steel has appeared in other DC media several times. Michael Dorn and Phil LeMarr voiced him in Superman: The Animated Series and Justice League Unlimited. In addition to several DC animated movies, he's been a supporting character in Young Justice and My Adventures with Superman. An alternate universe version of him appeared in Superman & Lois. His most notable live action appearance was in the Steel movie, starring Shaq. While the movie used elements of his background from the comics, he had no connections to Superman (other than a tattoo) and the flick just wasn't good.

Conner Kent was my favorite character to come from Reign of the Supermen, but Steel was a close second. I just think he is an interesting character. You can probably guess, but he was loosely based on and inspired by the folk tale of John Henry, the steel driving man. He also has a lot in common with Tony Stark. The obvious comparison is that they both use powered armor. Additionally John was a brilliant weapons engineer prior to becoming a hero. However, unlike Stark he became disgusted with the business without having a traumatic experience. I'd say one of the biggest differences is John is well liked by other heroes and Tony has a (deserved) reputation of being an arrogant bastard.

Code Name: Steel I
Real Name: John Henry Irons
Pronouns: He/Him
Team Affiliation: Superman Family, Suicide Squad, Justice League, Steelworks

Medium Humanoid (Human), Lawful Good 

Armor Class: 18 (Armor)
Hit Points: 90 (12d8+36)
Speed: 30 ft., fly 50 ft.
Challenge: 5 (1,800 XP)

Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 18 (+4) Wis 16 (+3) Cha 12 (+1)

Saving Throws: Str +9, Con +7
Skills: Advanced Tech +8, Athletics +9, Insight +7, Investigation +8
Senses: passive Perception 13
Languages: English

Actions
Mutliattack: Steel can make two attacks.
Kinetic Hammer: Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage, does double damage to objects and structures. 
or
Ranged Weapon Attack. +5 to hit,  range 60 ft., one target. Hit: 8 (2d6+1) bludgeoning damage, it deals an addition 3 (1d6) bludgeoning damage for every 10 ft. it flies, does double damage to objects and structures.
Pinning Shot:  Ranged Weapon Attack. +4 to hit, range 60 ft., one target. Hit: Target is restrained. Any creature can make a Strength (Athletics) check (DC 12) to end this condition. At the beginning of the restrained creature's turn they may make this check as a bonus action. 
Wrist-Mounted Rivet Gun:  Ranged Weapon Attack. +4 to hit, range 60 ft., one target. Hit: 7 (2d6) piercing damage, does double damage to objects and structures.
_____________________________
The Kinetic Hammer acts as a magic item, but is an advanced technological item (using the rules presented in Carbide City #2).

Kinetic Hammer
Weapon (Maul), legendary, require attunement

You gain a +1 to attack and damage rolls with this weapon. This maul can be thrown like a light hammer. It does double damage to objects and structures. It builds up a kinetic charge as it flies. For every 10 feet the hammer moves it deals it an extra 1d6 damage. You can stop the hammer mid-air by saying "STOP" letting it hover and have it return to your hand by saying "RETURN."

Thursday, December 26, 2024

Great Lakes Avengers Assemble ?!

Yesterday I introduced my supers resurrection house rule so for today I thought I'd give stats to a character that will never need it. I really like Mr. Immortal feel a weird connection to him. Despite facing depression and pain (because dying really hurts), he became a hero instead of a villain. That takes a strong will. 

While most of his appearances have been in the comics, he also appeared as a client in the She-Hulk series. This version wasn't very heroic, but was entertaining.

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Craig Hollis is a mutant with a troubled past. He discovered his powers when he attempted suicide. While he can die, he automatically resurrects and heals any damage. Interestingly enough his regeneration only works if he's killed. He heals non-fatal injuries at the normal rate.

Dubbing himself Mister Immortal, Hollis decided to fight crime. Immediately being shot in the head on his first attempt he recruited other oddities and formed the Great Lakes Avengers. The team has had several variations of that name and are considered a joke by most of the superhero community. Despite that, they keep trying.

