Posts Tagged ‘ NPCs ’

A Pair of Allies

Have I mentioned recently how much I like Peter C. Spahn’s WWII: Operation WhiteBox? Also, here are some friendly NPCs who might help your commandos

American Ace

Armor Class: 7 [12] (Dex and combat training)
Hit Dice: 3
Total Hit Bonus: +3
Attacks: Weapon or fist
Saving Throw: 16
Special: Ace pilot
Movement: 12
HDE/XP: 3/60

Perry Webb, the American Ace, is one of many costumed operatives active during World War II who were recruited into the United States military. Perry is a skilled mining engineer and an exceptional pilot. He brags that he can fly anything with wings, and there is little cause to doubt this boast. Perry gains a +1 bonus to-hit with aircraft weaponry, and any aircraft he pilots gains a +1 to Armor Class. When he makes a strafing run, there is a 2 in 6 chance (4 in 6 for vehicles) that any character caught in the path of fire is struck by 0-3 rounds.

Ka-Zar the Great

Armor Class: 5 [14] (superhuman agility)
Hit Dice: 5
Total Hit Bonus: +8
Attacks: Weapon (+3 damage)
Saving Throw: 16
Special: Speak with animals, superhuman strength and agility
Movement: 15
HDE/XP: 6/400

David Rand is the son of British parents, John and Constance Rand, born to them in 1918 in South Africa. When he was a three-year-old, his family went a trip from Johannesburg to Cairo to visit David’s grandfather; however, they crash landed in the Belgian Congo. As John fruitlessly attempted to flag planes, David developed a bond to many of the jungle’s native animals, befriending some of them, such as Zar the Lion, who watched over this family after David rescued the lion from quicksand. Soon after, his mother died of jungle fever and was laid to rest. David grew up into adolescence with his father, learning how to survive in the jungle, as well as how to read and write. David’s life changed forever the day that Paul de Kraft, a jewel hunter, entered the region searching for jewels along the river. Paul murdered John Rand, and would have done the same to David if it had not been for the intervention of Zar, who slew two of de Kraft’s minions. De Kraft escaped. Orphaned, David was adopted as Zar’s pride and rechristened Ka-Zar.

Ka-Zar is a staunch enemy of the Nazi regime. When he learned that Nazi forces were landing in Italian-controlled Ethiopia, he led an army of animals and destroyed a Nazi airport, ruining the plot to bomb British settlements in Egypt. He and his animal army next attacked a train controlled by the Italian Fascists. Finding an Italian military camp outside of Kenya, Ka-Zar learned that they plotted to attack a British outpost. With the aid of his animal army, Ka-Zar flooded the camp by destroying a dam.

Due to ingesting a magic potion, Ka-Zar has superhuman strength and agility, which explains his AC and to hit bonus. Ka-Zar can lift about fives times his body weight.

December 4th, 2016  in RPG No Comments »

Nazi Super-Soldiers

And now, more gonzo ideas for WWII: Operation WhiteBox by Pete C. Spahn.

Brainiape

Armor Class: 5 [14] (heavy hide and Dex)
Hit Dice: 6
Total Hit Bonus: +6
Attacks: Weapon or fist
Saving Throw: 13
Special: Telekinesis (120 lbs), telepathy (60 ft.)
Movement: 12
HDE/XP: 7/600

Today, it is almost universally believed that Adolf Hitler commited suicide in May 1945, but this is only part of the truth. Alerted by the gunshots, Nazi doctors managed to get to Hitler’s body before he died. They placed him in a state of suspended animation using Nazi superscience while they moved him in secret away from Berlin to special labs in Tanganyika, which had been part of Deutsch-Ostafrika until the early 1920s. There Nazi superscientists removed Hitler’s brain to repair the damage done by the bullet. Unfortunately, organ failure in Hitler’s body made returning the brain to its original place problematic, and so the superscientists transplanted Hitler’s brain into the body of a fierce mountain gorilla. Years of physical therapy and further surgeries followed as Hitler’s brain grew stronger and gradually adapted to its new home.

