Thun’da, King of the Conga/Congo

It’s time for another look into the wonders of old jungle comics with a Thunda story posted at The Comic Book Catacombs (for all your old jungle comic needs, one convenient location on the world wide web).

OK, first and foremost, Thun’da is a dude. Name ends with a vowel, immediately I’m thinking a jungle girl, but no, it’s a jungle boy. Naturally, he has a jungle girl (every Tarzan needs a Jane). This episode is about Jungle Killers (i.e. killers in the jungle, as opposed to people who kill jungles).

I wonder what the berber’s “% in Lare” is?

This scene, killing an elephant with one blast of a gun, does bring up a shortcoming of D&D combat, namely that for a single gun shot to take down an 11 HD elephant, it needs to do about 11 dice of damage (or maybe 6, if we’re allowing for double damage on some sort of critical hit). You could make 10d6 damage elephant guns in D&D, but if you let the monsters have them, the players are going to be pissed.

Well, maybe that last elephant just rolled shitty for hit points, because Muka is only annoyed at the little lead pellets, an annoyance he demonstrates by tossing around the Arabs.

What the heck is Pha doing in that middle panel? She’s either distressed at the sound of gunshots or swooning over that dreamy Thun’da, the Frank Sinatra of the Conga.

“Drops like a falling stone” does not really paint Thun’da’s dexterity score in the brightest light.

You know how great it would have been if they misspelled “Flee” in that last panel?

The adventures of Thun’da, Jungle Veterinarian. “That mud will draw out the pain, and introduce a host of bacteria into the wound.”

Meanwhile … Pha Pha Pha Phooom. Thun’da done alright for himself in the jungle. Ain’t it just like a female sidekick, though – you tell them to stay, and they always wander in just in time to be attacked by the one bad guy that got away from you. Sheesh.

Ooo! Ooo! Gold pieces! He said gold pieces! At least we’re dealing with an economy I can understand.

Also … SMATTT? Nice sound effect. Not exactly up to Batman quality.

Hours after days, Thun’da makes his Tracking check and finds the caravan. He then fails his Spot check and is apparently unable to see the guns they’re carrying – those same guns they were carrying on the last page (hours and days ago).

Now Thun’da goes into guerrilla mode – the picture of the impaled dude is actually pretty badass. This brings up a though … how often have your players ever used guerrilla tactics against goblin and orc tribes?

Of course, then Thun’da decides to pick on the African bearers, who are already being whipped and beaten by the Arabs and I lose all respect for the jungle douche.

Oh, I take that back. By jumping on his back from a tree, Thun’da only meant to warn him, not hurt him. It’s like the time a warned a friend about the dangers of bricks by throwing one at his head.

So he gets rid of the bearers, leaving the Arabs with useless ivory (not sure why it’s useless … they may have to carry it themselves, but it will still fetch a pretty penny … er, gold piece … in Djibouti.

Oh, and for those who don’t get the geography involved …

These knuckle heads are traveling 4,300 miles to grab ivory and slaves in the Congo (or Conga, depending on the page) and deliver them to the markets of Djibouti. No, the map’s not perfectly accurate, but close enough for government work. Given the terrain involved, this could be a 2 year trip on foot. Methinks the writer was not acquainted with the immensity of Africa.

I like the last panel. Just in case being shot in the head and tied to a post had taken Thun’da mind off the problem at hand, Pha provides some helpful exposition.

Just when things look their darkest, Thun’da remembers an old trick he learned watching Tarzan movies, and summons his faithful elephant and sabretooth tiger to kill everyone. Which, of course, begs the question … why not summon those two to begin with?

So after saving Muka from the Berbers, he sends Muka to his death against the Berbers. Nice. But it’s not a total loss, as Thun’da finds an alternate route home. You know, for when the jungle is crowded around rush hour. Interesting that the Elephant Graveyard appears to be within sight of the city of Shareen, and yet its existence was a complete surprise to the King of the Congo.

Oh – and love the look on the one guy’s face in the upper right hand panel. Looks like he has a serious noogie coming.

Time for stats!

Thun’da will use have levels in the beastmaster, a variant druid class in Blood & Treasure (yes, I’ll release it pretty soon – give me a break, one guy working on a 400 page RPG book in his spare time). The beastmaster is a druid who loses the shapechange abilities and armor use of a druid, but gains the unarmored AC bonus and speed bonus of a monk and the favored enemy and tracking ability of a ranger. I’m going to be a bit on the brutal side with this guy, given that he’s kind of an ass.

