Heroes International [Mystery Men!]

Aztec Prince
Miguel Santeria was a shoe salesman in Mexico City, and as mild mannered as they come. While he fitted people for shoes and re-stocked the backroom, he dreamed of being a hero. One sunny day he got his chance. Two crooks had just broken into the recently finished Museo Nacional de Antropología and stolen an Aztec calendar made of solid gold. Making their getaway, they ducked into Miguel’s shoe store to cut through to an alley. As the crooks made their way into the backroom with the police hot on their tail, Miguel happened to step around a corner holding a stack of shoes. Colliding with the lead crook, he grabbed hold of the golden calendar to steady himself. The second crook’s gun was drawn, and without thinking he fired at Miguel, striking him in the arm. The force of the impact threw him to the ground, the disc still in his hands. As his blood trickled on the calendar, it activated the magic within. Instantly, the spirits of one thousand Aztec warriors flowed into Miguel, transforming him into the Aztec Prince. The newly born hero quickly dealt with the crooks, delivered them to police and then made his escape. Now, when Miguel hears of trouble, he cries the name of Quetzelcoatl and becomes Aztec Prince, hero of Latin America. His only weakness is the dark – after sunset, his powers can only be invoked for one hour. After that, they fade and cannot be called upon until the rise of the sun.

Red Baron
Hans Friedrich Richter was a German scientist and engineer impressed into working for the Nazis during the Second World War. As he neared completion on a rocket pack, he got wind through a friend that the authorities had discovered that his great-grandfather was Jewish and that they were on their way to arrest him. Hans quickly donned his armored flight suit and rocket pack and blasted his way out of his subterranean workshop. He went on to fight the Nazis in Germany and beyond with the Resistors, a band of super-powered Europeans that included the British Spitfire, Norwegian Giantess, Polish Marksman and Hungarian Blackout. After the war he improved his suit and continued to fight crime in Western Europe with the surviving Resistors. There is also speculation in the super-powered community that the Red Baron has started a private detente with Soviette (her NATO codename), a member of the USSR’s Secretariat Seven.

Superhero images built using Fabrica Herois.

Mu-Pan Eastern Encounter XI

Still cranking away – I think I’m about 5 days away from finishing the encounters – then I have to draw some maps, write all the regional/random encounter stuff, etc. Mutant Truckers is looking pretty good as well – these two articles will make up the bulk of NOD 10. Then I just have to figure out what the heck I’m doing with NOD 11 – anyone interested in a hexcrawl set in a pseudo-Dante’s Hell?

5916. House of Clones: At the foot of the mountains there is an old manor built of wood, with domed towers and a peaked roof. The manor has extensive gardens of cherry trees, creeping junipers, roses, chrysanthemums and ponds of goldfish. The manor is home to a secret society of men and women who are clones – created by a shugenja, Jutem, as part of his plan to conquer the empire. The men and women are clones of nobles now largely deceased, aged and replaced by their sons or daughters, or removed from power with the change of imperial control.

The clones are now unable to serve their original purpose, but they are still ambitious and possessed of a desire to rule. They have thus begun the slow task of gathering an army of humanoids from the mountains, their first target being the port of Artuk.

6021. Plateau of Jackals: Much of this hex is taken up by a rugged plateau of rocky outcroppings and long grass. The plateau is surrounded by an abyssal chasm that exhales foul gases (save or suffer 1d6 points of burning damage to the lungs). In the south, there is a single wooden bridge with a 10 foot gap in its center and signs of burning – perhaps the work of a fire breathing dragon.

The plateau is hunted by three packs of jackals. Each pack contains 1d3 x 10 animals. There was once a sprawling village of grass huts in the center of the hex, but those huts have long since been burned to the ground. The village is now a series of shallow graves, many disturbed. Night encounters with ghouls (1d6+1) occur on a roll of 1-3 on 1d6. The ghouls have burrows into the earth, most of them rather small, but some networking into a series of deeper tunnels that smell of the same acrid smoke of the chasm, but without the negative effects.

The ghouls of the plateau number 30 in all. Roll treasure for them randomly as they are encountered – their burrows can also be generated randomly. They go no deeper than 3 levels, and at the bottom level there dwells their chief, an oversized brute called Myan. Myan possesses the great treasure of the plateau, a pair of +1 sode constructed of leather scales dyed black and ornamented with ivory carvings. The sode give the wearer an acid touch (1d6 damage) and likewise cause any weapon they wield in anger to drip with acid, causing an additional 1d6 damage per hit.

Mystery Men! Dark Renaissance Villains

Yeah, I’ve made some villains for the Dark Renaissance campaign this weekend. Some are public domain, some are original.

Now, I’m not guaranteeing all of them will actually be used, but I wanted some options. If nothing else, I have some articles ready for future issues of NOD.

Thought I’d add to this some of the names of the original villains – find them all in the image above and win the admiration and respect of your peers!