For years he maintained a friendship with the cosmic entity known as the Death Urge, whom he nicknamed D'urge. While some thought D'urge was his imaginary friend, the being was actually preparing Hollis for eternal life as he'd evolved past death.

Code Name: Mr. Immortal
Real Name: Craig Hollis
Pronouns: He/Him
Team Affiliations: Great Lakes Avengers, Lightning Rods, Great Lakes X-Men, Great Lakes Initiative, Great Lakes Champions

Medium Humanoid (Mutant), Lawful Good

Armor Class: 14 (Dex)
Hit Points: 34 (4d8+16)
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 18 (+4) Dex 18 (+4) Con 18 (+5) Int 12 (+1) Wis 12 (+1) Cha 15 (+2)

Saving Throws: Con, +7, Cha +5, 
Skills: Athletics +7, Acrobatics +7, Insight +4, Investigation +4
Proficiencies: Playing Cards
Senses: passive Perception 11
Languages: English

Traits
Retroactive Immortality: At the beginning of each round Mr. Immortal  is dead, roll a d20. If the roll is 10 or higher Mr. Immortal revives totally healed with full HP. He must make a Wisdom save (DC 14) or fly into a rage. Under the effects of this rage he must attack the nearest target (friend or foe). At the beginning of each round of rage he makes another saving throw. If successful his rage ends. 
 
Actions
Unarmed Strike: Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
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If you want to check out more Great Lakes Avengers stats, check out Tuna Fish Melter, inspired by Kirby Krackle's Great Lakes Avengers.

Sunday, December 22, 2024

Compliments From Your Friendly Neighborhood Typeface

Typeface is such a ridiculous character and I love him. Despite how silly he is, he's been used in some cool ways. A version of him even appeared in Spider-Man: Across the Spider-Verse.


Typeface was a solider who fought in an unknown war. He lost his brother Joey during the conflict. When he came back to the States, his life left him and too their son. Gordon become a signsmith and was happy until a cruel man buys the company he's working for and fires him. That causes him to write letters on his face and dub himself Typeface. He seeks retribution against the man and comes into conflict with Spider-Man. Ultimately he gives up his revenge plans after remembering what his brother told him. He became a vigilante and eventually allied with Cap's Secret Avengers during Civil War. 

Despite his goofy gimmick and appearance, Typeface is a capable and intelligent soldier. He also has a knack for seemingly coming back from death.

Code Name: Typeface
Real Name: Gordon Thomas
Pronouns: He/Him
Team Affiliations: Secret Avengers

Medium Humanoid, Neutral Good 

Armor Class: 12 (Dex)
Hit Points: 39 (6d8+12)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 14 (+2) Dex 15 (+2) Con 14 (+2) Int 16 (+3) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Con +5, Int +6
Skills: Athletics +5, History +5, Perception +3, Stealth +5
Senses: passive Perception 13
Languages: English

Trait
Action Surge: Typeface can take one additional action on top of his regular action and bonus action. He can't use this ability again until he takes a short or long rest. 
Actually Dead: If reduced to 0 hit points Typeface automatically stabilizes.  
Second Wind: On his turn, as a bonus action, Typeface can draw on his stamina reserves to heal 1d10+6 hit points. He can't use this ability again until he takes a short or long rest. 

Actions
Mutliattack: Typeface makes two Letter attacks.
Letter: Melee or Ranged Weapon Attack. +5 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 5 (1d6+2) bludgeoning, piercing, or slashing damage (depending on the letter).
Letter Bomb (Recharge 5-6): As an action, a letter bomb can be thrown (max range 80 ft) exploding in a 20 ft cube, requiring a DC 15 Dexterity save or take 14 (4d6) piercing damage and be stunned until the the beginning the Typeface's next turn, or half as much on a successful save with no stun effect.

Wednesday, December 18, 2024

"What A Bunch Of Clowns." "Dangerous Clowns."

