Appearing the the alternate future of the American Flagg! series, the scantily clad blondes serve as the henchwomen to a shapeshifting killer that runs a policlub called White Trash. The shapeshifter, who posed as an African-American man named Stagolee DeLyons (which I'm assuming is a nod to the legend of Stagger Lee). They are led by DeLyons main squeeze, Angel Hollywood, and are a group of cold hearted femme fatales. They are trained in gunplay and martial arts.
Sunday, February 23, 2025
Hire A Henchman - White Trash Bad Girls
Wednesday, December 25, 2024
The Bucky, Jason Todd, and Uncle Ben Rule
96 - The character's lifeforce is transplanted into an advanced android body.
97 - An older or younger (50/50 chance of either) appears to replace them.
98 - The character is brought back by a god, demon, or other entity. Did they have to sell their soul to do so or where they chose to be an avatar or perform a specific task? Do they appear as they did before or do they have a new form?
100 - A powerful individual who exists outside of this dimension punches the walls of reality, sending ripples throughout the universe changing things which resurrect the character.
Sunday, July 7, 2024
SKEEEEEE!
- Surprise: On a 1-4, set ambushes
- Languages: Can understand (but no speak) Common
- Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.
Wednesday, April 3, 2024
There's No Way ANYONE Could Have Survived THAT!
I originally came across this rule, posted by Pól Rua, on the World of Supers RPGs Facebook group. He said its one he created several years ago while running a game of Mutants & Masterminds 2e, but has used it as a possible addition in every supers game he's ran since.
I think its fantastic, gives players' agency, and fits with the genre. What are your thoughts?
Tuesday, November 28, 2023
Basic Rules Classes In Golden Age Supers OSE
Now that I've posted by new classes for Golden Age Supers OSE, I thought I'd briefly discuss how the core classes fit into the setting (and what changes I'd make).
Cleric
In the golden age settings clerics can be archeologists granted powers by a divine artifact they find, the decedents of a god, or even a partially depowered deity themselves.
Fighters are largely unchanged. They are proficient with all modern and archaic weapons and armor, including explosives.
Magic-Users are largely unchanged. Either through research or luck they've discovered arcane secrets. Unlike their earlier predecessors, modern magic-users have learned to use some modern firearms for the protection. While most disdain them, magic-users are proficient in the use of pistols.
Thief
Whether classic criminals, spies, or those that hunt the former down, thieves are still a common class in golden age supers settings. While they aren't silent, modern thieves have embraced the use of firearms and explosives and some even uses rifles and train as assassins. Instead of a thief den they will establish a hideout or safe house.
Demihumans
While the demihuman classes aren't in the free basic rules pdf, I would say you can add them to the game as is. I would initially limit them to only archaic weaponry, though after reaching level 2 you may want to allow them to use more modern armor and weapons. Give them the class feature below. While initially out of place, these character could be like the League of the Realms from Marvel's War of the Realms event.
Tuesday, November 21, 2023
The Brick For OSE
This Brick is the last of the new classes for my golden age zine. In the next related post I will briefly discuss how the core OSE classes fit into the setting (and mention any changes).
|
LEVEL |
XP |
HD |
THAC0 |
D |
W |
P |
B |
S |
|
1 |
0 |
1d8 |
19 [0] |
13 |
14 |
13 |
16 |
15 |
|
2 |
4,000 |
2d8 |
19 [0] |
13 |
14 |
13 |
16 |
15 |
|
3 |
8,000 |
3d8 |
19 [0] |
13 |
14 |
13 |
16 |
15 |
|
4 |
16,000 |
4d8 |
19 [0] |
13 |
14 |
13 |
16 |
15 |
|
5 |
32,000 |
5d8 |
17 [+2] |
12 |
13 |
11 |
14 |
13 |
|
6 |
64,000 |
6d8 |
17 [+2] |
12 |
13 |
11 |
14 |
13 |
|
7 |
120,000 |
7d8 |
17 [+2] |
12 |
13 |
11 |
14 |
13 |
|
8 |
250,000 |
8d8 |
17 [+2] |
12 |
13 |
11 |
14 |
13 |
|
9 |
400,000 |
9d8 |
14 [+5] |
10 |
11 |
9 |
12 |
10 |
|
10 |
600,000 |
9d8+2* |
14 [+5] |
10 |
11 |
9 |
12 |
10 |
*Con Modifiers no longer
apply
D: Death/poison; W: wands; P: Paralysis/petrify’ B: Breath attacks; S: Spells/rods/staves









