Thursday, February 6, 2025

Slap Me Around And Call Me Susan

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.

Wednesday, February 5, 2025

Don't Call Him Black Stone

Y'all know I love the Suicide Squad, so for today's post I wanted to do a character from that team. Pebbles has one of the most unfortunate codenames. Interestingly enough he hated his original code name even more. Instead of going into his backstory, I'll just share the panel that talks about him.

Pebbles only appears in the DC Black Label miniseries Suicide Squad: Get Joker. This is the same series that gave us Meow Meow (pictured above).

Code Name: Pebbles (chosen), Black Stone (military)
Real Name: Livingston
Pronouns: He/Him
Team Affiliation: Suicide Squad

Medium, Humanoid (Human), Neutral Evil

Armor Class:
 18 (Natural)
HP:  114 12d8+60)
Speed: 30 ft.
Challenge: 5 (1,800 XP)

Str 18 (+4) Dex 13 (+1) Con 20 (+5) Int 10 (+0) Wis 14 (+2) Cha 10 (+0)

Saving Throws: Str +8, Con +9 
Skills: Athletics +8, Intimidation +4, Perception +6
Proficiencies: Land Vehicles
Senses: Passive Perception: 16
Languages: English 

Hard Skin: Pebbles ignores all damage from attacks and effects less that deal less than 10 damage. Weapons and effects that deal double damage to objects and structures ignore this trait.

Actions
Multiattack: Pebbles makes three unarmed attacks.
Unarmed: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Tuesday, February 4, 2025

Flight of the Bumblebee

While Nubia appeared three years earlier, DC's Bumblebee is often considered DC's first black superheroine. Her secret identity, Karen Beecher, was introduced 7 months prior to her taking up the mantle of Bumblebee. She's a scientist and dated Teen Titans member, Herald. She wanted to make him look good in front of the team so she created the Bumblebee identity and attacked the Titans. After escaping, she revealed her ruse to the Titans. Instead of being angry, the team was impressed and asked to join the team. Later Herald and Bumblebee got married, retired, and started working for S.T.A.R. Labs. 

Her powers were originally all based on her suit. Helping to prevent a crisis she and several heroes were trapped in a rift, which caused her to shrink to six inches tall. Later she would later be shrunken and her powers became innate.

To my knowledge, there has never been a live action version of Bumblebee. She has appeared in most Titans animated series and films though. I like Bumblebee. As a Titan and younger hero fan, I liked Bumblebee and Herald. I also like that, much like Dick Grayson there were allowed to grow up.

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Code Name: Bumblebee
Real Name: Karen Beecher-Duncan
Pronouns: She/Her
Team Affiliation: Teen Titans, Young Justice, Doom Patrol, Young Justice

Medium, Humanoid (Human), Lawful Good

Armor Class:
 16 (Armor)
HP: 52 (8d8+16)
Speed: 30 ft., fly 50 ft.
Challenge: 2 (450 XP)

Str 15 (+3) Dex 18 (+4) Con 14 (+2) Int 18 (+4) Wis 15 (+3) Cha 16 (+3)

Saving Throws: Dex +7, Int +7 
Skills: Advanced Tech +7, Insight +6, Parapsychology +7, Perception +6
Senses: Passive Perception: 16
Languages: English 

Actions
Multiattack: Bumblebee makes two bee sting attacks.
Adhesive Shot (Recharge 5-6):  Ranged Weapon Attack. +7 to hit, range 60 ft., one target. Hit: Target is restrained. Any creature can make a Strength (Athletics) check (DC 12) to end this condition. At the beginning of the restrained creature's turn they may make this check as a bonus action.
Bee Stings: Ranged Weapon Attack: +7 to hit, range 60 ft., one target. Hit: 11 (2d6) lightning damage.
Unarmed: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Monday, February 3, 2025

Take A Stand

For today's Black History Month supers post I thought I'd update my Meteor Man stats and talk about his continued adventures in the 616 after the film.

Issue #1 quickly recaps the movie. Then we learned that a part of the meteor that powered Jeff is in Arizona. He and his friend Mike (Eddie Griffin's character from the movie) head the facility it's been held. Jeff uses what remains of his powers to get in and evade security. The pair have been followed by an ominous main with nefarious goals. While all that's happening two new villains, the high tech Malefactor and the occult themed Ghost Strike, take out some Guardsmen in Washington DC to capture Simon Kane, the movie's villain, is being experimented on by an evil corporation, Skyyventures Inc. The issue ends with Mike getting shot and Jeff reaching the meteor. 

