Category Archives: Homebrew

Odd Ruins To Fill Your Hexes

Inspired by the Ruins generator in the Judges Guild Ready Reference Sheets, your humble scribe presents an odd number of odd things that might be found in a hex somewhere. No system information is provided to maximize utility. Grab one the next time you need to distract your players. Let me know what they do with it, if you think about it.

  1. At the bottom of a steep ravine lies the rotting hulk of a wrecked merchant ship. Its yellow sails, strangely still crisp and bright, occasionally rattle in the strong winds that sometimes blow through the forest. Giant wasps have made their home in the vessel and will not take kindly to intrusions.
  2. In the center of a large but relatively shallow crater stands an obsidian obelisk, its four faces disfigured & defaced. The ancient writing, still readable in places, tell of a curse that came from the stars. By night ghouls gather here.
  3. On the shore of a small inland sea stands a blue steel trident, planted firmly in the basalt sand. Just below the slowly lapping waves rests the clockwork lobster enchanted to guard this relic from would-be thieves.
  4. Partially covered in the fine sand is a weathered tombstone. The name of the grave’s occupant is no longer decipherable, but the dates tell of a tragically short life that ended well before the oldest living man was born.
  5. Scraps of well-worn leather, along with two brass buckles, have been discarded along the side of the path. A sounder of wild boars resides nearby and treat this area as their territory.
  6. A palisade and dry moat encircle the dirt-covered ruins of a small village. Some 20-odd cottages are contained within these defenses. Mold covers most surfaces and an sense of sickness and contamination fills the stale air. The ghosts of the town’s elders still haunt the village.
  7. Partially covered in the muck and slime of the mire are a set of iron-bound lenses hung from a large ring, each a slightly different size and of varying colors. Some are cracked, some scratched. A patrol of Lizardmen approaches, irked by the intrusion into their domain.
  8. The ruins of a great stone hall lie near the river’s edge, its western wall and part of the roof collapsed. Three wights reside inside, kept company by little more than dust and webs.
  9. Beneath an outcropping of rock, its ceiling blackened from countless watchfires, six dozen chipped and dulled flint arrowheads have been arranged into geometric forms. The dragon who lives in the mountains to the north can be seen circling lazily above.
  10. At the water’s edge the shell of some titanic crustacean looms. The salt breeze whistles through it, humming at times. It has been painted in bright colors and is considered a holy place to those who worship the silent gods of the eastern sea.
  11. Worn marble, the ruins of a temple to a long-forgotten god, have tumbled down this rocky slope. Several columns, cracked and scarred, still stand at the summit. Pieces of the frieze that once decorated the facade are scattered amid the rockfall. A wyvern, called the Temple Beast by the people of the nearby hamlet, lairs here.
  12. A small cave mouth opens in the cliff face as the path turns south. Within the cavern lies a battered and rusted iron shield, grasped in the bony hands of an otherwise unadorned skeleton.
  13. Rising from the scarred plain is the wrecked remains of a war tower, a remnat of the war against the giants. Its axles are broken, and its sides are overgrown with dense ivy that gives off a sickly sweet aroma. A rickety ladder ascends the steep sides to a platform high above. Fires can be seen atop the walls of the long-abandoned giant fortress that lies a league to the west.
  14. The dry remains of a fountain have sunken slightly into the soft earth of the clearing. A large number of verdigrised copper coins litter the basin. The central figure, a quartet of fish, has fallen over revealing corroded pipework. Local legends say that those who cast into the fountain would be wise to keep their wishes small.
  15. High above the pass lies the ruin of the Hellking’s Citadel. The walls of the keep and its quartet of towers glisten like dew in the morning sun. The outer wall is mostly collapsed, but the parts that stand are black with soot. Werewolves lurk within.
  16. The strange whirring and clanking rising from the crevasse comes from a metal box the size of a costermonger’s cart. Metal apes, the garish paint that once decorated them mostly flaked away, dance and cavort on gearshafts that guide their movements. Two dozen goblins stand about, some imitating the monkey’s motions. All are silent as though listening to a tune that does not reach your ears.
  17. Gleaming white bones, the skeleton of a strange cube-shaped creature as big as a house, stand atop this crag. A pile of much smaller bones lies within the cube.
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Mini Six: Agents of STEALTH

Wherein your humble scribe presents a trio of secret agents written up using his own 00(D)6 hack of Mini Six, but with an eye towards playing in the 21st century rather than the dim past of the 1980s. He blames playing in Merle Rasmussen’s Top Secret game at NTRPGCon for the itch that led to this. Many other fine games were considered as the framework, including BRP, Classified, and MSPE. But Mini Six was handy and fast, like a good field agent’s weapon should be.

