Showing posts with label New Punverse. Show all posts
Showing posts with label New Punverse. Show all posts

Wednesday, December 28, 2022

The Golden Age

Here's a location that can be dropped into any nearly modern supers game.  I've also included 5e supers stats for the owner.

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The Golden Age

An unassuming bar in one of the city's older districts, The Golden Age is a watering hole open to both heroes and villains. The bar is decorated with memorabilia, decommissioned gear, and newspaper clippings from the good old days. It doesn't matter what time or day of the week, their are always costumed patrons throwing darts, playing pool, and tossing back drinks. Considered neutral ground, many modern heroes and villains hold the place in reverence. Gods help anyone that messes with the bar or its patrons.

Plot Hooks

  • The heroes need information that can only be found a secret base used by a villain that hasn't been seen in decades. Fortunately his main henchman, Loot Lord, frequents The Golden Age. The heroes need to persuade the crochety ex-villain to disclose the location.
  • A defunct robot turned coatrack has activated and is causing havoc in old town.
  • A regular hasn't been seen for a few weeks and Eaglet asks the heroes to check on them.

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Codename: Eaglet
Real Name: Bud "Buddy" Pierce
Team Affiliation: Freedom Squadron

Medium Humanoid, Neutral Good

Armor Class: 12
HP:  19 (3d8+6)
Speed: 30', Fly 30'
Challenge: 1 (200 XP)

Str 14 (+2), Dexterity 10 (+0), Con 15 (+2), 
Int 12 (+1), Wis 16 (+3), Cha 14 (+2)

Saving Throws: Wis +5
Damage Resistance: Bludgeoning, piercing, and slashing weapons
Skills: Acrobatics +4, Athletics +4, Investigation +3, History +3
Sense: passive Perception 13
Languages: English, German, French

Nazi Puncher: Eaglet has advantage on attacks against Nazis and Neo-Nazis.

Actions
Inspiring Story (Recharge 5-6): Eaglet can tell an inspiring story or anecdote. Target ally gains Advantage on their next action.
Unarmed: Melee Weapon Attack. +4 to hit, reach 5 ft., one target, Hit: 4 (1d4+2) bludgeoning damage. 

Background
The son of a circus strongman, Buddy Pierce worked as the assistant to government scientist, Tom Standish. The pair fought Nazis on the Homefront as American Eagle and Eaglet. After the war, Buddy retired, but kept in contact with Eagle and other two-fisted vigilantes of the day. He even connected with a few retired villains. Buddy eventually decided to open a place to allow folks like him a safe space to relax, drink, and reminisce about the past, The Golden Age.

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This idea was inspired by the Three Doors Down - Kryptonite music video, so I decided to include it. 

Monday, December 5, 2022

The Acrobatic Flea Bounds Into The New Punverse

I haven't added to the New Punverse for a bit, so I thought I'd highlight another hero. I've been given permission by my amazing friend, Tim Knight of HeroPress, to add the Acrobatic Flea to the New Punverse. So now another timelines can be added to the multiverse of Tim's character. Also I'm going to designate the New Punverse as Earth-NP.

My friend, the amazing David Copoletti, did an original piece for this post.



Code Name: Acrobatic Flea
Real Name: Sean Knight
Team Affiliation: Guardians of Terra (Reserve)

Medium Humanoid, Neutral Good

Armor Class: 14 
Hit Points: 125
Speed: 40 ft., climb 30 ft. 
Challenge: 5 (1,800 XP)

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

Saving Throws: Dex +7, Cha +5
Skills: Acrobatics +7, History +6, Insight +6, Persuasion +5, Sleight of Hand +7, Stealth +7
Senses: darkvision 60 ft., passive Perception 13
Languages: English

Unique Traits
Deft Striker: Acrobatic Flea uses Dexterity for Unarmed Attacks, rather than Strength
Evasion: Acrobatic Flea can dodge out of the way of area of effect spells and attacks. When subjected to one that allows him to make a Dexterity saving throw to take only half damage, he takes no damage  instead if he succeeds and only half if he fails.
Nimble:  Acrobatic Flea can take the Disengage action as a bonus action on each of his turns.
Second Wind: On his turn, as a bonus action, Acrobatic Flea can draw on his stamina reserves to heal 1d10+12 hit points. He can't use this ability again until he takes a short or long rest. 

Actions
Mutliattack: Acrobatic Flea makes two Flea Bite attacks.
Bolas: Ranged Weapon Attack +7 to hit, range 20/60 ft., (one target), Hit: 6 (1d4+4) bludgeoning and Large or smaller creatures hit are grappled. A creature can use it's action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the bola (AC 10) also frees the creature without harming it, ending the effect and destroying the bola.
Flea Bite: Melee Weapon Attack +7 to hit, reach 5 ft., (one target), Hit: 7 (1d6+4) bludgeoning + 2 (1d4) lightning damage.

Background
Sean Knight's vigilante career began in the 80's. The young reporter formed a bond with scientist, Tim Ritter. Seeing a kindred spirit and inspired by a mutual love of superheroic tales, Ritter designed an armored costume with shock gloves for Sean. Calling back to his childhood nickname, Knight dubbed himself the Acrobatic Flea. A UK native, AF relocated to London and soon became one of the most popular British vigilantes, serving as an unofficial spokesperson for the nation's superhero community. He also became a reserve member of the Guardians of Terra, developing a close friendship with Miss Direction. While he's slowed down his heroic activities as he's gotten older, AF can still go toe-to-toe when the need arises. Recently AF has started to mentor the American superhero, Web-Archivist. The pair met while the latter was at a library conference in the UK in his civilian guise. Teaming up to take down the Australian necromancer, the Down Undertaker, they stopped the Aussie from stealing rare occult tomes displayed at the conference. This showing has also led to the government contacting AF about training the next generation of UK superheroes. While he isn't super thrilled about the idea of working that closely with the government, he can't deny there is a thrill and sense of pride that comes from having such a positive impact.

Friday, June 10, 2022

Kill Him, Chonga!

Chonga the gorilla appeared in Weird Chills #1 (July 1954). Y'all know I love my intelligent apes, so the New Punverse has room for multiple.