In Issue #2 Jeff saves Mike and while the pair seek to get back to DC they are attacked by Malefactor and Ghost Strike. We are introduced to Armand Skyy, CEO of Skyyventures Inc., who sends a newly repowered Simon to take out Meteor Man. In the confrontation between Meteor Man and Simon, Jeff seemingly kills the villain.

At the beginning of Issue #3 Jeff has vowed to never be Meteor Man again. Peter Parker and MJ are in DC, as MJ is part of a Meteor Man movie. Armand Skyy has a clanedestine meeting with a man named Solomon Mingh, who's contracted him to get Meteor Man. Jeff deals with how gang violence has affected his neighborhood, but does use his powers again until it spills over into filming. Jeff stops the gang, the DC Players. He and Spidey team up and end up taking on Malefactor and Ghost Strike. After a heart to heart with Spider-Man who tells him his secret "with great power comes great responsibility." In the end he decides he and the community needs Meteor Man.

Issue #4 sees Night Thrasher of the New Warriors make his way to DC after fighting some DC Players in NYC. He is tracking down their leader Third Power aka Solomon Mingh. Jeff finds his personal life in shambles, but after his talk with Spidey finds his resolve to protect his community reignited. Of course Meteor Man and Night Thrasher have an initial misunderstanding but team up to take down the Players and their benefactor.  The issue ends with Third Power, who can make two even stronger copies of himself, fighting the pair of heroes.

A lot happens in Issue #5. Night Thrasher kills Third Power (Jeff says his heart is barely beating but later a portion of a newspaper implies Meteor Man killed him). Simon Kane reappears in Arizona. We learn that Armand Skyy isn't from Earth (which has been hinted at). Skyy then sends Malefactor, Ghost Strike, and two knew villains (Warhammer and Exocet), Exocet has some sort of flight powers and Warhammer is Thor without the lightning. He also might be a Neo-Nazi. He has a stylized H and eagle tattoo. It's not like any fascist tat I've seen, but it looks similar to one. Meteor Man takes out some of the villains but the issue ends with his shocking realization that Simon is alive and ready for a fight.

Even more happens in Issue #6... Simon and Meteor Man team up to take on Warhammer and Exocet. The pair then continue their conflict with one another. Meteor Man berates Simon for the way he's hurt his community and people and just as Simon seems repentant he's taken out by Armand Skyy. Meteor Man seemingly gives Skyy the power he wants, but his body can't handle it and he explodes. In the aftermath, the new CEO and Skyyventers Inc. and Meteor Man come up with a deal. He doesn't expose the shady companies previous dealings if they help pay for rebuilding his neighborhood and fund programs. In the end Jefferson vows to his community that he will always be their Meteor Man.

While Meteor Man has not made any appearances since the series ended, the Golden Lords appeared in Miles Morales: Spider-Man #5.

The Meteor Man miniseries was fun. It wasn't epic, but as a continuation of the movie and way to add Meteor Man to the 616 it's great.  There's some fun moments and references to the movie. In Issue #3 for example a Meteor Man movie is being filmed and the director talks about how he should have got Snipes, Denzel, or Townsend (the star of the film). There are a few jokes like this that made me chuckle. Some of the humor fell a flat though. In Issue #1 Mike gets hit in the back of the head and makes a Rodney King joke. Something that had me chuckling is that Meteor Man was constantly getting his costume blown off. This didn't happen to Robert Townsend in the film, but I'm guessing that had something to do with him not having the superheroic physique of his comic book counterpart. Like the film the story also deals with gang violence and community and handles those respectfully.

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Code Name: Meteor Man
Real Name: Jefferson "Jeff" Reed
Pronouns: He/Him
Team Affiliation:

Medium, Humanoid (Human), Lawful Good

Armor Class:
 16 (Natural)
HP: 135 (14d8+72)
Speed: 40 ft., fly 80 ft.
Challenge: 6 (2,300 XP)

Str 20 (+5) Dex 16 (+3) Con 20 (+5) Int 16 (+3) Wis 12 (+1) Cha 14 (+2)

Saving Throws: Str +9, Con +9 
Skills: History +7, Insight +5, Perception +5
Damage Resistances: bludgeoning, piercing, and slashing
Senses: X-Ray Vision 120 ft., Passive Perception: 15
Languages: English, Dog

Powerful Build: Meteor Man can carry/lift twice the weight of a normal creature his size. Additionally, he uses his strength score to make Intimidation rolls in place of charisma and he can wield heavy weapons with one hand.
Temporary Absorption: Meteor Man can tough a book and gains the knowledge and skills associated for five rounds. He gains proficiency in the skills and/or tools contained within.
Super Hearing: Meteor Man's proficiency bonus is double on Perception hearing checks (becoming +8). He also has advantage on hearing based Perception rolls.