I love James Gunn's Creature Commandos. The animation is fantastic. The voice work is phenomenal. The story is entertaining and I love the characters. Oh and the music is *chef's kiss*. Gunn is being true to some classic DC elements, but also putting new spins on things. One of those is the Sons of Themyscira.

The  New 52 reboot made some big changes to Wonder Woman lore. One of those was the introduction of how new Amazons were born. The warriors of the island would raid ships, mate with sailors, kill rather than marrying them, and throw the bodies into the sea. After this they'd return to their island. Male children born from these raids would be thrown to the sea if not for the mercy of Haephaestus. The smith would trade weapons for the male children and raise them as his apprentices. While Wonder Woman saw this as slavery, the Sons of Themyscira saw him as their savoir. 

The Sons of Themyscira featured in Creature Commandos are not these tragic souls. They are an incel militia duped by Circe and therefore make perfect fodder for 5e supers games.

Sons of Themyscia (SofT)

Leader: Circe
Notable Members: Tanner, CRITICALSCEPTICFACTSOVERFEELINGS91

The Sons of Themyscira (abbreviated as SofT) are a group of rightwing incels. They've been recruited by the rogue Amazon, Circe, and militarized. Their ultimate goal is to conquer the Amazon's home, feeling that an island that only allows women is "woke and sexist."

SofT Terrorist
Medium Humanoid (Human), Neutral Evil

Armor Class: 14 (Dex, Body Armor)
Hit Points: 22 (4d8+4)
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 12 (+1) Dex 12 (+1) Con 13 (+1) Int 10 (+0) Wis 10 (+0) Cha 9 (-1)

Skills: Athletics +3, Intimidation +1 
Senses: Perception 10
Languages: English 

Traits
Incel: The SofT Terrorist has disadvantage on Cha checks and saving throws against female foes. 

Actions
Multiattack: The SofT Terrorist makes two Combat Knife or Semiautomatic Rifle attacks. 
Combat Knife: Melee Weapon Attack. +3 to hit,  reach 5 ft, one target, Hit: 3 (1d4+1) piercing damage.
Frag Grenade (Recharge 5-6): As an action, a grenade can be thrown (max range 80 ft) exploding in a 20 ft cube, requiring a DC 15 Dexterity save or take 14 (4d6) piercing damage and be stunned until the the beginning the SofT Terrorist's next turn, or half as much on a successful save with no stun effect.
Semiautomatic Rifle: Ranged Weapon Attack: +3 to hit, range 90/270 ft., one target. Hit: 19 (4d8+1) piercing damage.

Tuesday, December 17, 2024

Just An Ordinary Ghost Assassin

Just finished Hit-Monkey season 2 on Hulu. Like the first season, I thought it was fantastic. It took some twists I really didn't expect too. The stats below are for the version seen in the show, not the 616. If you want stats for Bryce's partner check out this post.

Code Name:
Real Name: Bryce McHenry
Pronouns: He/Him
Team Affiliations: Jones Assassin Agency

Medium Undead, Chaotic Neutral 

Armor Class: 12 (Dex)

Hit Points: 45 (6d8+18)
Speed: 30 ft. fly 30 ft. (hover)
Challenge: 2 (450 XP)

Str 14 (+2) Dex 15 (+2) Con 16 (+3) Int 12 (+1) Wis 9 (-1) Cha 10 (+0)

Saving Throws: Con +6, Dex +5
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks 
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Skills: Athletics +5, Deception +3, Intimidation +3, Perception +2, Stealth +5
Senses: Darkvision 60 ft., passive Perception 12
Languages: English, Can speak with Hit-Monkey

Trait
Ethereal Sight: Bryce can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
Ghost: Bryce can only be seen by Monkey and those that can see spirits. He cannot physically affect anything on the material plane other than other spirits. Outside of salt, special rituals and magic, he also is immune to damage from non-Ethereal and spirit creatures.
Incorporeal Movement: Bryce can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if he ends his turn inside an object.
Monkey Proximity: Bryce must stay within 25 feet of Hit-Monkey. If he begins his turn any farther he is pulled violently back towards Hit-Monkey (taking the dash action if necessary).
Salt Bane: Bryce cannot pass over a line of salt. Additionally a handful of salt thrown at him does 1d2 radiant damage. 