Code Name: Chonga
Real Name: Chonga the Magnificent 
Team Affiliations: None

Medium Beast, Lawful Evil

Armor Class: 12 (Natural)
Hit Points: 50
Speed: 30 ft., climb 30 ft.
Challenge: 2 (450 XP)

Str 18 (+4) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 18 (+4) Cha 10 (+0)

Saving Throws: Str +7
Skills: Intimidation +7, Survival +7
Senses: passive Perception 10
Languages: understands all languages

Unique Traits
Menacing: Chonga can use his Strength rather than Charisma when making Intimidation attempts.
Innate Psionics: Chonga has innate psionic abilities. The trait associated with this is Wisdom (save DC 15). He needs no components to uses these powers.

At will: Detect Thoughts
1/day: Dominate Person

Actions
Multiattack: Chonga makes two fist attacks
Fist: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6+4) bludgeoning damage. 

Background
Chonga is a gorilla of unusual size that dwells in the metropolitan zoo. Chonga is far more intelligent than a normal gorilla and  has strong psionic abilities. The source of these powers is unknown. Is Chonga a natural mutant? Is Chonga an experiment? Is Chonga from a race of super intelligent apes? No one knows, but that doesn't make him any less dangerous. Chonga has used his power to create a small kingdom in the zoo, with the head zookeeper acting as his major domo. While his influence is primarily centered on the zoo and the surrounding neighborhood, if not stopped his reach will extend further out.

Wednesday, June 1, 2022

If Stan Lee Can Copy Him So Can I

Please note, the title of this blog is meant to be playful. Fox's Thor appeared in Weird Comics #1-5 (starting in 1940). His origin and several aspects of him are very close to Marvel's Thor, who debuted in 1970. Of course, Thor is a Norse god and already in the public domain, but I only mention the traits for my take on Thor are drawn from the Fox version which is public domain and the fact they are similar to Marvel's Thor is purely coincidental... 

Code Name: Thor
Real Name: Grant Farrel 
Affiliation: Freedom Squadron, Guardians of Terra (Reserve)

Medium Humanoid, Lawful Good

Armor Class: 18 (natural)
HP:  175
Speed: 30 ft., Fly 60 ft.
Challenge: 8 (2,300 XP)

Str 24 (+7), Dexterity 22 (+6), Con 22 (+6), Int 10 (+1), Wis 14 (+2), Cha 12 (+1)

Saving Throws: Str +11, Wis +6
Proficiencies: Arcana +5, Athletics +11, History +5, Intimidation +5, Religion +6, Survival +6
Damage Resistances: Lightning, Thunder
Damage Resistances: Bludgeoning, Piercing, Slashing from Non-Magical Sources
Sense: passive Perception 14
Languages: English, Greenlandic, Old Norse

Traits
Powerful Build: Thor can carry/lift twice the weight of a normal creature his size. Additionally, he can wield heavy weapons with one hand.
Regeneration: Thor regains 10 hit points at the start of his turn if he has at least 1 hit point remaining.
Spellcasting: Thor can cast some lightning based magic. His spellcasting ability is Wisdom (spell save 14, +6 spell attack modifier)

Cantrip (at will) - Shocking Grasp (2d8 damage)
Each Spell 3/Day - Call Lighting, Lightning Bolt

Actions
Multiattack: Thor can make two melee attacks.
Mjolnir: Melee Attack. +13/+12 to hit, reach 5 ft. or range 20/500 ft., one target. Hit: 16 (2d6+9) slashing damage.
Unarmed: Melee Attack. +11 to hit, reach 5 ft., one target. Hit: 9 (1d4+7) bludgeoning damage.

Mjolnir
Legendary Weapon
Thor's hammer has the ability to grant great strength and abilities to the mortal chosen to wield it. They gain flight (60 ft. speed) and limited spellcasting ability. They can will the hammer to return to them. The hammer grants a +2 to attack and damage rolls and does 2d6 bludgeoning damage. Mjolnir can only have one chosen wielder at a time. Should anyone else else use it, it is a simple (though indestructible hammer) that only does 1d6 damage and grants its wielder no other abilities.

Background
Grant Farrel was an American soldier that fought in World War II. After seeming to have perished on a mission he was granted amazing powers and a second chance by the Norse god, Thor. The god granted Farrel his mystic hammer, Mjolnir. When Farrel grasped the hammer and willed it, he would transform into a Earthly avatar of Thor. He could fly, throw lightning bolts, summon storms, and gained godly strength and durability. Additionally he psychically will the hammer to his hand. As Thor, Farrel joined the Freedom Squadron and fought bravely against the Axis powers. He continued to fight for the cause of righteousness, though eventually slowed down, deciding to let the newer generations shape their world. Farell currently lives in in a secluded cabin in the Rockies, though he is still a reserve member of the Guardians of Terra and they know how to reach him. The demigod, Sylf, has a hatred of Farrel, seeing him as a pretender and usurper of his uncle's power (which of course he believes he deserves).

Tuesday, May 31, 2022

A Weird Figure Slinks Along Deserted Docks...

If you hadn't noticed, I love weird af characters. Brick Bat is one of the laziest weird characters I've read about, so I thought I'd add him to the New Punverse. He looks like Batman in a lime green suit. He has no powers, but he does have bricks that crack open and release poison gas. I feel like that's overkill, because bricks seem like they can kill people without poison. Also, I didn't come up with the idea for the Goonion. I first heard referenced by my favorite TikTok personality, ThePandaRedd, who has Goonion shirts.


Code Name: Brick Bat
Real Name: Unknown
Team Affiliations: The Goonion

Medium Humanoid, Neutral Evil

Armor Class: 14 (armored business suit, dex)
Hit Points: 60
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 12 (+1) Dex 15 (+2) Con 15 (+2) Int 10 (+0) Wis 10 (+0) Cha 14 (+2)

Saving Throws: Con +4
Skills:  Intimidation +4, Stealth +4
Senses: Perception 10
Languages: English

Traits
Cunning Action: On each of his turns, Brick Bat can use a bonus action to take the Dash, Engage, or Hide action.

