Showing posts with label Superheroes. Show all posts
Showing posts with label Superheroes. Show all posts

Sunday, July 29, 2018

The Super Hero Class (for d20 Modern)

Some five years ago, NUELOW head-honcho Steve Miller had an idea for a system of super powers that could be grated onto any d20 System game that used the feats and talents mechanic to advance character abilities. It began with the post linked here, and Miller and his partner in NUELOWness, L.L. Hundal, has been expanding upon it ever since... through posts here at the blog and with content in many of the comics/rpg hybrid products that they've produced.
   Miller & Hundal have agreed that they think they've just about covered all their favorite comic book heroes and their abilities via the rules they've been creating... and that it may be time to pull all the bits and bobs together into a unified and coherent whole and release an actual product! One of the last pieces may or may not be this new base class while Hundal has been using in her d20 Modern games for the last few go-arounds.
   All text in this post is released under the Open Game License and may be reproduce in accordance with its terms. Copyright Steve Miller 2018

THE SUPER HERO CLASS
By L.L. Hundal & Steve Miller


There are Fast heroes, Smart Heroes, Strong heroes... all the kinds of heroes you find described in the d20 Modern Standard Reference Document. But the Super hero stands above them all. Whether driven by supernatural forces, family heritage, or some life-altering trauma, the super hero has powers and abilities beyond those of mere mortals that he or she puts to use to defend the innocent from criminals and other evil people and entities that would prey upon them. It is a versatile class with access to the wide range of talents, as well as minor power feats.

THE SUPER HERO CLASS
Ability: Player's Choice; Super heroes come in all shapes, sizes and intelligence quotients.
Hit Die: 1d8
Action Points: Super heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
Class Skills: The Super hero's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Jump (Strength), Knowledge (current events, science [pick individual branches separately], streetwise) (Int), Move Silently (Dex), Pilot (Dex), Sense Motive (Wis), Speak Language (none), and Tumble (Dex).
Also, the starting occupation the character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 5 + Int modifier.

Table: The Super Hero
Class Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Defense Bonus
Reputation Bonus
1st
+1
+0
+1
+1
Talent
+2
+0
2nd
+2
+1
+1
+1
Bonus feat
+3
+1
3rd
+3
+1
+2
+1
Talent
+3
+1
4th
+4
+2
+2
+2
Bonus feat
+4
+2
5th
+5
+2
+3
+2
Talent
+4
+2
6th
+6/+1
+3
+3
+2
Bonus feat
+5
+3
7th
+6/+1
+3
+4
+3
Talent
+5
+3
8th
+7/+2
+4
+4
+3
Bonus feat
+6
+4
9th
+7/+2
+4
+5
+3
Talent
+6
+4
10th
+8/+3
+5
+5
+4
Bonus feat
+7
+5

Starting Feats
In addition to the two feats all characters get at 1st level, a Super hero begins play with the Combat Martial Arts feat, or a Weapons Proficiency feat of the player's choice. The character must meet any prerequisites before selecting a feat.

Class Features
All of the following are class features of the Super hero.

Talents
At 1st, 3rd, 5th, 7th, and 9th level, the Super hero may select a talent from any the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from.
   Any and all Super Power talent trees for which the Super hero meets the prerequisites.
    No talent can be selected more than once unless expressly indicated in its description.

Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Super hero may select a bonus feat from the following list.
   Any [Minor Power] feat, plus Alertness, Athletic, Blind-fight, Builder, Combat Expertise, Educated, Gearhead, Improved Disarm, Frightful Presence, Iron Will, Lightning Reflexes, Meticulous, Studious, Trustworthy, Weapon Focus.


Thursday, July 26, 2018

d20 Supers: The Combination Hero

There are a number of superheroes who are actually one or more individual beings who merge, either temporarily or permanently, into the hero. The most famous of these may be DC Comics' Firestorm, but Yankee Doodle Jones (who will be seen in a forthcoming anthology from NUELOW Games) also falls into this category.
   This post presents rules for the d20 System game that will let you create your own superhero who is greater than the sum total of his or her parts. It's an involved process that involves generating multiple characters that eventually become one, but we think the end result will be worth it for the story and roleplaying potential it offers.
   Part of this article is a random origin generation (the tables titled How Did the Combination Hero Come to Be? and How is the Combination Undone?), but we encourage you--in cooperation with your GM--to come up with a carefully considered backstory instead. You might even want to create a history for each of the characters who become the Combination Hero, so that if and when they become separated, you know how to play one or more of them.


CREATING THE COMBINATION HERO (for the d20 System)
By Steve Miller
Step One
Roll 1d3+1. The result is the number of characters that makes up the Combination Hero.

Step Two
By Everett Raymond Kinstler
Generate each character, using the standard character generation rules for the campaign/game you are playing in. (If alternate rules are in play that allow for more generous attributes [such as rolling 4d6 and dropping the lowest] they should not be used.)
Assign the results to attributes in the order they were rolled.
   Randomly generate the level of each character by rolling 1d4. Assign character classes skills, feats, talents, and everything else that a character would have for each one, bringing the character up to its highest level. (You can shortcut this stage by only defining the individual characters' skills, although having each of the character that makes up the whole to come might be important in certain situations.)

Step Three
Transfer the highest stats of the previously generated characters to a new character sheet. These are the starting attributes for the Combination Hero.
Add the total levels of the previously generated characters together; this is the starting number of levels for the Combination Hero.
   Note any skills possessed by the original characters that had 5 or more ranks on the Combination Hero's sheet. These are Permanent Class Skills for the Combination Hero.
   Select a bonus feat for each character that makes up the Combination Hero. This is where you can begin to give the character superpowers, for example, if you're using NUELOW's feats- and talents-based power system. (The Combination Hero must meet all prerequisites in order to have the bonus feat.)
Assign character classes, skills, feats, talents, and everything else that a character would have for each one, bringing the character up to its highest level.

HOW DID THE COMBINATION HERO COME TO BE? (Roll 1d10)
Use this table to randomly determine how the combination hero came into existence. Some of the results require an additional roll on the How is the Combination Undone? table, below, since many Combination heroes can separate back into those who make them. Most of these sub-results also describe how the characters can then recombine.
   Naturally, you can also just read these tables and pick a result that you want to be you the point of origin and/or method to uncombine/recombine for your character.
   1. The characters were struck by a mysterious ray from space. (Roll on the How is the Combination Undone? table)
   2. The characters performed a mystic ritual that worked as intended. The combination is undone when the combination hero utters a magic phrase.
   3. The characters performed a mystic ritual that went awry. (Roll on the How is the Combination Undone? table.)
   4. The characters were subjected to a mystic ritual by evil cultists. (Roll on the How is the Combination Undone? table.)
   5. The characters were joined into a single being by an Atlantean artifact. The artifact must be used against to undo the combination.
   6. The characters were killed, but a powerful entity gave them a change for a new life as a single being. Only the entity who created them can undo the union (which may or may not kill the individual characters).
   7. The characters volunteered to become a single being through super-scientific means. (Roll on the How is the Combination Undone? table.)
   8. The characters were abducted by a mad scientist and forced to become one being to prove his theories. (Roll on the How is the Combination Undone? table)
   9. The characters offended a Tibetan hermit who cursed them into existing as one being until they make amends. (Roll on the How is the Combination Undone? table)
  10. The Combination Hero woke up in the middle of smoldering wreckage or ruins with no notion of how he or she came to exist. (Roll on the How is the Combination Undone? table)

HOW IS THE COMBINATION UNDONE (Roll 1d10)
   1-2. It is permanent unless undone through the will of a powerful god.
   3-4. The hero must speak a magic word that is only known to a mystic order that dwells in a remote, hard to access place. Any of the characters who made up the hero will be able to speak the work and re-combine them all.
   5-6. The hero must be exposed to rays from a specific alien device.
   7. The hero must touch a particular object. When the characters who were combined all touch the object again at the same time, they will re-combine into the hero.
   8. When the hero is subjected to a rare type of radiation or a specific type of magical energy.
   9. The hero must die.
  10. The hero must bathe in the Pool of All. This causes the characters to separate, although they do not become immortal unless they enter the Pool individually. (See Secrets of the Immortals for more.)