THUN’DA
9th level Beastmaster
Neutral (cause he just ain’t that good)

STR 16 (+2 bonus)
DEX 10 (would have been higher, but the whole “fell like a stone” thing didn’t help him)
CON 16 (+2 bonus)
INT 7 (-1 bonus)
WIS 13 (+1 bonus, and only because he needs it to qualify)
CHA 9

Hit Points: 36 (9d6+18)
Armor Class: 14 (10 + 4 for unarmored AC bonus)
Saving Throws: Fortitude 7, Reflex 12, Will 8

Skills: Survival [8], Tracking [8]

Special Abilities: Druid spells (6/5/4/3/2/1), move through undergrowth (Lvl 2), leaves no trail (Lvl 3), +2 save vs. spells of the fey (Lvl 4), immune to poison (Lvl 9), establish stronghold (Lvl 9; we’ll say his city of Shareen is his stronghold), armor class bonus (+4 at Lvl 9), speed bonus (+20 ft. at Lvl 9), favored enemy (double damage vs. Berbers)

Gear: Short bow, 20 arrows, spear

Henchmen: Sabre (smilodon), Pha (total babe)

She-Ra and Fantasy Archetypes for Mystery Men!

Illustration by FeiLong EX at DeviantArt

So I was watching She-Ra this morning …

No, I don’t really know why. It was on Me! TV this morning, and I was eating my breakfast, and … anyhow, when He-Man and all that jazz hit the scene, I was just about too old for it. A friend of mine got all the original He-Man stuff for Hanukkah one year, but I’ll admit it didn’t do much for me. I was never into fantasy stuff as a kid – I was a Star Wars and G.I. Joe man myself. About the only times I ever handled a He-Man figure was when I was playing with my cousins, who were younger. Now that I’m an adult, though, and a fan of gonzo fantasy/sci-fi, I have to admit you can’t go wrong with something as bonkers as He-Man. As I was designing Mystery Men!, I always thought it would be an excellent system for running something like He-Man.

Which brings me back to She-Ra. They were showing what I gathered to be the second episode, since it was the second part of a two-parter and appeared to be introducing the characters. A couple things came to mind.

First, She-Ra was a mega-babe. Yeah, I know, immature. But there it is.

Second, she was a paladin … or at least I saw her “lay on hands” in the episode.

This got me thinking about some of the archetypes in fantasy games other than the fighter, magic-user and thief, and how they might be done in Mystery Men!

First and foremost, you have the cleric. The cleric could be a sorcerer who devotes more XP to his level (thus getting more hit points and a higher attack bonus) and less to his sorcery pool than your typical sorcerer, or he could be an adventurer who takes a few powers related to healing – maybe embedding them in a holy symbol to cut down on the cost. There is no “turn undead” power per se’, but one could use the Fear power and tie is solely to the undead, thus cutting the cost from 10,000 XP to 5,000 XP. If you also embedded it in a holy symbol, you could cut the cost down to 2,500 XP.

That covers the main classes pretty well, which leaves us with the sub-classes.

The assassin could be a thief with the Inflict Wounds power.

Barbarians are just adventurers with the Rage power and maybe Catfall – just look at my previous post on Conan to get the idea.

The bard is probably a sorcerer with a small sorcery pool and the Enthrall and Suggestion powers.

The druid is probably a sorcerer who maybe goes to the trouble of taking Polymorph (self, one animal only) as a power. By and large, you can just use a sorcerer who focuses on druid-y kinds of spells.

The illusionist, and other specialist mages like necromancer, enchanter, etc. is just a sorcerer who picks and chooses his or her spells. No need for special rules.

The monk is really just an adventurer with a few powers – Catfall, Inflict Wounds, etc. – who doesn’t wear armor.

The paladin is an adventurer with the Heal Wounds power, probably embedded in a holy symbol or the paladin’s sword, along with Remove Impairment.

The ranger is actually a tough one. Tracking is just a task check – no need for anything special there. The extra damage against “giant-class humanoids” or the 3rd edition “favored enemy” could be a limited Inflict Wounds, and thus bought at half price. Maybe throw in things like Weapon Master (longbow), Catfall and Speak With Animals, and you’re probably in the right neighborhood.

