Dark Lord of the Sith for Mystery Men!

I’m finally finished editing NOD 7 and should have it up for sale tomorrow. To celebrate, I figured I’d take a crack of statting up the villain that loomed largest in my pre-teen years …

Darth Vader
Adventurer Lvl 10

STR 10 | DEX 12 | CON 4 | INT 5 | WIL 6 | CHA 3
HP 75 | DC 20 | SPD 2 | XP 15,000 (70,000)

Powers: Catfall [P], Force Hand II [L], Haste [S], Jump [L], Mind Fog [L], Mind Reading [L], Precognition [L], Shield [P], Suggestion I [L], Super Dexterity (+6) [P], Telekinesis [P]

Gear: Lightsaber (sword + energy blade power and potent weapon), light armor (super strength +6), helm with respirator, black cloak

And since he’s right there in that image above, I might as well stat out the dark lord of Latveria as well.

Doctor Doom
Scientist Lvl 8, Sorcerer Lvl 8*

STR 14 | DEX 3 | CON 3 | INT 18 | WIL 5 | CHA 5
HP 43 | DC 25 | SPD 2 | XP 22,600 (70,000 XP)

Powers: Super Intelligence (+12) [P]

Armor Powers: Armor [P], Energy Ray (Electricity) [L], Force Missiles [P], Shield [P], Super Strength (+12) [P]

Sorcery Pool: 10,000 XP

Science Pool: 15,000 XP

Gear: Heavy armor (invested with several powers – see above), green hooded cloak

* Multi-classing isn’t baked into the MM! rules, but I figured they made sense with Victor. Essentially, I just split the XP remaining after powers between the two classes

Darth Vader versus Doctor Doom by Jim Califiore (TM Marvel Comics & LucasFilm Ltd.)

Read more: http://www.chicagonow.com/blogs/geek-to-me/2010/07/fantasy-face-off-darth-vader-vs-superman.html#ixzz1E5u54TX7

All Strong!! All Brave!! All Heroes!!

They are the Herculoids!!

After statting out the Arabian Knights, the venemous pao requested the Herculoids. My love of the Herculoids and their bizarre world of Amzot is second to nobody’s, so here they are, built with 30,000 XP each …

ZANDOR
One of the best things about the Herculoids is that they don’t seem to have ever explained them – at least not in the old days. Here’s my take – Zandor was a brilliant scientist who wanted to get “back to nature”, doing so on the primitive planet of Amzot. He took along his wife and son and a few creatures (part of Project Herculoid) created in his laboratory. The Herculoids are equal parts nature and science. This is the best explanation I can come up with for a guy who lives in a tree yet clearly understand high technology, and who fights using a sling shot and exploding rocks – rocks which also seem to be produced by Tundro. Moreover, if the Herculoids are just alien animals from Amzot, why don’t we ever see any other of their kind roaming about?

Adventurer* Lvl 12
Str 4 | Dex 16 | Con 4 | Int 5 | Wil 4 | Cha 2
HP 64 | AC 16 | Spd 0 | XP 23,400

Powers: Heroism I-L, Super Dexterity (+6)-P
Gear: Shield, sling, 10 stones (treat as grenade)

* Okay, I just got through saying that I think Zandor is a scientist, and then I go and make him an “adventurer” instead of “scientist” – why? The scientist class in MM! is good for modeling characters that use lots of scientific gadgets, and often different gadgets in different adventures. Zandor doesn’t, so I’m making him a member of the adventurer class with scientist as his background/occupation.

DORNO (Sidekick of Zandor)

Adventurer Lvl 4
Str 4 | Dex 6 | Con 4 | Int 1 | Wil 2 | Cha 1
HP 32 | AC 11 | Spd 2 | XP 3,000

Powers: None
Gear: Sling, stones (treat as grenade)

IGOO, Rock Ape

Adventurer Lvl 9
Str 11 | Dex 4 | Con 11 | Int 1 | Wil 3 | Cha 3
HP 87 | AC 15 | Spd 2 | XP 12,400

Powers: Armor-P, Enlarge Person-L*, Stoneskin-P, Super Constitution (+6)-P, Super Strength (+6)-P
Gear: None

* Based on the fact that Igoo manages to be about twice the height of Zandor in some scenes and then about two or three times bigger in others. When presented with sloppy editing – make it a power!