--
All text in this post is presented under the Open Game License and may be reproduced in accordance with its terms. Copyright Steve Miler 2018.

Thursday, April 10, 2014

I is for Invisibility

A while back, we introduced a new super power system for use with OGL Modern and other d20 System RPGs. It uses the feats and talent trees system rather than layering another set of mechanics or adding more classes to an already complex system.

Since I couldn't find an obscure superhero that I felt like adding to the NUELOW Games stable, I am instead adding the Invisibility Talent Tree to the d20 Supers system. (You can see the foundation of the system by clicking here.)

This is a bit off-the-cuff, so it will probably be revised before it finds its way into an actual product. If you want to offer input, it will be considered and appreciated.


NEW MINOR POWER: STEALTHY
You have an unnaturally developed ability to move stealthly.
   Benefit: You gain a +4 bonus to Move Silently skill checks.


NEW TALENT TREE: INVISIBILITY
You can become hard to see or totally invisible at will. The invisibility can be activated by a thought, and remains in effect until he wills himself visible again, or loses consciousness. The characters clothes and carried objects become invisible as well.
   Prerequisite: At least one Minor Power Feat.
   Shadowy: By taking a standard attack action, you turn partially invisible. You gain a +2 bonus to all Hide checks. This bonus increases to +6 if you are in a dark area or it is night.
   Invisible: By taking a standard attack attack action, you turn invisible. All attacks made against you suffer a -6 penalty. You can still be seen by creatures that can see invisible objects, and you can be sensed by equipment that detects body heat or movement. Likewise, if you step in a puddle, are submerged in water, stand in heavy rain, or if someone fills the air with dust or flour that clings to you, you essentially become visible
   Prerequisite: Shadowy
   Insubstantial: As Invisible, except the character becomes vapourous and become immune to damage from all damage sources except those that compress or displace air, such as extreme heat and cold. The character suffers normal damage from such attacks.
   Prerequisite: Invisible




Saturday, March 1, 2014

The Power to Cloud Men's Minds....

While thinking about a number of superheroes who make little or no attempt to hide their faces when they have "secret identities,"--such as Superman or the Purple Tigress-- the following Superpower Talent Tree came to mind. (It is for use with the superpower system presented in Madden's Boys, but introduced in this post, on this very blog.)

CLOUD MINDS
You have the power to make others see you differently than who you actually are.
   Prerequisites: Wis 12, Cha 12, Minor Power feat
   Indescribable: By performing a minor, ritualistic change to your appearance—like taking off a pair of glasses (Superman) or wearing a particular costume (like Purple Tigress)--your appearance is slightly different to everyone who views you. Even photographic and film equipment produces images that appear subtely different to those who look at it. As a result, everyone describes the hero slightly differently when this power is in effect, not so different that the character isn't recognizable to those having conversations about him or her, but different enough that the dual identity is hard to penetrate. ^You can choose to reveal your dual identity to one or more people, after which they are never effected by this power again.
   Unquestionable: No matter how flimsy the explanation, you usually convince people who should know better that you are not the superhero that you've never been seen in the same room with. You must roll a successful Bluff skill check (DC8) to be successful.
   Unremarkable: When you choose, you can go unnoticed, no matter how outrageously dressed you may be, or how out of place you are. You must roll a successful Hide skill check (DC8) to be successful.
   Prerequisite: Indescribable
   Invisible: You have the power to become invisible to everything but sophisticated electronic recording equipment; you do not lose mass or body heat, so you are still visible to those who can can infrared or heat signatures, and pressure sensors will also record your presence.. You can move about and even talk (or laugh maniacally, or even do Orson Welles impersonations) without being seen. You can even used ranged attacks against targets without becoming visible. If you use a melee attack, your opponent sees you, and everyone else may make Spot checks (DC12) to see you. Otherwise, all those who attack you have a 50 percent chance to miss. (If the attack roll hits, the 50 percent miss chance is applied.)
   You must make a successful Concentration skill check (DC8) to successfully activate this power.
   Prerequisite: Unremarkable

The Purple Tigress has the Indescribable power, but cannot become Invisible.

Tuesday, December 17, 2013

Nothing can stop "Madden's Boys"
(or the OGL Modern superhero rules)!

Our latest comics/rpg hybrid book is near and dear to the heart of NUELOW Games editor and designer L.L. Hundal She has a great affection for the art of Bill Madden... and this book features five stories penciled and inked by him.



Madden's Boys continues NUELOW Games's effort to shine a little light on cool forgotten characters and comic book creators and this is perhaps our most significant effort in that regard yet. Madden and his small body of work is so disregarded that even respected Golden Age historians respond with a "who?" when approached with questions. Like our previous Madden-centric books Mother Hubbard and The Unholy 3 & OGL Trickery, we present the entirety of a series he drew (in this case "Dynamic Boy") but the book also contains his contributions to the "Yankee Boy" series--the three inaugural stories of one the more successful creations to emerge from Harry 'A' Chesler's studio.

In addition to showcasing Bill Madden's dynamic artwork, Madden's Boys contains the most varied selection of roleplaying game material we've included in our comics/rpg hybrid books so far. Not only does it contain an all-new set of rules for making superheroes in d20 OGL Modern superhero games, but it also features game statistics for Dynamic Boy and Yankee Boy in the ROLF! and Hideout & Hoodlums game systems/ And it's all behind an original cover by Darrel Miller.

On New Comics Day this week, why don't you add a copy of Madden's Boys to your DriveThruComics shopping cart? You won't regret it!

Tuesday, December 10, 2013

NUELOW d20 Supers (Part Two)

Here's a little more of the OGL Modern superpowers add-on system that's slated to appear in our forthcoming Madden's Boys book. The pre-req for these talent trees is at least one of the Minor Power feats described in this post.

More to come --and feedback is always welcomed. (This post is published under the Open Gaming License. Copyright 2013 Steve Miller.)

A NEW SYSTEM FOR SUPERPOWERS IN OGL MODERN AND MORE
(Part Two)
TALENT TREES

INVULNERABLE
Robust: The character becomes especially robust, gaining a number of hit points equal to his or her character level as soon as this talent is selected. Thereafter, the character gains +1 hit point with each level gained.
   Resistence to Harm: Damage suffered from all non-magical and supernatural sources is reduced by 10 points. This reduction is is applied before saving throws or other damage-reducing mechanics are applied.
   Resistence to Magic: Damage suffered from all magical and supernatural sources is reduced by 15 points. This reduction is is applied before saving throws or other damage-reducing mechanics are applied.
   Unbreakable: Damage suffered from all non-magical sources is reduced by an additional 25 points. This reduction is is applied before saving throws or other damage-reducing mechanics are applied.
   Prerequisite: Resistence to Harm, Robust.