Acid Arrow
Blackstar
Black Beard’s Ghost
Blink
British Bombshell
Chaos Hammer
Cloudkill (noticing a pattern to some of these?)
Cobweb
Crusher
Deadhead
Enervate
Grimalkin (formerly known as Faster Pussycat)
Flamestrike
Forcecage
Freak
Glitterdust
Gongthrottle (yeah, love to cross over with my other stuff)
Harletron 3000
King Seth
Manos
Maze
Meat
Pinball King
Powersource
Prism
Psychedelic
Schrodinger
Shatter
Shayna McBain
Shillelagh
Silver Slasher
Sunburst
Super Size
Swamp Billy
Truestrike
Veil
Weevil

Super villain images created using Fabrica Herois.

Mu-Pan Eastern Encounter X

Still cranking away on this hex crawl. About 30 more encounters to write, then the overall description and encounter tables. Getting there …

5140. Fey Samurai: A fairy knight in the trappings of a samurai has made camp here. He has been wandering the land searching for an honest man, for it is the kiss of an honest man that will awaken the Silver Maiden who sleeps beneath the mountains.

5227. Bonnacon Herd: This district is home to a large herd of bonnacon, and a somewhat flighty herd at that. The grassy hills and trees show many signs of burning, and more than a few bonnacon carcasses are evident, victims of “friendly fire”, so to speak. Long-legged buzzards constantly patrol the sky, waiting for accidents. Encounters with the herd, or at least portions of it numbering 2d6 x 20 animals, occur on a roll of 1-4 on 1d6.

Attacks on the bonnacon have a 1% chance of drawing the attention of the bonnacon lord, called Choupi by the Mu-Panese and worshipped as a minor deity of comical rudeness to authorities. Choupi appears as an old man with a large, bloated belly and long, wispy beard. He carries a staff to which is affixed three gourds.

5408. Magic Fountain: There is a limestone cavern here in which drips enchanted waters into a shallow pool stained electric blue. The water of the fountain staves off death, but only barely retards aging – perhaps halving it. At the same time, it links the drinker to the pool. Drinkers who try to leave the pool are affected as though by a geas.

Living under the cavern there is a tribe of troglodytes in service (out of fear) to the shugenja Qorchon, who dwells in the cavern, depending on its waters to keep himself alive. Qorchon is now 120 years old, and his time is growing very short.

Beneath the troglodyte caverns there is lies the body of the demon A’meggologabo imprisoned in ice.

PS – Mutant Truckers is working out pretty well. Should have a preview soon.

PPS – Still gathering players for the Mystery Men! Dark Renaissance campaign on Google +. We have about 12 people who have shown interest and four who have actually produced characters. Should be fun!

The Sunday Grab Bag

Back by popular demand …

From the All Amazon Band Dept.

That chick needs Mystery Men! stats, stat!

From the Moderne, not Art Deco Dept.

Saw this poster in a Red Robin and had to hunt the image down.

From the National Faux Pas Dept.

Hmmmmm.

From the Mutant Napoleonics Dept.

No – I don’t need to work on another project. Just … no.

From the One More from the Apocalypse Dept.

Probably trying to get away from the bed bugs.

From the Early Age of Motoring Dept.

Cute couple. Couple of what, I’m not sure.

From the Hey, Who’s the Barber Dept.

Watching reality TV produces the same general effect.

From the Muslim Metal Dept.

No doubt about it – this dude can wail.

Heroes of the Proletariat

Some characters I’m working on for the Mystery Men! campaign I discussed HERE. No stats or details yet, of course.

The campaign is called Dark Renaissance. It is set in 1962 in the Shore City universe introduced in the Mystery Men! rules and features a mega-plot that covers multiple cities. The main inspiration is the origin stories of the Avengers and Justice League of America – many heroes coming together to fight a single menace and thus becoming a team.

If you would like to be a part of this game, which will played using Google + (not the hangouts), just throw me an email. My address is on the right hand side of the screen next to my picture. We already have two heroes for the campaign created – Phantomask and Orca.

Image created using Fabrica Herois.

Mu-Pan Eastern Encounter IX

4811. Banshee: A stone road extends from the river to Artuk. Those walking the road often (66% chance) come across an aged woman with lank hair, eyes sealed shut, with clawed fingers and tattered robes. The woman bears a great burden of sticks on her back and wails a mournful song, singing of terrible dooms that are to befall the people she meets. She uses the people’s names in these songs. People who ask her if they might ease her burden are given a toothless smile and handed a stick, which can be used one time as a wand of turn undead (as a cleric of 6th level). Those who do not are cursed and spat at as they pass. Once behind them, the woman throws her sticks at them, one each round. The sticks become white snakes that attack as cobras. Their venom causes a person to shift into the ethereal plane whenever they are stressed or frightened (i.e. save whenever a situation becomes tense) for 1 hour.

4921. Forest of Legs: The forest of trees in this hex gradually turns into a forest of giant, stone legs. The legs are limestone and carved from the “living rock” as some people say. They once held aloft a create limestone cavern that was apparently pulled apart in ancient times. The woodland of stone legs is inhabited by giant blue eagles and silver foxes, and a few of the legs serve as the roosts of hermits, devout wushen who seek enlightenment through the denial of comforts like regular meals and bathing.

Image from Wikipedia