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.

Deviant Friday – Paul Harmon Edition

Okay, I guess I’m not done posting this month/year after all. Today’s deviant is Paul Harmon, aka dogmeatsausage. A few different encounters in NOD were inspired by his work – enjoy the last Deviant Friday of 2010!

 

Bats

 

 

I remember the first time I saw that bat dude on the right – immediately decided he lived somewhere in the Klarkash Mts.

 

 

 

 

 

 

 

Thundarr was my introduction to the post-apocalyptic world concept – still love it.

 

 

 

 

 

 

 

Elder

 

Just for fun, some OMAC stats for Mystery Men! using 10 dice for ability scores and 25,000 XP for powers.
 OMAC
4th level adventurer
Str 8/+2, Dex 7/+2, Con 8/+2, Int 3/+0, Wis 7/+2, Cha 2/+0
HP 32, DC 16, Move 100, Save 13, XP 3200
Powers
Limited – Super Constitution (12/+3), Super Dexterity (11/+3), Super Strength (12/+3)
Single-Use – Armor, Correspond (Brother Eye), Energy Bolt, Endure Elements, Fly, Haste, Heroism I, Jump, Regenerate, Stoneskin

And Now – Our Special Guest Villain

A couple posts ago I statted up Invisible Woman using the alpha release rules (such as they are) for Mystery Men! Now, to show how the powers can be used to build an essentially non-powered character (and to give some attention to the other big name in comics), I decided to apply some stats to Catwoman.

Even though, for all intents and purposes, Catwoman has no super powers, it is fairly obvious that her abilities far exceed that of a normal human being, even within the fantasy universe of comic books. The powers in the game are really meant to represent results – i.e. what a character can do – not freakish abilities that are handed out by atomic blasts, radioactive animals or sharing some DNA with the gods. In that sense, Catwoman should definitely have some powers.

Ability Scores
While Sue Richards is a “normal person”, ability-wise, with extraordinary powers to make her a super hero, Catwoman is almost the opposite. Catwoman has, above all, impressive dexterity – acrobatics, sneaking about, slinging that whip, etc. Naturally, she has a high charisma as well – you can thank the primarily male audience of comic books for that – and probably a good intelligence and wisdom as well. If there are any stats we can “ignore”, they’re probably strength and constitution. So, we have 14 dice to distribute among our ability scores, we’ll put 1 each in Strength and Constitution, 2 each in Charisma, Intelligence and Wisdom and the remainder, 6, in Dexterity:

Strength: 5 (+1)
Dexterity: 25 (+8)
Constitution: 3 (+0)
Intelligence: 8 (+2)
Wisdom: 6 (+1)
Charisma: 10 (+3)

Wow – rolled extremely well for Dexterity. If I was doing a straight conversion of the character, I probably wouldn’t have gone that high with Dexterity, but since I’m randomizing this, we’ll go with 25.

Powers
Selina Kyle is an adventurer. Because she’s a major character and a long-time villain, and because I’m going to pit her against Invisible Woman to demonstrate the combat rules, I’m giving her 50,000 XP to spend on powers and levels. Normally, I would give her Super Dexterity (re-named from Cat’s Grace), but since her ability score roll was so good, I don’t need to. Her powers (and costs) are as follows:

Alarm (limitless) – 1000 XP
Catfall (limitless) – 1000 XP
Find Clue (limitless) – 1000 XP
Moment of Prescience (single use) – 7500 XP

The new incarnation wears goggles, which we’re going to invest with the Darkvision power (limitless) for 1,500 XP. Catwoman also carries a whip (ranged weapon, 10′ range, 1d6 damage). She wears leather armor.

The total XP cost of Catwoman’s powers would be 12,000 XP, leaving her 38,000 XP to put towards her level, making her a 16th level villain.