Actions
Poison Brick: Ranged Weapon Attack. +4 to hit, range 10/60 ft., one target, Hit: 21 (2d6) bludgeoning damage + 14 (4d6) poison damage. Adjacent creatures take 7 (2d6) poison damage (DC 13 Constitution saving throw for half). 
Unarmed: Melee Weapon Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d4+1) bludgeoning damage.

Background

The Kingdom of Crime "citizen" known Brick Bat is known more for his bizarre fashion sense, than anything else. Sporting a lime green suit over a black body suit (with horned cowl), Brick Bat serves as a mook for hire. He works for the Broker and is a troubleshooter for the Goonion. He is often sent in to verify if a criminal or villain is honoring their Goonion contract.

Thursday, May 26, 2022

A Royal Pain For the Axis Powers

I'm probably going to finish up the members of Freedom Squadron soon and probably stat up some Nazi villains for them to due battle with. Boy King and the Giant are pretty ridiculous and I felt they needed to be a part of the New Punverse.


Codename: Boy King
Real Name: David Graf of Swisslakia
Team Affiliation: Swisslakia, Freedom Squadron

Medium Humanoid, Lawful Good
Armor Class: 16 (Dexterity, Enchanted Costume)
Hit Points: 30
Speed: 30 ft.
Challenge: 1 (200 XP)

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

Saving Throws: Dex +4, Cha +4
Skills: History +3, Insight +2, Persuasion +4, Stealth +4
Senses: passive Perception 10
Languages: English, French, German, Romansh, Italian

Unique Traits
Cunning Action: On each of his turns, the Boy King can use a bonus action to take the Dash, Engage, or Hide action.

Actions
Mutliattack: Boy King makes two melee attacks.
Enchanted Sword: Melee +4, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
Pistol: Ranged Weapon Attack. +4 to hit, range 50/150 ft., one target, Hit: 9 (2d6+2) piercing damage. (15 round clip)


Code Name: Giant
Real Name: Giant
Team Affiliations: Swisslakia, Freedom Squadron

Gargantuan Construct, Unaligned

Armor Class: 16 (Natural Armor)
Hit Points: 300 
Speed: 60 ft.
Challenge: 17 (18,000 XP)

Str 30 (+10) Dex 6 (-2) Con 25 (+7) Int 1 (-5) Wis 10 (+0) Cha 1 (-1)

Saving Throws: Con +13
Damage Immunities: Cold, Fire, Poison, Psychic, Necrotic
Damage Resistances: Bludgeoning, Piercing, and Slashing
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Senses: Truesight 120 ft., Perception 10
Languages: --

Traits
Immutable Form. The giant is immune to any spell or effect that would alter its form.
Indestructible: The giant ignores all damage from non-magical sources that deal less than 20 HP of damage.
Magic Resistance: The giant has advantage on saving throws against spells and other magical effects.
Protector: Attacks made against allies within 5'ft of the giant have disadvantage.
Siege Monster: The giant does double damage to objects and structures.

Actions
Mutliattack: The giant makes two melee attacks.
Slam: Melee Weapon Attack. +16 to hit, reach 5 ft, one target, Hit: 29 (3d12+10) bludgeoning damage.
Hurled Debris: Ranged Weapon Attack. +16 to hit, range 200/800 ft., one target, Hit: 43 (6d10+10) bludgeoning damage.

Background
Young David Graf was the crown prince of the central European nation of Swisslakia. His nation was ill-prepared for a Nazi invasion and the rest of the royal family was killed. Before dying, David's father passed on the secret location to an ancient gargantuan Golem-like creature built by Nostradamus. He used this giant to relocate Swisslakian citizens to the United States for safety and then returned to Europe to fight the Axis powers. Dubbed Boy King, by Allied forces, he was recruited by Captain Battle into Freedom Squadron. with his enchanted royal outfit, magical sword, and gigantic servant, he fought bravely against the Nazis and their allies. He became a particular thorn in the side of Crane. By the end of the war he reclaimed his nation. During the Squadron's final mission the giant was reported to have been damaged beyond repair. It was never seen again, though rumors are Boy King's son, King David II of Swisslakia knows of the giant's location and how to reactivate it.

Wednesday, May 25, 2022

Fighting Evil With Good Old American Fists

Still fleshing out my golden age hero roster for the New Punverse. Captain Battle seems like an obvious addition and is a great Nick Fury analog, especially considering how similar they look. Also, this entry is the first mention of my S.H.I.E.L.D. clone. I know acronym is bad, but it'll do for now.

Codename: Captain Battle
Real Name: Jonathan Battle
Team Affiliation: Freedom Squadron

Medium Humanoid, Lawful Good

Armor Class: 14 (Dexterity, Armored Costume)
Hit Points: 100
Speed: 30 ft., Fly 60 ft.
Challenge: 3 (700 XP)

Str 16 (+3) Dex 12 (+14) Con 18 (+4) Int 13 (+1) Wis 16 (+3) Cha 14 (+2)

Saving Throws: Wis+7, Wis +7
Skills: Advanced Technology +4, Athletics +6,  Insight +6, Investigation +6, Survival +6
Proficiencies: Explosives, Vehicles (Land), Vehicles (Air), Vehicles (Sea)
Senses: passive Perception 13
Languages: English, German, Russian, French

Unique Traits
No Soldier Gets Left Behind: The first time an ally within 30 ft fails a Death saving throw, they may reroll it. This ability can't be used again until Captain Battle takes a short rest.
Second Wind: On his turn, as a bonus action, Captain Battle can draw on his stamina reserves to heal 1d10+8 hit points. He can't use this ability again until he takes a short or long rest. 

Actions
Dissolvo Ray: Ranged Weapon Attack. +5 to hit, range 50/150 ft., one target, Hit: 21 (6d6) radiant damage (DC 14 Constitution save for half-damage). 
Unarmed: Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Gear: Dissolvo Ray, Jetpack (Fly 60 ft.), Armored Costume, 

Background
Captain John Battle was born into wealth and luxury. However, that didn't stop him from enlisting in World War I and fighting for what he thought was right. Battle was wounded in action and came home a changed man. He decided to use his vast resources to stop another great war from happening. Despite the efforts he put in to stop warmongers, World War II still happened. Battle re-enlisted into the army and was placed in charge of a new special joint military group, made up for Allied Nation heroes, the Freedom Squadron. He proved an effective leader throughout the war. The original John Battle's consciousness was transferred to an advanced android before his body passed away.  Additionally, his son, William Battle, currently serves as the head of A.N.T.H.E.M. (Allied Nations Heroic Earth Military). 