Formed in response to the increased security demands of the 21st Century, STEALTH (Strategic Taskforce for the Examination, Assessment and Liquidation of Threats & Hazards) harkens back to ideas and ideals found in 1960s spy fiction organizations like UNCLE. With agents drawn form across the globe and a pan-national approach to intelligence operations and oversight, this world-spanning organization works behind the scenes to fight back the criminality and extremism (whether religious, nationalistic, corporate, or otherwise) that threaten human civilization.

STEALTH is a decidedly optimistic entity, believing profoundly in a bright future that awaits mankind if the dark undercurrents of modern life can be navigated successfully. This optimism occasionally finds itself at odds with the grim requirements of intelligence operations, to be sure. But agents of STEALTH are a generally pragmatic lot who are prepared to get the job done.

Stevan Miljevic (Indigo Symphony) / BP 29 / Dodge 11 Block 9 Parry 8
Agent of STEALTH
Might 2D+1 Agility 2D+2 Wit 3D Charm 4D
Skills: Fast Talk 4D+1, Persuasion 4D+1, Seduction 4D+1, Acting 4D+2, Streetwise 4D+2, Society 4D+2, Disguise 5D, Guns 3D+2, Dodge 3D+2, Unarmed Combat 3D, Gambling 3D+2
Perks: None
Complications: Age, Duty (STEALTH)
Gear & Armor: Glock 19 (3D+1)
Strength Damage: 1D

Fiona MacRae (Graveyard Thistle) / BP 33 / Dodge 15 Block 15 Parry 12
Agent of STEALTH
Might 3D+1 Agility 4D Wit 2D+2 Charm 2D
Skills: Guns 5D, Unarmed Combat 5D, Stealth 4D+2, Throwing 4D+1, Dodge 4D+2, Climbing 3D+2, Swimming 3D+2, Jumping 3D+2, Intimidation 3D, Streetwise 2D+1, Society 2D+1, Search 3D, Demolitions 3D
Perks: None
Complications: Duty (STEALTH)
Gear & Armor: Heckler & Koch P30 (3D+2), Brass Knuckles (+1D+1)
Strength Damage: 2D

Zelda Morgenthau (Crown Cobra) / BP 28 / Dodge 11 Block 12 Parry 9
Agent of STEALTH
Might 2D Agility 3D Wit 4D Charm 3D
Skills: Investigation 5D, Gambling 4D+2, Computers 4D+1, Forgery 4D+2, Search 4D+2, Breaking & Entering 4D+2, Guns 3D+1, Dodge 3D+2, Unarmed Combat 4D, Stealth 3D+1, Demolitions 4D+1, Society 3D+1
Perks: None
Complications: Duty (STEALTH)
Gear & Armor: Walther PPK (3D)
Strength Damage: 1D

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BoL: Sacred Restoration

Wherein your humble scribe presents six BoL (Mythic Edition) characters that are approximations of the characters he’s had kicking around in his head for an Egyptian-themed one shot for years now. Would he actually run it in BoL? Maybe. That’s not the first system he’s considered. Nor will it likely be the last.

“An old priest and a young priest. A young soldier and an old soldier. An architect and a thief. These are the six parts that must come together to restore the jars and quiet the soul of Ptatmep,” spoke Pharaoh’s seer, Pentu-Paneb.

“The way will be perilous. The bandits and their scorpions ravage the roads between Upper and Lower Aphtet. We hear the sandstorms are fierce in the valley this season. And it is far from unlikely that the tomb’s occupants have remained at rest after the desecration.”

“Bring forth the amulets. Allow each of the assembled to choose a single talisman to take with them in Queen Khedebneithireretbeneret’s name. Then give them food and wineskins and send them on their way.”

Personally, I just call her “Your Majesty” or “Her Highness.” Or just “The Queen.”

Priests

Nebenefer / Lifeblood 11 / Hero Points 5 / Arcane Power 11 / Fate Points 2
Attributes: Strength 0 Agility 0 Mind 3 Appeal 1
Combat Abilities: Initiative 0 Melee 2 Ranged 0 Defense 2
Careers: Noble 0, Priest 2, Physician 1, Magician 1
Boons: Learned (Religion), Detect Deception
Flaws: Elderly
Languages: Aphtetian, Gresko, Occu
Equipment: Staff (d6), Light Armor (d6-3)

Taheret / Lifeblood 10 / Hero Points 5 / Arcane Power 12 / Fate Points 1
Attributes: Strength 0 Agility 1 Mind 1 Appeal 2
Combat Abilities: Initiative 1 Melee 2 Ranged 0 Defense 1
Careers: Noble 1, Slaver 0, Priest 1, Magician 2
Boons: Attractive, Silver Tongue
Flaws: Arrogant
Languages: Aphtetian, Gresko, Occu
Equipment: Mace (d6), Light Armor (d6-3)

Soldiers

Ramessu / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 2 (1) Mind 0 Appeal 1
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Noble 1, Beast Trainer 1 , Sailor 0, Soldier 2
Boons: Alert, Keen Eyesight
Flaws: Can’t Lie
Languages: Aphtetian, Gresko, Parsit
Equipment: Sword (d6), Bow (d6), Small Shield, Medium Armor (d6-2)

Beketaten / Lifeblood 13 / Hero Points 5
Attributes: Strength 3 Agility 1 (0) Mind 0 Appeal 0
Combat Abilities: Initiative 1 Melee 2 Ranged 0 Defense 1
Careers: Slave 0, Worker 0, Farmer 1, Soldier 3
Boons: Fearless, Poison Resistance
Flaws: Superstitious
Languages: Aphtetian, Gresko, Parsit
Equipment: Great Axe (d6H), Medium Armor (d6-2)

Architect & Thief

Zazamoukh / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 1 Mind 2 Appeal 1
Combat Abilities: Initiative 0 Melee 1 Ranged 0 Defense 1
Careers: Scribe 1, Merchant 1, Worker 1, Architect 3
Boons: Learned (Engineering), Friends in High Places
Flaws: Non-Combatant
Languages: Aphtetian, Gresko, Sharaal
Equipment: Cudgel (d6L), Light Armor (d6-3)

Seneb / Lifeblood 10 / Hero Points 5
Attributes: Strength 0 Agility 2 Mind 1 Appeal 1
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Beggar 1, Minstrel 1, Slave 0, Thief 2
Boons: Sneaky, Low-Born
Flaws: Untrustworthy
Languages: Aphtetian
Equipment: 4 X Dagger (d6L), Light Armor (d6-3)

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BoL: Mythic Mercenary Band!

Wherein your humble scribe, in honor of receiving his print copy of the Barbarians of Lemuria Mythic Edition today, presents a traveling band of mercenaries who are also a traveling band.

Oxaal / Lifeblood 12 / Hero Points 5
Attributes: Strength 2 Agility 1 (-1) Mind 0 Appeal 1
Combat Abilities: Initiative 0 Melee 2 Ranged 0 Defense 2
Careers: Blacksmith 1, Minstrel 1, Merchant 0, Mercenary 2
Boons: Attractive, Brawler
Flaws: Hot-Headed
Languages: Talish, Fendic, Iban
Equipment: Hammer (d6), Axe (d6), Small Shield, Heavy Armor (d6-1), Helmet

Dalger / Lifeblood 11 / Hero Points 5
Attributes: Strength 1 Agility 2 Mind 1 Appeal 0
Combat Abilities: Initiative 2 Melee 1 Ranged 1 Defense 0
Careers: Thief 1, Acrobat 2, Minstrel 1, Mercenary 0
Boons: Friends in Low Places, Sneaky
Flaws: City Dweller
Languages: Talish, Fendic, Iban, Guild Speak
Equipment: Sword (d6), Dagger (d6L), Light Armor (d6-3)

Towan / Lifeblood 10 / Hero Points 5 / Arcane Power 14
Attributes: Strength 0 Agility 1 Mind 3 Appeal 0
Combat Abilities: Initiative 1 Melee 1 Ranged 1 Defense 1
Careers: Scribe 1, Sorcerer 2, Minstrel 1, Mercenary 0
Boons: Fearless, Power of the Void
Flaws: Lustful, Absent-Minded
Languages: Iban, Fendic, Alemb, Saiban, Parlish, Taman, Mogani, Yamash, Baldwish
Equipment: Staff (d6), Dagger (d6L)

Homba / Lifeblood 12 / Hero Points 5 / Arcane Power 12
Attributes: Strength 2 Agility 2 Mind 0 Appeal 0
Combat Abilities: Initiative 1 Melee 1 Ranged 2 Defense 0
Careers: Beastmaster 1, Hunter 1, Minstrel 1, Mercenary 1
Boons: Beast-Friend, Mighty Shot
Flaws: Country Bumpkin
Languages: Saiban, Fendic, Iban, Mogani
Equipment: Spear (d6), Compound Bow (d6H), Light Armor (d6-3)

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Three Against The Scarlet Trident (Supers!)

The Scarlet Trident

The Scarlet Trident is a criminal organization operating throughout North America. Its ultimate goals, as well as its operational structure, are not understood at present. What is known is that its operatives are almost always equipped with significantly advanced tech. Beam weapons, body armor, stealth suits, even exoskeletons that enhance the wearer’s strength to Super levels have been noted.

Mooks & Henchmen

Scarlet Trident Strike Force 4D
[Qualities: Life Support]

Scarlet Trident Infiltration Team 3D
[Qualities: Invisibility (Sight, Sound)]

Scarlet Trident Brick Breaker
Henchman 4D [Qualities: Super Strength, Super Leap]

Three Heroes Who Have Tangled With The Trident

Certain patterns emerge when analyzing Scarlet Trident operations. To date they have held to committing their crimes with a “things come in threes” pattern. This behavior is almost so obvious as to be trite (as such, it may be deliberately designed to be misleading). There are facets of their actions, though, that are more puzzling. Consider the three most recent Scarlet Trident crimes: each was clearly targeted in areas protected by three decidedly different Supers: Essence, ECHO, and Exile. While these three heroes share certain similarities in their pseudonyms they are otherwise as different as they can be.

Essence is a magical/supernatural heroine who has remained focused on the middle-class suburbs. ECHO is a technological construct operating almost exclusively in the business district and downtown. And Exile a martial artist whose actions have remained confined to the urban slums.

In each incident, a low-scale robbery was undertaken by a deliberately underpowered Scarlet Trident strike force. All three crimes were easily foiled, though no prisoners were captured. The obvious conclusion is that the Scarlet Trident is testing these Supers. But for what purpose?

Essence

Real Name: Alessandra D’Abo
Origin: Magical

Resistances
Composure 3D Fortitude 1D Reaction 2D Will 4D

Advantages
Charismatic

Disadvantages
Enemy (Scarlet Trident)

Aptitudes
Athleticism 2D, Awareness 2D, Occultism 2D, Presence 3D

Powers
Teleportation 2D, Imbue 1D, Insubstantiality 2D, Wizardry 3D (Complication: Smartphone Grimoire)

Competency Pool 0D

ECHO

Real Name: Electroacoustic Construct, Humanoid 0
Origin: Hi-Tech

Resistances
Composure 3D Fortitude 3D Reaction 3D Will 1D

Advantages
Unliving

Disadvantages
Bad Luck, Enemy (Scarlet Trident)

Aptitudes
Awareness 3D, Presence 2D, Technology 3D

Powers
Energy Control (Sound) 4D, Energy Form (Sound) 2D, Flight (Complication: Only in Energy Form) 2D, Size Control (Complication: Only in Energy Form) 2D

Competency Pool 0D

Exile

Real Name: Nathan Willis
Origin: Special Training

Resistances
Composure 1D Fortitude 4D Reaction 4D Will 3D

Advantages
I Brought This Along

Disadvantages
Enemy (Scarlet Trident), Intolerance (Criminals)

Aptitudes
Athleticism 3D, Awareness 2D, Investigation 2D, Intrusion 3D, Presence 2D, Streetwise 2D

Powers
Armor 2D (Complication: Device – Costume), Super Aptitude (Fighting) 4D

Competency Pool 0D

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Playing A Gunny Raccoon Or Big Tree Guy

There’s a little movie out right now that you might have heard of called Guardians of the Galaxy. It’s a romp, and at times it feels very much like an RPG session. All of the protagonists are at least somewhat absurd, and their behavior marks them as Chaotic Good or Chaotic Neutral (with Good tendencies, maybe) in D&D-speak. So they come across pretty nicely as PCs.

I got to thinking about what game I’d use to run a similar story, and while my initial thought was something like Supers!, I think that may have been based on lingering ideas that Guardians as a superhero film rather than a big ol’ pulp scifi adventure. I still can’t quite decide between X-plorers and Tales of the Space Princess, though. So I thought I’d work out how I’d do a couple of the more popular characters and use that to inform my thoughts.

So, without further ado, here’s how I’d approach the core race/class considerations for a certain raccoon and his tree-guy buddy…

For X-plorers: Race-As-Class Classes

X-plorers, by default, focuses strictly on humans. But there’s an excellent supplement for designing alien and robot classes, and that’s what I’ve used here.

Gun-Happy Masked Rodent
Humanoid, Animal-Stock
+1 AGI, +1 INT
Pilot 15+, Security 16+, Mechanics 14+, Stealth 14+
Diminutive (+1 AC, -1 melee damage)
Deadly Marksman (+2 to hit/ranged, +1d6 damage/ranged)

Very Large Plant Man
Humanoid, Plant
+1 PHY, +1 PRE
Martial Arts, Survival 14+, Security 16+, Mechanics 14+
Large (+1 melee damage, -1 AC)
Regenerative (2 HP/Round)

For Tales of the Space Princess: Races w/ Suggested Classes

Tales of the Space Princess has great rules for building unique aliens right there in its core book. I approached these two along those lines. Since race & class are separate in TotSP, I’ve listed a suggested class for each.

Gun-Happy Masked Rodent
Alien: Mammal (+1 DEF, Claws/Teeth do 1d6)
Alien Special Ability: +1 DEX
Suggested Class: Scoundrel

Very Large Plant Man
Alien: Plant (+2 Def, Immune to most poisons, +2 to resist mental domination)
Alien Special Ability: +1 STR
Suggested Class: Star Warrior

Conclusions

Even though I’m more partial to Tales of the Space Princess on the whole, I think I have to concede that X-plorers gets this particular job done better. The custom-built race-as-class classes fit just a bit better, even though I’m not 100% sold on the skills that Big Tree Guy winds up with. That’s a reasonable trade for him having a strong Regeneration ability without having to hack on the rules any further.

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Vintage Magic World: Trial By Wilderness

Wherein your humble scribe presents a quartet of adventurers for the vintage version of Magic World (you know, the one that was part of the old Worlds of Wonder boxed set). Why? Because boredom is my enemy. An enemy that can be vanquished only by imagining heroes to vanquish it.

“Hold a moment, gents. Allow old Dasq to catch his breath,” the fat rogue bellowed as the hill turned ever more steep as they ascended. “Carrying all of these wilderness provisions is a bit more than I’m used to.”

“Come now, villain,” the merchant replied, his accent nearly impenetrable to his companions. “You were carrying twice the weight easily when the city guard apprehended you.”

“Yea, b’at were gemsnsilver, wernit?” muttered Wheezing Mohan, the mercenary known in Broken Shield as much for his allergies as for his sword arm.

“True enough, true enough,” Dasq nodded in agreement as he lowered his bulk onto a boulder that seemed to groan beneath the weight. “Though why you all had to get involved in that… situation… I do not know. If you’d all just allowed me to escape we wouldn’t be on this damnable quest in the first place. A curse upon the King’s magistrate!”

The wizard, who had not uttered a syllable since they left the city turned swiftly and hissed, “We got involved in the situation as you put it, my fat friend, because the treasures you were fleeing with were ours. Though I concur with your cursing of the charlatan who claims knowledgeable service of the King. This custom of trial by wilderness is both ineffectual and an affront.”

“Wernall in agreem’t onnat,” replied Mohan. And then he sneezed three times. “Trollas. Three sneezes means trollas, mebims. Besget yarms ready.”

Guy d’Marseinné (Scholar) 120 Crowns
STR 9 CON 12 SIZ 15 INT 13 POW 14 DEX 11 APP 11 HP 12 DB +1d6
Weapons: Short Sword 30% (1d6+1), Dagger 25% (1d4+1)
Armor: Cuirboilli (3)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 00%, First Aid 45%, Hide 55%, Jump 45%, Linguist 40%, Listen 45%, Literacy 65%, Lore 40%, Mechanical Arts 40%, Mercantile Arts 65%, Move Quietly 25%, Philosophy 40%, Ride 25%, Spot Hidden 25%, Swim 20%, Throw 45%

Vale Loer (Wizard) 390 Crowns
STR 10 CON 6 SIZ 12 INT 15 POW 16 DEX 13 APP 10 HP 6 DB none
Weapons: Staff 45%, Dagger 45%, Sword 45%
Armor:
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 10%, First Aid 45%, Hide 55%, Jump 45%, Linguist 00%, Listen 45%, Literacy 50%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 25%, Spot Hidden 25%, Swim 20%, Throw 45%, Control 45%, Illusion 45%, Lift 45%, Speak To Mind 45%

Fat Dasq (Rogue) 220 Crowns
STR 5 CON 13 SIZ 18 INT 12 POW 9 DEX 15 APP 13 HP 18 DB none
Weapons: Short Sword 55% (1d6+1), Dagger 55% (1d4+1)
Armor: Cuirboilli (3)
Skills: Climb 55%, Cut Purse 75%, Fine Manipulation 75%, First Aid 45%, Hide 55%, Jump 55%, Linguist 00%, Listen 55%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 55%, Philosophy 00%, Ride 25%, Spot Hidden 55%, Swim 20%, Throw 45%

Wheezing Mohan (Warrior) 105 Crowns
STR 13 CON 9 SIZ 13 INT 14 POW 8 DEX 15 APP 11 HP 9 DB none
Weapons: Broad Sword 70% (1d8+1), Mace 65% (1d6+2), Shield 70%
Armor: Ring Mail (4), Leather (2), Shield (12)
Skills: Climb 55%, Cut Purse 5%, Fine Manipulation 5%, First Aid 45%, Hide 55%, Jump 65%, Linguist 00%, Listen 45%, Literacy 00%, Lore 00%, Mechanical Arts 00%, Mercantile Arts 00%, Move Quietly 25%, Philosophy 00%, Ride 75%, Spot Hidden 25%, Swim 20%, Throw 45%

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Deluxe Tunnels & Trolls (Beta) Characters: A Warrior & A Wizard

Wherein your humble scribe rolls up a couple of characters for the Beta version of the Deluxe Tunnels & Trolls rules. Because it’s more fun than worrying about the release of D&D 5e, the OSR controversy du jour, or the sad plight of the bees.

“What about these books, wizard?” Zegg asked as he and his companion looted the library that until recently belonged to their freshly-slain foe.

“No. No. No,” the Elven Enchanter muttered as he looked through the stack of skin-bound volumes proffered by his blood-spattered compatriot. “Those are just pale recreations of the text I seek.”

“And what of this tablet? It constantly overwrites itself with words of wisdom from other mages from around the city. Surely it will guide you to what you desire?”

“No, Zegg, it will not. These words run in circles like children at play. They are diverting enough, but they lead nowhere.”

“Well then, Reshek, can we at least partake of this jar of honey? It smells sweet and looks delicious!”

“You may taste of it, my friend,” the wizard replied. “But grow you not too fond of its contents. Precious little of that golden substance remains on our world. Better still, refrain from opening that container and we can sell it for a fortune in the markets of Zaar.”

Zegg the Slayer / Human / Warrior 2 / 6′ 2″ 210 lbs
STR 26* CON 13 DEX 14 SPD 12 INT 7 WIZ 11 LK 4 CHR 10
Combat Adds +16 Wt Possible 2600
Talents Swordplay (+3), Arson (+3)
14gp Scimitar (4d6+2d6+16), Dagger (2d6+2+2d6+16), Target Shield (8)

Reshek the Enchanter / Elf / Wizard 2 / 5′ 9″ 160 lbs
STR 9 CON 5 DEX 19 SPD 7 INT 20 WIZ 21 LK 9 CHR 11
Combat Adds +2 Wt Possible 900
Talents Gambling (+3), Confectionary Arts (+3)
25gp, Sax (2d6+4+2), Bronze Ring (Focus), Light Leather Armor (3)

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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

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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

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