SPEED
Speed I: When making a full-round action, the character may take an extra unarmed attack, or take an extra attack with any held weapon The character also gains a +2 dodge bonus to Defense Rating and Reflex save, as well as a +10-feet per level increase to movement rate per round. The character can maintain his increased movement rate for a number of rounds equal to his character level before suffering from fatigue.
   Speed II: As Speed I, except the increase in movement rate per round is +20 feet per level.  
   Prerequisite: Speed I
   Speed III: When making a full-round action, the character may take two extra unarmed attack, or take two extra attacks with any held weapon The character also gains a +4 dodge bonus to Defense Rating and Reflex save, as well as a +40-feet per level increase to movement rate per round. The character can maintain his increased movement rate for a number of rounds equal to twice his character level before suffering from fatigue
   Prerequisite: Speed II
   Speed IV: As Speed III, except the increased movement rate can be maintained for a number of minutes equal to the character's level.
   Prerequisite: Speed III


Saturday, November 30, 2013

In Memory of Al Plastino

On November 25, 2013,  the artist who gave us the first look at Supergirl and the Legion of Superheroes passed way. At 91, Al Plastino was, according to Mark Evanier, the last remaining living artist to have drawn Superman stories in the 1950s. He was also one of the few remaining writers and artists alive who helped lay the foundations for the comic book industry in the 1940s.

NUELOW Games observes Plastino's passing and honors his memory with a small collection of his earliest known comic book creations -- Al Plastino Early Work: 1940 -41. In fact, it features the very first comic book story he is known to have illustrated, as well as the earliest characters he is known to have co-created, or perhaps even created solo; records regarding who did what were rare among Golden Age publishers and virtually unheard of at the Harry "A" Chesler studio for whom Plastino drew these stories.


As it our habit, the book also features original roleplaying game content inspired by the comics -- in this case it's a brief description of Dynamic Man's first foes and a talent tree for use with OGL d20 Modern -- but it is Plastino's creations that are front and center this time. More-so than any other of our releases.

We hope you'll join us in remembering this fine and influential artist by taking a look at his roots -- and the very roots of comic book storytelling.

For previews or to get your own copy of Al Plastino Early Work: 1940 - 41, click here. Comments on the book, or just thoughts about Al Plastino's work in general, are welcomed in the comments section here or at the listing on the website.

Wednesday, November 13, 2013

d20 Supers (Part One)

I have an idea for superpower mechanics for use with OGL Modern and other d20 OGL systems. It uses the feats and skill tree system. Here's the starting point... characters who possess one or more of these feats each representing the weakest manifestation of traditional comic book superpowers, will then be able to pick "Superpower Talent Trees" (perhaps not the best name... but they're talent trees that give access to increasimgly strong powers),

The Superpower Talent Trees will follow in a bit.

Feel free to sound off on the feats and the idea in general. That's what the comments section is for after all. (These feats are published under the Open Game License and may be reproduced according to the terms described here. Copyright 2013 Steve Miller.)




A NEW SYSTEM FOR SUPERPOWERS IN OGL MODERN AND MORE
(Part One)

THE FEATS

Minor Power: Flight

You are able to “leap tall buildings in a single bound.”
   Benefit: You can fly (Perfect) up to 250 feet vertically, or 100 feet in horizontally. If you plummet after reaching your maximum altitude vertically, you will suffer falling damage.
   Special: This feat is a prerequisite for the Superpowers Talent Trees.

Minor Power: Invulnerability
Sticks and stones DON'T break your bones.
   Benefit: Damage from blunt, piercing, and slashing weapons is reduced by 2 points. You gain a +4 bonus to rolls made to resist or reduce damage from acid, cold, electricity, heat, and falling.
   Special: This feat is a prerequisite for the Superpowers Talent Trees.

Minor Power: Speed
You move quicker than normal people.
   Benefit: You gain a +2 bonus to all initiative rolls. The character can also move up to 60 ft. in a round without suffering penalties to Move Silently or Hide skill checks.
   Special: This feat is a prerequisite for the Superpowers Talent Trees

Minor Power: Strength
You are a physical powerhouse.
   Benefit: The character’s Strength and Constitution attributes increase by 3 when this feat is chosen.
   Special: This feat is a prerequisite for the Superpower Talent Trees.       


Monday, July 22, 2013

NUELOW Heroes and Villains: Professor Eatery

Here's another character created by Carter-Ethan Rankin and released into the public domain. The character and the art below is public domain, but the text is released under the Open Game License, and maybe reproduced according to the terms described in it. Copyright 2013 Steve Miller.

Professor Eatery (aka Del. I. Catessan)

PROFESSOR EATERY (Male)
(aka Delbert Ignacius Catessan)
Brawn 28, Body 13, Brains 6
   Traits: Coldhearted, Super Power (Super Strength), Unstoppable
   Combat Maneuvers: Basic Attack, Disembowel, Dodge, Knock-Out, Murderous Mitts, Withering Insult
   Important Stuff Worn/Wielded:  Super Outfit (Armor, absorbs up to 2 points of damage). Razor Spatula (Small Melee Weapon, deals 2 points of damage).

Origin Story
The man who became Professor Eatery was once the humble operator of an upscale restaurant that only served dishes prepared from all natural ingredients who also taught cooking classes at the local community center and wrote food reviews for alternative newspapers around the state. 
   He would habitually write negative reviews of the Happy Thai Burger chain, faulting them not only for making awful fast-food fusion cuisine but for their GMO- and preservative-heavy menus. Unfortunately for Delbert, the local mafia Don loved Happy Thai Burger, had invested money in the chain, and decided he needed to taught a lesson.
   Mobsters burned down Del's restaurant and took him to a remove location where they force-fed him Happy Thai menu items until he could keep no ore food down. Then they buried him under half a ton of genetically modified tomatoes.
   What should have killed Del made him stronger. The shock to his system when he was suddenly force fed all those chemical-heavy food items gave him super-strength and endurance. It also drove him mad, so after taking his revenge on the mobsters who destroyed his life, he continued to stalk and kill anyone who runs and eating establishment or hosts a TV cooking show who doesn't live up to his culinary standards. He prepares a final meal for them, and, once they are done eating, kills them.

Superpowers
Professor Eatery has super strength and is resistant to injury.

Allies and Enemies
Professor Eatery is a lone wolf who is wanted for murder all around the world. Since he views himself as a hero it is unlikely that he would ever team up with one of them. It has been rumored that Weight Watchers would like to approach him about an endorsement deal and that at one time, Michelle Obama was trying to convince her husband to pardon him for all past crimes and create a cabinet-level position to oversee proper nutrition among Americans.

Wednesday, July 10, 2013

NUELOW Heroes and Villains: Hot Shot

This character was inspired by a superhero illo created by Carter-Ethan Rankin and posted to the website Public Domain Superheroes (click on the link to see Rankin's original concept). Everything else in this post is Copyright 2013 Steve Miller.

Hot Shot was made with rules featured in "Mad Scientists Gone Wild," with a minor adjustment in anticipation of changes coming in the ROLF!-powered superhero RPG.



HOT SHOT (Female)
(aka Cecilia Consuela "CC" McQueen, sometimes Darcia Dora "DD" McQueen)
Brawn 20, Body 16, Brains 11
   Traits: Dead-Eye, Irrepressible Optimist, Mad Scientist, Nimble
   Combat Maneuvers: Backflip, Basic Attack, Bitch Slap, Disarm, Dodge, Double Tap, Seduce, Strike Pose, Sure Shot
   Important Stuff Worn/Wielded: Superhero Outfit (Armor, absorbs up to 2 points of damage). Love Gun (Mad Science "death ray gun," deals NO damage, Paralysis extra effect or subjects target to the Dance Move and Seduce combat maneuvers with CC as the attacker, but resistance must be checked against a constant ATT Body 18). Pistol (Ranged Weapon, deals 2 points of damage that ignore armor).
   Note: The wings are just for show and part of Hot Shot's costume to underscore the "angel of love" concept at the root of her super-identity.