TUNDRO

Adventurer Lvl 10
Str 12 | Dex 2 | Con 12 | Int 2 | Wil 5 | Cha 2
HP 92 | AC 14 | Spd 2 | XP 17,400

Powers: Armor-P, Elasticity (Legs)-L, Force Missile-P, Shield-P, Super Constitution (+6)-P, Super Strength (+6)-P
Gear: None

ZOK, Space Dragon

Adventurer Lvl 8
Str 9 | Dex 11 | Con 10 | Int 2 | Wil 2 | Cha 1
HP 66 | AC 17 | Spd 3 | XP 10,000

Powers: Armor-P, Energy Ray (4d6)-P, Fly-P, Super Constitution (+6)-P, Super Dexterity (+6)-P, Super Speed (+1)-P, Super Strength (+6)-P
Gear: None

GLOOP

Adventurer Lvl 5
Str 2 | Dex 17 | Con 4 | Int 2 | Wil 4 | Cha 3
HP 49 | AC 15 | Spd 2 | XP 5,400

Powers: Elasticity-P, Jump-L, Resist Energy (Electricity & Fire)-P, Super Dexterity (+6)-P
Gear: None

GLEEP

Adventurer Lvl 5
Str 1 | Dex 12 | Con 6 | Int 1 | Wil 5 | Cha 2
HP 43 | AC 14 | Spd 2 | XP 5,400

Powers: Elasticity-P, Jump-L, Resist Energy (Electricity & Fire)-P, Super Dexterity (+6)-P
Gear: None

Image by Nelson Daniel

Mystery Men! Gamma Release

No, not a release focusing on emerald-hued radiation accidents that just want to be left alone, but the follow up to the gamma release. I’ve put in the beta errata and made some other big changes to ability score generation, rolling feats and the monster stats – also added the ever lovin’ blue-eyed Tarrasque and a little sample artwork that will appear in the finished product. When I find time (HA!) I’m going to go back through past MM! posts and update the stats to the Gamma edition rules and maybe re-run the combats where old procedures clash with new procedures. I also still need to update the character sheet. All in good time. So – enjoy the gamma release, give it a try, and don’t hesitate to comment here or email me with your suggestions and errata. Roll up a character and have him fight a vampire or two, or pit an amazon princess up against a titan, or place a terrific trio over a pit containing a black pudding and let me know how it comes out.

Illustration of Fantome by and copyright 2011 Joel Carroll.

The Arabian Knights for Mystery Men!

The good people at Hanna Barbera created many, many superheroes back in the day, besides the old Super Friends cartoons. Lots of folks know Space Ghost these days, from his popular talk show if not his fight for cosmic justice, but there was also the caveman superhero Mighty Mightor (awesome beyond belief), Birdman (greatest war cry of any superhero ever) and the Galaxy Trio. As a way to show that Mystery Men! can be used for just about any era of heroics, this post is going to focus on the Arabian Knights.

The Arabian Knights was a cartoon produced for the Banana Splits show. It concerns an deposed prince, Turhan, and a band of super powered allies trying to re-install him on the throne of Baghdad. The cartoons are actually pretty fun and imaginative for the cut-rate production values practiced by HB during that period (though, to be honest, they would get much, much worse). The upside of all these cartoons was that, even though the production values were usually not up to par, the initial design work was done by the great Alex Toth.