Actions
Telekinetic Object: Ranged Spell Attack. +5 to hit, range 60 ft., one target. Hit: 9 (2d6+2) bludgeoning, piercing, or slashing damage (depending on object). If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the target is pushed up to 10 feet directly away from Bryce and is knocked prone.

Wednesday, March 6, 2024

Code 8: Part II (2024)

  

Plot
Set a few years after the original, Lincoln City is changing. The guardian program is deemed to forceful and a rising celebrity cop takes the lead on introducing new "non-lethal" K-9 units. After a powered individual is killed, his little sister (who also has powers), flees and comes into contact with the film's protagonist, Connor. In order to protect her, Connor must turn to Garrett, the powered criminal from the first film.

Review
The time jump in the movie moves things forward, but doesn't bog things down with too much detail.  Once again, I really dig Robbie Amell as the lead. I'm still not a big Stephen Amell fan, but honestly  he plays a great douche bag, which is what his character Garrett is. Sierena Gallamgaus does an excellent job as Pav, the young lady Connor is trying to help. Finally Alex Mallari Jr. is excellent as the hot shot corrupt police officer leading the K-9 program, King.

If you liked Code 8, then you should definitely check the sequel out. Based on the closing scenes, there could be another sequel and I'm down for that. Once again I hope that if there is a sequel they talk more about Psyke., I still don't know enough about it. Does it just get people really high?

In Your Game 
Like the Guardians, K-9's would be a great addition or evolution of the ERT in Carbide City.


K-9

Small Construct, Unaligned

Armor Class: 14 (metal chassis)
Hit Points: 52 (8d8+16)
Speed: 40 ft.
Challenge: 3 (700 XP)

Str 12 (+1) Dex 16 (+3) Con 14 (+2) Int 7 (-2) Wis 18 (+4) Cha 3 (-4)

Saving Throws: Con +4, Wis +2
Skills: Athletics +4, Perception +2
Damage Immunities: poison, psychic
Damage Resistance: acid, lightning, fire, cold, necrotic, radiant
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Skills: Perception +6
Senses: Darkvision 60 ft., passive Perception 16
Languages: English

Unique Features
Police Link: K-9's are linked directly to the police database. 

Actions
Multiattack: The Guardian makes two Unarmed or three Submachine Gun attacks.
Bite: Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) piercing damage.
Syringe: Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 15 Constitution saving throw taking 10 (3d6) poison damage on a failed save and gain a level of exhaustion, or half as much damage and no levels of exhaustion on a successful one.

Friday, March 1, 2024

Code 8 (2019)

 

Plot
In a world where 4% of the population are born with special powers, those with special gifts are marginalized. Once seen as a boon, they are now hated and discriminated against. They are policed by automaton police drones called guardians. To get money to provide medical care for his dying mother, a young powered individual, Conner, gets mixed up with some powered criminals. 

Review
Michael, one of the creators of Carbide City, recommended this flick to me because he said it was similar to the setting. I can definitely see some parallels. There is definitely a pre-Days of Future Past X-Men vibe too. The population fear those with powers and the Guardians are stand-ins for sentinels. Despite being a powered/supers film, the film isn't super flashy. This works and gives it a grounded and gritty feel. The story is a classic crime drama, with comic book fantasy elements added. The acting is pretty good, though I'm not the biggest fan of Stephen Amell. I enjoyed his cousin Robbie's performance. 

There is some nice world building, though I'd also liked to know more. For example, there is an epidemic of a drug called Psyke. It's made from powered individuals' spinal fluid, but it's effects are really discussed. Also, there is some sort of over-arching criminal organization called the Trust, but we don't learn too much about them. 