Origin Story
CC McQueen owned and operated a gun shop and shooting range at one end of a strip mall in a suburb to Houston, Texas, while her twin sister Darcia ("DD") ran an adult bookstore and sex supply shop at the other end. Both women, genius-level chemists and mechanical engineers, also covertly supplied the heroes in the P.A.N.S. association with special-order weapons and gadgets.
   On a Thursday afternoon, both stores were being picketed by protesters--CC's establishment by an anti-gun group, and DD's by morality crusaders--when the villainous Instigator stirred up both groups into a violent mob that attacked the stores and burned down the entire shopping mall.
   Thanks to the weaponry on her store, CC was able to fend off the attackers with help from customers, but they didn't get to DD's store in time and she was severely injured and left in a coma. Enraged, CC went to her workshop to create weapons and a secret identity that would let her avenge her sister, but as she worked, she realized that revenge is a cycle that keeps spiraling... what the world needs was more love and tolerance. She designed an "angel of love" costume with a special gun to match.... and so equipped, she tracked down and defeated the Instigator during her first outing as Hot Shot.
   After DD recovered from her injuries, she began providing support efforts for CC's superheroic activities. One day, when CC was out of town for a gun-show, DD put on the costume and aided Texas Hellion in a battle against the Editor and homicidal clones of the Dallas Cowboys Cheerleading Squad. DD and Texas Hellion soon fell in love, and they are dating in their civilian identities. This led to an awkward first meeting between CC and Texas Hellion, as CC did not know that DD was "moonlighting" as Hot Shot. But once the confusion was cleared up. CC and Texas Hellion became fast friends, and they now work together so frequently that they are viewed as a superhero team by the public.

Powers
Hot Shot has no superpowers, but is a crack-shot with her firearms and a world-class athlete in peak physical condition.

Enemies and Allies
The Instigator remains Hot Shots primary foe, but any enemy of peaceful co-existence will eventually find themselves in Hot Shot's sights.
   Hot Shot and Texas Hellion have worked together so often that they are almost viewed as a team. Their closeness is enhanced by the fact that DD is Texas Hellion's lover in their civilian identities. Meanwhile, CC has a on-again, off-again relationship with Captain Bananahammock.

Special Note
CC and DD have the same game stats, except DD has the Same Sex Preference in place of the Dead-Eye trait, and Walking Disaster Area in place of the Sure Shot combat maneuver.


NEW COMBAT MANEUVER
Here's an all-new combat maneuver that is possessed by Hot Shot but is available to any ROLF! character you may create.

Double Tap: Make a successful attribute check on 3d6 to gain an extra attack with a Ranged Weapon..
ATT Body

Friday, June 28, 2013

NUELOW Heroes and Villains: Prancebot 2.0

It's the superhero you want at your party... maybe! This is another write-up based on a character created by Carter-Ethan Rankin and released into the public domain. In fact in this post, except the stat block, is also public domain and may be used freely by anyone who chooses to do so. (The stat block is Open Gaming Content, and is published under this license. Copyright 2013 Steve Miller.)

Prancebot 2.0 (aka Jason Kelly)

PRANCEBOT 2.0 (Male/Robot)
(aka Jason Kelly)
Brawn: 23, Body 20, Brains 8
   Traits: Martial Artist, Nimble, Robot, Super Power (Personal/Permanent: Super Speed, plus Holographic Image Projection/Armor bonus).
   Combat Maneuvers: Backflip, Basic Attack, Dance Move, Disarm, Furious Fists, Seduce
   Important Stuff Worn/Wielded: Built-in Holographic Image Projector (Armor. Absorbs up to 2 points of damage. While functioning, the Holographic Image Projector allows Prancebot 2.0 to appear as a perfect copy of any person that is in the holo-imaging database, as well as a wide selection of "generic" people who don't actually exist. The holographic images are all dressed in various styles of party clothes and evening wear. The projection stops working once Prancebot's armor has absorbed 2 points of damage. It can be repaired, of course.). Laser Sword (Medium Weapon [when activated], deals 3 points of damage that ignore armor).

Origin Story
Suffering from Gulf War Syndrome and extremely depressed, Captain Jason Kelly felt he had nowhere to go but down... until offered a chance by the US government to join an extremely top secret new program! Upon accepting, Jason Kelly was no more for his consciousness was fused with an artificial cyborg body and became: Prancebot 2.0!
   As Prancebot 2.0, Kelly infiltrates the parties of the rich and famous to protect them from terrorists and to ferret out evil in their midst (such as those who fund terrorists). He also hangs out with their teenage children to monitor them and prevent them from being recruited into extremist organizations.

Powers
As a cybernetic being, Prancebot 2.0 is immune to most diseases and extremely resistant to injury. Through advanced bio-holographic imaging technology, he has the ability to appear as virtually anyone on planet Earth (at least anyone who has been caught on one of the millions upon millions of hidden cameras the NSA has secreted around the globe), in an illusion so real that it even stands up to close, physical contact. Similarly, he can perfectly mimic the voice of anyone on Earth who has ever used a phone or an innercom system.

Enemies and Allies
Prancebot 1.0 is his greatest enemy. The original Prancebot went rogue after decided that it was wrong for the government to be spying on parties without notifying anyone in attendance. After being laughed at by every media outlet he approached with his story, except www.infowars.com, he decided his only option to stop the intrusion was to destroy his replacement. There are also a number of terrorist masterminds and drug lords who want to see Prancebot 2.0 on the scrapheap.
   Prancebot 2.0 can call upon the full resources of the U.S. government, and he is a friend and ally to other pro-American superheroes.

NUELOW Heroes and Villains: Dumbfounder

Here's another superhero for your gaming pleasure, Dumbfounder. He was originally created by Carter-Ethan Rankin and released into the public domain for every creative soul to play with. In a similar spirit, I am releasing this post under the Open Gaming License, and everything in it except the the characters of Black Bat, Dr. Steelface and Zombots (which are product identity, as defined in the license) is Open Game Content. Copyright 2013 Steve Miller.

Dumbfounder (aka Franklin Stein)
DUMBFOUNDER (Male)
(aka Franklin Stein)
Brawn 28, Body 14, Brains 7
   Traits: Honorable, Super Power (Personal: Super Strength, no extra bonus), Unstoppable
   Combat Maneuvers: Basic Attack, Double Strike, Furious Fists, Signature Move
   Important Stuff Worn/Wielded: Massive Club (large melee weapon, deals 5 points of damage).
   Special Character Note: Dumbfounder has the ability to seize control of a Zombot within his line of sight with a successful Brains ATT check. He may use one action each round to direct the creature. The Zombot will follow simple commands on its own until the action is finished, such as "Attack him until dead" or "Break down that door."