Our finished Catwoman conversion looks like this:

CATWOMAN
Name: Selina Kyle
Class: Adventurer
Level: 16
Hit Points: 65
Armor Class: 20 (+8 Dex, +2 Armor)
Saving Throw: 7
Attack Bonus: +16

Abilities: Str 5 (+1), Dex 25 (+8), Con 3 (+0), Int 8 (+2), Wis 6 (+1), Cha 10 (+3)

Powers: Limitless – Alarm, Feather Fall, Find Clue; 1/issue* – Moment of Prescience.

* At the moment, I’m doing time in Mystery Men! in terms of panels (about 1 minute), pages (10 minutes) and issues (1 day). One commenter last time didn’t care for this, and I’ll admit it’s cutesy (kinda like calling a referee a Dungeon Master), but I kinda like it. I’m not married to the concept, though, so I’d love to hear what others think of it.

So – next time around I’ll run a little scenario in which Catwoman has broken into the Baxter Building to steal a cat statuette taken from the tomb of the Living Mummy. Sue Richards hears the alarm and goes to investigate …

Catwoman is the property of D.C Comics and the application of Mystery Men! stats and use of images of the character in this blog post is not intended to threaten or infringe on their copyright or intellectual property. Top image is Julie Newman as Catwoman from the greatest TV show ever made, and the bottom image is by Darwyn Cooke.

Mystery Men! Update

Now that PARS FORTUNA, NOD 6 and Hexcrawl Classic #2 are off my plate, I have some breathing room to work on Mystery Men! The alpha document now has magic-user spells from level 1 to 5 converted into powers. The character creation section is about 80% complete and most other rules sections are outlined. While I’ve been writing out the powers, I’ve become very itchy to write up some heroes, especially heroes that everybody knows and loves to give people an idea of how the game works. With that in mind, I give you a brief conversion of the first lady of the Marvel Universe – Invisible Woman into Mystery Men! stats.

Ability Scores
So, first things first, we need to work on ability scores. For the most part Sue Richards is a normal person, ability-wise, with extraordinary powers. For that reason, I’m going to assign two dice to every ability except Wisdom and Charisma, which get three dice each to represent her beauty and common sense Rolling the dice, we get the following stats:

Strength: 5 (+1)
Dexterity: 5 (+1)
Constitution: 8 (+2)
Intelligence: 10 (+3)
Wisdom: 14 (+4)
Charisma: 11 (+3)

Powers
Sue is going to be an adventurer rather than scientist or sorcerer. Because she’s a major character and a long-time hero, we’re going to give her 50,000 XP to spend on powers and levels. Her powers (and costs) are as follows:

Force Missile (limitless) = 1,000 XP
Force Sphere (limited) = 6,000 XP
Shield (limitless) = 1,000 XP
Wall of Force (limited) = 9,000 XP
Invisibility II (limitless) = 10,000 XP
Invisibility Sphere (limited) = 3,600 XP

In addition, her costume (designed by Reed) is invested with two powers, Armor and Endure Elements. This costs an additional 200 XP.

The total XP cost of Sue’s powers would be 30,800, leaving her 19,200 XP, making her an 11th level hero.

Our finished Invisible Woman conversion looks like this:

INVISIBLE WOMAN

Name: Sue Richards
Class: Adventurer
Level: 11
Hit Points: 62
Armor Class: 15 (+1 Dex, +4 Armor)
Saving Throw: 9
Attack Bonus: +11

Abilities: Str 5 (+1), Dex 5 (+1), Con 8 (+2), Int 10 (+3), Wis 14 (+4), Cha 11 (+3)

Powers: Limitless – Force Missile, Invisibility II, Shield; 1/page* – Force Sphere, Invisibility Sphere, Wall of Force.

* At the moment, I’m doing time in Mystery Men! in terms of panels (about 1 minute), pages (10 minutes) and issues (1 day).

Invisible Woman is the property of Marvel Entertainment and the application of Mystery Men! stats and use of images of the character in this blog post is not intended to threaten or infringe on their copyright or intellectual property.