A sequel dropped on Netflix this week and I hope it answers these questions. 

In Your Game 
While Carbide City appears to be welcoming to Evo's there is a darker side of things and the ERT (Evo Response Team) could easily be replaced by the robots like the guardians at some point. 

Guardian

Medium Construct, Unaligned

Armor Class: 18 (police gear and metal chassis)
Hit Points: 52 (8d8+16)
Speed: 30 ft.
Challenge: 3 (700 XP)

Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 7 (-2) Wis 10 (+0) Cha 3 (-4)

Saving Throws: Con +4, Wis +2
Skills: Athletics +4, Perception +2
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 60 ft., passive Perception 12
Languages: English

Unique Features
Police Link: Guardians are linked directly to the police database. 

Actions
Multiattack: The Guardian makes two Unarmed or three Submachine Gun attacks.
Unarmed: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Submachine Gun: Ranged Weapon Attack +4, range 160 yrd., one target. Hit: 11 (2d8+2) piercing damage.

Friday, February 23, 2024

Blood-Sucking Dracula Squirrels Invade New York State

It's been a while since I've statted something from the Weekly World News. This headline stuck out to me recently and I knew I had to "gamify" it. I will either use these as secret servants of a vampire in a Carbide City game, though they'd also be great for a campier 80's Horror/Tunnel of Terror session.



Vampire Squirrels
Tiny Undead, Neutral Evil

Armor Class: 15 (Natural Armor)
Hit Points: 27 (5d4+15)
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 10 (+0) Dex 16 (+3) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 12 (+1)

Saving Throws: Dex +5
Skills: Acrobatics +5, Perception +3, Stealth +5, 
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from non-silvered weapons.
Damage Vulnerabilities: Silver
Senses: Darkvision 30 ft.,  passive Perception 13
Languages: understands vampire and English

Unique Traits
Dexterous: The vampire squirrel has advantage on all Dexterity saves.
Regeneration: The vampire squirrel regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the vampire squirrel takes radiant, silver, or garlic, damage this trait doesn't function at the start of its next turn.
Keen Senses: The vampire squirrels have advantage on Wisdom (Perception) checks that rely on smell or hearing.
Disease Immunity: The vampire squirrel is immune to all mundane diseases.
Vampire Weaknesses: The vampire squirrel has the following flaws:
Forbiddance: The vampire squirrel can't enter residences unless it is owned by its master.
Harmed by Running Water: The vampire squirrel take 20 acid damage when it ends its turn in running water.
Stake to the Heart: The vampire squirrel is destroyed if a piercing weapon made of wood or silver is driven into its hearts while it is incapacitated in its resting place.
Sunlight Hypersensitivity: The vampire squirrel take 20 radiant damage when it starts its turn in sunlight. While in sunlight it has disadvantage on attack rolls and ability checks.

Actions
Multiattack: The vampire squirrel makes two attacks, only one of which can be a bite attack.
Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 slashing damage. Instead of dealing damage, the vampire squirrel can latch on to the target. Once they latch on to a target they can only be removed by a successful Strength (Athletics) check (DC 12).
Bite: Melee Weapon Attack: +5 to hit, reach 5 ft., one willing creature, or a creature that the vampire squirrel has latched on to, is incapacitated or restrained. Hit: 4 piercing damage plus 3 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire squirrel regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Wednesday, February 14, 2024

"...But They Are Also Me"

I've been in a supers mood, so I've been working on more 5e supers stuff to be compatible with Carbide City. With the big Fantastic Four announcement that dropped, I started thinking about one of my favorite Marvel villains, Dr. Doom. 

A few years ago I statted out the version of Dr. Doom that appeared in the (futuristic) Guardians of the Galaxy comics. You can find those stats here. I still don't know if I'm ready to stat out the regular version of Dr. Doom, but here are stats for his Doombot servants. 