Tuesday, May 24, 2022

Dynamite Thor (Literally) Explodes Onto The Scene

When I discovered Dynamite Thor, I decided I had to make him a golden age hero in the New Punverse. His powers are just so specific and bizarre. He's immune to explosions, but still vulnerable to getting shot or punched in the face. 

Codename: Dynamite Thor, later just Dynamite
Real Name: Peter Thor
Team Affiliation: Freedom Squadron

Medium Humanoid, Lawful Good
Armor Class: 12 (Dexterity)
Hit Points: 50
Speed: 30 ft., Fly 60 ft.
Challenge: 2 (450 XP)

Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 14 (+2) Wis 10 (+4) Cha 10 (+0)

Saving Throws: Con +5, Int +4
Skills: Athletics +5, History + 4, Insight +2,  Intimidation +5
Proficiencies: Explosives
Senses: passive Perception 10
Languages: English, German

Unique Traits
Explosive Expert: Dynamite Thor has advantage on all checks related to explosives.
Explosive Immunity: Dynamite Thor is immune to all damage caused by explosions (whether it be from fire, force, thunder, or shrapnel). In addition, he is unaffected by the sound of explosions, which would render others deaf.  However, this immunity is circumstantial. For example, if an explosion causes a fire and Dynamite Thor touches it, it would deal damage.
Dynamite Belt (Recharge 5-6): Dynamite Thor lights a stick of dynamite from his belt. He can throw it up to 60 ft. All creatures within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Dynamite can use all of the Dynamite at once, causing all creatures within 20 feet to take 35 (10d6) bludgeoning damage on a failed save, or half as much on a successful one. If Dynamite Thor uses this ability, he cannot use any of his Dynamite Belt effects and loses his Fly speed until he restocks his Dynamite Belt.

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

Background
Peter Thor was born the son of a wealthy mine owner.  He inherited this fortune when is father passed away fighting in WWI. He used his considerable wealth to become an adventurer, though he settled down after the stock market crashed and began to focus on keeping his employees working and stable. He began working with his men in the mines and it was during this time that his power activated. Due to a faulty fuse, a load of dynamite blew up early. Peter was caught in the explosion. Miraculously he was totally unharmed. Calling himself Dynamite Thor, Peter created a costume and began fighting crime. His tools of the trade, caused a lot of collateral damage, and his crime fighting career was rather short. However, when the US became involved in World War II, he was recruited into the international superteam, Freedom Squadron. After the avatar of the Norse god Thor joined the Squadron, Peter just shortened his codename to Dynamite. Dynamite sacrificed himself to save the rest of his team during one of their final missions.

Saturday, May 21, 2022

War Nurse and the Girl Commandos Airdrop Into Battle

Decided to flesh out the New Punverse and stat out some heroes and villains from days gone by. 

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Codename: War Nurse
Real Name: Pat Parker
Team Affiliation: Royal Air Force, Special Operations Executive, Girl Commandos, Freedom Squadron

Medium Humanoid, Lawful Good
Armor Class: 14 (Dexterity)
Hit Points: 75
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 12 (+1) Dex 18 (+4) Con 13 (+1) Int 16 (+3) Wis 18 (+4) Cha 16 (+3)

Saving Throws: Dex +7, Wis +7
Skills: Athletics +4,  Insight +7, Investigation +6, Medicine +7, Perception +7, Stealth +7
Proficiencies: Vehicles (Land)
Senses: passive Perception 17
Languages: English, French, German

Unique Traits
Field Medicine: Using a medicine kit (standard kits have 10 uses), War Nurse is capable of aiding allies, even in the midst of combat. As an action War Nurse may stabilize an ally within 5 ft without making a Medicine Check. She can also use an action (and use of her kit), to heal a conscious injured humanoid 9 (2d4+4) hit points. The humanoid can't benefit from this ability again until after a long rest.
No One Gets Left Behind: The first time an ally within 30 ft fails a Death saving throw, they may reroll it. This ability can't be used again until War Nurse takes a short rest.
Rally: When within 5 ft. of a target that is afraid or stunned, War Nurse can use her action to remove the condition. The same effect grants Advantage on fear and charm saves for all those who can hear and understand her until the end of her next turn.

Actions
Mutliattack: War Nurse gets two attacks.
Combat Knife: Melee or Ranged Weapon Attack. +4  or +7 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 3 (1d4+1) or 6 (1d4+4) piercing damage.
Pistol: Ranged Weapon Attack. +7 to hit, range 50/150 ft., one target, Hit: 11 (2d6+4) piercing damage. (15 round clip)

Background
Pat Parker was a young British nurse from Doville, England, a small village near London. She used her medical knowledge to help the wounded when her village was attacked in an air raid. She then enlisted and before long found herself serving with the Royal Air Force. She created a costumed persona and led a double life as nurse and vigilante. She eventually formed the "Girl Commandos" and became a field agent for the Special Operations Executive. She and her team also served alongside Captain Battle and Freedom Squadron. After the war, Pat settled down and married her long time love interest, pilot Don Frasier. The pair would eventually move to the US, when Don became a test pilot for Carol Aerospace. She had several children and grandchildren (which includes Pete Sparling) and lived a long and happy life. She died peacefully in her sleep.


Codename: Girl Commando
Real Name: Various 
Team Affiliation: Special Operations Executive, Girl Commandos, Freedom Squadron

Medium Humanoid, Lawful Good
Armor Class: 12 (Dexterity)
Hit Points: 30
Speed: 30 ft.
Challenge: 1 (200 XP)

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

Saving Throws: Dex +4, Con +3
Skills: Athletics +3,  Perception +2, Stealth +4
Proficiencies: Vehicles (Land)
Senses: passive Perception 17
Languages: English, French, German

Unique Traits
Specialty: Each Girl Commando has a specialty (proficiency or skill not listed above). Choose their specialty. The Girl Commando gains advantage with checks related to their specialty.