Origin Story
Career criminals like Franklin Stein are not known for making good life choices. Franklin made his final bad choice when he returned to the secret lab of his boss, Dr. Steelface, without the enriched wonderinum that Black Bat had prevented him from stealing. He had assumed that Dr. Steelface would give him a couple Zombots and a death-ray gun to go take revenge on the meddler... but instead, Frankin was made the subject of Steelface's latest experiment in the reanimation of dead bodies via soul transfers.
   Steelface's theory was that when properly channeled, the spiritual energy of the human soul could bring a recently dead body back to life, the same was a defibrilator restarts a stopped heart. He was proven right--when he shot the captured soul of a Mormon missionary, who had been unfortunate enough to known on his door last week, Franklin's dead body sprang back to life, even stronger than before.
   But Steelface's experiment worked too well. Instead of the super-Zombot he had hoped for, Frankin rose not as a mindless creature who could be controlled remotely via cybernetic implants and mad science but as a man with a new-found concience and a desire to make the world a better place. He escaped from Steelface's lab (after trashing it and beating Steelface himself within an inch of his life), and he has been traveling the world fighting oppression and thwarting the schemes of mad scientists whereever he finds them. (And he finds them quite often, because, as a former minion of Steelface, he knows where some of their bases are.)
   Franklin took the name Dumbfounder, because heroes and villains alike are dumbfounded when he turns out to be one of the good guys.

Powers
Dumbfounder has superhuman strength and increased resistance to injury. He also has the ability to mentally seize control of a single Zombot in his vicinity thanks to the psychic-cybernetic implant that was supposed to make him a puppet of Dr. Steelface.

Enemies and Allies
While anyone who's had their facilities trashed by Dumbfounder is his enemy, Dr., Steelface is particularly devoted. Hewants Dumbfounder captured and brought back to his lab so he can determine what went wrong with his experiment, but if that proves too difficult he is okay with Dumbfounder being brought back dead. He has yet to develop any allies, but continues to wander the world in his one-monster crusade.

Note
You can find more information on Dr. Steelface and Zombots in ROLF!: Mad Scientists Gone Wild.

Sunday, June 23, 2013

NUELOW Heroes and Villains: Blaxplosion

It's time for another write-up of a hero created by Carter-Ethan Rankin and placed in the public domain -- allow me to introduce Blaxplosion into the ever-growing rogues gallery of NUELOW Heroes and Villains. (The artwork and character of Blaxplosion are public domain, but the rest of this post is presented under the Open Gaming License. Copyright 2013 by Steve Miller.)
   Blaxplosion was created using rules found in ROLF!: Mad Scientists Gone Wild and ROLF!: Bullets to the Head.


Blaxplosion (aka Pam Coffey)


BLAXPLOSION
(aka Pamela "Pam" Coffey)
Brawn 20, Body 15, Brains 11
   Traits: Coldhearted, Dead Eye, Mad Scientist (Fire-based weapon/death ray gun in exchange for 3 Combat Maneuver slots), Stone Cold Killer, Super Power (Item-based: Flight, no additional abilities).
   Combat Maneuvers: Basic Attack, Bitch Slap, Battle Cry, Dodge, Sure Shot, The Look, Withering Insult
   Important Stuff Worn/Wielded: Superhero Outfit (Armor, absorbs up to 2 points of damage), Fire Gun (fire-based "death-ray gun" modified with Body ATT Damage and +3 to Base Damage). Rocket\Pack (provides Flight superpower).

Origin Story
Pamela Coffey never did understand why her stepbrother Dwayne gave up on being a superhero (see DMC for details)., but she decided that she would fight crime even if he would not. Since she had no special powers, Pam instead devoted herself to mastering science and engineering disciplines, pushing herself so hard that by the age of 24 she had doctorates in both mechanical engineering and chemistry. She secretly used her advanced knowledge to design a variety of gadgets that she put to use in her own costumed identity--Blaxplosion.
   In her normal identity, Pam is the youngest tenured professor at Guardian State University. She is unfailingly soft-spoken and polite, except when her intellectual abilities are challenged in any way--then whoever is so bold needs to watch out.
   As Blaxplosion, she is brash, loud, and talks like she just stepped out of a 1970s blacksploitation film, a genre which happens to be her secret guilty viewing pleasure.
   Blaxplosion is a hero for hire, and her services don't come cheap for those who can afford it. For others, she charges what she thinks they can afford and makes up the difference by stealing cash and other valuables from the evil-doers she battles. (Maintaining a arsenal of hi-tech, flame-based gadgets is neither easy nor cheap.)

Powers
Blaxplosion has no powers, but instead replies upon her various weapons and gadgets.

Enemies and Allies
Just about everyone whom Blaxplosion has defeated can be counted among her enemies--if they're still alive. Blaxplosion doesn't just beat her foes... he goes out of her way to insult and humiliate them. Then, to add further insult to injury she robs them.
   Blaxplosion can call upon her brother for help, but is unlikely to do so, because she still resents that he walked away from what she has always seen as his responsibility the defenseless people in the world. She has also provided Hot Shot and other members of P.A.N.S. with gadgets or upgrades, so she has a friendly relationship with that superhero association. (She can't join, however, as she's Canadian.)
   Blaxplosion recently teamed up with the mysterious American superheroine Wildfire. Their shared love of fire will undoubtedly lead them to work with each other again in the future.

Thursday, June 20, 2013

NUELOW Heroes & Villains: Rock God

Finishing up the soon-to-be-released second volume of "Film Fun Comics" has absorbed my time the last couple of days, but. at long last, here's another character write-up based on a creation by Carter-Ethan Rankin. The display illo and character names Rock God and Dominic Kostopolis are public domain, but all text in this post is published under the Open Gaming License. Copyright 2013 by Steve Miller,
   Note: Rock God was created using the rules for divine beings found in ROLF!: Angels, Demons & Death.

Rock God (aka Dominic Kostopolis)


ROCK GOD (Male)
(aka Dominic Kostopolis)
Brawn 28, Body 20, Brains 8
   Traits: Agent of the Divine, Wings, Unstoppable
   Combat Maneuvers: Battle Cry, Dance Move, Debate Philosophy, Fly, Seduce, Spelling (Song of Finality), Strike Pose,Yodel
   Important Stuff Worn/Wielded: Guitar of the Apollo (Large Melee AND Ranged Weapon. Deals 5 of melee damage OR 3 points of ranged).

Origin Story
When the Greek god of music Apollo recently returned to Earth to do some catching up, he was appalled at the state of popular music and the lack of musical education among the supposed cultured and elite members of the various civilizations.
   Apollo briefly considered striking down 90 percent of musicians, performers, and groupies with a real "Beiber Fever" but chose instead to imbue struggling guitarist Dominic Kostopolis with divine powers to be an example to other musicians and spread good music across the globe.
   Dominic is presently in the third year of a hugely successful, non-stop tour with his band Sons of Icarus; it will eventually rival that of the Grateful Dead in length. While he mostly focuses on performing and teaching young musicians the way of real music, he has more than once entered a night club to stop musical crimes under the guise of "dub-step."

Enemies and Allies
Sonic Wave, superpowered mercenary and founder of the Vanilla Ice fan club back in the day, has been hired by talent agents and music industry executives to stop Rock God before his messages reaches too many. The two have yet to clash, but Sonic Wave is getting ready to make his move.

Monday, June 17, 2013

NUELOW Heroes & Villains: Jimnast

Here's another superhero character background based on a character created by Carter-Ethan Rankin and released into the public domain. The character name and illo is free for all to use, but the rest of the material in this post is presented under the Open Gaming License. Copyright 2013 Steve Miller.

Jimnast (aka James "Jim". Nast)
Jimnyst (Male)
(aka James "Jim" Nast)
Brawn 23, Body 14, Brains 5
   Traits: Dumb, Martial Artist, Sense of Honor
   Combat Maneuvers: Backflip, Basic Attack, Kung Fu Face, Murderous Mitts, Signature Move
   Important Stuff Worn/Wielded:  Superhero Outfit (Armor, absorbs up to 1 point of damage). Reusable shopping bag full of purchases (Medium Melee Weapon, deals 3 points of damage).