Actions
Multiattack: Meteor Man can make three slam attacks.
Healing Touch (Recharge 5-6): Meteor Man can touch a target and heal them 5 (1d8+1) hit points.
Laser Vision: Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 11 (2d10) radiant damage.
Slam: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Super Breath: Meteor Man expels air the equivalent to a gust of wind. It is a line of strong wind 30 feet long and 10 feet wide. Each creature that in the line must succeed on a DC 15 Strength saving throw or be pushed 15 feet away in the opposite direction.
Telekinesis: Meteor Man can attempt to move an object or person weighing up to 1000 lb. He can move the object 30 ft. If the object is being held or is an unwilling target, a DC 15 strength saving throw to resist.

Music Monday - Neighbor Like Me

Check out intro theme for Your Friendly Neighborhood Spider-Man performed by The Math Club and featuring Relaye and Melo Makes Music. It's a great track with elements of the classic theme.


I've watched the first two episodes of the series and I am  digging it. I know it's not for everyone, but I really enjoy the cell-shaded animation. I've been a big fan of that style for a while. I was a bit hesitant to watch it though because of recent comments from Spidey voice actor, Hudson Thames.

"I thought it was awesome. I mean, my biggest fear was that it was gonna be annoying and woke, and it wasn’t.”

If a person uses woke as a pejorative I immediately want to disassociate with them and the creative projects they are involved with. It shows a lack of empathy. However, I also understand that many other folks were involved with creating the show so I decided to give it a shot anyway.

I find Thames anti-woke comment funny, because of the main cast, only a few folks are white. Harry and Norman Osborne are now African-American. The same is true for Dr. Connors, who has also been genders-swapped and is now Dr. Carla Connors. Peter's closest friends are Nico Minoru, Lonnie Lincoln, and Pearl Pangan. Additionally at his Oscorp internship Peter meets Amadeus Cho and a Wakanda teen.

The series definitely deviates from existing versions of Spider-Man, but that's what the Multiverse is for. I'm really looking forward to seeing where it's going to go.

Sunday, February 2, 2025

An Extreme X-Man (Who Wasn't In X-Treme X-Men)

Though I didn't like it as much as X-Men/X-Men 97, X-Men: Evolution was a fun animated series and reimagining of the franchise. One of my favorite characters was Spyke. Spyke, born Evan Daniels, was Storm's nephew and a native of NYC. He originally had the ability to fire spikes from his body (much like Marrow). He was recruited by his aunt when his powers manifested and was a X-Men until he lost the ability to control is powers. Soon after he joined the Morlocks. In his last appearance he had a permanent exoskeleton on his upper body and could ignite his spikes.

Spyke was a fun character. He was originally reluctant to be a hero, but grew as the series went on. He was also a skateboarder, which in 2000 meant he was the coolest. Strangely the only comic Spyke appeared in outside X-Men: Evolution was X-Babies Stars Reborn. In the main 616 continuity Storm has a cousin named David Munroe, that is loosely based on Spyke.

Did you watch X-Men: Evolution and if so did you like Spyke too?

Code Name: Spyke
Real Name: Evan Daniels
Pronouns: He/Him
Team Affiliation: X-Men, Brotherhood of Evil Mutants, Morlocks

Medium Humanoid (Human Mutant), Chaotic Good 

Armor Class: 18 (Armor)
Hit Points: 60 (8d8+24)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 15 (+2) Dex 17 (+3) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 14 (+2)

Saving Throws: Str +9, Con +7
Skills: Acrobatics +5, Athletics +4
Senses: passive Perception 10
Languages: English

Ignite Spikes: Spyke can heat his spikes causing them to do an addition 2 (1d4) fire damage. 

Actions
Mutliattack: Spyke can make two attacks.
Spike: Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Spike Nova (Recharge 6): Spikes fly from Spyke. Each creature within a 30 foot radius originating from him must make a Dexterity saving throw (DC 13). On a failed saving throw they take 16 (3d8+3) piercing damage. On a successful save they take half as much damage. 
Throw Spike:  Ranged Weapon Attack. +5 to hit, range 10/50 ft., one target. Hit: 7 (1d8+3) piercing damage.

