Friday, August 22, 2025

Eat Peace, Motherf***ers!

Peacemaker 2 debuted last night on HBOMax. Like season 1, I really enjoyed it. While the first season was set in the Snyderverse, the new season is firmly in James Gunn's new DCU cannon. During the recap of season 1, they retconned one of the funniest scenes.

I've already done stats for Peacemaker, Eagly, and White Dragon for 5e, so I thought I'd do some DCC supers stats using Evolved. We'll start with the man himself. 

Peacemaker (5th level Soldier): Init +2; Atk +8 shield (1d6+3) or +6 Pistol, hi-power (1d10, range 70/140/210) ; Crit IV/1d16; AC 15 (light armor, dex); HD 5d12; HP 52; Mov. 30'; Act 1d20+1d14; SP Specialty (Infantry) +6, heroic effort, chain of command; SV Ref +5; Fort +7; Will +2; Path WtL (wants to be a hero)

Equipment: Desert Eagle, shield, light armor

Gadget: Helmet

When encountered Peacemaker will always be wearing one of his helmets. These are several of his known helmets. Judge's should feel free to create more.

Standard Helmet
This helmet has no special abilities, though can be used as a hand held weapon that does 1d6 damage.

Force-Field Helmet
This helmet can generate a full-body force-field that prevents all non-psychic damage for 1d7 rounds. The user can't move while the field is activated. The field can be destroyed by disintegration effects. This ability can't be used again until the helmet is recharged.

Sonic Boom Helmet
This helmet can emit a powerful 60' radius sonic blast emanating from the helmet. Creatures caught in the blast must make a Fort (DC 15) saving throw. Those that fail take 6d6 damage and those that succeed take half. The object has 4 charges. Once these charges are expended it has to be recharged to be used again.

Underwater Helmet
This helmet allows is wearer to breath underwater.

X-Ray Vision Helmet
This helmet allows its wearer to see solid objects. It can see through 1' of stone, 1 in of common metal, and or up to 3' of wood or dirt. Thicker substances (and lead) block the vision.

Scabies For All Helmet
When activated this all creatures (except the wearer) within a half mile radius must make a Fort (DC 15) saving throw or contracted scabies. Characters suffering from scabies take 1 point of Sta damage until it is healed by magic or medication.

Bound for Good Helmet
No one is sure what this one does. Leave your thoughts in the comments. 

Anti-Gravity Helmet 
When activated his helmet levitates 20 feet up a round. 

Human Torpedo Helmet
When activated this helmet propels its user forward. They will travel 60' a round until the collide with an object or creature. The object/creature takes 6d6 damage. The helmet's wearer takes half of that amount as damage.

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