The Arabian Knights work well as a super team because each of the members has a small number of abilities. For this reason, we’ll build each with 15,000 XP. Without further ado, the Arabian Knights …

TURHAN, Ex-Prince of Baghdad
Adventurer Lvl 8 (11,400 XP)
Str 4; Int 2; Wis 1; Dex 12; Con 5; Cha 5
HP 50; DC 14; SPD 2Powers: P – Super Dexterity (+6) (3,600 XP)
Gear: Sword

NIDA, Daughter of the Caliph
Adventurer Lvl 10 (15,000 XP)
Str 4; Int 3; Wis 2; Dex 4; Con 2; Cha 3
HP 45; DC 11; SPD 2
Powers: None
Gear: Sword

RASEEM
Adventurer Lvl 4 (3,900 XP)
Str 6; Int 2; Wis 2; Dex 5; Con 6; Cha 2
HP 35; DC 11; SPD 2
Powers: P – Super Strength (+6) (3,600 XP)
Sidekick: Zazuum, donkey with the Whirlwind (Single-Use; 7,500 XP) power

FARIEK
Sorcerer Lvl 5 (5,000 XP)
Str 2; Int 6; Wis 4; Dex 2; Con 6; Cha 4
HP 25; DC 10; SPD 2
Powers: Sorcery (10,000 XP)

BEZ THE BEAST
Adventurer Lvl 5 (5,000 XP)
Str 4; Int 2; Wis 5; Dex 5; Con 4; Cha 5
HP 35; DC 11; SPD 2
Powers: P – Polymorph (10,000 XP)

Thinking about some Mystery Men! Changes …

I’m still playing with some of the details of Mystery Men!

– I’m thinking of having all ability scores rolled with 1d6 and then boosted purely by buying powers. This is based on a suggestion I got early on, and I think it makes sense to use the spending of XP to make super heroes as opposed to spending both dice and XP. Besides, some heroes have several (or all) heavily boosted ability scores (I’m looking at the big blue boyscout here), which is tougher to duplicate using the current system.

– I think I’m going to divide ability scores and levels into five bands: Normal (1-6), Heroic (7-12), Superhuman (13-18), Epic (19-24) and Cosmic (25-30). Ability bonuses will be +1 per three points of ability (i.e. +0 for a score of 1 or 2, +1 for a score of 3 to 5 etc to +10 at 30) and will only be used for attack and damage bonuses.

– Feats will require you to roll 1d20 and meet or beat a score of 10. You modify this roll by the difference between your ability score or level (depending on what you’re doing) and your opponent’s. Using this scheme you’ll always fail on a natural “1” and always succeed on a natural “20”. I think I was worried too much about normal humans getting away with facing down Galactus when nobody is going to play a normal human – oh, maybe a non-powered hero, but still a hero capable of amazing things. For feats that aren’t against an opponent, you compare your ability/level against the following scores based on the five bands: Normal 3, Heroic 9, Superhuman 15, Epic 21 and Cosmic 27. I think this might be simpler than the current scheme, although they aren’t terribly different from one another.

– For monsters, I think I’m going to refer to Hit Dice as Level for monsters and characters – keeps me from having to explain that they’re essentially the same thing. I’m going to include a Physique and Mentality score for them as well for use in feats. The monster stats should thus be: Level, Physique, Mentality, Defense Class, Speed, XP Value and Attacks and Powers.

I think that’s it for now. Still trying to find time to play the game with some friends – when I do I’ll have some play reports. In the meantime I’m working away at NOD 7 and my Frog God projects. Posts might be a bit more sporadic in February, since most of what I’m writing isn’t stuff I can preview on the blog. This week I’m going to try to write up some demon lords – something I want to make a regular feature in NOD, stat out some Hanna Barbera heroes and who knows what else. In the meantime, have fun out there!

Deathbot Battle Redux

When last I pitted the Deathbot in battle against Captain Triumph, I had to admit that the good Captain, a 30,000 XP character, was a bit outmatched. I wondered then how the Deathbot would fare against someone more powerful – enter Superman.

Superman is built using 150,000 XP and I assigned his ability scores to make him just about as tough as I could. Truth be told, you just can’t roll this guy up in Mystery Men! using the rules  you bump the number of starting ability dice – an option I plan to include in the finished rules.