Saturday, February 1, 2025

Let The Lady Go!

While looking for something earlier I stumbled upon this awesome art that combining a couple of underrated superhero flicks from the 90's. Meteor Man and Blank Man will both get stat updates later this month.

John Henry Was A Steel Drivin' Man

This morning I decided I wanted to stat out some African American supers characters in honor of Black History Month. Some of the posts will be new 5e stat blocks, whole others will be updates to some that I've already done. 

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John Henry Irons was one of the four new Supermen released during DC's Reign of the Supermen storyline post Death of Superman/Funeral For A Friend. John was a brilliant engineer buried in rubble during Doomsday's attack on Metropolis. With Superman dead, John used his strength and brilliance to build a suit of armor and fight the weapons dealers and criminals causing chaos in his neighborhood. After Superman returned he took on the name Steel (coined by Superman) and continued to be his ally. He's been a member of the Justice League and and briefly served on the Suicide Squad. Steel is a respected member of the superhero community. His niece, Natasha, has also taken up the mantle of Steel.

Steel has appeared in other DC media several times. Michael Dorn and Phil LeMarr voiced him in Superman: The Animated Series and Justice League Unlimited. In addition to several DC animated movies, he's been a supporting character in Young Justice and My Adventures with Superman. An alternate universe version of him appeared in Superman & Lois. His most notable live action appearance was in the Steel movie, starring Shaq. While the movie used elements of his background from the comics, he had no connections to Superman (other than a tattoo) and the flick just wasn't good.

Conner Kent was my favorite character to come from Reign of the Supermen, but Steel was a close second. I just think he is an interesting character. You can probably guess, but he was loosely based on and inspired by the folk tale of John Henry, the steel driving man. He also has a lot in common with Tony Stark. The obvious comparison is that they both use powered armor. Additionally John was a brilliant weapons engineer prior to becoming a hero. However, unlike Stark he became disgusted with the business without having a traumatic experience. I'd say one of the biggest differences is John is well liked by other heroes and Tony has a (deserved) reputation of being an arrogant bastard.

Code Name: Steel I
Real Name: John Henry Irons
Pronouns: He/Him
Team Affiliation: Superman Family, Suicide Squad, Justice League, Steelworks

Medium Humanoid (Human), Lawful Good 

Armor Class: 18 (Armor)
Hit Points: 90 (12d8+36)
Speed: 30 ft., fly 50 ft.
Challenge: 5 (1,800 XP)

Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 18 (+4) Wis 16 (+3) Cha 12 (+1)

Saving Throws: Str +9, Con +7
Skills: Advanced Tech +8, Athletics +9, Insight +7, Investigation +8
Senses: passive Perception 13
Languages: English

Actions
Mutliattack: Steel can make two attacks.
Kinetic Hammer: Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) bludgeoning damage, does double damage to objects and structures. 
or
Ranged Weapon Attack. +5 to hit,  range 60 ft., one target. Hit: 8 (2d6+1) bludgeoning damage, it deals an addition 3 (1d6) bludgeoning damage for every 10 ft. it flies, does double damage to objects and structures.
Pinning Shot:  Ranged Weapon Attack. +4 to hit, range 60 ft., one target. Hit: Target is restrained. Any creature can make a Strength (Athletics) check (DC 12) to end this condition. At the beginning of the restrained creature's turn they may make this check as a bonus action. 
Wrist-Mounted Rivet Gun:  Ranged Weapon Attack. +4 to hit, range 60 ft., one target. Hit: 7 (2d6) piercing damage, does double damage to objects and structures.
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The Kinetic Hammer acts as a magic item, but is an advanced technological item (using the rules presented in Carbide City #2).

Kinetic Hammer
Weapon (Maul), legendary, require attunement

You gain a +1 to attack and damage rolls with this weapon. This maul can be thrown like a light hammer. It does double damage to objects and structures. It builds up a kinetic charge as it flies. For every 10 feet the hammer moves it deals it an extra 1d6 damage. You can stop the hammer mid-air by saying "STOP" letting it hover and have it return to your hand by saying "RETURN."

Planeshifted Patreon

Planeshifted is a Patreon that creates fantastic content for D&D 5e (both the original and the updated version). While there are paid tiers of support, the homebrew game content is available to all. 

The creator makes high quality pdfs featuring D&D conversions of Magic: The Gathering's planes. While a few guides are a bit more focused, in most you will find new races/species, subclasses, magic items, spells, and monsters. If you want to know the specific planes discussed, go here.