Actions
Mutliattack: Girl Commando gets two attacks.
Combat Knife: Melee or Ranged Weapon Attack. +3 or +4 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 3 (1d4+1) or 5 (1d6+3) piercing damage.
Pistol: Ranged Weapon Attack. +4 to hit, range 50/150 ft., one target, Hit: 9 (2d6+2) piercing damage. (15 round clip)

Thursday, May 19, 2022

Edgelord

Wanted to have some fun and add another villain to the New Punverse. Until I get artwork commissioned I think this picture that may or may not be a young Ben Shapiro is appropriate. 

Code Name: Edgelord
Real Name: Shawn Daniels
Team Affiliations: None

Medium Humanoid, Chaotic Neutral

Armor Class: 12 (Dexterity)
Hit Points: 66
Speed: 30 ft.
Challenge: 3 (700 XP)

Str 14 (+2) Dex 14 (+2) Con 12 (+1) Int 15 (+2) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Dex +5
Skills: Arcane +5, Athletics +5, History + 5, Perception +3, Persuasion +3
Senses: passive Perception 13
Languages: English

Traits
Coward: Despite his attempt at swagger, Edgelord is easily intimidated. He gains disadvantage on checks and saving throws to resist intimidation and fear.
Eldritch Obnoxiousness: Because Nux loves to see its wielder humiliated, Edgelord receives disadvantage on all Charisma based checks.

Actions
Mutliattack: Edgelord can make two melee attacks.
Nux: Melee Weapon Attack +6 to hit, reach 5 ft., (one target), Hit: 7/8 (1d8+3/1d10+3) slashing damage.

Reaction
Parry: Edgelord adds 5 to his AC against one melee attack that would hit him. To do so, Edgelord must see the attack and be wielding Nux.

Nux aka The Demon Blade of the Blackest Soul Slayer
Cursed Weapon
This wicked looking blade started its existence as a low level demon named Nux. Nux was an imp that loved to humiliate and torment other demons and mortals. Unfortunately one day he angered a wizard, that trapped him in a blade. This blade became cursed with the imps infernal nature. However, Nux decided he could still have fun. He can change the appearance of the blade to one more desirable by the mortals looking at it. Once bonded with the blade, Nux begins whispering to the wearer, making it resentful and paranoid. The wielder grants a +1 bonus to attack and damage rules. In addition because it brings out the worst qualities in its wielder, they receive disadvantage on all Charisma based checks. Finally to add to the wielder's humiliation, any creature reduced to 0 HP by the blade automatically becomes stable. The wielder is unaware of Nux's negative traits and will always refuse to relinquish the blade.

Background
Shawn Daniels had a normal suburban home life. He had caring middle class parents and a carefree life. Like many kids, he became rebellious in his teen years. Seeing it as the ultimate middle finger to everyone, he became interested in the occult and heavy metal. Despite his self-perception as being an outcast, as he grew older he became resentful of those that sought to actually change the status quo. He began pushing back online against "wokeness, the radical left, and SJW's," individuals and ideas that he thought were ruining things. He mainly just moderated forums and attacked individuals on social media until one fateful night after a "freedom rally." Walking home he heard a voice whisper to him. He followed the voice to an alley where he discovered a a shimmering katana. The voice said he was chosen to wield it and fight back against the rule evils of the world, like forced tolerance. Picking up it up, Shawn became the Edgelord, master of the the Demon Black of the Blackest Soul Slayer. While he falls more on the villain axis, most heroes don't take Edgelord too serious. Even many villains find him to be quite and annoyance, though a few of them are not above using him as extra muscle. 

Wednesday, May 18, 2022

Trash Panda

Time to start populating my setting again, I've focused mainly on villains, so I thought I'd include some heroes. Meet the anthropomorphic racoon charmer, Trash Panda. 

Code Name: Trash Panda
Real Name: Micah Mantio
Team Affiliations: New Guard, Mantio Syndicate

Medium Humanoid (Raccoon), Chaotic Good

Armor Class: 14 (dex)
Hit Points: 55
Speed: 30 ft., Climb 30 ft
Challenge: 3 (700 XP)

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

Saving Throws: Dex +7, Cha +5
Skills: Acrobatics + 7, Athletics +2, Deception +5,  Persuasion +5, Stealth +7, Sleight of Hand +7
Senses: passive Perception 15
Languages: English

Traits
Cunning Action: On each of his turns, the Trash Panda can use a bonus action to take the Dash, Engage, or Hide action.
Nimble Striker: Trash Panda uses Dexterity for melee attacks, rather than Strength.

Actions
Mutliattack: Marxman can make two longbow attacks or three unarmed attacks
Cane: Melee Weapon Attack +7 to hit, reach 5 ft., (one target), Hit: 6 (1d4+4) bludgeoning damage.
Stun Discs: Ranged Weapon Attack +7 to hit, range 10/40 ft (one target) Hit: 5 bludgeoning damage.

Background
Micah was born with a fine coat of fur, angular features, and a tail nub. As her grew older his features continued to change until he looked more raccoon than human. Despite his differences, he was loved and doted on by his wealthy parents. The Mantios were an old money crime family and young Micah always got whatever he asked for. Micah grew up quick and clever. However, despite his aptitude for the family business, he had a good heart. When things became heated between his family and their rivals, the Vittorio Syndicate, Micah's parents urged him to leave his home city and move in with one of his uncles. Most importantly, they told him to live his own life. Micah began hanging out at the Tower, a hangout spot for young powered individuals. There he met Kid Nephil II and the Locks of the New Guard. The pair of heroes were taken in by Micah's charm and became fast friends. Soon Micah was convinced to put his talents to good and help those in need. Ironically dubbing himself, Trash Panda, the debonair youth joined the teen heroes. He uses his resources to help the less fortunate in the community and his silver tongue has convinced more than a few street toughs to choose a more noble path. 

Friday, May 6, 2022

Fantomah (FCBD Special) Available Now!

Celebrate Free Comic Book Day but downloading the Lone Bards newest release, Fantomah (FCBD Special). You can grab the pdf at no cost and add her to your own 5e campaigns.


