Blankman is a fun, if not flawed, superhero comedy from the 90's. You can read my review of it here. If you've never seen the movie and live in the states, you can stream it for free on PlutoTV here. You can see my updated 5e stats for the protagonists below.
Code Name: Blankman
Real Name: Darryl Walker
Pronouns: He/Him
Team Affiliations: -
Medium Humanoid, Lawful Good
Armor Class: 14 (Costume)
Hit Points: 27 (6d8)
Speed: 30 ft.
Challenge: 1/2 (100 XP)
Str 10 (+0) Dex 10 (+0) Con 10 (+0) Int 20 (+5) Wis 12 (+1) Cha 12 (+1)
Saving Throws: Int +7
Skills: Advanced Tech +7, Investigation +7
Damage Resistance: Fire
Senses: passive Perception 11
Languages: English
Plunger Gun (costs 1 power point): This grappling allows Blankman fires a line line up to 60 feet veristically or horizontally. He moves at half speed (without requiring an Athletics skill roll) when doing so.
Rocket Boots (costs 1 power point): For one round Blankman's speed doubles.
Speculum of Life (costs 1 power point): The device gives advantage on skill checks to pry doors open.
Power Source ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ): Blankman's homemade gadgets have a limited power supply. His power source generates 10 power points before needed to be recharged for eight hours.
Actions
Automatic Nunchucks (costs 1 power point): Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage.
The Boot (costs 1 power point): Ranged Attack. +2 to hit, range 20 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Stink Bombs (1/day): Blankman chooses a 20-foot-radius without 60 ft. That radius is filled with a nauseating gas for 1 minute. Creatures that start their turn in the cloud must make a Constitution saving throw (DC 15). On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the could after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Super Slick Blank Goop (1/day): Blankman covers a 10-foot square within 20 feet and turns it into difficult terrain. Creatures trying to move into or through it must make a Dexterity saving throw (DC 15) or fall prone. Additionally a creature ending its turn in the 10-foot square must do the same.
Unarmed: Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Code Name: Other Guy
Real Name: Kevin Walker
Pronouns: He/Him
Team Affiliation: -
Medium Humanoid, Neutral Good
Armor Class: 12 (Dexterity)
Hit Points: 39 (6d8+12)
Speed: 30 ft.
Challenge: 1/2 (100 XP)
Str 14 (+2) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 13 (+1) Cha 10 (+0)
Saving Throws: Con +4
Skills: Athletics +4, Insight +3, Perception +3, Stealth +4
Tools: Camera
Senses: passive Perception 13
Languages: English
Actions
Mutliattack: Other Guy makes three martial arts attacks
Martial Arts: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Reaction:
Parry: Other Guy adds 3 to his AC against one melee attack that would hit it. To do so, Other Guy must see the attacker.
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