Anyhow, as I finished my eggs this morning, I decided I should throw together some stats for She-Ra, who is a good example of a character that straddles the “swords & sorcery” and “superhero” genres. Enjoy the Princess of Power, and if you’re in the middle of a game, why not let her show up and kick Wolverine’s ass or something, just for fun …

SHE-RA, Adventurer 9 (Captain of the Guard, Princess of Power)
STR 13 (+6) | DEX 5 (+2) | CON 5 (+2) | INT 3 (+1) | WIL 3 (+1) | CHA 8 (+4)
HP 63 | DC 16 | ATK +7 (+13 melee, +9 ranged) | SPD 2 | XP 13,900

Ability Boosts: Str +10, Dex +2, Con +2, Cha +5

Powers: Heal Wounds (others), Invulnerability I, Speak with Animals, Strike True

Gear: Longsword (Potent Attack, Shield; 1d8+8, can hit ethereal and incorporeal creatures)

Of Fembots and Bikini Machines

During the 1960’s, beach movies by AIP (American International Pictures) briefly ruled the earth. As unfortunately as they might have been (honestly – I like most of them for exactly the reasons movie critics would tell me I should dislike them), their spawn were even stranger.

Enter Doctor Goldfoot and the Bikini Machine, a spy movie (kinda sorta) from AIP. Having just watched this movie over the weekend, I can report that is surprisingly high budget (for the time period and the quality of the picture), and even more amazing – not nearly as bad as it should have been. The presence of Vincent Price as Dr. Goldfoot probably has a lot to do with my forming this opinion, because I am an unabashed fan of his work. I also found the female lead, Susan Hart, surprisingly engaging as Diane (i.e. Number 11), the star of this particular blog post.

I’ll freely admit that I’m no expert on the subject of sexy fembots (though writing those words, I now am forced to wonder why not). I think Dr. Goldfoot may be the originator of the swinging, sexy, sixties fembots that plagued Austin Powers, International Man of Mystery. I know – Maria/Futura/Hel/Robotrix in Metropolis – but she didn’t swing like a pendulum do, so I’m not counting her.

In this case, they are gold bikini clad and possibly made from actual body parts filled with robot parts. They are produced by a large computer-ish machine, so maybe the bio-ingredients are rendered down into a paste and sprayed onto the robot chasis. They appear to do their best to avoid going “all the way” (as the kids say), so whether they are physically capable of going all the way is certainly in question. Diane, Number 11, is said by Dr. Goldfoot to be the most perfect of them – though that doesn’t stop him from torturing her with electro-shocks and menial floor scrubbing when she fails in her mission.

Dr. Goldfoot’s plan is simple, and would make a great Mystery Men! adventure. He picks a millionaire out of a magazine, programs his fembot to know what she needs to know to get him, equips the fembots with opera glasses that can jab poison needles into the eyes of their rivals, or lipsticks that shoot laser rays to blow their rivals’ head’s off, and sends them off to get hitched. They then use their feminine wiles to get power of attorney and then hand over the millionaire’s wealth to Dr. Goldfoot. Nice scheme … and it almost works. Or maybe it does. They never actually establish the SIC (Security International Command if my memory serves) completely foils the mad scientist.

Diane (Super Villainess), Adventurer
Number 11, Fembot
STR 7 | DEX 5 | CON 5 | INT 2 | WIL 2 | CHA 7
LVL 6 | HP 50 | DC 11 | ATK+6 | SPD 2| XP 7K

Powers: Charm (with kiss), Invulnerability III, Legend Lore (only very specific subjects that she has been programmed in), Phase (1/day), Super Cha +4, Super Str +4

Gear: Trench coat, fedora, walkie-talkie (implanted in head)

If we’re going to show the creation, we might as well show the creator.

Doctor Goldfoot (Super Villain), Scientist
True name unknown, Mad Scientist and Reanimator
STR 2 | DEX 3 | CON 6 | INT 12 | WIL 9 | CHA 3
LVL 11 | HP 50 | DC 10 | ATK+6 | SPD 2| XP 17.4K

Powers: Science Pool (30,000 XP)

Gear: Gold shoes with bells on the toes, handgun, super science devices

 

Tournament Time for Sir Basil of Lyonesse!

