Sunday, June 28, 2026

Punch A Nazi Week - The Holy Roller

This time the first Punch A Nazi Week is a little different. I recently picked up the Holy Roller collection. I've decided to give a short review of the miniseries before statting out the titular Nazi bashing hero. 

Holy Roller is a collaboration between some different celebrities. It was written by comedian Andy Samberg (SNL and The Lonely Island), Joe Trohman (Fall Out Boy), and Rick Remender (Deadly Class, Uncanny X-Force). It features art by Roland Boschi. As you might expect from the creative team, the story has a comedic edge. It's one part satire and one part loving tribute to comic books. The humor is off-kilter, but endearing (and delightfully dumb at times).

The story follows Levi Coen, a man who returns home to help his ailing father. He finds that his hometown has been taken over by Neo-Nazis. After being forced to defend himself with his bowling balls, he teams up with his child hood friend to become the Holy Roller, a trick bowl  bowling ball wielding vigilante. Levi looks like a muscular Samberg and I couldn't help but hear his voice when I read Levi's lines.

The plot of this one isn't too original, but it works. There are some plot beats borrowed from the first Kingsmen movie, but that's alright. The story has a cinematic vibe and I wouldn't mind seeing a live action or animated adaptation. If you want to see a Jewish vigilante beat the shit out of Neo-Nazis and rich assholes, then check this one out.

Holy Roller in Your Game

Levi is an athlete with gadgets, so I figured I'd stat him using the DCC crimefighter class from Gunzo! True Vigilante #1. For the kind of racist shitsheads Levi smashes with his balls, use these stats.

Holy Roller (Level 4 Crime Fighter): Init +2; Atk +4 bowling bowl (1d8+1) or +5 bowling bowl (1d8+2) [range 20'/40']; Crit III/1d10; AC 15; HD 4d6+8; HP 24; Act 1d20; SQ disguise self +3, investigation, subterfuge; SV Ref +5; For +4, Will +3; AL L

Gear: Armored costume (+3 to AC, -2 fumble), bowling ball (1d8), exploding bowling ball (1d8+2d8 fire damage to all creatures within 20' radius), EMP bowling ball (1d8 + 3d6 to unprotected electronic devices within 50' radius)

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