Showing posts with label OSE supers. Show all posts
Showing posts with label OSE supers. Show all posts

Sunday, February 23, 2025

Hire A Henchman - White Trash Bad Girls

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.

Code Name: -
Real Name: Various
Pronouns: She/Her
Team Affiliation: -

Medium, Humanoid (Human), Neutral Evil

Armor Class:
 13 (Dex)
HP:  26 (4d8+8)
Speed: 30 ft.
Challenge: 1 (400 XP)

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

Saving Throws: Dex+5, Cha +5 
Skills: Intimidation +3, Perception +2, Stealth +5
Senses: Passive Perception: 12
Languages: English 

Nimble Striker: White Trash Bad Girls can use Dexterity instead of Strength for unarmed attacks.

Actions
Multiattack: White Trash Bad Girl makes two attacks.
Submachine Gun: Ranged Weapon Attack: +5 to hit, range 50/120 ft., one target. Hit: 9 (1d12+3) piercing damage.
Unarmed Strike: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning 
damage.

Wednesday, December 25, 2024

The Bucky, Jason Todd, and Uncle Ben Rule

While I know it isn't always true, almost nobody stays dead in comic books. I don't think this is necessarily a bad thing and it's just a convention of the media. I've previously shared a fun supers-inspired rule I found online for bringing back NPC's here. I decided to create one that could be used with players too. 

When a character dies if they wish, you can have the player roll a d100 and consult the list below. Each result was inspired by something that actually happened in comics. Some of these resurrections don't take place immediately, while others do. If the method doesn't work for your game, feel free to roll again or just pick the one you want. Most of these have plot hooks connected to them and have room to be fleshed out. Also if you have suggestions you think would be interesting, leave them in the comments and I can update this.

1-87- "He's dead, Jim."
86 - The killing blow wasn't actually as bad as it looked and the character is barely alive, but stable.
87 - The character's body is placed in a pool of rejuvenating liquid/ooze with the power to heal and bring back the dead. There are side effects. 
88 - A powerful cosmic force of creation and destruction bonds with the character bringing them back from death.
89 - An alternate universe version of the character appears to take his place.
90 - The deceased character is revealed to be an extremely sophisticated robot copy. Who created the robot? Where is the actual character?
91 -  The laser/death ray that killed the character actually just teleported them to another time or dimension.
92 - The dead character is a clone. Where is the real character? When were they replaced?
93 - Wait nope, the character is actually dead, but they have a clone that can take up their identity and mantle. 
94 -  The character is just almost dead and their body is taken, repaired with technology, and potentially brainwashed. 
95 - The character had been secretly replaced by an alien infiltrator. Could this be the beginning of some sort of clandestine infiltration?
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?
99 -  Right before the character died a time traveler teleported them to the future and replaced them with a deceased clone.
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!



Yesterday Brutorz Bill of Green Skeleton Gaming Guild commented on my 5e Man-Bat Commando stats and said I should do OSE ones. I agree so here they are. This is my first time doing OSE monster stats, so I hope they're alright. This monster's background was inspired by their origin as creations of Ra's al Ghul's League of Assassins.

Man-Bat, Commando 
Created by druidic zealots altered by an alchemical formula, these humanoid bats are the elite warriors and assassins for an order of militant druids.
___________________
Armor Class 4 [15]
Hit Dice 3*(13 HP) 
Attacks 1 x weapon (1d6 or by weapon), 1 x bite (1d4) 
THAC0 16 [+3]
Movement 120' (40')/ 180' (60') flying
Saving Throws D 12 W 13 P 14 B 15 S 16 (3)
Morale 12
Alignment Neutral
XP 65
Number Appearing 1d10 (1d10) 
Treasure Type U

  • 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. 

Chosen Weapon:
The cleric can use one weapon type associated with their divine power source, ignoring their normal class restriction about using only blunt weapons.  

Fighter

Fighters are largely unchanged. They are proficient with all modern and archaic weapons and armor, including explosives. 

After Reaching 9th Level:
The fighter has gained enough fame (or infamy) to establish their own mercenary force. This is a group of 5d6 X 10 fighters of level 1-2. They must be regularly paid as mercenaries, but their monthly wages only cost have the normal amount. They are considered fanatics/berserkers if Morale (Optional Rule) is used.

Magic-User

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.

Modern Marvels:
At 2nd level, the <insert class name> has spent enough time in the modern era that they can use non-archaic armor and weapons. They only gain the ability to use firearms and explosives.


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).

Brick

Requirements: STR 12
Prime requisite: STR
Hit Dice: 1d8
Armour: None
Weapons: Any melee, including improvised
Languages: Native tongue

Whether gifted with the strength of Hercules or a body of living stone, the brick is a true crimefighting powerhouse. They are capable of the mightiest of deeds and few can make their sheer physical power. 

Feats of Strength:
A brick can do superhuman feats of strength (such as lifting a car or smashing through a wall) by making an Open doors roll.

Impenetrable Skin:
Brick’s have unnaturally strong skin which grants them a AC of 4[15].

Superhuman Strength:
At 1st level, the brick gets an additional 2d6 added to their Strength. Whenever they gain a level they rolls a 1d20; if the result is greater than their current strength bonus, they gets a +1 to strength.

Unarmed Strikes:
A brick’s unarmed strikes do 1d6 damage.

Combat:
Bricks have no need to wear armor and solve their problems with their mighty fists.

After Reaching 8th-Level:
 

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