Origin Story
James Nast was working as the personal trainer of Texas cattle-heiress Kate Crawford when a dropped cell call changed his life forever.
   He was on his way to Kate's ranch for their weekly session when she called him on his mobile. "Jimmy, I need you to stop [garbled] and pick up [garbled]. Got that, dar[garbled... silence]." The message shouldn't have made any sense, but somehow Jimmy knew that Kate wanted him stop by several stores for a variety of food items, bandages,ammunition, feminine hygiene products, and to collect her dry cleaning.. Jim, happy to please a nice client, all the errands... and was greeted with amazement when he arrived at Kate's mansion.
   "I wasn't sure if you actually got my message," she said. "And all I wanted you do to was pick up my dry cleaning."
   "You did want me to get these other things?" Jim asked.
   "Well, yes. Well, a friend--"
   "Don't worry, Ms. Crawford. It happens all the time. I guess I have a knack for knowing what people need me to get for them from the store. But I;m wrong, I'll be happy to keep the stuff. Although I don't know what I'll do with these bandages. Or all these bullets."
   "Jim," Ms. Crawford said after looking thoughtful for a moment, "there is someone I would like you to meet. I'll call him up and he'll be here by the time we're done with our session."
   To Jim's amazement, that "someone" was American Eagle, the leader of Patriotic American Native Superheroes (PANS). He scanned Jim with an odd device and then stated that Jim had the oddball superpower of knowing what a person wants him to get from the store without even being told. To Kate Crawford, American Eagle said, "You're right. He's exactly what we need."
   That's when Kate revealed her secret identity as Texas Hellion to Jim, and stated that she and other select members of PANS wanted to hire him as their personal shopper. "It's really hard to get to the store when you're constantly saving the world," she said.
   "We'll provide you with a vehicle, an expense account, and a wage above prevailing market norms," American Eagle added.
   "Do I get to wear a superhero costume?!" Jim asked.
   "If you must," American Eagle responded. "But--"
   "Excellent! It'll be yellow with silver boots! I'll be.... The Shopper!"
   "I think Jiminey or the Jimmenest might be even better," American Eagle replied curtly.
   "Hush," Kate said.
   But Jim didn't notice American Eagle's coolness. "It's clever because it's a pun!" He exclaimed with excitement. "Gymnast! It's perfect! Instead of advertising what my powers are, it obscures them. And it keeps it open for if I ever need to branch out into other super-stuff."
   "Which you will never need to," American Eagle stated firmly
   "You sketch up a costume idea, and fax it to this number, Jim," Kate said. "That's the designer PAN works with, and he'll do you right."
   Next week, after Jim completed his first personal-shopping job for Texas Hellion, he arrived at her house in his new superhero costume.
   "Here you do, Hellion. Or do you prefer Tex?"
   "Kate when I'm not in uniform." She looked at Jim wonderingly. "Did you decide against Gymnast?"
   "No ma'am. The Gymnast that's me!"
   "Then what does the 'J' stand for?"
    Now it was Jim's turn to look wonderingly. "For Gymnast."
   "Gymnast? J for Gymnast?"
   "Yeah. J-I-M-N-A-S-T." Then he looked apologetic. "I'm sorry, Kate. Do you have trouble with spelling? I didn't meant to make you feel bad. I know what it's like. I'm not very good at it myself."
   "You don't say?" Kate responded.
   Jim now travels throughout America, keeping the homes of PAN members well-stocked with basic essentials (and even picking up their dry cleaning at time)
 
Powers
Jimnyst has a very limited precognative ability: He knows what a targeted person needs from the store, perhaps even before that person does. He has no powers that are useful in combat, although he is a highly trained martial artist.

Enemies and Allies
No supervillains have yet seen fit to target Jimnyst, and they may never do so--who would want to invite the wrath of the entirety of PAN by messing with their personal shopper? Meanwhile, he has become fast friends with Texas Hellion, Hot Shot, and Butts Pirate, so he is often available to lend an extra hand on their missions and they're often nearby if he should be in trouble.

(For ROLF! game stats for American Eagle, Butts Pirate, Texas Hellion, and 15 other heroes and villains, check out POTS vs. PANS.)

Sunday, June 16, 2013

NUELOW Heroes and Villains: Unveiled

Here's the write-up for another character that Carter-Ethan Rankin came up with and released into the public domain. This display image and character is available for all to use. The text in this post is published under the Open Gaming License. Copyright Steve Miller 2013.

Unveiled (aka Soraya Jirrah)

Unveiled (Female)
(aka Saraya Jirrah)
Brawn 22, Body 14, Brains 10
   Traits: Improv Master, Nimble, Sense of Honor, Super Power (Item-based: Super Strength, Super Speed, Flight, Furious Fists)
   Combat Maneuvers: Basic Attack, Castrate, Debate Philosophy, Disarm, Dodge,
   Important Stuff Worn/Weiled: Scheherazade's Wrap (Armor, absorbs up to 6 points of damage [Self-repariing, every dawn, source of super powers]). Pistol (Small Ranged Weapon, deals 2 points of damage [for when all else fails]).

Origin Story
Soraya Jirrah was studying for her doctorates in archeology and ancient Mid-East history at Guardian University in the United States when terrorists killed 3,000 Americans on 9/11/2001. She watched in horror as the madman in charge of her country proceeded to taunt the already-angry Americans and then with sorrow as America invaded Iraq and predictably proceeded to completely mismanage the ensuring occupation.
   Even before she had been formally granted her PhDs, she approached the American government for a job with the State Department to help catalog and prevent the theft of the artifacts in the various Iraqi museums. She was hired, and she returned home to find her country in a far worse state than it had been when her parents sent her to the United States.
   Women had never been in a good place in Iraq, but the Americans had let Islamic extremists of the magnitude they proclaimed they were fighting ascend to positions of power and begin to implement systematic oppression of women and legalize rape and sexual abuse in a fashion to rival that in Iran, Saudi Arabia, and even Afghanistan.
   One night while working late in the Baghdad museum, she interrupted a theft being undertaken by Black Lion, a Baghdad pimp turned "Islamic militia leader devoted to Jihad" under the Baghdad occupation. His men attacked Soraya, and he was about to rape her when her had grasped at a piece of cloth and she found herself filled with amazing power. She not only defeated the thieves, saved the life of the American soldiers they had wounded, but also stopped two terrorist strikes against Baghdad neighborhoods that night.
   The item Soraya had grasped was a cloak that Scheherazade had wrapped herself in while spinning stories for her psychopathic, misogynist husband to forestall her murder at his hand for 1,001 nights. When she wears it, it grants her the wondrous powers of characters in legends and fairy tales.
   From that night forward, Soraya dedicated herself to defending the innocent from those who would oppress them. Unlike most costumed heroes, she never hides her face--and is very pointed about not doing so, as she hopes to serve as a symbol to women throughout the Muslim World who are letting themselves slip further and further into intolerable domination by misogynistic religious fanatics.

Powers
Unveiled's abilities are derived from the ancient garment she wears.  She can possess and use any supernatural or fantastic ability attributed to a character in the 1,001 Arabian Nights stories. The cloak only works from sun-down to sun-up.