Here, then, are the stats for the Man of Tomorrow … and of course, these stats are not intended to infringe on or threaten DC Comics’ intellectual property or copyrights.

Str 30 (+9)
Int 8 (+2)
Wil 10 (+3)
Dex 30 (+9)
Con 30 (+9)
Cha 4 (+0)

XP: 70,000
LVL: 20
HP: 288
DC: 23
AB:+15
FB: +9
SPD: 7 (8 flying)

Powers (All Permanent)
Fly
Energy Ray (Heat) – 30’ range, 4d6 damage, ranged attack vs. DC 10+Dex
Armor – +4 DC
Endure Elements – comfortable in hot and cold environments
Stoneskin – damage reduction 3
Super Strength* – +4 Str
Super Dexterity* – +4 Dex
Super Constitution* – +4 Con
Super Speed – increase speed by 5

*I assigned the ability scores, but still figured he should have to pay for super strength, dexterity and constitution

And yes, Superman probably has about 100 other powers – I’m hitting the old tried and true with this list.

The last Deathbot was toned down a bit – Superman is going to face off with a fully powered giant robot with the following stats:

DEATHBOT
HD 18 (100 hp); DC 30; Attacks with 2 slams for 4d6 damage; Speed 1; XP 6450; Powers: Darkvision, energy bolt (from eyes, ), iron body.

This battle will take place on a street in a major city, and Superman will begin the battle in flight. Let’s fight …

ROUND ONE

Initiative Order (1d10 + Spd + Dex): Superman [22], Deathbot [6]

Superman is always going to win initiative against the Deathbot, so we’ll forgo future initiative rolls to speed this up. Because of his speed (7) is seven times higher than the giant robot, Superman gets 3 actions per round.

In round one, Superman is first going to charge into the Deathbot and attempt to knock it down. This will give him +1d6 damage for the attack, but reduce his DC by 3, to 20. Superman rolls 1d20 + FB + Str and gets [32], scoring 1d6+9 + 1d6 damage and rolling [17] and scoring only 12 damage due the robot’s iron body. He follows up with a blast of his heat rays and then another wallop from his fists (or fisks, if you happen to be Popeye). He rolls a [41] for the heat rays and a [26] for the punch, scoring a hit from the heat rays. He rolls 13 damage. The Deathbot rolls a feat of constitution and gets [25], enough to cut the damage in half to 6. The Iron Body power of the Deathbot cuts that in half again, to 3.

The Deathbot strikes back with his own energy bolts (electricity). He rolls a [25], enough to hit Superman, and causes 72 points of damage. Superman rolls a feat of constitution to halve the damage and gets [17], not enough to save.

We end the round with the Deathbot having 85 hit points and Superman reduced to 216 hit points.

ROUND TWO

Superman has three actions again. The heat rays were pretty ineffective, so he’s going to focus on grappling the robot and lifting it. He can lift 100 tons without difficulty, so I would rule that he could do it. To grapple it (i.e. grab it) he’s going to have to beat the robot’s DC of 30 by 5, i.e. he needs to roll a 35. Even if he just beats the DC of 30, he’ll manage to cause some damage. This round, he rolls [33] and then [42] for his first two actions. The first attack scores [13] damage, reduced to 8 due to iron body. The second attack scores [14] damage, reduced to 9. The second attack beats 35, so he manages to grab the robot. He’ll use his last action to fly the robot about 1 mile up (he could go up to 50 at his speed, but 1 mile should be sufficient).

The Deathbot is in pretty serious trouble, but being a robot he focuses on the task at hand. He’ll attempt to make two slam attacks against Superman, rolling [37] and [24]. He scores two hits, rolling [8] and [13] damage. Superman’s stoneskin power reduces these to 5 and 10.

At the end of Round Two, Superman has 201 hit points left, the Deathbot has 68.