By the mid 1950s, Adolf Hitler was ready to resume his role as Führer. What’s more, work on the time machine had been completed. Adolf Hitler entered the chrono-capsule and was displaced back to early 1941. Hitler’s goal was to convince his earlier self to put off invading the U.S.S.R. until after Great Britain had fallen. Unforeseen complications with the time travel matrix, however, damaged Hitler’s memory. Now known as Brainiape, Hitler has forgotten who he is and his mission to avert his eventual suicide, although his dreams are haunted by strange images like memories that lead Brainiape to believe that he and Hitler share some fateful future. Brainiape serves the Nazis as an agent of terror.

Armless Tiger Man

Armor Class: 6 [13] (martial arts training and Dex)
Hit Dice: 3
Total Hit Bonus: +3
Attacks: Bite or kick
Saving Throw: 16
Special: Demolitions, prehensile toes
Movement: 15
HDE/XP: 4/120

Eric Hertz worked in a mechanical laboratory in Munich, Germany. One day his arms were caught in a machine and were amputated. Surviving the experience and given reading material on how to operate day-to-day using his mouth and feet, Hertz developed a hatred of all machines and began honing his skills and working himself to his peak physical level.

Recruited by the Nazis, Hertz’s teeth were filed into steel-hard fangs via surgery and special treatments with radioactive calcium. His feet were surgically modified to become exceptionally agile. As a result, Hertz’s toes almost have the same dexterity as human hands. He was extensively training in unarmed combat, and his feet and fangs are deadly weapons. As Armless Tiger Man, Hertz is an assassin, cannibal, and saboteur.

December 3rd, 2016  in RPG No Comments »

Nazi Superscience!

If you still haven’t purchased your copy of WWII: Operation WhiteBox by Pete C. Spahn, you need to hurry up. Seriously. Do you want the Axis to win? I think not!

Since I’m not a big fan of historical accuracy in games, even games based on history, I think the niftiest parts of OWB are the mini-settings. Why fight normal Nazis when you can match wits and trade bullets with Nazi cyborgs, occultists, and space aliens. When you purchase your copy of OWB, don’t read through the book in the order its words are written. Skip ahead to the mini-setting section and gape in astonished awe at Nazi superscience, Nazi occult, and Nazis in space.

Speaking of Nazi superscience…

Nazi War Wheel

Armor Class: 2 [17]
Hit Points: 66 (HD 11)
Movement: 12
Attack: Flamethrower (x2), Heavy Tank Gun (x6)
Modifications: Communications, Firing Ports (x4), Reinforced Hull (x3)

The War Wheel was invented by Professor Merson, who defected to the Nazis, although it was widely believed he was abducted. The War Wheel went into action in May 1940. Its interior compartments remain level due to highly advanced gyroscopes.

Brain Drain

Armor Class: 4 [15] (advanced materials and Dex)
Hit Dice: 4
Total Hit Bonus: +4
Attacks: Weapon or robot fist
Saving Throw: 15
Special: Mind control
Movement: 12
HDE/XP: 5/240

Brain Drain’s real name is Werner Schmidt. He is a Nazi scientist who was injured during the crash of an alien vessel. Unable to save his body, Nazi doctors transplanted Schmidt’s brain into a advanced robotic body based in part on alien technology. Free from the limitations of a human body, Schmidt developed the ability to telepathically control minds.

December 2nd, 2016  in RPG No Comments »

Diesel’s Running Strong

I’ve talked a little bit about The Four Color Hack on Facebook and G+, but not here. The Four Color Hack is a superhero game that rips the heart out of The Black Hack and transplants it into a Frankenstein’s monster game system. Below is a sample hero made up with the version 1 hero creation rules.

Diesel

Back & Fore: Alfredo Ortiz grew up in a large family in south Texas. His father Carlos worked as a high school coach, and his mother Maria was a nurse in a hospice ward. Alfredo was an unremarkable student except for his industrial arts classes where he showed a combination of interest and talent that resulted in high grades and summer job offers with local repair shops. Life was good, and Alfredo seemed to be on his way toward a bright future after high school graduation. During summer vacation in between his junior and senior years, Alfredo worked full-time at Anthony’s Garage. Anthony Enright was a good boss. He didn’t know as much about automobile repair as one would think he should, but he had a good head for business and a list of steady customers from all over the county. Anthony was quiet, hard-working, and took care of his employees. What only a handful of people in the state knew was that Anthony’s real name was Antonio Gabrielli, that he’d been an accountant for the Salvaggi crime family, and that he was currently in the Witness Security Program.