In case you're curious, yes, Fantomah is a part of the New Punverse. At some point I'll do a post talking about her in regards to my setting.

Saturday, April 30, 2022

Z is for Zzed

Zedd faced off with Airboy in Airboy Comics Volume 6 #12 (January 1950).

Code Name: Zzed
Real Name: Zzed
Team Affiliations: None

Medium Humanoid, Neutral Evil

Armor Class: 14 (Dex)
Hit Points: 175
Speed: 30 ft.
Challenge: 6 (2,300 XP)

Str 12 (+1) Dex 18 (+4) Con 16 (+3) Int 20 (+5) Wis 18 (+4) Cha 15 (+2)

Saving Throws: Dex +8, Int +9
Skills: Acrobatics +8, Athletics +5, History +9, Insight +8, Investigation +8, Mathematics +9, Medicine +8, Nature +9, Parapsychology +9, Sleight of Hand +8, Stealth +8
Senses: passive Perception 14
Languages: All known Earth languages (and a few unknown ones)

Unique Traits
Cunning Action: On each of his turns, Zzed can use a bonus action to take the Dash, Engage, or Hide action.
Immortality: Zzed regains 10 hit points at the start of his turn if he has at least 1 hit point remaining. If he dies, he will return to life at full hit points and healed of all injuries/conditions 24 hours later.
Nimble Striker: Zzed uses Dexterity for melee attacks, rather than Strength

Actions
Mutliattack: Ace gets three melee attacks.
Unarmed: Melee Attack. +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
Nerve Strike (Recharge 5-6): Melee Attack. +8 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage and target must make a DC 15 Constitution saving throw On a failed save, the target cannot take any actions on their next turn.

Reaction
Deflect Missiles: Zedd can use his reaction to deflect or catch a missile when hit with a ranged attack. When he does so, the damage he takes is reduced by 1d10+18. If the damage is reduced to 0, he can catch he missile if its small enough to hold in one hand and he has at least one free hand. If he catches it he can throw it back (+8 to hit, 20/60 ft range).
Martial Arts Parry: Zzed can add 2 to his AC against one melee attack that would hit. To do this, Zzed must be aware of the attack and not be suffering from Disadvantage.

Background
Zzed is an immortal martial artist. While he initially reveled in his extended life, he soon grew tired of existence. No matter how he tried to end his life, it seemed nothing ended it permanently. Eventually he came to the conclusion that the only way for him to die permanently is if the world ended. Thus he began his plan to hasten this process. Over the past 2000 years he has been present at all of the greatest human tragedies. He uses his extensive wealth and connections to sow sorrow and destruction. While he is ancient and appears frail, Zzed is quite nimble and a capable fighter. His current plan is to gain control of the "star brain" and use it to control humanity.

Friday, April 29, 2022

Y is for Ylla


Code Name: Ylla
Real Name: Ylla
Team Affiliations: None

Medium Humanoid (Martian), Lawful Evil

Armor Class: 14 (Natural Armor)
Hit Points: 65
Speed: 30 ft.
Challenge: 4 (1,100 XP)

Str 18 (+4) Dex 15(+2) Con 18 (+4) Int 17 (+3) Wis 16 (+3) Cha 16 (+3)

Saving Throws: Con +8
Skills: Advanced Technology +7, Deception +7, Insight +7,  Persuasion +7, Stealth +6
Senses: passive Perception 13
Languages: Martian, English

Unique Traits
Cunning Action: On each of her turns, Ylla can use a bonus action to take the Dash, Engage, or Hide action.
Regeneration: Ylla regains 5 hit points at the start of her turn if she has at least 1 hit point remaining.

Actions
Mutliattack: Ylla gets two  attacks.
Laser Pistol: Ranged Weapon Attack. +6 to hit, range 50/150 ft., one target, Hit: 11 (2d6+2) radiant damage. (15 round clip)
Unarmed: Melee Attack. +4 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.

Background
Ylla came to Earth with her former lover, Gurtil and a fleet of invading Martian soldiers. Though the fleet was defeated and fled Earth thanks to the combined work of the Guardians of Terra, New Guard, Project Second Chance, and the Guild of Nefarious Purpose, not all Martians left the planet. Ylla was one such alien. Her cunning combined with her natural Martian strength, fortitude, and regeneration makes her an excellent scout and spy. The US government is very interested in Ylla's knowledge and plans and finding her is a top priority for a few different agencies, including Project Second Chance.

Thursday, April 28, 2022

X is for X-33

The robot known as X-33 appeared in Master Comics #17 (1941).


Code Name: X-33
Real Name: X-33
Team Affiliations: Project Second Chance

Medium Construct, Lawful Neutral

Armor Class: 18 (Natural Armor)
Hit Points: 150
Speed: 30 ft.
Challenge: 6 (2,300 XP)

Str 22 (+6) Dex 9 (-1) Con 22(+6) Int 16 (+3) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Str +10, Con +10
Skills: Advanced Tech +7, Athletics +10, History +7, Perception +4
Proficiencies: Land Vehicles, Water Vehicles, Air Vehicles
Damage Resistances: Nonmagical Bludgeoning, Piercing, Slashing 
Damage Immunities: Poison, Psychic
Condition Immunities: Blinded, Charmed, Deafened, Exhausted, Frightened, Paralyzed, Petrified, Poisoned.
Senses: passive Perception 14
Languages: X-33 is fluent in all known major Earth languages circa 1942

Unique Traits
Brutal: A melee weapon attack does an extra die of its damage (included below).
Powerful Build: X-33 can carry/lift twice the weight of a normal creature its size. Additionally, it can wield heavy weapons with one hand.
Water Susceptibility: For every 5 feet X-33 moves in water or for every gallon of water splashed on it, it takes 1 cold damage.

Actions
Mutliattack: X-33 makes two fist attacks
Slam: Melee Weapon Attack. +10 to hit, reach 5 ft, one target, Hit: 13 (2d6+6) bludgeoning damage. 