Enemies and Allies
If you name a group of  women-hating Islamic terrorists, or many governments in the Middle East and North Africa, you will be naming one of Unveiled's enemies. Her main ally is Colonel Harold Dunbarr, a U.S. Army Intelligence officer who covertly provides her with access to the rapid transportation and vast information resources of the American military, but she also frequently works with the Daughters of Aisha, a growing secret society of women dedicated to giving women rights equal to that of men across the Islamic world. Unveiled also recently shared an adventure with Gadaffi's Angels, and they made her an honorary member of their team.


Saturday, June 15, 2013

NUELOW Heroes and Villains: DMC

Another super-character for your enjoyment (and, I hope, use in your ROLF! games). Once again, the character concept and the display illo were originated by Carter-Ethan Rankin and released into the public domain. The write-up here is presented under the Open Gaming License. Copyright 2013 Steve Miller.

DMC (aka Dwayne Matthew Charles)


DMC (formerly Fasttrack) (Male)
(aka Dwayne Matthew Charles)
Brawn 23, Body 15, Brains 7
   Traits; Dead-Eye, Improv Master, Nimble, Sense of Honor, Super Power (Natural Super Speed)
   Combat Maneuvers: Basic Attack, Disarm, Dodge, Double Strike Run Away
   Important Stuff Worn/Wielded: Super Outfit (Armor, absorbs up to 2 points of damage). Asp (Small Melee Weapon, deals 2 points of damage).

Origin Story
Toronto-born Dwayne Matthew Charles began his superhero career as a kid-sidekick to the Canadian superhero duo of Mountie and Redcard under the codename Fasttrack; at the age of 10, he was bitten by a radioactive coyote and gained superhuman speed. He did not, however, care for the stressful life of a masked crime-fighter, and he had retired from the superhero game before he turned 16. He rarely used his super-speed after that.
   Dwayne had a great love of basketball--and a talent for the game. He went to college on an athletic scholarship and was being courted by recruiters for top basketball teams while he was still a sophomore. When he graduated, he stepped onto what looked to the the fast-track to basketball super-stardom.
   Fate had different plans. While walking to the corner store, he saw an elderly woman about to be hit by a bus--and he used his super-speed to rush her to safety. Dwayne had hoped no one would notice his super-rescue, but unfortunately, his action was caught on nearby security cameras and on the cellphones of bystanders. His face was instantly recognized, and when enterprising webizens compared the footage to that of Fasttrack in action, Dwayne's long-held secret was out. Within hours, reporters from every conceivable media outlet were on his doorstep.
   Dwayne explained that he wasn't Fasttrack and didn't want to be Fasttrack; if people couldn't use his name, they could always call him "DMC," he said. But by the end of the day, Dwayne was fired from the basketball team and proceedings were underway to have him blacklisted from professional sports for not revealing his super-abilities. That, in turn, let to online petitions to have him reinstated and to stop bigotry against the supra-abled. To top it off, the Mountie's old enemy Beaver Beater, showed up and challenged Dwayne to a fight--and in the chaos, his housed burned down.
   Jobless, homeless, and the face of a cause he really doesn't want to be the face of, and celebrated as the hero he didn't want to be, one of the fastest men alive found himself with nowhere to run. Reluctantly, he took on the mantle of superhero again. He is currently using DMC as his code-name, but he still holds out hope of returning to his career as a professional basketball player.

Powers
DMC has the ability to move at superhuman speeds.

Enemies and Allies
Beaver Beater has never forgiven DMC for the humiliating defeat he dealt her during his very first appearance as Fasttrack; she remains committed to crushing him to a bloody pulp. The Mountie and Redcard remain ready and willing to help DMC in any way he might need, if he asks. His sister, who entered the costumed hero-business under the name Blaxplosion, also stands ready to help him if needed.

Thursday, June 13, 2013

NUELOW Heroes and Villains: Black Wing

Black Wing was inspired by the illo below and a basic concept that was released into the public domain by artist Carter-Ethan Rankin (you can see his original idea here). Everything else in this post is presented under the Open Gaming Licence. Copyright 2013 Steve Miller. (Rules for characters with wings and flying can be found in ROLF!: Angels, Demons & Death, and elsewhere).

Black Wing (aka Helena Winger)

Black Wing (Female)
(aka Helena Winger)
Brawn 20, Body 14, Brains 9
   Traits: Mutant (Claws, Fangs, Wings; only present when she is transformed at night or underground), Stone Cold Killer, Super Power (Natural: Super Strength, Flight,. Limitation: Superpower only active at night or underground), Too Sexy for My Shirt, Unstoppable.
   Combat Maneuvers: Basic Attack, Battle Rage, Castrate, Dodge, Double Strike, Human Cannonball, Murderous Mitts, Signature Move
   Important Stuff Worn/Wielded: Natural Weapon (Small Claws, deals 2 points of melee damage) Natural Weapon (Small Fangs, deals 2 points of melee danage that ignore armor).

Origin Story
Helena Hunter was an admirer of Guardian City's shadowy masked crime-fighter and super-detective Black Bat since she was a little girl. As she entered her teens, she dedicated herself to discovering his secret identity, so she could present herself as a worthy sidekick for him.
   Helena was successful; she managed to do what no one has done before, and deduced that Black Bat is actually millionaire Wayne Grayson. To her disappointment, however, Black Bat cooly rejected her offer to become has sidekick, stating that he always works alone and has never wanted to operate a daycare center.
   Devastated, Helena posted about her achievement and rejection to her Facebook page (without mentioning which hero she had tracked down and been rejected by). One of her online Friends, however, was secretly Black Bat's long-time foe Brick Bat, and he read between the lines to grasp her achievement. He reached out to Helena, offering her superpowers in exchange for Black Bat's secret identity. Helena jumped at the chance.
   Brick Bat brought the girl to one of the many mad scientists he works with where she was subjected to a treatment that was to give her powers to rival Black Bat. Helena promised to reveal the hero's name when she had her powers, but once the treatment was over, she betrayed Brick Bat and turned on him and the scientist. The scientist died beneath her newly acquired claws and fangs while Brick Bat barely escaped with his life.

Powers
During the night hours, after the sun has completely set or before it starts to rise, when she is underground or otherwise in a place where not even reflective sun-rays can reach her, Helena transforms into a monstrous bat-woman. with wings and vicious claws and fangs. She loses her normal vision when transformed, but instead moves about as a bat would, using a sonar-like ability to avoid hitting objects as she flies. This ability also lets her hone in on people through the sounds of their hearts beating. When transformed, Helena also has super-strength and the ability to fly.

Enemies and Allies
Helena's only enemy so far is Brick Bat, who wants revenge for her betrayal. Although she is still seething with anger and resentment against Black Bat, she has not turned her powers against him, but is instead still trying to gain his approval and respect. To that end, she has taken to brutally murdering random muggers and criminals--as well as some of Guardian City's top gang-bosses. Btween the mounting sense in the criminal underworld that something will have to be done to stop her, she is soon in for some real trouble. And that's not even taking Black Bat--who frowns on muderers of any sttrip--into account.

Wednesday, June 12, 2013

NUELOW Heroes and Villains: Captain Bananahammock

Here's another character for use in your ROLF! games. This one might be a useful foil if you want to create further adventures for Jane Bond. Maybe he could be her Honey Ryder? Or perhaps Captain Bananahammock can fall through a temporal/spacial vortex and become a frienemy of Amelia Earheart as she battles evil in the 57th Dimension (that idea was suggested by L.L. Hundal).

Once again, the character concept, name, and displayed artwork were created by Carter-Ethan Rankin and released into the public domain. The section labeled ROLF! Game Stats is presented under the Open Gaming License and is Copyright 2013 by Steve Miller. Everything else in this post is considered product identity, as defined under the Open Gaming License and may not be reproduced without permission from the copyright holders. (But if you ask Steve, he will almost certainly say "yes.")