The hitmen showed up early in the morning. Alfredo was the only employee present when the shooting started. He’d been given the responsibility of opening the shop and prioritizing jobs. Anthony was dead by the time Alfredo made it to the front office. The hitmen shot Alfredo three times and left him for dead. Before they left, they poured gasoline on the floor and set the shop ablaze. Alfredo managed to drag himself through the fire into the back lot. Burned and bleeding, Alfredo was nearly dead by the time the fire trucks arrived. He was rushed to the hospital, and his family gathered, expecting the worst.

The worst never arrived. Instead, Alfredo made a startling recovery. His burns healed, and the new skin that grew was tough, flexible, and metallic. He packed on the pounds with muscle growth. Somehow, the trauma of that morning unlocked something hidden in the recesses of Alfredo’s genetic code. Just a week after he had been admitted to the hospital, Alfredo left very much changed.

Motivation: Alfredo’s not sure he wants to be a superhero, but his physical appearance and the publicity behind his transformation make it hard to imagine living a normal life. Also, Alfredo liked and respected Anthony, and it haunts Alfredo that he couldn’t save him. What’s more, Alfredo worries that the Salvaggi crime family might return to take out the only witness to Anthony’s murder. Leaving home for the big city to fight crime as Diesel just seems like the right thing to do for more than one reason.

Nota Bene: For the origin story, motivation, and picture, Wes received 3d12 Hero Dice.

Ability Scores: STR 16, DEX 15, CON 18, INT 11, WIS 9, CHA 13. Health: 55. Spirit: 39.

Skills: Mechanic.

Nota Bene: Diesel’s starting ability scores were STR 13, DEX 13, CON 13, INT 11, WIS 9, CHA 11. Wes exchanged 1d12 for 2d10. He rolled those 2d10 and scored 14 points to improve ability scores and purchase skills. He put 3 points in STR, 2 points in DEX, 5 points in CON, and 2 points in CHA. He purchased one skill for the other 2 points.

Powers & Abilities: Made of Steel (Metal Skin d10, Running d8, Super-Strength d12+d8).

Nota Bene: Wes had 2d12 Hero Dice remaining. Wes decides all of Diesel’s powers derive from being Made of Steel. Within this container are three powers. He exchanges another d12 for 2d10. He exchanged 1d10 for 2d8. This gives Wes a d12, a d10, and 2d8 Hero Dice. He really wants to pump up Super-Strength, so Wes assigns d12+d8 to that power. He assigns the d10 to Metal Skin. This leaves him with a d8, which Wes gives to a third power simply called Running. For the curious, Diesel can lift nearly 30 tons.

Weakness: Doubtful (roll with Disadvantage against effects that play on uncertainty and inexperience).

Idioms: New to the City, Uncertain Hero.

November 29th, 2016  in Product Development No Comments »

The Freakshow Four Complete

Yesterday, I introduced Benjamina Stern, a member of the Freakshow Four, a super-powered quartet of heroes who travel the highways and byways of the U.S. and Canada in the early 20th century, fighting crime and entertaining people with their remarkable abilities. All four members of the FF gained their powers after being bombarded by cosmic radiation from the Aurora Borealis while camped just outside Anchorage, Alaska. All members of the FF were made using Atomic Sock Monkey’s Trust & Justice. Here’s the rest of the team.

Elizabeth Hermann

Background: Elizabeth Hermann grew up in a close-knit German-American family where she learned to enjoy six meals a day plus substantial snacks during those times between meals. Young Elizabeth developed a prodigious appetite by the time she was six. She preferred playing with candy rather than toys. Her parents soothed Elizabeth’s hurt feelings over teasing by her peers with even more home-cooked food. By the time Elizabeth dropped out of school — in part to escape the teasing of her classmates but also to help contribute financially to her family — she weighed nearly 300 pounds. By her early 20s, she weighed nearly 400 pounds. To help her family, Elizabeth held a variety of jobs. She worked in factories, sold cosmetics, and worked as a manicurist. It was while working in the latter job that Elizabeth met Jacob Moore (see below), who was in town for a show. It was love at first sight. Elizabeth and Jacob were married after just a few weeks, and Elizabeth joined the circus.

