Catwoman vs. Invisible Woman

Now there’s a blog title that has to get some attention, right?

Well, a couple weeks ago I statted up Catwoman and Invisible Woman using the alpha rules I’m writing for Mystery Men! I’m about one or two weeks away from putting my beta rules out there for the world to playtest. The stats below take into account a couple changes from alpha to beta …

Invisible Woman (Sue Richards)

Class: Adventurer
Level: 11
Hit Points: 51
Armor Class: 15 (+1 Dex, +4 Armor)
Feat Bonus: +5
Attack Bonus: +11

Abilities: Str 3 (+0), Dex 5 (+1), Con 5 (+1), Int 10 (+3), Wis 14 (+4), Cha 11 (+3)

Permanent Powers: Force Missile, Invisibility II, Shield
Limited Powers: Force Sphere, Invisibility Sphere, Wall of Force

Catwoman (Selina Kyle)

Class: Adventurer
Level: 16
Hit Points: 53
Armor Class: 18 (+6 Dex, +2 Armor)
Feat Bonus: +7
Attack Bonus: +16

Abilities: Str 5 (+1), Dex 19 (+6), Con 3 (+0), Int 5 (+1), Wis 3 (+0), Cha 10 (+3)

Permanent Powers: Alarm, Feather Fall, Find Clue
Single-User Powers: Moment of Prescience

Now that I have some stats for a hero and a villain, the only thing left to do is have them fight.

Getting wind that a valuable statue of Bast taken from the tomb of the Living Mummy was recently locked in the vault at the Baxter Building, Selina Kyle decides a trip to New York is in order. Doing her homework, she discovers that on one particular night, three of the Fantastic Four will be away from home, Johnny doing some publicity stunt in L.A., Reed lecturing at Medfield College on the possibility of a computer’s circuits being impressed upon a human mind, and Ben Grimm involved in some sort of team up. That left the Invisible Woman alone to hold down the fort, giving the infamous Catwoman odds she could live with.


Having picked her way through the building’s security (involving many heroic feats of Dexterity and Intelligence – see the rules document for an explanation of feat rolls), she finally gets to the vault. Unfortunately, one of those feats was unsuccessful, and the Invisible Woman, getting the alert, proceeds to the vaults to confront what she figures is a routine malfunction. As she enters, the Catwoman strikes …

Panel One
Since CW and IW have the same movement rate, initiative is decided with the roll of 1d10 + Dexterity Modifier. CW rolls 8 while IW rolls a 6. With the initiative, Catwoman decides she better try to knock IW out quickly. In Mystery Men!, you can declare a special attack every round. If you beat your opponent’s DC by 5 or more, you succeed on your special attack. If you beat your opponent’s DC without beating it by 5 or more, you still score a hit and do damage. If you don’t wish to do a special attack, you simply score double damage if you beat your opponent’s DC by 5 or more. For this attack, CW is going to try to knock IW out – if successful with her attack, she’ll score normal damage and IW will have to roll a feat of Constitution to maintain consciousness. So, CW lunges at IW and rolls a 21 (4 + 1 for Str +16 for attack bonus). This not only scores a hit for 2 points of damage, but also forces IW to roll a feat of Constitution to avoid being knocked cold.

Feats replace skills and saving throws in Mystery Men! The dice you roll for a feat depends on the difficulty of the feat, rolling 1d10 for normal feats, 2d10 for heroic feats, 3d10 for super feats and 4d10 for epic feats. To succeed at the feat, you must roll under your ability score + your feat bonus. In IW’s case, she needs to roll under a 10 to make a feat of Constitution. Since CW is 16th level, avoiding her powers and attacks requires a super feat, thus rolling 3d10. IW gets lucky, rolling a 9 and maintaining consciousness.

IW backs off a bit and launches some force missiles. Although based on the magic missile spell, I decided that a power that can potentially be used every round had better require a ranged attack, in this case against a DC of 10 + the opponent’s Dexterity modifier, or 16 in CW’s case. As an 11th level adventurer, IW can launch five missiles, rolling 26, 28, 21, 26 and 13, and thus hitting with four missiles for 4d6 damage + 1 per die for IW’s Dexterity bonus, rolling a 13.

IW still has 49 hit points, while CW is down to 40.

Panel Two
CW rolls a 14 for initiative, IW a 9. CW decides to use her whip this round, making a ranged attack against IW’s DC of 15. Her special attack this round will be tripping, needing a 21 to trip IW and knock her prone. CW has an attack bonus of +16 and a Dex bonus of +6 and rolls a 23 total, scoring 12 points of damage (1d6+6 for high Dex) and forcing IW to make a super feat of Strength to avoid being knocked over. She rolls an 18 and needed to roll an 8 or lower, meaning she hits the floor.

IW has had enough of this nonsense and fortunately can use her Force Sphere while flat on her back. She tries to capture the Princess of Plunder, who must make a heroic feat of Dexterity (roll 2d10) under 27 to avoid it – in other words, she can’t help but flip out of the way, and IW is going to have to take another tack if she’s going to win this fight.

IW has 37 hit points and CW still has 40.

Panel Three
CW rolls 10 for initiative, and IW 4. CW is going to try to knock IW out again, rolling 27 against a DC of 15 and scoring 3 damage and forcing another super Con feat to avoid falling unconscious for 1 page. IW rolls an 18 this time, passing out and leaving CW to make another stab at cracking the vault.

Cracking the vault will also take 1 page, meaning she’ll be dealing with a conscious IW whether she succeeds or not. Cracking the vault, designed by Reed Richards himself, will require a super feat of Intelligence. Catwoman needs to roll a 12 or lower on 3d10, getting a 17 and failing, just as IW returns to consciousness.

IW has 37 hit points and CW still has 40.

Panel Four
CW rolls 9 this time and IW 10. IW decides to activate her invisibility power. Catwoman, noticing that her foe has disappeared, decides to make a run for it. She climbs the wall (a heroic feat, which, with her 19 Dexterity and feat bonus of +6, she can’t fail). Normal climb speed is 30 yards per page (or 3 yards per panel), and we’ll say the vent CW is heading for is about that high off the ground, meaning she makes it to the vent opening on this round and begins crawling through it.

IW has 37 hit points and CW still has 40.

Panel Five
CW rolls a 16 for initiative, IW 6. CW climbs into the vent. Frustrated, but happy that the vault was not breached, IW heads for an elevator to see if she can catch CW on the roof and continue the fight there.

So, the rules are still pretty rough, but I think they’re workable. I think I might lower the attack bonus progression, since Defense Class in Mystery Men! is generally not going to keep pace with attack bonuses the way AC in d20 games kept pace with attack bonuses. I think this makes special attacks too easy to pull off. For that matter, I might change the “knocking out” special attack to a stun for 1 panel special attack. I still need to run some tests with lower powered heroes and something with epic heroes to see how things work at those levels.

Art by Bruce Timm – originally two separate pieces that I combined.

Blackpoort, City of Thieves – Introduction

And so we begin the new year with another city-state of NOD. My goal is to write a city-state a week over the next three weeks, posting a few sneak previews as I go. Up first is Blackpoort, first mentioned in NOD 6 as a shadowy city of thieves and corruption. So, once more into the breech, my friends …

Cathedral Square
The cathedral of Mercurius is one of the central gathering places for citizens of Blackpoort. From haggling merchants to canny thieves and politicians, anyone who needs to make a deal or garner some spiritual assistance to get ahead eventually finds their way to the cathedral to make a quid pro quo sacrifice of something shiny and expensive.

The square is paved in dark red bricks in a sort of staggered diamond pattern. A band of postulant monks and nuns keeps the square clean with brooms and selling bits of useful junk and found items on the side.

1. Cathedral of Mercurius: Mercurius’ cathedral is a large, weathered construction of dark grey blocks of stone faced with sooty, yellow limestone. The building is covered with beautiful architectural details, including mulitple bas-reliefs depicting the adventures and accomplishments of Mercurius and his many children and consorts, including a large, cherished bas-relief of a voluptuous Venus on the northern face of the cathedral that attracts many offerings from hopeful lovers in the form of kisses from painted lips and garlands of white flowers.

The cathedral is surmounted by a tarnished dome of brass etched with protective glyphs and runes and several towers, each with a pointed roof and containing a large bronze bell. These bells are rung at midnight to call thieves, scoundrels and prostitutes to prayer.

The interior of the cathedral is dominated by a large sanctum containing an idol of Mercurius on the wing carved from white marble and coated with gold leaf. An altar before the idol contains slots through which offerings of coins and small gems are accepted. Vermilion robed priests are always on hand to advise petitioners and guard the locked iron boxes into which the offerings flow.

Surrounding the sanctum are a number of chambers used as storehouses of vestments, candles and other priestly paraphernalia, as well as offices, living chambers and rooms used for exorcisms, congress with departed souls and summonings. Secret doors in these ritual chambers lead into the subterranean levels of the cathedral, where the bodies of Blackpoort’s deceased aristocracy are processed for their journey to the Ethereal Plane. The priests of Mercurius, now robed in sable cloaks and wearing bronze gorgon masks, remove the heads with a silver axe, anoint them with costly, fragrant oils and seal them with beeswax. The heads are then placed in terracotta boxes and placed on shelves in the flooded catacombs under the cathedral. The bodies are then loaded onto barges and poled to one of many grottoes that connect with Blackmere, where they are sold to the strange denizens of the black lake or sorcerers in need of bodies for their explorations into the unknown. The priests do a good business in bodies and funerary rites.

The head of the cathedral is the Archbishop Wontan, a delicately featured man with high cheekbones, creamy skin and curly brown hair usually kept under a skullcap of vermilion silk. Wontan is the eldest of many siblings, all of whom are merchants and tradesmen. He is married to the abbess of St. Autolycus Abbey next door and has a son named Bode, a rapacious little snit who sits on the city council for his father.

2. Domen the Baker: Domen’s bakery is a single-story structure of blackened brick with three large chimneys that burn coal. The bakery has a 15-ft ceiling, a large work area that employs a dozen bakers and apprentices. A narrow strip facing Swindle Street has several tables for patrons to enjoy hot, buttered bread, frothy mugs of black beer (imported from the countryside) that is sometimes spiced with cinnamon and cloves and plum tarts. A private room in the back of the bakery is a favorite meeting place for rivals to make marriage deals beneath a small idol of Priapus, fertility god and son of Mercurius. The master of the establishment, Dolmen, is a self-effacing man with pale skin, beady grey eyes and short-cropped brown hair. Unbeknownst to the good people of Blackpoort, Domen is a maniac who wanders the streets at night murdering people and collecting their thumbs.
3. Fridaz the Barber: Fridaz is a strange man, lovely ivory skin, curly, golden hair and crimson eyes surrounded by a palpable melancholy. He rarely speaks, cutting hair (man of his customers are priests keeping their tonsures well clipped), shaving faces and pulling teeth, all with gentle competence and imparting a strange sense of calm and peace to his customers. Fridaz employs two apprentices, local boys who can only aspire to their master’s skill. He also owns a large, golden cat who lazes about the shop, opening its emerald eyes when people enter the shop and giving them a long, hard look. Fridaz dwells above the shop in a simple room with his cat, gazing out the window late into the night, studying the stars. Fridaz is a fallen angel, come to Nod a decade ago to deliver a message to the Archbishop from Mercurius, and then staying on too long. He developed a taste for the night life and fell in love with a dancing girl.

4. Old Curiosity Shop: This shop is run by an antiquarian called Bodur the Bald, an old man with a crooked spine, thin fingers twisted by rheumatism and a deeply creased face. Bodur has all manner of useful items in his shop, most of them quite old, but sturdy. Bodur knows a story behind most of the items in the shop, from simple lengths of rope to a singular brass lamp lamp with inlaid ivory panthers that he will not part with for less than 1,000 gp, explaining that it was carried by St. Oglethwit in his ancient and well known explorations of catacombs and tunnels that now form the foundation of Blackpoort’s undercity.

5. The Screeching Maiden: The Screeching Maiden is a decent quality coaching inn on the High Street and next to Cathedral Square. The inn is named for its “sign”, an old figure head over the entrance that is connected to a copper pipe that runs from a vat of water next to a hearth. As steam builds in the vat, it finally bursts forth from the maiden’s mouth, giving off a loud whistle.
The entrance to the inn is via a double door in the inn’s courtyard, where a groom awaits to take a horse and/or carriage to a shed just south of the inn, or by a cellar entrance on the High Street.

The Screeching Maiden has three floors, the upper floors given to a dozen private rooms and a large common room. The first floor has quarters for the staff and the owner, Clerren, and his family. There are two taverns, one in the south wing that serves the city-state’s famous dark stouts and a menu of sausages, roast pigeons, sour dough breads and honey cakes for desert. One can usually find Nevin, a baronet, holding court here with his retinue of rakes and doxies. Nevin is a seductive man who spends money much faster than his manorial village can make it.

The more popular tavern for adventurers is in the cellar, where rot-gut liquor and heavily fortified wines and food brought down from the kitchen. The cellar is usually crowded, noisy and fun. A large hearth is shared with a “secret” room that holds a large tub of water available for private stews with the tavern wenches, Dawn (a mousy blond), Thomka (a tall, pasty faced red head with an infectious laugh and sparkling green eyes) and Xalta (a buxom emigre’ from Mu-Pan with a round, pleasing face and a sultry voice). Gorlaf, a baudy jongleur who performs in his pantaloons and with a painted face, entertains most nights in the cellar, reciting dirty limericks and performing juggling tricks with daggers and wooden balls.

The landlord of the inn, Cleren, is a retired soldier who still carries his broadsword on his hip. He is married to Nemaeri, a woman from the countryside with a bit of hobgoblin blood flowing through her veins. She has reddish skin, black hair worn in long braids, and a chiseled, though pretty, face. She stands 7′ tall in her stocking feet and is built like an amazon. Sturdy and voluptuous, she gets plenty of stares from the patrons in the cellar tavern, which she runs, but nobody is stupid enough to whistle. Clerren and Nemaeri have three children and employ ten servants.