Deviant Friday – Dave Johnson Edition

Dave Johnson (Devilpig) has quite a resume – work for Marvel and D.C., a couple d20 Modern covers, some stuff for Ben10 – comics, cartoons and RPGs, all fodder for a blog like mine. He has a style that takes a pat subject and veers off at the last moment to make it interesting, and he creates from very stylish covers for comic books. Enjoy.

 

These guys recently showed up on a great episode of Batman: Brave and the Bold

 

This one is my favorite – looks like an illustration that would have appeared in an old pulp magazine of the 1930’s.

 

It’s not froghemoth, but still nothing to sneeze at …

 

 

Cover to d20 Modern, I think. I’ll probably do something with d20 Modern in my retro-engineering series one of these days.

Homemade costume – nice job.

 

Managed to get Dejah in this time, but not Red.

Deviant Friday – Dario Carrasco Edition

Dario, Darry on DeviantArt, is a comic book guy – and if I’m being honest he mostly draws characters I’m unfamiliar with. This isn’t a knock on Dario, because my comic book reading days are waaaay behind me – Batman and Captain America were still alive (wait, are they still dead at the moment? Maybe they should resurrect the characters in each others bodies as a company cross-over event!), Spider-Man was still married to Mary Jane, Venom was still cool, Hulk was in a grey period, etc. In fact, Dario’s renditions of these characters pique my interest in them, so good on him. Dario has a nice selection of work, from fantasy to steampunk to pulp-style heroes – enjoy!

No Sonja or Dejah this week, but we do have a Sonja-esque Blood Rayne and another half-naked character of ERB
Enjoy ladies – and never let it be said that I don’t look out for my female audience (assuming I have one – let me hear from you ladies if you’re out there!)

Deviant Friday – Yildiray Cinar Edition

Cinar does some really nice comic work. I especially like that he is able to breathe life into these characters – make them vital and current – without needing to modernize or gimick-up their costumes.

My favorite X-Man – at least in the era I read comic books.
I like Captain Marvel almost as much as Popeye (which, if you know me, is quite a lot).
I love the joy in this picture – the love of beauty, strength and doing good.
Somebody needs to put a “robot fighter” class into something, somewhere if they haven’t already.
Few villains have gone through more costumes than Catwoman. I might like this one best.
And three of Howard’s creations (well, Red Sonja isn’t really, but close enough for government work)
I made a puritan class based on this guy – I’ll get to posting it one of these days.

Deviant Friday – Chris Stevens Edition

Chris Stevens (Chriss2D on DeviantArt) covers the width and breadth of geekdom – from role playing games to comic books to toy lines. Trying to pick and choose from his gallery on DeviantArt was very tough, but I’ve tried to create a nice sample of his work from different sub-genres. Oh, and the two requisite pin-ups weren’t left out!

And finally …

Election Day!

Today is Election Day in the Land of Nod – in particular, the deadline for Golden Age patrons of the Mystery Men! project to get their votes in for which heroes are to be illustrated for the game. To pique interest in this monumental election, I present the current front runners …

 

Captain Triumph
Black Fury
Wildfire
Magic Agent
Miss Victory
Phantom Lady
Swiftarrow

If you’re a Golden Age patron and you haven’t voted yet, get to it – especially if your favorite isn’t on that list above! At midnight (Pacific time) the polls will close and I’ll send the official commission to Joel Carroll.

Mystery Men! on Kickstarter – Final

http://www.kickstarter.com/projects/1931648155/mystery-men-a-rules-lite-comic-book-hero-game/widget/card.js

Yes – the Kickstarter patronage project for Mystery Men! is finito! It’s been a fun experience running this, and I must say that Kickstarter is a really well organized, easy to use system for this kind of thing. So, today is the last chance to be involved at the $10 Silver Age level or $20 Golden Age level. Thanks again to everyone who has checked it out, and especially to everyone who has joined in. I can’t wait to commission the art!

By the by – I’ll be posting some new Western Venatia stuff tonight (if you’re into that sort of thing).