Motivation: Serve those she loves and feels responsible for.

Qualities: Expert [+4] Beautiful Contralto, Expert [+4] Firm Resolve, Good [+2] Jill-of-All-Trades, Poor [-2] Grace and Speed

Powers: Good [+2] Siren’s Song, Good [+2] Sonic Beam, Good [+2] Sonic Force Field

Stunts: Good [+2] Auditory Illusions (Sonic Beam Spin-Off, 2 Hero Points); Poor [-2] Flight (Sonic Force Field Spin-Off, 0 Hero Points)

Limitations: Siren’s Song is a form of Mind Control, but it requires that Elizabeth sing and that her targets both hear and understand her. Her Sonic Beam and Sonic Force Field also require that she be able to vocalize.

Hero Point Pool: 5/10

Jacob Moore

Background: Although normal for most of his childhood, Jacob Moore began irreversibly losing weight at age 12 after feeling ill after swimming. The gradual weight loss continued throughout his life despite having a healthy appetite. Always a bright young man, Jacob studied mechanical engineering until his poor health forced him to withdraw from university before completing his studies. After this, he bounced around from job to job, but his illness kept him from holding any job too long. Jacob found steady employment with the circus, where he billed himself as the Original Living Skeleton. Jacob’s poor health required him to constantly take in nutrients. His health was in such a poor state that he often carried milk in a flask around his neck, from which he would sip this from time to time to keep himself conscious. Since the Aurora Borealis event, Jacob’s illness has vanished.

Motivation: To use his wits to solve people’s problems.

Qualities: Expert [+4] Inquisitive Mind, Good [+2] Mechanical Engineering, Good [+2] Love for Elizabeth Hermann, Good [+2] Stage Actor, Poor [-2] Absent-Mindedness

Powers: Expert [+4] Omni-Skeleton, Average [+0] Elastic Skin, Average [+0] Regeneration

Stunts: Jacob’s Omni-Skeleton is a Meta-Power based on his ability to reconfigure, grow, shrink, and otherwise alter his skeletal structure.

Limitations: Treat the +4 of Omni-Skeleton has a pool of points that can be assigned to powers based on skeletal changes. No power can be ranked higher than Good [+2] or lower than Average [+0]. An Average power costs 1 point. It takes Jacob an action or reaction to alter his skeleton.

Hero Point Pool: 5/10

Jeanne Charles

Background: Jeanne Charles was orphaned at the age of 10, and she found herself in the benevolently neglectful care of a home for girls. By the age of 15, she had runaway for the last time, making her way to the coast. Pretty and athletic, Jeanne found work as a dancer in a variety of less-than-reputable establishments, environments that encouraged her to think fast and live faster. She joined the circus first as an apprentice to the lion tamer, but she quickly showed a real talent for working with all manner of animals. Combined with her impressive skill as a dancer, Jeanne became one of the circus’s main attractions.

Motivation: Action and adventure for the common good? Hell yeah!

Qualities: Master [+6] Exotic Dancer, Good [+2] Animal Trainer, Good [+2] Daredevil, Poor [-2] Act Like a Lady

Powers: Expert [+4] Like an Animal, Average [+0] Animal Telepathy, Average [+0] Menagerie of Critters

Stunts: Good [+2] Acrobatics (Exotic Dancer Spin-Off, 0 hero points)

Limitations: Like an Animal is a Meta-Power. Treat the +4 bonus as a pool of points that can be assigned to various animal abilities. An Average power costs 1 point. Jeanne must touch the animal from which she gets the powers. She keeps an animal’s powers for a duration determined by the highest ranked power or until she decides to acquire a new set of abilities.

Miscellany: Menagerie of Critters functions as the Minions power.

Hero Point Pool: 5/10

November 23rd, 2016  in RPG No Comments »