Background
X-33 is a robot designed by Illyria, the Spy Queen. It posed as a soldier wearing armor and served as a spy of sorts for its queen. Highly intelligent, the robot could be cold and calculating, but never acted with malice. It was defeated and captured by Fighting Yank towards the end of World War II. The robot was reactivated and drafted into Project Second Chance by Warden Barriere, where it serves as muscle. Unbeknownst to all involved, X-33's original programming is still active and it continues to gather and transmit reconnaissance to its original spy installations, though who (if anyone) controls them now is a mystery.

Wednesday, April 27, 2022

Whisper

Whisper is a character I originally created for Mutant and Masterminds Freedom City setting. You can read the original post here. I'm going to adapt her and make her a supernatural hero in the New Punverse.

Code Name: Whisper 
Real Name: Dawn Smith
Team Affiliations: Fate's Wardens

Medium Humanoid, Lawful Good

Armor Class: 14/17 (Dex/with Spectral Shield)
Hit Points: 75
Speed: 30 ft., 60 ft Fly
Challenge: 4 (1,100 XP)

Str 10 (+0) Dex 18 (+4) Con 12 (+1) Int 12 (+1) Wis 18 (+4) Cha 14 (+2)

Saving Throws: Wis +8, Cha +6
Skills: 
Senses: Perception 14
Languages: English

Traits
Ghost Touched: Whisper can physically interact with ethereal and astral creatures, such as ghosts. Additionally, her physical attacks do an additional 3 (1d6) necrotic damage (already factored in below).
Spiritual Source: A majority of Whisper's abilities come from the protective spirit of her dead partner, Jay. Should his spirit be banished or suppressed she loses the following traits/actions/reactions: fly speed, Ghost Touch, Phantom Punch,  and Spectral Shield.
Spirit Whisperer: Whisper can see and speak and understand ghosts, even they do not speak a common language.

Actions
Phantom Punch: Ranged Weapon Attack. +8 to hit, range 10/100 ft., one target, Hit: 11 (2d6+4) necrotic damage. 
Unarmed: Melee Weapon Attack. +3 to hit, reach 5 ft, one target, Hit: 2 (1d4) bludgeoning damage and 3 (1d6) necrotic damage. 

Reaction
Spectral Shield: Whisper adds 3 to her AC against one attack that would hit her. 

Background
Dawn Smith was never "normal." From a young age she found herself surrounded by death. Dawn was a medium and spirits often sought her out. This gave her a unique perspective on life and death (and a morbid sense of human). More often than not, she found that she related more to the dead, than the living. That was until she met Jay Williams, a young metahuman writer. There was something about him that was different. The two quickly became friends and lovers. Their story may have had a happy ending if not the reborn witch hunter, Reverend Pancake, and his fanatics. Pancake and his flock intended to “purify” Dawn in holy fire. However, the sacrifice was stopped by Jay, though it cost him his life. Keeping a promise he'd made to Dawn, the young man refused to pass on to the afterlife and chose to stay behind at Dawn's side as a spirit. He now serves as a guardian angel, providing her with a spiritual shield and acting as a tool and weapon in her defense. Dawn adopted the name Whisper and now serves as a supernatural agent of good. She is a founding member of Fate’s Wardens and an ally of The Guardians of Terra.

W is for Weeper

The Weeper first appeared in Master Comics #23 (1942). My first introduction to him was in Batman: The Brave and the Bold.


Code Name: Weeper
Real Name: Mortimer Gloom
Team Affiliations: Guild of Nefarious Purpose, Project Second Chance

Medium Humanoid, Lawful Evil

Armor Class: 12 (Dexterity)
Hit Points: 50
Speed: 30 ft.
Challenge: 3 (700 XP)

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

Saving Throws: Wis +6, Cha +6
Skills: Advanced Tech +5, Acrobatics +5, Insight +6 Perception +6, Performance +6,
Senses: passive Perception 16
Languages: English

Unique Traits
Pitiful: Anyone attempting to attack the Weeper must make a DC 15 Charisma saving throw. If they fail this save, they may not attack the Weeper. This ability doesn't protect against attacks that have an area of effect. If the Weeper dealt damage to the target they are immune to this trait on their next turn.

Actions
Cane: Melee Weapon Attack. +3 to hit, reach 5 ft, one target, Hit: 3 (1d6) bludgeoning damage.
Weeper Gas (Recharge 5-6): Weeper can throw a Weeper Grenade up to 30 ft away. This creates a 10-foot-radius-sphere of greyish gas. The area within the gas is heavily obscured. Creatures within the cloud at the start of their turn must make a 14 Constitution saving throw. On a failed save, the creature gains disadvantage on all actions and has their movement halved. This effect lasts for one minute. At the end of the creature's turn they may make another saving throw to end the effect. The gas cloud persists for 1 minute. A moderate wind (at least 10 mph) disperses the cloud after 4 rounds. A strong wind (at least 20 mph) disperses it after 1 round. 

Background
A former circus clown, Weeper has been a super villain longer than many active heroes have been alive. Starting his costumed criminal career in 1950, he's been battling vigilantes throughout the decades. He's belonged to several villainous teams and is a founder of the Guild of Nefarious Purpose. While many modern villains just see him as an aging dinosaur, he has his fair share of admirers that will defend him and give him reverence. Weeper has been incarcerated in Bonne Nuit for a few decades and was there before Warden Barriere took over. He's advised Project Second Chance on a few missions and is considered a grandfather figure by some of the team, particularly Ace

Tuesday, April 26, 2022

V is for Vulture (Buitre)

Vulture appeared in Lightning Comics Vol. 2 #5 (February 1942). Since the character operated in the Gulf of Mexico and I've statted out a lot of white characters, I've decided to make the character a Latino. That also means that in universe he is known as El Buitre, instead of the Vulture.

Code Name: Buitre
Real Name: Diego Tumba
Team Affiliations: Guild of Nefarious Purpose

Medium Humanoid, Neutral Evil

Armor Class: 14 (Costume)
Hit Points: 100
Speed: 30 ft., 60 ft. fly
Challenge: 5 (1,800 XP)

Str 14 (+2) Dex 12 (+1) Con 14 (+2) Int 17 (+3) Wis 10 (+0) Cha 10 (+0)

Saving Throws: Int +7, Con +6
Skills: Advanced Tech +12, Athletics +6, Insight +4, Medicine +6
Senses: passive Perception 13
Languages: English

Unique Traits
Second Wind: On his turn, as a bonus action, Buitre can draw on his stamina reserves to heal 1d10+12 hit points. She can't use this ability again until she takes a short or long rest. 