"They are my hands, my eyes, my work in the world. They are themselves...but they are also me."
-Dr. Doom

Doombot

Medium Construct, Unaligned

Armor Class: 18 (Doom armor)
Hit Points: 85 (10d8+40)
Speed: 30 ft., fly 30 ft.

Challenge: 4 (700 XP)

Str 16 (+3) Dex 12 (+1) Con 20 (+5) Int 10 (+0) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Str + 6, Con +8
Skills: Intimidation +3, Perception +3
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: dark vision 60 ft., passive Perception 13
Languages: All Earth languages, Kree, Skrull, Shi'ar

Unique Traits

Pack Tactics: A Doombot has advantage on an attack roll against a creature if at least one of the Doombot's allies is within 5 feet of a creature and the ally isn't incapacitated.
Psionic Disguising Circuitry: Due to the advanced psionic technology used to create the Doombot, unless in the presence of Dr. Doom or another Doombot it will believe that it is Dr. Doom and reads as such via telepathy and mind reading magic. Anyone reading the Doombot's mind can sense it's true nature with a successful (Insight DC 15) check.

Actions
Multiattack: The Doombot makes two attacks. 
Energy Blast. Ranged Weapon Attack +4, range 60/180 ft., one target. Hit: 22 (6d6+1) radiant damage.
Self Destruction: If a Doombot is at risk of being captured, defeated, or at Doom's whip it can self-destruct.  Each creature in a 20-foot-radius sphere centered on it must make a Dexterity saving throw (DC 15). A target takes 35 (10d6) fire damage on a failed save, or half as much damage on a successful one. The Doombot is reduced to 0 hit points and destroyed. 
Unarmed: Melee Attack. +9 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) bludgeoning damage.

Monday, October 23, 2023

Idle Hands Are The Devil's Playthings

Idle Hands is a 90's stoner horror flick, but it would be fodder for a session using 80's Horror - Tunnel of Terror. 

If you are going to take a player's hand, I recommend giving them something to compensate. Perhaps they have 1 free inspiration use per day.

If characters die you can bring them back as zombies, like Pnub and Mick. Their creature type changes from Humanoid (Human) to Undead. They get a -2 to their Dexterity and Charisma scores. They gain Damage Immunity: Poison and Condition Immunities: Exhaustion, Poison. They also gain the following feature:

Undead Fortitude: If reduced to 0 hit points, the zombie must make a Constitution save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Strangely, despite their undead nature they can still get drunk and high (though they don't gain the poisoned condition) and charmed.


Now for the titular Idle Hand, I started with Crawling Claw stats and then beefed them up.

Idle Hand
Tiny Undead, Chaotic Evil

Armor Class: 16
Hit Points: 28 (8d4+8)
Speed: 35 ft.
Challenge: 1 (200 XP)

Str 20 (+5) Dex 18 (+4) Con 12 (+1) Int 12 (+1) Wis 10 (+0) Cha 4 (-3)

Saving Throws: Dex +6
Damage Immunities: Poison, Necrotic
Condition Immunities: Charmed, Exhaustion, Poisoned
Saving Throws: Dex +6
Skills: Stealth +6
Senses: Blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages: English, understands but can't speak

Traits
Turn Immunity: The spirit possessing the Idle Hand grants it immunity to turning.

Actions
Claw: Melee Weapon Attack. +7 to hit, reach 5 ft, one target, Hit: 7 (1d4+5) bludgeoning or slashing damage (Idle Hand's choice). 

Friday, September 1, 2023

He's Your Number One Fan!

You can blame Tim at HeroPress for this one. In this post on Wednesday he talked about the entertaining videos from Review With You. Today I'm going to stat one of the villains he discussed. Check out the video below to learn more about Number One Fan.


Code Name: Number One Fan
Real Name: Rick Chalker
Team Affiliation: -

Medium Humanoid, Chaotic Evil 

Armor Class: 12
Hit Points: 40 (9d8)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 10 (+2) Dex 12 (+1) Con 10 (+0) Int 16 (+3) Wis 8 (-1) Cha 10 (+0)

Saving Throws: Int +5
Skills: Advanced Tech +5
Senses: passive Perception 9
Languages: English 

Actions
Mutliattack: Number One Fan makes two propeller attacks. 
Propeller: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 10 (2d8+2) slashing damage.