Captain Bananahammock (aka Eric Ellis)

--
ROLF! GAME STATS
Captain Bananahammock
(aka Eric Ellis)
Brawn 29, Body 19, Brains 7
   Traits: Dumb, Egomaniac, Improv Master, Too Sexy for My Shirt
   Combat Maneuvers: Basic Attack, Dodge, Driver, Strategic Bleeding, Seduce, The Look, The Walk
   Important Stuff Worn/Wielded: Bright yellow shorts. Captain Bananahammock also owns a helicopter and a speedboat, both of which he has painted bright yellow.

The Banana Boat [Watercraft]
Body: 25; Speed: 16; Maneuverability 8
   Passengers: Driver + 4
Weapons: None, but passengers can shoot out the windows, dealing regular damage with ranged weapons

The Banana Smoothie [Aircraft]
Body: 24; Speed: 13; Maneuverability 5
   Passengers: Driver +3
   Weapons: None, but passengers can shoot out the windows, dealing regular damage with ranged weapons

(Rules for vehicles in ROLF! can be found in Amelia vs. the Queen of the 57th Dimension, but they will also be included in the projected ROLF! superhero game... when we get it done.)
--

Origin Story
Male supermodel Eric Ellis's greatest claim to fame was being the face (and sexy body) of Scorch Sports and Swimwear until the company was revealed to be a front for Pocket Rocket's latest scheme to dominate the world and driven into bankruptcy. The scandal ruined Eric's modeling career, but he didn't mind, because he had more money in the bank than he knew what do with. Further, his encounter with Texas Hellion and Hot Shot as they sent Pocket Rocket to the prison hospital for the umpteenth time got him thinking that he should go into the "mystery man" business. He was perfect for it, he thought--he's got a rockin' bod that he's not afraid to show off, and he's rich. (A couple of all-night private consulting sessions with Hot Shot further convinced him that the Hero Biz is where he would spend his retirement.)

Superpowers
Captain Bananahammock has no powers other than his self-described rockin' bod and tremendous ego. He adventures and fights crime primarily to be seen and admired-- ideally in as few clothes as possible while avoiding arrest for indecent exposure.

Enemies and Allies
No one really views Captain Bananahammock as a threat, although mad scientist Dr. Tooth will shoot him on sight for coming onto his wife, Dr. Floss, when they met in Sydney last year. Captain Banananhammock frequently works with agents of with Agents of P.R.I.G., and he has an on-again, off-again relationship with Hot Shot--basically whenever they're in the same hemisphere.

Tuesday, June 11, 2013

NUELOW Heroes & Villains: Punk Rock Girl

Here's another ROLF! super-character. Creator Carter-Ethan Rankin states: "She's Hallie Hiromatsu! She's a punk! She's got skin of stone! She considers herself the 4th member of Shonen Knife! She's: PUNK ROCK GIRL!"

Punk Rock Girl (aka Hallie Hiromatsu)


Enjoy!

ROLF! Game Stats
Punk Rock Girl (Female)
aka Hallie Hiromatsu
Brawn 20 (23 when transformed), Body 15, Brains 7
   Traits: Martial Artist, Unstoppable, Super Power (Item-based: Whenever she listens to a song by Shonen Knife, she can gains Super Strength, and cause her skin to turn to stone for up to one hour (all damage suffered is reduced by 3 points). Limitation: When she transforms, her skin turns gray and pitted--like a rock--her hair becomes a short purple mohawk and her left eye becomes a jagged pit. If she hears a Shonen Knife song and does not wish to transform, she must roll a successful Brains ATT check to resist.)
   Combat Maneuvers: Backflip, Dance Move, Double Strike, Disarm, Kung Fu Face, Murderous Mitts
   Important Items Worn/Wielded: Nunchuks (Medium Melee Weapon. Deals 3 points of damage). iPod loaded with all official Shonen Knife albums, as well as several dozen bootleg recordings),

Origin Story
Teenager Hallie Hiromatsu is the youngest daughter of Hiro Hiromatsu, an American of Japanese descent who has returned with his Caucasian wife to Japan to run a language school. In truth, Hiro is the top operative of P.R.I.G. (Pacific Rim Intelligence Group) and his school serves as a front for the secretive, U.N.-sponsored spy ring.
   From literally the day she sat foot in Japan, Hallie has been a huge fan of the all-girl alternative rock band Shonen Knife. Although grounded on the night they were performing near her home, she stuck out to attend the concert with a girl friend. Before going to the concert, the two girls styled Hallie's hair in a purple mohawk, because she wanted to show her father that he may be some sort of super-spy, but he couldn't stop her from doing whatever she wanted to do.
   However, Hallie's movements had been tracked from the moment she snuck out of her house, not by her father but by the sinister North Korean super-agent Spirit of the People and her mad scientist sidekick Dr. Kim Chee ("Kim. It's just Dr. Kim!"). They in turn were being followed by Captain Freedom and his wild-child sidekick Jungle Girl. When Spirit of the People and Dr. Kim struck at the concert with the intent of kidnapping Hallie and her friend, the two heroes were ready to stop them. The Shonen Knife performance continued uninterrupted, as the band and crowd just thought it was an extra special, extra energetic night of moshing and thrashing.
   During the fight, Dr. Kim's latest death-ray gun malfunctioned  and exploded, almost killing him and overloading Shonen Knife's amplifiers and speakers. Hallie, bathed in both the weird radiation of the gun and the sonic waves of a distorted Shonen Knife tune,
underwent a strange transformation--her skin turned rock hard and she gained superpowers. While Captain Freedom evacuated Shonen Knife and the crowd from the collapsing concert venue, Hallie and Jungle Girl chased and defeated Spirit of the People.
   When Hallie reverted to her natural body soon afterwards, it became apparent that she had also been severely injured in the explosion and she almost died. Although Hallie made a full recovery, her left eye could not be saved. After recovering, her father saw that she was put through a crash-course martial arts training program, so she could defend herself and put her superpowers to use in the name of freedom and justice
 whenever she listens to a song by Japanese alternative rock band Shonen Knife.

Superpowers
Dr. Kim Chee's malfunctioning weapon activated dormant mutant traits in Hallie that now is triggered when she hears a song by Shonen Knife. When transformed, her Brawn ATT increases by +3 and all damage received). Hallie's transformation lasts for one hour, and she must get at least 6 hours of sleep between transformations to do them successfully. She can chose to not transform by making a successful Brains ATT check.
   Hallie's left eye is a highly advanced cybernetic prosthetic that allows her to record what she sees and transmit it to P.R.I.G. central command at will. It is non-functioning when she becomes Punk Rock Girl.

Enemies and Allies
Hallie is an Agent of P.R.I.G. and can call upon their resources. She will stop agents of P.O.T.S. whenever she can... and anyone who says a bad word about Shonen Knife had better ready for a beating.

FYI
Punk Rock Girl created by Carter-Ethan Rankin. Bikini Blur, Reiko Nakamura, and the displayed image have all been released into the public domain. Everything else (except for the names Captain Freedom, Dr. Kim Chee, Jungle Girl, and Spirit of the People, which are Product Identity) in this post is presented under the Open Gaming License, and may be reproduced accordingly, and is Copyright Steve Miller 2013. Shonen Knife is also not Open Gaming Content, and is a trademark used without permission. No challenges to ownership intended.

Shonen Knife is actually a real-world Japanese rock band, who were a favorite of Kurt Cobain. Here's are a couple of samples of their music: