Tuesday, August 30, 2022

The Craptacular B-Sides

Lately I've been hitting the dollar bins at my local comic shop. Just picking up random odds and ends that strike my fancy. Occasionally I'm able to find a complete miniseries, which is pretty cool. Marvel's The Craptacular B-Sides was one of those miniseries.  The story takes place in Raven's Perch, a New Jersey community with a higher than normal metahuman population. The B-Sides are a group of disenfranchised youth who are talked into creating a supers team, by a local con-man. They tangle with a local villain, fight some kree and skrull, and meet the Fantastic Four. If you don't mind the offbeat sense of humor and art, this is a fun series. Other than a Marvel Handbook, only one of the B-Sides is mentioned outside of the series (and it's only in a Civil War tie-in). Honestly, I'd watch a B-Sides tv series in a heartbeat and it would be a fun way to have a more grounded take on the MCU.

I decided to stat the B-Sides, because it's fun and it will let me stat some supers of a power level I don't normally address.

Codename: Fateball
Name: Laura Boadbahr
Team Affiliation: B-Sides

Medium Humanoid, Chaotic Good

Armor Class: 13 (Dex) 
Hit Points: 35
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 12 (+1) Dex 16 (+3) Con 10 (+0) Int 10 (+0) Wis 10 (+0) Cha 12 (+1)

Skills: Acrobatics +5, Investigation +2, Stealth +5
Senses: Passive Perception 10
Languages: English

Traits
Ask the Fateball: Fateball can consult her toy fateball and ask it a yes or no question. The fateball will correctly divine the future, though it can be temperamental and very sarcastic.
Nimble Striker: Fateball can use her Dexterity modifier instead of Strength when making unarmed attacks.
Go For The Family Jewels: On a successful critical hit using her unarmed attack, an unarmored opponent with testicles must make a Constitution saving throw of DC 11 or gain the stunned condition until the beginning of Fateball's next turn.

Actions
Unarmed: Melee Weapon Attack. +5 to hit, reach 5 ft, one target, Hit: 5 (1d4+3)  bludgeoning damage.

Codename: Jughandle
Name: Jesse Metuchen
Team Affiliation: B-Sides

Medium Humanoid, Chaotic Good

Armor Class: 11 (Dex) 
Hit Points: 30
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 14 (+2) Dex 12 (+1) Con 12 (+1) Int 17 (+3) Wis 14 (+2) Cha 12 (+1)

Skills: Insight +4, Parapsychology +5, Perception +4, 
Senses: Passive Perception 14
Languages: English

Traits
Step Sideways: Jugghandle can take an action to step "sideways in time." While in this parallel time stream, he is invisible and cannot be touched. He can see what happens in real time. He can  take up to four others with him to this realm.

Actions
Unarmed: Melee Weapon Attack. +4 to hit, reach 5 ft, one target, Hit: 4 (1d4+2)  bludgeoning damage.

Codename: Mize
Name: Stuart Welles
Team Affiliation: B-Sides

Medium Humanoid, Chaotic Good

Armor Class: 12 (Dex) 
Hit Points: 30
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 11 (+0) Dex 14 (+2) Con 10 (+0) Int 11 (+0) Wis 12 (+1) Cha 16 (+3)

Skills: Deception +5, Stealth +4, Sleight of Hand +4
Senses: Passive Perception 10
Languages: English

Traits
Accelerate Entropy: Mize's power accelerates the breakdown and decay of objects around him. It can also affect relationships and bonds of that nature. He can sometimes lose control of this power and under times of stress he must make a Charisma saving throw DC 15 or have the ability affect a random object  in his presence (as determined by the GM).

Actions
Break Stuff: Mize accelerates the breakdown of an object. This causes an item to cease to function. If the items is currently being used by a creature, they can make a DC 13 Constitution saving throw to prevent the device from breaking down. This ability can also affect constructs who take 8 (1d10+3) necrotic damage on a failed saving throw.
Strain (Recharge 5-6): Target living creature Mize can see must make a DC 13 Constitution saving throw or suffer a minor strain/pull/injury that causes them to suffer disadvantage on attack rolls, saving throws, and strength/constitution/dexterity skill checks  until they receive healing or take a short rest.
Unarmed: Melee Weapon Attack. +4 to hit, reach 5 ft, one target, Hit: 2 (1d4)  bludgeoning damage.

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