Thursday, August 24, 2023

Fear The Icy Cold of The Refrigerator!

The Refrigerator is a supervillain created by Tim Brannan of the Other Side Blog. He plays on the women in refrigerator tropes mixed with some creepy incel grossness. I asked Tim a while back if I could give him the 5e supers treatment and he gave me his blessing.

Because I plan on using the Carbide City setting when I run my 5e supers game, his backstory includes minimal elements of that setting, but he should fit fine in any supers setting. Evos are the settings term for superpowered individuals and as a whole they are a recent occurrence. In general, they are fears (much like Marvel's mutants), and governments don't necessarily know how to deal with them. Carbide City sees this as an opportunity and welcomes evos. They have social support programs, training, and subsidies for them.  

-----------------

Unlike many evos, Dr. Andreas Gelé was born into the lap of luxury. His evo power manifested as a super genius intellect and supernatural inclination for invention. His father's family had made their fortune in the city's early days as a copper hub. They'd managed to keep it through cutthroat business practices. His mother was a famous actress, noted for her beauty (and cruelty to anyone that actually had to interact with her).

As his mother grew older, she grew more cruel. Though her physical beauty was fading, Andreas never noticed. He was surrounded pictures of her and the film posters that decorated the walls of their estate. He was truly devastated when she died. Emotionally stunted by all the vanity and cruelty he witnessed, he grew attracted to beautiful women. His prestige and wealth made it easy to get their attention, but his relationships never lasted because he couldn't engage with them socially.


An engineer and biologist, he received his PHD's at 18. He took a research job at Brant Labs. He worked as a part of their pharmaceutical department seeking to stop the aging process, preserving beauty. Eventually he realized the truth. If he wanted to stop aging and freeze time, he would literally need to freeze the objects of his desire. Looting what he needed from his employer, he created a lab on the outskirts of the city. By using a combination of compounds and super cooled temperatures he was able to freeze subjects. His first target was his neglectful father, who didn't survive the process. Through trial and error he was able to perfect the process, freezing beautiful women and suspending them in icy displays. His experiments were costly and his fortunes were depleted. 

Using his intellect he weaponized his research. He now robs banks and commits industrial theft to fund his research. Dubbed the Refrigerator, he has become a true menace in Carbide City. Unknown to everyone, including Andreas, some of his superiors at Brant Labs have been keeping an eye on his research and experiments.

Code Name: The Refrigerator 
Real Name: Dr. Andreas Gelé
Team Affiliations: -

Medium Humanoid (Evo), Chaotic Evil

Armor Class: 15 (Dex, Suit)
Hit Points: 78 (12d8+24)
Speed: 30 ft.
Challenge: 5 (1,800 XP)

Str 10 (+0) Dex 14 (+2) Con 14 (+2) Int 20 (+5) Wis 14 (+2) Cha 9 (-1)

Saving Throws: Int +8, Con +5
Skills: Advanced Tech +8, Nature +8, Perception +5
Damage Resistance: Cold 
Senses: passive Perception 15
Languages: French, English

Traits
Heat Vision Goggles (costs 1 power point): For up to ten minutes, Refrigerator can see invisible creatures and objects as if they were visible and he can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.  
Ice Boots: The Refrigerator can move on icy terrain as if it was normal terrain.

Power Source ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ): The Refrigerator's gadgets require tremendous amounts of energy. His power source generates 10 power points before needed to be recharged for eight hours.
Stimulant Injector (costs 1 power point): The Refrigerator gains 10 temporary hit points.
 