 

Mike Davison has started a FlailSnails Jousting Tournament on Google+ that my brand new knight, Sir Basil of Lyonesse, has entered. The jousting started today and, glory be to God, Sir Basil managed to squeek out a win, despite having his helm knocked off and being unmounted.

Best of all, it’s giving me a FlailSnails character (I have a winsome wench named Lucretia who is eligible as well) I can use in future in other games.

I don’t know if outsiders can get a ringside seat to the “FlailSnails Jousting Field” or not, but if you can, do so. There’s chicanery afoot, some side bets happening, and I must say I’m having a ridiculously good time with it. Google+ might not be the best social media concept in history, but it’s doing wonders for the OSR.

Fight On!

Update: Sir Basil goes down in the second round. Alas and alack!

Starman

I just watched the public domain flick Atomic Rulers on Pub-D-Hub. It’s a wonderful little dubbed Japanese film from 1965 about the superhero Starman. If you have an hour to kill and aren’t allergic to old special effects, I highly suggest it – most entertaining! Oh – and don’t be fooled by the intro music – you’re not in Mr. Rogers’ Neighborhood.

STARMAN

Image found at Black Sun

Starman (known as Super Giant in Japan and Spaceman in France) is an android created by the Emerald Hierarchy (awesome name), who rule the Emerald Planet and do their best to keep the universe free of harmful radiation (yeah, apparently they’re not too up on their physics – still, they mean well). He derives his powers from his android body and from his Globemeter, a device he wears on his wrist. He claims to be the friend of all children, a claim which may one day bring him into conflict with Gamera.

Adventurer Level 8

STR 10 (+3) | DEX 10 (+3) | CON 10 (+3) | INT 3 (+0) | WIL 4 (+1) | CHA 2 (+0)

HP 65 | DC 17 | SPD 2 | ATK +6 (+9 melee, +9 ranged)

Powers: Invulnerability III, Super Constitution +7, Super Dexterity +6, Super Strength +7

Gear: Globemeter (DC 16, 3d6 HP; Adapt Body (Space), Detect Radiation, Disguise, Flight, Understand Language)

My New Character …

Found at Kitschy Kitschy Coo

… is definitely going to be a gnome barbarian!

Hmmm – why not roll up a quick gnome barbarian for Blood & Treasure?

And just for fun, I’ll time how long it takes.

I’m starting at 12:29 PM (yeah, I’m on my lunch break)

First – roll my ability scores. Since I definitely want a gnome barbarian, I’m going to roll 3d6 and arrange as I like. I get 8, 5, 13, 14, 10, 9. Wow – great scores. Okay – he’ll be uncharismatic (I think the photo is proof of that), the good stuff goes into strength and constitution to meet the class requirements, everything else is mediocre.

I make a note of the special abilities from being a gnome, adjust ability scores. Pick a couple languages. Roll 1d10 for barbarian hit points – got a 10. Hot damn.

Now I note the skills and special abilities of a barbarian. Increase land speed, rage, etc.

Final step – buy gear. I have 50 gp to spend (Cha 5 x 10 gp), and if I’m using the photo above for my model, not much gear to buy.

Done at 12:42 PM – took 13 minutes, most of that looking at equipment.

KNOBBY THE BARBARIAN

Strength: 13 / +1
Intelligence: 8 / -1
Wisdom: 9 / +0
Dexterity: 9 / +0
Constitution: 14 / +1
Charisma: 5 / -2

Class: Barbarian
Race: Gnome
Level: 1
Hit Points: 11
Armor Class: 10
Saving Throws: Fort 12, Ref 15, Will 15
Speed: 30 ft.

Languages: Gnome, Common

Special: +2 save vs. illusions, knack for listening at doors, see twice as far as humans in dim light, rage (1/day, double damage for duration of combat but -2 AC), no bonus for attacking him from behind or while invisible

Skills: Bend bars (12), break down doors (12), climb (12), jump (12), survival (15), swim (12)

Money: 25 gp, 1 sp

Gear: Club (0 gp), backpack (2 gp), bedroll (1 sp), 50-ft silk rope (10 gp), hooded lantern (7 gp), oil (3 pints) (3 sp), flint & steel (1 gp), ration (7 days) (35 sp), waterskin (1 gp)

The Roustabouts

While the Great War raged, the eminent fighter against supernatural evil, Doctor Silence, found himself locked in a struggle with a nascent demon lord. Their battleground was a circus, and in the ensuing struggle a fire was lit. While Silence managed to send the demon back to Hell, he had occasion to witness three of the circus performers save many people from the inferno. These people exhibited extraordinary powers, and as a result were soon ostracized from their former companions in the circus, despite their heroism. The Doctor gathered these three and made them the core of a team of extraordinary people that could work for the good of all. They are known as the Roustabouts.

ELASTO (Marcus DuPres, Sideshow Freak)
Born in New Orleans, Marcus learned early on of his strange gifts and hid them from the world. A gangly man with only a mediocre intellect and education, he wound up working in a sideshow as a rubber man, and it was in this job that he met Doctor Silence. Marcus isn’t sure he wants to help normal folks, but he has a crush on Hot Toddy, who is quite taken with the idea of being a hero.

Adventurer Level 8 (10,000 XP)
STR 2 | DEX 16 | CON 4 | INT 2 | WIL 4 | CHA 4
HP 38 | DC 19| ATK +6 melee, +11 ranged | SPD 2
Powers & Gear: Elasticity (4,000 XP), Invulnerability (1,000 XP), Super Dexterity (10,000 XP)

MINERVA (Candace Green, Strongwoman)
Minerva was one of the three original Roustabouts, a circus strong woman who could lift nearly anything short of a full-sized bull elephant. She has a sweet and amorous demeanor, but a terrible temper when riled.

Adventurer Level 10 (15,000 XP)
STR 16 | DEX 5 | CON 5 | INT 1 | WIL 3 | CHA 4
HP 57 | DC 11 | ATK +13 melee, +9 ranged | SPD 2
Powers & Gear: Super Strength (10,000 XP)

HOT TODDY (Delores Webb, Dancer)
The third of the original Roustabouts, Hot Toddy was a dancing girl employed in the sideshow who did some interesting things with fire. In fact, she can control flames and even disappear in a burst of flame and leap out of other flames in the immediate area.

Adventurer Level 6 (7,000 XP)
STR 2 | DEX 6 | CON 2 | INT 4 | WIL 5 | CHA 6
HP 27 | DC 11 | ATK +5 melee, +6 ranged | SPD 2
Powers & Gear: Dimension Hop (5,000 XP; via fire only), Flame Body (10,000 XP), Pyrotechnics (3,000 XP)

UNCLE SAM (Samuel Prescott, Veteran)
Uncle Sam is an immortal who fought in the Civil War in the New York infantry. A failed business man, he has a deep, abiding love of his country and a desire to serve it and its people. Despite his aged appearance, he is quite rugged and an excellent soldier.

Adventurer Level 10 (15,400 XP)
STR 5 | DEX 4 | CON 6 | INT 3 | WIL 6 | CHA 3
HP 43 | DC 15 | ATK +9 melee, +9 ranged | SPD 2
Powers & Gear: Color Spray (1,000 XP), Invulnerability I (1,000 XP), Potent Attack (1,000 XP), Shield Other (3,000 XP), Strike True (1,000 XP), Super Will (2,000 XP) / Revolver (600 XP)

SWASTIKA KID (Grant Johnson, Cowboy)
Note: Before its use by the Nazis, the swastika was merely a sun symbol and, in the United States, a sort of exotic symbol of luck.

At first glance, Johnson appears to be a typical cowhand. He is tall and handsome and has deep, knowing green eyes. During one cattle drive, he found himself separated from his friends chasing down a rogue. Lost in a storm, he stumbled into a cave where he met The Old One, a strange little man who claimed to be a Tibetan monk. He nursed the injured cowboy back to health, and then taught him the mystic secrets of the Orient.

Adventurer Level 11 (18,800 XP)
STR 5 | DEX 6 | CON 5 | INT 2 | WIL 6 | CHA 3
HP 42 | DC 15 | ATK +10 melee, +10 ranged | SPD 2
Powers & Gear: Invulnerability (1,000 XP), Protection (1,000 XP), Read Minds (3,000 XP) / Two Six Shooters (1,200 XP)

THE MERMAID (Alice Jones, High Diver)
Alice Jones was a bathing beauty and high diver who, during a stunt, struck her head on rocks and sank beneath the waves. Her body could not be found, and people assumed her dead. It turned out, though, that she had the mutant ability to breathe water, and did not die. Her appearance later that night sent folks into a panic, and she now lives with the Roustabouts. She is the on-again, off-again romance of Sockdolager.

Adventurer Level 9 (14,000 XP)
STR 3 | DEX 6 | CON 7 | INT 4 | WIL 2 | CHA 5
HP 56 | DC 15 | ATK +7 melee, +8 ranged | SPD 2 (Swim 3)
Powers & Gear: Invulnerability I (1,000 XP), Super Constitution (4,000 XP), Water Breathing (6,000 XP)

LITTLE DANDY (Paulina Besser, Actress)
Paulina was a glorified extra in silent movies who one day received an electric shock and found herself shrunk to the size of a doll. With Doctor Silence’s tutelage, she learned to control her powers, and now serves as a part-time heroine, part-time actress still trying to make it big.

Adventurer Level 6 (7,000 XP)
STR 4 | DEX 5 | CON 4 | INT 3 | WIL 3 | CHA 7
HP 38 | DC 11 | ATK +6 melee, +6 ranged | SPD 2
Powers & Gear: Shrink (15,000 XP), Super Charisma (1,000 XP), Super Strength (2,000 XP)

SOCKDOLAGER (Ambrose Gorse, Prize Fighter)
Ambrose is a bare-knuckle boxer with the very useful mutation of unbreakable bones. A very coarse man, his relationship with the Roustabouts is often strained, though he looks on them as his family. He is deeply in love with the Mermaid, but not very clever at showing it. Ambrose is a died-in-the-wool fan of the Boston Nationals.

Adventurer Level 9 (13,000 XP)
STR 5 | DEX 5 | CON 7 | INT 2 | WIL 4 | CHA 2
HP 55 | DC 15 | ATK +8 melee, +8 ranged | SPD 2
Powers & Gear: Invulnerability II (6,000 XP), Regenerate (6,000 XP), Super Constitution (1,000 XP)

TOP HAT (Unknown, Thief)
The man known as Top Hat is a gentleman thief who is permanently invisible. Captured by Doctor Silence, who saved his life, he now does his best to turn over a new leaf with varying degrees of success.

Adventurer Level 7 (9,400 XP)
STR 3 | DEX 6 | CON 3 | INT 6 | WIL 2 | CHA 4
HP 32 | DC 11 | ATK +6 melee, +6 ranged | SPD 2
Powers & Gear: Invisibility (15,000 XP) / Stout Cane (600 XP)

THE WAIF (Jessie Knox, Pick Pocket)
Another former criminal taken in by Silence, Jessie is a young woman with the ability to pass through solid objects. While she respects Silence and looks at him as a sort of father figure, the Swastika Kid is her “true love” (he doesn’t know) and Sockdolager is like a big brother to her.

Adventurer Level 3 (2,500 XP)
STR 3 | DEX 6 | CON 5 | INT 2 | WIL 3 | CHA 6
HP 9 | DC 11 | ATK +3 melee, +4 ranged | SPD 2
Powers & Gear: Etherealness (7,500 XP; must hold breath, only 3/day, cannot pass through metal)

DRAGON PRINCESS (Yen Lu, Mystic)
Yen Lu was a woman working as a fortune teller in Chinatown who was caught up in a tong war. Rescued by Doctor Silence, who realized she had a great potential as a sorcerer, she now works as his apprentice. She claims to be an exiled princess from China, but this is highly questionable.

Sorcerer Level 9 (13,500 XP)
STR 3 | DEX 4 | CON 4 | INT 6 | WIL 6 | CHA 5
HP 35 | DC 11 | ATK +4 melee, +5 ranged | SPD 2
Powers & Gear: Force Missile (500 XP), Hypnotic Pattern (3,000 XP), Precognition (3,000 XP), Sorcery (5,000 XP)

THE DOVE (Celeste Cross)
Celeste was a child preacher taken in by Silence when her itinerant preacher father died in a hail of gangster gunfire. She is a bit preachy for anyone’s taste, but her heart is in the right place. She aims to one day save Top Hat’s soul. The Waif is like a sister to her.

Adventurer Level 1 (0 XP)
STR 2 | DEX 3 | CON 2 | INT 2 | WIL 4 | CHA 4
HP 3 | DC 10 | ATK +1 melee, +1 ranged | SPD 2
Powers & Gear: Calm Emotions (3,000 XP), Heal Wounds (12,500 XP; 1/day) / Bible

THE MECHANIC (Rajmund “Ray” Nowak)
A Polish immigrant who fell into factory work, Ray soon learned he could repair things simply by touching them. Over time, he learned to turn raw materials into wondrous machines. He now serves as the Roustabout’s resident inventor and mechanic, keeping their machines in working order.

Adventurer Level 9 (13,900 XP)
STR 5 | DEX 6 | CON 5 | INT 5 | WIL 2 | CHA 3
HP 51 | DC 11 | ATK +8 melee, +8 ranged | SPD 2
Powers & Gear: Fabricate (7,500 XP – metal only), Make Whole (3,000 XP) / Monkey Wrench (600 XP)

DOCTOR SILENCE (Occult Investigator and Medical Doctor)
Dr. Silence was an independently wealthy man who became a medical doctor and soon got into occult investigations as a hobby. Now in his 60’s, he created the Roustabouts to help defend humanity from evil.

Sorcerer Level 11 (19,000 XP)
STR 2 | DEX 3 | CON 3 | INT 5 | WIL 6 | CHA 4
HP 27 | DC 10 | ATK +5 melee, +5 ranged | SPD 2
Powers & Gear: Protection (1,000 XP), Sorcery (10,000 XP)

Warriors Six

Looking at the duelist class that I posted last night, I thought it might be a good idea to “roll up” the various fighting classes and see how they stack up in comparison to one another. My method was as follows:

Used Hamete dice server to roll up a set of stats using 3d6. I was going to re-roll until I got a set that would allow all the classes, but got lucky on the first try. The array was 16, 16, 16, 10, 8, 8 and was used for all of the different characters.

I ignored race – I wanted to compare and contrast the classes without any other interference; likewise, I didn’t use the optional feats

I placed each character at 6th level, to see how they stacked up in the “sweet spot”

Hit points were average for the class’s Hit Dice

I gave each character the best armor permitted by their class

Thus, the Warriors Six …

BARDRA

Barbarian, Level 6 (Shield-Biter)

STR 16 (+2); DEX 16 (+2); CON 16 (+2); INT 8 (-1); WIS 10; CHA 8 (-1)

HP 45; ATTACK +5; AC 18 (ring + shield); SAVES – FORT 8; REF 11; WILL 13

Abilities: Land speed +10 ft., rage (2/day, two attacks per round, +2 to Str-related tasks, -2 AC), foes gain no tactical advantage from flanking, sneak attacks or invisibility, immune to extra damage from sneak attacks by thieves of 8th level or less

Skills: Bending Bars (8), Breaking Down Doors (8), Climbing (8), Jumping (8), Surviving (13), Swimming (8)

DAVOS

Duelist, Level 6 (Daredevil)

STR 10; DEX 16 (+2); CON 16 (+2); INT 16 (+2); WIS 8 (-1); CHA 8 (-1)

HP 39; ATTACK +5; AC 17 (leather + buckler); SAVES – FORT 11; REF 8; WILL 14

Abilities: Add intelligence bonus to AC, +2 to hit with special attacks, +4 AC when fighting defensively, +2 to initiative rolls

Skills: Balancing (8), Jumping (13)

FARRO

Fighter, Level 6 (Grognard)

STR 16 (+2); DEX 16 (+2); CON 16 (+2); INT 8 (-1); WIS 8 (-1); CHA 10

HP 45; ATTACK +5; AC 21 (plate + shield); SAVES – FORT 8; REF 11; WILL 14

Abilities: Attack twice per round

Skills: Bending Bars (8), Breaking Down Doors (8), Riding (11)

MALA

Human Monk, Level 6 (Monk)

STR 10; DEX 16 (+2); CON 16 (+2); INT 8 (-1); WIS 16 (+2); CHA 8 (-1)

HP 33; ATTACK +3; AC 15 (unarmored); SAVES – FORT 8; REF 8; WILL 8

Abilities: Flurry of blows (extra attack, -1 to hit an all attacks), stunning blow (1/day; save or stunned for 1d4 rounds), unarmed attacks (1d6 damage, treat as though from +1 weapon); deflect arrows (1/round), land speed +10 ft., reduce fall by 20 ft., immune to all normal diseases

Skills: Balancing (8), Bending Bars (10), Breaking Down Doors (10), Climbing (10), Jumping (10)

PARSIFON

Paladin, Level 6 (Knight)

STR 16 (+2); DEX 8 (-1); CON 10; INT 8 (-1); WIS 16 (+2); CHA 16 (+2)

HP 27; ATTACK +5; AC 18 (plate + shield); SAVES – FORT 10; REF 14; WILL 11

Abilities: Smite chaotic creatures (3/day; +2 to hit, +6 damage), heal damage (6 hp/day), immune to fear, turn undead as 3rd level cleric, paladin spells (1 x 1st), remove disease 1/week

Skills: Riding (14)

RUMACK

Human Ranger, Level 6 (Pathfinder)

STR 16 (+2); DEX 16 (+2); CON 10; INT 8 (-1); WIS 16 (+2); CHA 8 (-1)

HP 27; ATTACK +5; AC 19 (chain + shield); SAVES – FORT 10; REF 8; WILL 11

Abilities: Giant Slayer (+2 to track, extra attack each round vs. giants), ranger spells (1 x 1st)

Skills: Climbing (8), Hiding (8), Moving Silently (8), Surviving (11), Swimming (8), Tracking (11)

ANALYSIS
A quick analysis of the stats (just ranking the classes and assigning some points for best – second best – third best) makes me think the Fighter and Ranger are okay, the Barbarian might be a little too okay, the Paladin a little weak (mostly because he needs those high scores in Wisdom and Charisma – perhaps I could improve his saving throws) and the Duelist comes off as the weakest. I might boost the duelist’s Hit Dice to d10 from d8 and look into some additional skills and perhaps another special ability. Of course, it will really come down to playtesting to see what’s what.

Happy Thanksgiving, Mystery Men! Style

To start off, I want to give thanks for what has been a pretty good year for me. A couple years ago, I wouldn’t have thought I’d now be making a few bucks writing game material and even publishing my own games. I’m thankful for the opportunities I’ve had and for the support folks in the game community have given me. I’m even more thankful for my wife, daughter and family and friends. Things are going well today, but I know that things can change, and I’m determined to be thankful for what I have while I still have it.

Now then, on to the goodies. When I was a kid, we used to do these book orders in elementary school. One of the items we could get from these four-page “catalogs” was a subscription to one of two magazines (I think one was four younger kids, the other for older kids, though which is which I don’t remember), Bananas and Dynamite. One little article from Dynamite that stuck with me was about “Zero Heroes”. Apparently, these less-than-stellar superheroes were created by B. K. Taylor as a set of stickers. Years later (now, in fact) I managed to find them online (amazing, isn’t it) and happily present you a hero for the holiday (well, kinda).

The Great Gobbler
According to the back of the sticker, the Great Gobbler had some exciting adventures, but his series was finally cancelled because, no matter how exciting they were, people couldn’t get over the fact that he was just a big turkey.

Cover image above from retroCRUSH.

Happy Halloween from the Mystery Men

‘Tis the season, and all that. Thought I’d write up a few heroes who seem appropriate for the holiday.

Bogey Man
Bogey Man is author Kendall Richards, a famous crime novelist who is forced to go undercover when a gangster called Blade steals his latest book, in which he has concocted the perfect crime. Once he gets his book back, he continues fighting crime as the Bogey Man.

Destroying Demon
Secret agent Bruce Blackburn is forced to go undercover as a traitor to break an un-American spy ring (no, that’s not political – they actually called themselves the Un-American Group). Most folks think he is dead, but he actually fights crime and spies as the Destroying Demon. His main weapon – a bungee cord that allows him to jump from building to building.

Fantomah
Fantomah is a jungle goddess who deals out grim punishment to evil-doers in Africa. She can either take the form of a beautiful blonde jungle girl or a blue-skinned, skull-faced hellion.

Purple Zombie
Zoro – if that’s his real name – was a corpse that was revitalized by a ray invented by Dr. Hale and Dr. Malinsky. Malinsky wants to create an army of zombies to take over the world, and when Dr. Hale opposes him he shoots Hale. The zombie, in return, strangles the evil scientist and then goes on a rampage. He is finally captured, but it turns out that Dr. Hale is still alive and is able to control him. The court releases Zoro to the doctor and embark on a life of adventure.

Happy Halloween Folks!