ROUND THREE
Last round of combat, most likely. Superman is going to let the beast fall. Falling damage, like in the original game, is 1d6 per 10′, with a maximum of 20d6. On the way down, I’ll let the Deathbot make a final energy bolt attack. He rolls a [21] and then rolls [59] points of damage. Superman makes a constitution feat, rolling [15] – not enough to cut the damage in half. When the Deathbot hits the ground, he takes 58 points of damage, reduced to 53 because of iron body. The Deathbot gets a dexterity feat to take half damage from the fall and rolls a [7], failing. Technically, Superman still has two actions left, so he’s going to use one to fly back down and the other to punch the Deathbot. This will count as a charge. He rolls a [44] to hit. Since he wasn’t using any other special attack, beating the ‘bot’s DC by more than 5 means double damage. He rolls 2d6+18 plus another 1d6 for the charge, getting [19], which is reduced to 14 because of iron body.

At the end of Round Three, Superman has 142 hit points. The Deathbot has 1 hit point. Tough little guy, isn’t he.

ROUND FOUR
Nothing fancy this time. Superman is going punch, punch and punch. He rolls [28] [25] and [35]. All three punches do damage, and the last punch does double damage. He rolls a total of 55 points of damage, reduced to 40 because of iron body. More than enough to finish off the Deathbot.

WHAT I LEARNED
Superman outclassed the Deathbot, but only at 150,000 XP. Reduce his starting XP to 100,000 and his level drops to 11 – that means far fewer hit points and a reduced attack bonus, and Superman is in for a far tougher fight. Given that the giant robot is supposed to be a useful monster in the game, I’m definitely going to knock him down a few pegs – specifically the DC, probably to 25. I also think I’ll cap the energy bolt, in fact all damage from powers, at 10 dice.

Image by Erik Doescher from comicartfans website.

Mystery Man Test II – Captain Triumph vs. Thugs

Last time we witnessed Captain Triumph outclassed by a giant Deathbot (yeah, I still need to stage a combat between the Deathbot and Superman or Thor – not enough time in the day …). Today, we’ll pit him against five humans to see how one vs. many works out in Mystery Men!

The Setup
Captain Triumph sneaks into the island headquarters of Doctor Death. While moving through a large audience chamber, he sets off an alarm and is attached by four thugs armed with machine guns and their leader, a ninja.

The Bad Guys
The thugs are human warriors: HD 2 (9 hp each); DC 12; Attacks with fists for 1d4 damage or with handgun for 2d6 damage; Speed 2; XP 200.

The ninja is a human elite: HD 3 (18 hp); DC 13; Attacks with fists for 1d6 damage or with sword for 1d6+2 damage; Speed 2; XP 300.

Round One
Initiative Order (1d10+Speed+Dex Mod): Triumph [9], Thugs [8], Ninja [6]

The thugs stand at the end of the room, blocking its only exit, the ninja behind them. We’re going to pretend that Triumph has already used his Invisibility I power this turn, and thus cannot use it during this fight. He decides to charge (+1d6 damage, -3 DC) at one of the central thugs and belt him. He has the same speed as these combatants, so only gets one attack per round. Triumph’s attack roll is 1d20 + Attack Bonus of +8 plus Strength Bonus of +5. With a total bonus of +13, Triumph cannot miss against the thug’s DC of 13. though the Referee might want to use the roll of a natural “1” as an opportunity to introduce a complication to the situation. So, Triumph rolls a [31] to hit (why couldn’t he do this against the Deathbot more often?), slugging the thug for 12 points of damage and knocking him unconscious at -3 hp.

The remaining thugs open up on the charging hero with their gats – dangerous, but they know they’re facing an ubermensch. I’ll rule that on a natural roll of “1”, the thugs hit one another with their bullets. The thugs roll 1d20 + Hit Dice (2), getting rolls of [8], [8] and [10]. Even at Triumph’s lower DC (because he charged), they don’t hit him, but they don’t hit one another either.

Question: Bonus for attacking at Point Blank Range? Have to think about that.

The ninja takes a swipe at Triumph with his sword. He rolls 1d20 + Hit Dice (3), getting a roll of [23]. Since he’s striking to kill, he scores double damage for beating Triumph’s current DC of 14 by 5 or more points, and rolls 11 points of damage.

At the end of the first round of combat, there are three thugs and a ninja left unhurt, and Triumph has been reduced to 84 hit points.

Round Two
Initiative Order: Thugs [11], Triumph [10], Ninja [10]

The thugs roll high initiative this round, and do the same thing as last round, rolling [20], [4] and [10]. No friendly fire this time, and Triumph takes 8 points of damage.

Tied initiative goes to Triumph, since he has the higher Dexterity score (since average normal human Dex is 3 and max normal human Dex is 6). He leaps at two of the thugs and attempts to clunk their heads together. This counts as making a multiple attack (i.e. one additional attack), so he suffers a -3 penalty to hit. He rolls [18] and [26], scoring two hits. No double damage, because Triumph isn’t attacking to kill, just stun. He rolls [6] and [7] for damage. Because he beat their DC’s by more than 5, and was attacking to stun, the thugs have to make feats of Constitution to avoid being stunned. They roll 1d10+2 and need to beat a 9 (5 + Triumph’s Feat Bonus of 4). They each roll a [5], failing the feat roll and becoming stunned – i.e. cannot move or attack next round, drop their guns, etc.

Final attack goes to the ninja, who rolls a measly [7] and misses.

At the end of this round, we have an unharmed ninja and thug, two stunned thugs with 3 and 2 hit points and Captain Triumph with 72 hit points.

Round Three
Initiative Order: Triumph [14], Ninja [12], Thugs [7]

Captain Triumph now goes for the third thug, again attacking to stun. He rolls a [30] and scores 8 points of damage. The thug rolls a Constitution feat and gets a [5], failing. He’s now stunned.

Our ninja sees the writing on the wall. He throws a smoke pellet (Fog Cloud) and backs out the door.

No thugs can attack this round – the other two were stunned last time, and the third thug is stunned now.

Combat round ends with two thugs clearing their heads (they have 3 and 2 hit points, respectively) and the third thug, with 1 hit point, just starting to shake things off. The ninja is gone, and Captain Triumph still has 72 hit points.

Round Four
Initiative: Triumph [12], Thugs [7]

Round four begins with everyone caught in a Fog Cloud. It lasts three rounds. Nobody in the cloud can see anyone more than 5 feet away, and suffer a -4 penalty to attack the enemies they can see.

Triumph decides to smack the thug he can see – the one he stunned last round. He’s going to attack to stun, and decides to forgo his Strength bonus to damage to avoid accidentally killing the guy. He rolls a [10] due to the fog, and misses the thug.

The thug dropped his gun when he was stunned, but he decides to take a swing at Triumph. He rolls a [10] and also misses. The other two thugs decide they’ve had enough and use the fog as cover to run away.

For all intents and purposes, this fight is over. If Triumph can’t defeat a simple thug with 1 hit point, he doesn’t deserve the name “Triumph”.

What Did I Learn?
I think this combat went pretty well. It made sense and the rules seem to support the kind of combat I would associate with comic book heroes. Triumph outmatched the thugs just as much as the Deathbot outmatched him, but the fight still took four rounds (well, five technically, if we assume Triumph knocks out the last thug in one more round), and the thugs had a chance to resist the stunning attacks. I could have made the ninja more impressive, but that would really involve building him like a comic book villain rather than as a minion, and I’m going to save the hero vs. villain fight for next time.

Captain Triumph vs. Giant Deathbot

The following is a test of the Mystery Men! combat rules. If this were an actual game session, all of the rules would work perfectly …

When you’re attempting to place a giant laser on the Moon, curious heroes can really get in the way. To keep Captain Triumph occupied, Doctor Death decides a rampaging giant robot is in order …

GIANT DEATHBOT
Hit Dice: 15 (90 hp)
Defense Class: 20
Speed: 1

Attacks: 2 slams (4d6 damage)
Powers: Darkvision (P), Energy Bolt (P), Iron Body (P)

Energy Bolt: Deals 1d6 damage per hit dice (i.e. 15d6)*
Iron Body: Ignores 15 damage per hit, half damage from acid and fire, vulnerable to rust.

* Just noticed the damage was missing in the rules – another piece of errata and proof that play testing is necessary!

I’ve modified this giant robot to put it closer to Captain Triumph’s weight class, so to speak. I’ve reduced the Hit Dice by 3 and the DC by 10.

This fight will take place on a city street flanked by tall buildings. Police, fire and rescue have cleared most of the civilians out of the way, and the giant deathbot is mostly just causing property damage – it’s trying to draw the hero in and waste his time while Doctor Death launches a rocket into space. Captain Triumph will enter the combat flying and invisible

ROUND ONE
Initiative: Each combatant rolls 1d10+speed+Dex bonus. That means 1d10+1 for the giant robot, 1d10+5 for Capt. Triumph. Since Triumph begins the round invisible, I’m going to give him a free attack in the first round. Since his speed is double that of the giant robot, he gets two actions per round against it.

Capt. Triumph: Triumph knows that tackling this metal monstrosity is going to be tough. It’s hard to damage (too hard maybe – I might need to revise Iron Body) and the Energy Bolts are quite deadly (they cap damage in d20 – I might need to do the same). For his first round of combat, he’s going to use both actions to roll special attacks, trying to trip the thing. He’ll be invisible for the first attack, gaining a +2 bonus to hit.

So, special attack rules state that you make a normal attack, but if you beat the opponents DC by 5 or more you pull off the special attack. Unfortunately, this means Triumph needs to roll a 25 or better to trip the deathbot. So, Triumph is going to roll 1d20+Attack Bonus+Strength Bonus, or 1d20+13 for melee attacks (plus an additional 2 for the first attack, because he’s invisible). He rolls a [17] and [24]. Both attacks fail to trip the deathbot, but the second attack does beat the deathbot’s DC and inflicts damage. Capt. Triumph rolls 1d6+5, getting an [11] – not enough to score damage on the deathbot, because of the Iron Body power. Now – Capt. Triumph should be able to inflict some damage on this thing – the damage reduction for the Iron Body power has to be reduced. I’m going to make a command decision here and drop it to a 6. That keeps somebody with Iron Body impossible to damage by a normal human using their fists. So, with our revised Iron Body power, Capt. Triumph scores 5 points of damage on the Death Bot, reducing its hit points to 85.

ROUND TWO
Initiative: Deathbot rolls [11], Triumph [15] – Triumphs attacks first.

Triumph: Triumph is standing behind the deathbot, and wants to avoid those eye beams. So, he’s going to fly up to the deathbot’s head (one action) and then try to pound away at it (second action).Triumph rolls a [23] to hit, and causes 9 points of damage. With the deathbot’s damage resistance, it comes out to 3 points of damage, reducing the deathbot to 82 hit points.

Deathbot: The deathbot needs to get Triumph off his back, so he’s going to attempt a grapple special attack to grab him. For attacks, he rolls 1d20+18 and needs to beat Triumph’s DC of 17 [yeah, just noticed I put AC on the character sheet – old habits die hard!] by 5 or more to grab him. With a roll of 29, he grabs him easily, scoring 10 points of damage in the process, bringing Triumph’s hit points down to 85.

ROUND THREEInitiative: Deathbot rolls [3], Triumph [8]

Triumph: So, with his two actions, Triumph is first going to try to break out of the deathbot’s grip – this is treated as a special grapple attack. Triumph rolls a [20] – enough to score damage (4 points), but not enough to break the grip. With his second action, he tries again, rolling a [24] and missing his goal yet again. He rolls a [6] for damage, which isn’t enough to harm the deathbot. At the end of his turn, Capt. Triumph has now reduced the deathbot to 78 hit points.

Deathbot: The deathbot now unleashes some lightning bolts from its eyes. Triumph needs to make a feat of Dexterity (1d10+7) vs. a 20 – meaning he has no shot at cutting the damage in half [do I need to reduce monster feat bonuses to half their hit dice?]. The robot rolls 15d6 and scores [57] damage, reducing his hit points to 28. One more shot like that, and Triumph joins his ghostly brother in the afterlife.

ROUND FOUR
Initiative: Deathbot [5], Captain Triumph [6]

Triumph: Triumph still needs to break the robot’s grip, so he tries another special grapple attack, rolling a [30] this time, scoring damage (2 points) and breaking the grip. Deciding he needs something heavier with which to do damage, he flies 200-ft down the street (out of the energy bolt range and behind the deathbot) to find a handy wrecked car he can use next round. The deathbot now has 76 hit points.

Deathbot: Well, sucks to be slow. The deathbot turns around and lumbers toward Capt. Triumph, closing the distance from 200 to 150.

ROUND FIVE
Initiative: Deathbot [5], Captain Triumph [8]

Triumph: Fortunately for Capt. Triumph, he continues to beat the deathbot on initiative. He picks up a car (his strength allows him to lift 4 tons, so a car is within his capabilities) and flies directly above the deathbot’s head with his first action. With his second action, he launches the car straight down at the lumbering robot. We’ll call this a ranged attack, which brings up a couple items that need to be addressed in the rules. I now notice that I include ranges for some weapons, but no discussion about how range influences attack rolls. Range for hurled items should probably be based on Strength – for now I’m going to punt on this rule and impose no penalty – I want to think about it a bit more. The second issue is one of damage – how much damage does a car inflict? Knives do 1d6, arrows 2d6 and bazookas 6d6 – I think given the weight of the car, 6d6 sounds about right – but I’ll also make a note that thrown objects need to be covered in the rules (’cause heroes like to throw things in comic books!). So, Triumph rolls a ranged attack with the car (1d20+11) and gets a [25]. Since he wasn’t using a special attack, beating his opponent’s DC by 5 nets him double damage, or 12d6. He rolls a [36], dropping the deathbot’s hit points to 40.

Deathbot: Deathbot figures that what’s good for the goose is good for the gander. He picks up a car of his own and hurls it at the flying Triumph, rolling 1d20+18 to attack and getting a [28] – that means double damage as well. The deathbot rolls a [54], sending Triumph into Valhalla.

LESSONS LEARNED
1. I need to work up some range rules, especially for hurled objects.
2. I need to work up some damage guidelines for hurled objects.
3. Iron Body needs to be revised and Energy Bolt needs to have damage added to its description.
4. Giant robots, as written, are deadly as all get out. I should probably revise those stats, or maybe include a lesser and greater version of them. I definitely learned that even a weak giant robot is too much for a single 35,000 XP hero to survive. I might work up some stats for Superman, Thor or Hulk and do this battle again to see how it would play out.
5. In playing this out, a smarter player might have started hurling cars earlier in the battle, and thus might have survived and won. Tactics should be at least as important as statistics in affecting the outcome of a fight.

Image by Joel Carroll. All rights reserved.

Mystery Men! Character Sheet

How’s this look?

Just click, save and print!

AB = Attack Bonus, FB = Feat Bonus. The square marked FEAT next to each ability score is for one’s total of ability modifier + feat bonus. The little squares for each power is for whether the power is permanent, limited or single-use.

Here’s a version filled out for Captain Triumph!

And if you haven’t downloaded the game and rolled up a hero yet – what are you waiting for? Get to it, man!

I’m also looking into setting up a message board for MM!. I figure it can’t be too hard, but I’ve never looked into it before. We’ll see. In the meantime, I’m going to set up a specific Mystery Men! page on this blog, where I’ll throw in errata, a link to the downloads, etc.