Actions
Fridge Rifle ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ): Ranged Weapon Attack. +5 to hit, range 100/200 ft., one target, Hit: 20 (4d8+2) cold damage. Can fire seven shots before it frosts over. It takes one round to defrost.
Ice Grenade (costs 3 power points): Each creature in a 20-foot-radius sphere centered on a  point within 60 feet must make a Dexterity saving throw (DC 15). Creatures take 38 (8d6+2) cold damage on a failed save, or half as much damage on a successful one. Characters also gain a level of exhaustion on a failed saving throw. Creatures immune or resistance to cold damage are immune to this exhaustion effect.
Homing Stun Dart (costs 2 power points): One humanoid the Refrigerator can see with 60 feet, must succeed on a Constitution saving throw (DC 15) or be paralyzed for 1d4 rounds. At the end of each of its turns, the target can make another saving throw. On a success, the effect ends.
Unarmed: Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Reaction
Ice Shield (costs 1 power point): Until the start of Refrigerator's next turn, he has +% to AC and Dexterity saving throws, including against triggering attacks.

Adventure Hooks
  • A female character has become the Refrigerator's newest obsession. He will stop at nothing to make her one of his icy beauties...
  • An incel podcaster learns of the Refrigerator and invites him to do an episode... 
  • Brant Labs contacts the Refrigerator with an offer. If he works with the company on their evo experimentation and they will fund his research...
________________________________

Visit the links below to purchase the Carbide City books:

Monday, August 7, 2023

Even Zombified, He's A True Gentleman

Recently I started playing Zombie Army 4: Dead War again. In the original Zombie Army Trilogy Hitler unleashes waves of infernal energy that reanimate dead Nazis soldiers. In Dead War, Hitler has been apparently stopped and sent to Hell, but a new war rages... as it seems Hitler has regained power in Hell.

Check out this cool short film about it I shared a few years ago.

I've been playing as a good zombie named Hector. Here's his story:

Plan Z brought about a terrible curse upon the earth. Its original conception was to bring the war dead back to fight Hitler’s unholy war. Not all the poor souls brought back were mindless corpses hell bent on annihilation.

Hector was a British aviator who crashed and perished in the Alps during the Dead Wars engagement. Upon his resurrection he found himself pursued by a zombie kill squad, but managed to convince them his motives were pure. After joining the team and despite his predicament, he still maintains his very British gentlemanly conduct.

I thought it would be fun to stat Hector out for use with Limitless Adventure's Mystery in the Sahara. His undead fortitude makes him stronger than the average recruit, but he's not totally overpowered compared to a standard character. 


Hector

Medium Undead, Lawful Good

Armor Class: 11 
Hit Points: 22 (3d8+9)
Speed: 30ft.

Str 13 (+1) Dex 12 (+1) Con 16 (+3) Int 12 (+1) Wis 10 (+0) Cha 8 (-1)

Saving Throws: Wis +2
Skills:  Perception +2, Persuasion +1, Piloting +3
Proficiencies: Air Vehicles, Firearms
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: passive Perception 12
Languages: English
Challenge: 1 ( 200 XP)

Unique Traits
Spit and Bailing Wire: As an action, Hector can grant a machine 6 (1d10+1) temporary hit points. These temporary hit points expire when he takes a short or long rest.
Undead Fortitude: If damage reduced Hector to 0 hit points, he must make a Constitution saving throw with a DC 5 + damage taken, unless the damage is radiant or from a critical hit. On a success, Hector drops to 1 hit point instead.

Actions

Combat Knife : Melee Weapon Attack +3 to hit, reach 5 ft., one target, Hit: 3 (1d4+1) piercing damage.
No. III Lee-Enfield: Ranged Weapon Attack +3 to hit, range 550y./ 1100 yd., one target, Hit: 15 (4d6+1) piercing damage.
.455 Webley: Ranged Weapon Attack +3 to hit, range 50y./ 110 yd., one target, Hit: 5 (1d8+1) piercing damage.

Equipment: .455 Webley, two magazines, No. III Lee-Enfield, two magazines, backpack, flight helmet, helmet, tattered uniform