Actions
Mutliattack: Buitre makes two attacks. 
Flame Pistol: Ranged Weapon Attack. +5 to hit, range 10/20 ft., one target, Hit: 10 (2d6+3) piercing damage. (15 round clip)
Unarmed: Melee Attack. +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+2) bludgeoning damage.
Purple Gas (Recharge 6): Buitre releases a purple gas in a 30-foot cone. Each creature in the area must succeed a DC 13 Constitution saving throw. On a failed save, the target is affected as if they were under the effects of a Confusion spell, except a Constitution saving throw is needed to end the effect.

Background
Diego Tumba was a brilliant scientist working for the Brandt Corporation. During his tenure he created incredible antigravity tech as well as Purple Fog, a gas that could discombobulate and pacify individuals. Unfortunately Tumba, like many Brandt Corporation scientists before him, found his tech misused and rights to it stolen by the companies head, Jeremiah Brandt. This enraged Tumba, who took his schematics and what tech he could. He used his considerable genius to create a flying suit.  He dubbed himself El Buitre, the Vulture, and fight the true scavengers, like Brandt. With his advanced tech and desire for revenge he has built a small criminal empire. He built a flying fortress and recruited others disgraced and used by Brandt Corporation. Dubbing his home, The Cuidad Negra Del Cielo, the Black City of the Sky, Tumba has been operating out of the Gulf Coast for a few decades now. Over the years, he's fought variations iterations of the Guardians of Terra. Years later, he still hasn't forgiven Brandt, and he still longs for the day the corporation crumbles. Tumba has been known to fight and aid Project Second Chance when that team's mission include the Brandt Corporation. He is also in contact with Quorak and the pair have a mutual respect.

Monday, April 25, 2022

U is for Undertaker

Undertaker is a criminal mastermind and recurring foe of Doll Man who debuted in Feature Comics #91 (September 1945). In the comics his real name is unknown but for his secret identity I combined the real names of WWE's Undertaker and Paul Bearer.

Code Name: Undertaker
Real Name: Mark Moody
Team Affiliations: None

Medium Humanoid, Neutral Evil

Armor Class: 13 (Bulletproof Suit)
Hit Points: 40
Speed: 30 ft.
Challenge: 3 (700 XP)

Str 13 (+1) Dex 10 (+0) Con 10 (+0) Int 14 (+2) Wis 17 (+3) Cha 10 (+0)

Saving Throws: Wis +6
Skills: Deception +7, Medicine +6, Nature +4
Senses: passive Perception 13
Languages: English

Unique Traits
Cunning Action: On each of his turns, Undertaker can use a bonus action to take the Dash, Engage, or Hide action.
Feign Death: Undertaker can make himself appear dead, being able to convince even trained medical professionals. He has advantage on all rolls when imitating a corpse.
Sneak Attack (1/turn): Undertaker deals and extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the roll or when the target is within 5 feet of an ally of the Judge that isn't incapacitated and Undertaker doesn't have Disadvantage.

Actions
Scalpel: Melee Weapon Attack. +4 to hit, reach 5 ft, one target, Hit: 3 (1d4+1) slashing damage.
Pistol: Ranged Weapon Attack. +3 to hit, range 50/150 ft., one target, Hit: 10 (2d6+3) piercing damage. (15 round clip)

Background
The "Lord of the Plunderworld," Mark Moody has spent most of his life being a callous and greedy funeral home director. He took advantage of grieving families and wasn't above stealing from the corpses under his care. Over time he built a thriving criminal organization. He used the bodies that came through his doors to smuggle and do dead drops. He also disposed of bodies for local crime syndicates. One of his most lucrative enterprises is smuggling things in and out of Bonne Nuit State Penitentiary. 

Saturday, April 23, 2022

T is for Tom Thumb

Tom Thumb is a pint sized villain that fought Doll Man in several stories. He first appeared in Feature Comics #114 (September 1947).

Code Name: Tom Thumb
Real Name: Thomas Bryant
Team Affiliations: Kingdom of Crime

Medium Humanoid, Neutral Evil

Armor Class: 18 (Dex, size)
Hit Points: 45
Speed: 20 ft.
Challenge: 1/2 (100 XP)

Str 10 (+0) Dex 22 (+6) Con 12 (+1) Int 17 (+3) Wis 13 (+1) Cha 15 (+2)

Saving Throws: Cha +6
Skills: Acrobatics +9, Deception +5, Stealth +14
Senses: Perception 11
Languages: English

Traits
Cunning Action: On each of his turns, Tom Thumb can use a bonus action to take the Dash, Engage, or Hide action.
Nimble Fighter: Tom Thumb can use his Dexterity for the purpose of melee attacks instead of Strength.
Pocket Sized: If Tom Thumb is attacked by a non-area affecting attack and has an ally within 5 ft, the ally takes the damage instead.
Sneak Attack (1/turn): Tom Thumb deals and extra 10 (3d6) damage when he hits a target with a weapon attack and has advantage on the roll or when the target is within 5 feet of an ally of Tom Thumb that isn't incapacitated and Tom Thumb doesn't have Disadvantage.

Actions
Cane: Melee or Ranged Weapon Attack. +9 to hit, reach 5 ft or range 10/20 feet, one target, Hit: 7 bludgeoning damage.

Background
Standing only 10 inches tall, Thomas Bryant was born and raised in the circus. He grew up bitter, constantly being laughed at and teased due to his stature. A charismatic and intelligent man, he decided to use his gifts to become a crime boss and call himself Tom Thumb. He integrated himself into a local organization and slowly worked his way up. When the time was right, he killed the head of the syndicate and took over. He established quite the criminal enterprise until he ran into Escape Goat. He served on several missions with Project Second Chance until he was abducted and then recruited into King Killer's Kingdom of Crime. Tom Thumb now serves as King Killer's spymaster.