Showing posts with label a-z. Show all posts
Showing posts with label a-z. Show all posts

Tuesday, April 1, 2025

Nevermind

While focusing on regular themes and stuff typically helps me I've decided I'm not going to do the A-Z this year. I know my posts are sporadic at best. That will eventually change, but for now it just is what it is.
 

Tuesday, March 25, 2025

April A-Z

April 1st is a week away and I still haven't decided what I want my A-Z theme will be. In recent years I've done 5e supers stats (Suicide Squad and for my setting New Punverse) and Evil Dead Universe stats for the Army of Darkness RPG. 

Honestly 5e supers stats tend to come the easiest to me. I could go with that again, choosing another theme (or even doing Suicide Squad members again). 

I have access to the 2024 D&D core books, so I could try statting up some npcs and monsters for it. So far the only time I've done that is for my Art the Clown stats.  

Another idea I had was to give a brief description of a bar/tavern that can be dropped into campaigns. This route would honestly be easier in some ways. I wouldn't necessarily have to create stats and even if I did, I could do so with multiple systems. I feel like this one could also be the most challenging because it would require me to come up with more original content then I normally do. I mean, creating something new and converting something to a system are definitely two different things. 

I'll figure something out I'm sure. If you have thoughts about these ideas or another suggestion, let me know. 

Tuesday, April 30, 2024

Z is for Zebra-Man

Their have been at least four characters to use the name Zebra-Man. The original has an ability called Diamagnetism, which allows him to repel and attract anything but metal. The original was a Batman villain. While fighting Zebra-Man, Batman was bombarded with the same radiation that gave the villain his power. Later the villainous corporation Kobra creates their own Zebra-Man to gain control of Stagg Enterprises. This one also used Diamagnetism. The New 52 introduced another version who ends up taking the moniker Vortex. This version also had super strength.  

I'm going to talk about the latest Zebra-Man, though to be honest there isn't much to say. At one point he was a member of Cheetah's animal-themed team of villains, the Menagerie (which also included Weasel). After that he joined the anti-Task Force X group, the Revolutionaries. This group was seen as terrorists by some and revolutionaries by others. He was later brought in as a member of the Suicide Squad, where he served as the body guard to Amanda Waller's replacement Lok. He was an odd character, but kind of interesting.


Code Name: Zebra-Man
Real Name: Unknown
Team Affiliations: Task Force X, Revolutionaries, Menagerie 

Medium Humanoid, Neutral Evil 

Armor Class: 12 (Dex)
Hit Points: 52 (8d8+16)
Speed: 30 ft.
Challenge: 3 (700 XP)

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

Saving Throws: Dex +4
Skills: Perception +2, Survival +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: Understands but can't speak English

Trait
Diamagnetism: Zebra-Man has can magnetically manipulate items other than metal and create a forcefield around himself and others in a manner similar to innate magic. His ability for this is Wisdom (save DC 13) He can using the following spell, requiring no material components:

At will: Mage Hand (Only affects non-metal things), Thunderwave, Sanctuary 
3/day: Telekinesis (Only affects non-metal things), Globe of Invulnerability (Only affects non-metal things)

Actions
Multiattack: Zebra-Man makes two unarmed attacks.
Unarmed: Melee Weapon Attack. +5  to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage. 

Monday, April 29, 2024

Y is for Yo-Yo

 Chang Jie-Ru, otherwise known as Yo-Yo is a stretchy villain that was offered time in the Suicide Squad to "shave years off of his sentence." Unlike other elastic characters, he also has superhuman strength. During a mission to put down a riot at Belle Reve, he was eaten by King Shark and presumed dead. However, Yo-Yo survived and when Nanaue was knocked out, Yo-Yo was able to escape into the sewers. He was later reinstated into the team and even lead a mission to take out his sister, the villainous Red Orchid.

Because he survived inside King Shark's stomach I'm going to give him acid resistance. 

Code Name: Task Force X
Real Name: Chang Jie-Ru
Team Affiliations: Task Force X

Medium Humanoid, Neutral Evil

Armor Class: 14 (Natural Armor)
Hit Points: 65 (10d8+20)
Speed: 30 ft.
Challenge: 4 (1,100 XP)

Str 20 (+5) Dex 14 (+2) Con 14 (+2) Int 12 (+1) Wis 14 (+2) Cha 10 (+0)

Saving Throws: Str +8, Con +5
Skills: Athletics +8, Sleight of Hand +5, Stealth +5
Damage Resistances: Acid, Bludgeoning
Senses: passive Perception 11
Languages: Chinese, English 

Traits
Rubber Body: Yo-Yo can occupy another creature's space and vice versa. He can move through any opening large enough penny to fit through. He can stretch his limbs up to 15 ft.

Actions 

Actions
Multiattack: Yo-Yo makes three Unarmed attacks
Unarmed: Melee Weapon Attack +8 to hit, reach 15 ft., (one target) Hit 8 (1d8+5) bludgeoning or slashing damage.
Constrict: Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 6 (1d8+2) bludgeoning damage. The target is grappled (escape DC 18). Until this grapple ends, the creature is restrained and the Yo-Yo can't constrict another target.

Bonus Actions
Size Alteration: Yo-Yo can change his size to small, medium, or large.

Saturday, April 27, 2024

X is for XXX Franchise

The only Suicide Squad member with a name that starts with X I could find is Xavi, a convict give the Blaze Treatment that appeared in two issues of the three part Black Label Suicide Squad: Blaze miniseries. He's introduced in the first issue and killed in the second. I honestly don't even really understand his powers. That's why I had to go a different route.

It's not a great film, but I love XXX. I remember watching it in theaters with a group of friends. I decided to check it out again the other day and came to a realization. What Samuel L. Jackson's character, Augustus Gibbons, does in that movie is essentially what Amanda Waller does with Task Force X. He takes bad people (at least in the traditional sense) and uses them to fight the bad guys on behalf of the United States government. That sounds really familiar doesn't it? Seriously check out this dialogue from the flick.

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Gibbons: Sir, I think its time we tried something new.
NSA Agent: The guys aren't ours. Who are they? CIA?
Gibbons: No, civilians. Convicts, mercs, contract killers. The best and the brightest of the bottom of the barrel. 
NSA Agent: They are the scum of the earth.
Gibbons: They're programable, expendable, and they work. I think it's our best shot. Do we want to drop another mouse in the snake pit? Or do we went to send out own snake and let him crawl in?
----------

There are three movies in the franchise. In the US the first two are streaming (as of the time of this post) on MAX and the third is on Paramount+.

In the original XXX, extreme sports fanatic Xander Cage is forcibly recruited by NSA higher up, August Gibbons to infiltrate a terrorist group called Anarchy 99 in Eastern Europe. He works with NSA techno-genius Toby Lee Shavers and falls in love with Anarchy 99 member (and secret agent), Yelena. This is the original and my favorite. It's targeted towards the early 00's male teen demographic, but I was a male teen in the early 00's so I was cool with that. I thought Yelena (played by Dario Argento's daughter Asia) was super hot and Xander was just cool. Danny Trejo has a very minor role as a Colombian Cartel torturer. Of course he gets killed, because Trejo will only play a villain if they get killed for their actions. Thinking back on it now, Jackson's Gibbons is an early version of what his MCU Nick Fury would be. I also want to point out that the song that plays during the credits, Adrenaline by Bush's Gavan Rossdale is a fantastic song.

In the sequel, XXX: State of the Union, the xXx command center is attacked and most of the personal are killed (with the exception of Shavers and Gibbons). It's also reported that Xander Cage has been killed. Gibbons and Shavers go rogue (because they realize it's an inside job) and break Darius Stone, played by Ice Cube), a former Navy Seal who served with Gibbons and is doing 20 years in Leavenworth for disobeying orders and breaking the jaw of a four-star general. Who plays the four-star general? Why that would be iconic actor, Willem Dafoe. Dafoe's General Deckert is planning a coup and Stone, the new xXx has to take him down. He is aided by some friends from his past, played by Xzibit and Marvin Gaye's daughter Nona. as well as NSA Agent Kyle Steele, played by Scott Speedman.

In the most recent film, XXX: Return of Xander Cage, it's revealed that (surprise) Xander is still alive. He's recruited by CIA agent Jane Marke, played by the outstanding Toni Collette) to find a device called Pandora's Box that is a threat to the entire world. Xander recruits a team of friends to retrieve the device from Xiang, played by Donnie Yen, and his team. This movie is even more over the top than the original, but it was fun as Hell. The cast is also a who's who of awesome actors (and one who was later tried and convicted of serial rape...). My favorite of thse folks are Ruby Rose, Tony Jaa, and Rory McCann. Oh and I adored the ditzy, pervy tech expert Becky, played by Nina Dobrev. 
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If I were to include XXX and Task Force X in the same setting I'd say that Gibbons got the idea for xXx from Amanda Waller and that the two teams have a friendly rivalry. To be honest, I think an undercover Deadshot would be a great addition to XXX.

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Code Name: xXx
Real Name: Xander Cage
Team Affiliations: XXX program

Medium Humanoid, Chaotic Good

Armor Class: 14 (Dex)
Hit Points:  60 (8d8+24)
Speed: 30 ft.
Challenge: 4 (1,100 XP)

Str 18 (+4) Dex 18 (+4) Con 16 (+3) Int 12 (+1) Wis 10 (+2) Cha 14 (+2)

Saving Throws: Dex +7, Con +6
Skills:  Acrobatics +7, Athletics +7, Deception +5, Intimidation +5, Persuasion +5, Stealth +7
Proficiencies: Explosives, Land Vehicles, Air Vehicles, Water Vehicles
Senses: passive Perception 15
Languages: English, Russian, Spanish

Traits
Evasion: When subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Xander instead takes no damage if he succeeds on a saving throw, and only half if he fails.
I Live For This Shit!: Xander has advantage on all Strength (Athletics) and Dexterity (Acrobatics) skill checks. He also has advantage on all Vehicle related skill checks. He has resistance to bludgeoning damage caused by falls or vehicle accidents. 

Actions
Multiattack: Xander can make three unarmed attacks or two .
Unarmed : Melee Weapon Attack. +7  to hit, reach 5 ft., one target. Hit: 6 (1d4+4) bludgeoning damage.
XXX Field Revolver: Ranged Weapon Attack. +7 to hit, range 90/270 ft., one target, Hit: 14 (3d6+4) piercing damage. (6 shots before reload, alternate ammo)
  • Datura Knockout Darts - Hit: 1 piercing damage and target must make a Constitution Saving Throw (DC 14) or fall unconscious for 8 hour or until forcefully woken up.
  • Tranquilizer and Blood Splatter Darts - Hit: 1 piercing damage and target must make a Constitution Saving Throw (DC 14) or fall unconscious for 1 hour and appears to have been shot with a kill shot. 
  • Radio Surveillance Darts - These darts do no damage but have a microphone that transmits radio sounds up to three miles away
  • Exploding Darts - Hit: 25 (6d6+4) bludgeoning damage.

Equipment: XXX Field Revolver, 4 Datura Knockout Darts, 4 Tranquilizer and Blood Splatter Darts, 4 Radio Surveillance Darts, 4 Exploding Darts, 24 44. Caliber Rounds, Eagle Eyes (tech goggles with nine visions modes, including night vision [darkvsion 60'] and penetrator mode [acts as Ring of X-Ray Vision]).

Friday, April 26, 2024

W is for Weasel


The comic version of Weasel is John "Jack" Monroe. He was a student at Stanford and later taught at Vandemeer University. While at Stanford he was a classmate of Martin Stein (one half of Firestorm), though Stein didn't remember him. He wasn't a metahuman, but rather a serial killer in a weasel fursuit. This version was killed by Rick Flag using the Thinker's Cap.

I know the character more from The Suicide Squad. He is portrayed by James Gunn's younger brother, Sean Gunn. He isn't intelligent (he's licking the window when introduced). In fact most of the info we get for him is the following line from Flag (which cracked me up, btw), "Hey, hey! He's not a werewolf, he's a weasel! He's harmless! I mean, he's not harmless, he's killed 27 children, but, you know..." Though he appears to drown, we later see that he survived. Weasel (voiced by Gunn) will appear in the animated Creature Commando's project coming out. Gunn has stated we will learn more about the character in a Polygon interview.

I'm going to stat the film version, because it's my favorite.
Code Name: Weasel
Real Name: Unknown
Team Affiliations: Task Force X

Medium Humanoid, Neutral Evil 

Armor Class: 12 (Dex)
Hit Points: 32 (5d8+10)
Speed: 30 ft.
Challenge: 1 (200 XP)

Str 16 (+3) Dex 14 (+2) Con 14 (+2) Int 6 (-2) Wis 10 (+0) Cha 7 (-2)

Saving Throws: Dex +4
Skills: Perception +2, Survival +2
Senses: Darkvision 60 ft., passive Perception 12
Languages: Understands but can't speak English

Trait
Did Anyone Check on Whether Weasel Could Swim?: Weasel, in fact, cannot swim. He has disadvantage on all Strength (Athletics) checks related to swimming.
Enhanced Hearing and Smell: Weasel has advantage on Wisdom (Perception and Survival) checks that rely on hearing and smell.
Rampage: When Weasel reduces a creature to 0 hit points with a melee attack on his turn, he can take a bonus action move up to half his speed and make a bite attack.
Weasel Lungs: Weasel has a a different respiratory system than humans and is able to continue breathing even after swallowing large amounts of water and appearing passed out. Intelligence (Medicine) checks to get his vitals during times like this are done with Disadvantage.

Actions
Multiattack: Weasel makes two claw and one bite attack.
Claw: Melee Weapon Attack. +5  to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. 
Bite: Melee Weapon Attack. +5  to hit, reach 5 ft., one target. Hit: 4 (1d4+3) piercing damage.

Thursday, April 25, 2024

V is for (Count) Vertigo

There have been a few versions of Count Vertigo. The primary version is Werner Vertigo (later comics name him Werner Zytle). He is a noble from the tiny Eastern European nation of Vlatava. While he appears and an upstanding noble, he is often scheming (being involved in organized crime and in some versions plotting against his niece, the rightful heir to his nation's thrown).  Originally a Green Arrow foe, Count Vertigo has been on a few incarnations of the Suicide Squad (and appeared in the animated Suicide Squad: Hell to Pay flick). 

Two different versions of Vertigo appeared in Arrow. I didn't watch much of the series, but I guess the characters were supplied a drug called Vertigo.


Code Name: Count Vertigo
Real Name: Werner Vertigo
Team Affiliations: Task Force X, Long Bow Hunters, Secret Society of Super-Villains, Checkmate

Medium Humanoid, Lawful Evil 

Armor Class: 13 (Costume, Dex)
Hit Points: 65 (8d8+16)
Speed: 30 ft.
Challenge: 3 (700 XP)

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

Saving Throws: Cha +5, Wis +3
Skills: Deception +5, Perception +3, Persuasion +5
Senses: passive Perception 13
Languages: English, Vlatavan

Trait
Vertigo Effect: Count Vertigo has several meta abilities that function similarly to innate magic. His ability for this is Charisma (save DC 13) He can using the following spell, requiring no material components:

At will: Hold Person (1 target)
2/day: Crown of MadnessFear, Hold Person (3 targets)
3/day: Dissonant Whispers, Hold Person  (2 targets)

Magnetic Boots: Count Vertigo wears magnetic boots that allow him to walk on walls and ceilings. 

Actions
Multiattack: Count Vertigo can make two attacks. 
Rapier: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.
Unarmed: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.

Bonus Action
Disrupt Attack: When being attacked Count Vertigo can disrupt his attacker's balance causing them to have disadvantage on the attack. He must be aware of the attack.

Wednesday, April 24, 2024

U is for Unknown Soldier

Named after the Tomb of the Unknown Soldier in Arlington Cemetery, there have been characters that went by the codename Unknown Soldier in DC Comics. The original was a master of disguise that fought Nazis (and had a tell for those looking for him because he would scratch when wearing his disguises).

The version I'm going to be talking about was first introduced in the New 52, this Unknown Soldier appeared in backup stories in GI Combat. He was an American fighting in Afghanistan. Sometime after that series he was recruited by Amanda Waller into the Suicide Squad. However, this wasn't Waller, but actually Thinker in disguise. He has undergone a special procedure called A.M.M.O. (Advanced Military Medical Operations) that gives him enhanced agility and durability. He is faster than Deadshot and has survived being buried in an explosion and being shot point black in the head. He also has night vision, accelerated healing, and all of the memories and skills of the previous Unknown Soldiers.

Code Name: Unknown Soldier
Real Name: Unknown
Team Affiliations: Task Force X, US Army

Medium Humanoid, Lawful Neutral

Armor Class: 16 (Natural Armor)
Hit Points:  85 (10d8+40)
Speed: 30 ft.
Challenge: 5 (1,800 XP)

Str 18 (+4) Dex 20 (+5) Con 18 (+4) Int 12 (+1) Wis 14 (+2) Cha 18 (+4)

Saving Throws: Con +7, Str +7
Skills:  Athletics +7, Deception +7, Intimidation +7, Perception +5, Persuasion +7, Stealth +8, Survival +5
Proficiencies: Disguise Kit, Explosives, Land Vehicles, Air Vehicles, Water Vehicles
Damage Resistance: Bludgeoning, Slashing, Piercing from Non-Magical Sources
Senses: darkvision 60 ft., passive Perception 15
Languages: English, Persian (Dari Dialect), Arabic, German, Russian, French, Italian, Spanish

Traits
Cunning Action: On each of his turns, Unknown Soldier can use a bonus action to take the Dash, Engage, or Hide action.
Past Incarnation Memory: Unknown Soldier can call on the memories and skills of his previous incarnations. This is reflected in his proficiencies and languages.
Regeneration: Unknown Soldier regains 5 hit points at the start of his turn. This trait doesn't function when King Shark reaches 0 hit points, though he automatically stabilizes.

Actions
Multiattack: Unknown Soldier can make two attacks.
Combat Knife: Melee Weapon Attack. +7  to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage.
Combat Knife: Ranged Weapon Attack. +8  to hit, range 20/60 ft, one target. Hit: 8 (1d6+5) piercing damage.
Semiautomatic Rifle: Ranged Weapon Attack. +8 to hit, range 90/270 ft., one target, Hit: 18 (3d8+5) piercing damage. (30 shots before reload)

Tuesday, April 23, 2024

T is for the Thinker

There are two incarnations of the Thinker that have connections to the Suicide Squad.

In the comics, Cliff Carmichael is the second villain to take the moniker of the Thinker. He was originally a Firestorm villain. Well technically he started as a rival and bully of Ronnie Raymond (one half of Firestorm). He was eventually committed to a mental institution after accidentally paralyzing his cousin. For unknown reasons scientists experimented on him with the original Thinker's cap, turning him into the second Thinker. This cap is a powerful device and even corrupts the noble Rick Flag on one mission.  This is the version that has served on the Suicide Squad a few times. He was seemingly killed on a few missions. He eventually returned as a cyborg, before being killed again.

The Thinker of the The Suicide Squad is quite different. He's a degenerate Scottish scientist, played by the amazing Peter Capaldi. He works in Corto Maltese, where he continues the Nazi science experiments at Jötunheim and tries to weaponize Starro the Conqueror. 

Going to give stats for the DCEU Thinker and comics' Thinker's Cap.

--------------

Code Name: The Thinker 
Real Name: Gaius Grieves
Team Affiliations: American Government, Corto Maltese Government

Medium Humanoid, Neutral Evil 

Armor Class: 11 (Dex)
Hit Points: 52 (8d8)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 10 (+1) Dex 12 (+1) Con 12 (+1) Int 24 (+7) Wis 18 (+4) Cha 14 (+2)

Saving Throws: Int +9, Wis +6
Skills: Advanced Tech +9, History +9,  Medicine +9, Insight +6, Nature +9, Parapsychology +9
Senses: passive Perception 14
Languages: English, Spanish

Trait
Absolute Degenerate: Gaius is a true pervert and cannot be shocked or disgusted by any form of sexual deviancy. 
Brain Enhancers: The electrical diodes and antennas in his head are connected to his brain and enhance his intelligent. If they are suppressed or turned off (such as when affected by an EMP), his intelligence decreases to 18. 
Cunning Action: On each of his turns, Thinker can use a bonus action to take the Dash, Engage, or Hide 

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

The following item uses the advanced tech/magic item rules from Carbide City #2.

Thinker's Cap
Wondrous Item, legendary 

The Thinker's Cap increases the intelligence of anyone wearing it to 24. It grants the wielder the ability to cast several charm and telekinetic spells (though these abilities are not considered magical in nature). The Thinker's cap has 8 charges. It regains 1d6+1 charges daily at dawn. If the last charge is expended the Cap automatically gains temporary control over the wearer.  While 

Spells: You can use an action to expend 1 or more of the Cap's charges to cast one of the following spells/abilities from it, using a spell DC save of 17: charm person (1 charge), comprehend languages (1 charge), dominate person (5 charges), fear (3 charges),  hold monster (5 charges), hold person (2 charges), magic missile (1-5 charges), mind blast [see below] (4 charges),  or telekinesis (5 charges)

Mind Blast: The Thinker's Cap emits psychic energy in a 60 foot cone. Each creature in the area must succeed a DC 17 Intelligence saving throw or take 25 (4d8+7) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

The Cap is sentient. It has the following stats: Int 24, Wis 18, and Cha 14. It is Lawful Evil and communicates telepathically with is wearer. It has the same senses of the creature wearing it. It seeks to continue the aims of the Thinker and will do anything to accomplish these goals.

Monday, April 22, 2024

S is for Support Staff

Today I thought I'd talk about some of the Squad's support staff. There are spoilers from the Max Peacemaker series. I try to mention both comic and DCEU versions if possible. Going to do this one a little different. Below you'll find generic support staff stats. These will be followed by a pic and background on the characters. I will also give suggestions on changes you can make to the generic stats.

Generic Suicide Squad Support Staff 

Medium Humanoid, Any (normally Lawful Good, Lawful Neutral, or Neutral Good)

Armor Class: 12 (Bullet Proof Vest, Dex)
Hit Points: 16 (3d8+3)
Speed: 30 ft.
Challenge: 1 (200 XP)

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

Saving Throws: Wis +3
Skills: Perception +3, Insight +3
Senses: passive Perception 13
Languages: English

Actions
Multiattack: Support Staff can make two melee or ranged attacks.
Unarmed: Melee Weapon Attack. +3  to hit, reach 5 ft., one target. Hit: 3 (1d4+1) bludgeoning damage.
Pistol: Ranged Weapon Attack. +3 to hit, range 50/150 ft., one target, Hit: 8 (2d6+1) piercing damage. (15 round clip)

---------------------------------------

In the comics, John Economos is the warden of Belle Reve. He can be clumsy and is sometimes used for humor in the stories, but ultimately he's a good guy. It's noted a few times that despite their situation, the villains on the Squad tend to like John because he's a good and fair man. The DCEU version of a snarky, but well-meaning, aid to Waller. He's a tech guy and medic (when needed). 

Stat Adjustments: increase Int to 16, increase Wis and Cha to 14, add Medicine and Persuasion skill proficiencies, add Computer tool proficiency

Emilia Harcourt is a government agent that worked with Amanda Waller and A.R.G.U.S./Task Force X. She's a no-nonsense, investigator, spy, and mission coordinator. The comic version is more sinister, having betrayed the team while working for the terrorist organization The People.

Stat Adjustments: add 2d8 hit dice, increase Str and Dex to 16 and Cha to 14, add Deception, Intimidation, Stealth, and Sleight of Hand skill proficiencies
Briscoe is the pilot and main mechanic for Task Force X. He's a man with demons, having lost his daughter Sheba. He transported the Squad to their missions and saved the day a few times. He was killed while on a mission on Apokolips. 

Stat Adjustments: add Advanced Tech skill proficiency, add Mechanic tool proficiency, add air vehicle proficiency 

Florence "Flo" Crawley is a naïve and optimistic mission coordinator and computer tech in the comics. Sadly she is killed while on a mission to Apokolips. In The Suicide Squad she was part of the mission team that rebelled against Waller and helped the Squad save Corto Malteze from Starro the Conqueror. She knocked Waller out during that incident and according to Gunn she's serving prison time for it (which is why she isn't in Peacemaker). 

Stat Adjustments: increase Int to 18, add Advanced Tech skill proficiency, add Computer tool proficiency

Leota Adebayo (née Waller) is an original Gunn creation for Peacemaker. The daughter of Amanda Waller, before the series Adebayo lived with her wife, Keeya, and worked at a dog shelter in Gotham. After losing her job, he mother offered her a position in Project Butterfly. Despite the secret she hid from her team, she was one of the more kind members. She can be just as manipulative as her mother, but shows remorse when doing so (like when she got Vigilante to try to kill Peacemaker's father). She also used the human torpedo helmet and saved the day.

Stat Adjustments: increase Cha to 18, add Deception and Persuasion skill proficiencies


Another character created for the Peacemaker series, Clemson Murn was a mercenary and bad, bad man (gaining a reputation that was even known by someone like Peacemaker). Hailing from the the country of Nyasir. This reputation eventually garnered the attention of Amanda Waller who used Murn to do some missions. At some point he was possessed by a Butterfly named Ik Nobe Llok who killed him and took over his body. The Butterfly felt great remorse at this because it stole Murn's chance of redemption. He was eventually killed by the Butterfly queen, Eek Stack Ik Ik.

Stat Adjustments: Murn is a special case, for now I'd say just use the same adjustments I gave for Harcourt. I will stat out the Butterflies soon and give him a proper individual  write-up.

Father Richard Craemer was the chaplain at Belle Reve Penitentiary. He offered guidance (spiritual and psychological) to the team and was respected by everyone. After leaving this position he eventually became the friend and spiritual leader of the Spectre's mortal host, Jim Corrigan. 

Stat Adjustments: increase Wis to 18 and Cha to 16, add Persuasion and Religion skill proficiencies,  he also gains the following action:

Spiritual Guidance: Father Craemer's rhetoric allows any friendly character within 30 feet that can hear him to immediately make a saving throw to end the effect of being controlled, charmed, or frightened. He may not use this ability again until he takes a short or long rest.

While not an actual support staff member, it felt like a disservice to not mention the Suicide Squad's ride. Briscoe named the Squad's primary transport after his deceased daughter. In the comics Sheba was heavily armed and Briscoe could active it by voice. It was created by Ferris Aircraft. Not going to go stat the helicopter out, but wanted to mention her. 

Saturday, April 20, 2024

R is for Rick Flag

In most iterations of the character, Rick Flag Jr. is the voice of reason and moral compass of the Suicide Squad. He's done some awful things while following orders, like many special forces soldiers, but ultimately he's a good man who does what's right. He genuinely cares for the villains and soldiers under his command and isn't afraid to call Waller out. He's a tragic character that has many physical and mental scars from his time serving his country.

Rick Flag Jr. has appeared in a few tv series, films, and video games. My favorite version is Joel Kinnamen's. Even though he's a dick in Ayer's Suicide Squad, I loved him. The version in Gunn's The Suicide Squad was perfect (and broke my heart).



Code Name: 
Real Name: Richard "Rick" Roger Flag Jr.
Team Affiliations: Task Force X, US Army, Navy Seals, US Air Force

Medium Humanoid, Neutral Good

Armor Class: 15(Armored Vest, Dex)
Hit Points:  78 (12d8+24)
Speed: 30 ft.
Challenge: 5 (1,800 XP)

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

Saving Throws: Con +5, Str +5
Skills:  Athletics +5, Deception +4, Insight +5, Investigation +2, Perception +5, Persuasion +4, Stealth +5, Survival +5
Proficiencies: Land Vehicles, Air Vehicles, Water Vehicles, Explosives
Senses: passive Perception 15
Languages: English

Traits
Cunning Action: On each of his turns, Flag can use a bonus action to take the Dash, Engage, or Hide action.
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 Pete takes a short rest.

Actions
Multiattack: Flag can make two attacks.
Combat Knife: Melee Weapon Attack. +5  to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
Combat Knife: Ranged Weapon Attack. +5  to hit, range 20/60 ft, one target. Hit: 6 (1d6+3) piercing damage.
Semiautomatic Rifle: Ranged Weapon Attack. +5 to hit, range 90/270 ft., one target, Hit: 16 (3d8+3) piercing damage. (30 shots before reload)

Bonus Action
Second Wind: Flag 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. 

Trapped on a world that’s not his own, Colonel Rick Flag begins leading a new Suicide Squad of sorts. With the Thunderbolts, he finds himself trying to use some very bad people to do some good once again. 

Friday, April 19, 2024

Q is for Quartzite

Quartzite is a villain and member of Task Force X that's only made three appearances. She is recruited by Amanda Waller to replace Nightshade (who had left the team). She was a part of a team sent to capture Hawk (Sasha Martens) and Dove (Wiley Wolverman), who'd broke out of a US Airforce Base. She has dimensional travel, which I don't think is totally explained. Given her name I'm going to say that she can travel to and and from Gemworld.

Code Name: Quartzite
Real Name: Unknown
Team Affiliations: Task Force X

Medium Humanoid, Neutral Evil

Armor Class: 13(Costume, Dex)
Hit Points: 44 (8d8+8)
Speed: 30 ft.
Challenge: 2 (450 XP)

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

Saving Throws: Cha +5
Skills: Perception +4, Persuasion +5, Stealth +3
Senses: passive Perception 15
Languages: English

Actions
Multiattack: Quartzite can make two unarmed attacks.
Unarmed: Melee Weapon Attack. +2  to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Dimensional Travel: While on the material plane Quartzite can transport herself and up to four people touching her to a location on the Gemworld she can clearly visualize in her mind. While in Gemworld she can teleport herself and up to four people touching her to any location of Earth she can clearly visualize in her mind.

Thursday, April 18, 2024

P is for Popper

These panels come from the same Suicide Squad run that featured Larvanaut. The big guy that gets blow up is Big Sir, and this initial Suicide Squad team is the Justice League Antarctica (minus G'nort).  Also Big Sir probably has the record for fastest Squad member to die on a mission (at least in the comics).

In the issue it’s never explained whether poppers are robots or genetically engineered bombs. I'm going to go with robots, because it's less disturbing. Honestly, they seem like something Waller would use if she got her hands on them.

Popper

Small Construct, Unaligned

Armor Class: 12 (dex)
Hit Points: 14 (4d6)
Speed: 20 ft.
Challenge: 2 (450 XP)

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

Saving Throws: Con +2
Skills: Deception +2
Damage Immunities: poison, psychic
Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses: Darkvision 60 ft., passive Perception 10
Languages: English

Unique Features
Expert Hugger: The Popper has advantage on all skill checks related to grappling.

Actions
Self-Destruct: Each creature in a 10-foot-radius sphere centered on it must make a Dexterity saving throw (DC 14) A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The Popper is immediately reduced to 0 hit points and destroyed.

Wednesday, April 17, 2024

O is for Oracle

This might sound controversial, but I really don't like Alan Moore's The Killing Joke. There are several reasons, but the main is because of the treatment of Barbara Gordon. It was fridging, before the coin was termed. Because there was no editorial edict or plans to use Batgirl again, Ostrander and his team decided to give the character second life. They didn't want to magically cure her paralysis, but still knew Babs was a great character and deserved new stories. In their Suicide Squad, Firestorm, and Manhunter stories a hacker named Oracle was introduced. Initially the readers didn't know Oracle was Barbara Gordon. The hacker helped Waller and when Flo, the main computer person for Task Force X, is killed, Waller informed Oracle. Waller saved Babs from an assassination attempt and was recruited to the team. When Waller was shot, Barbara even led Task Force X for a time.

Babs is a great character and I'm glad the folks writing Suicide Squad decided to give her new life. We wouldn't have the fantastic Birds of Prey if it not for the Squad.

I'm going to do something a little different today. While there are options like The Combat Wheelchair, I don't think I could do Oracle justice with the stats I would design. Instead I'm going to give a few alternate rewards like the ones presented in the Dungeon Master's Guide. These work like supernatural gifts or class abilities. Players can gain them if they gain Oracle's trust and respect.

Minor Boon

Tactical Knowledge
As a bonus action the character can contact call upon Oracle for strategic advice. The character has advantage on the next attack roll.  This boon cannot be used again until the character takes a short rest. 

Encyclopedic Knowledge
As a bonus action the character can contact call upon Oracle's vast knowledge. The character has advantage on their next Intelligence skill roll.  This boon cannot be used again until the character takes a short rest. 

Guiding Voice
As a bonus action the character can contact Oracle for guidance on using a new tool. The character gains proficiency with one tool, instrument, gaming set, kit, or vehicle of their choice. This knowledge lasts until they take a short rest. This boon cannot be used again until the character takes a short rest.

Tuesday, April 16, 2024

N is for Nemesis

Nemesis is a non-powered vigilante who was recruited into government agent. A master of espionage and disguise, Nemesis worked for various government organizations, including two ran by Amanda Waller (the Suicide Squad and Shadow Hunters). He was one of the good guys in the original Ostrander run. He was a moral voice on a team full of criminals. This also caused him to spend some time in  a Soviet Russian prison, before being freed after a debacle involving the Squad and the Justice League International. 

Code Name: Nemesis
Real Name: Thomas Andrew Tressler
Team Affiliations: Task Force X, Shadow Hunters, Department of Metahuman Affairs, Justice League, Global Peace Agency

Medium Humanoid, Neutral Good 

Armor Class: 15 (Costume, Dex)
Hit Points: 65 (10d8+20)
Speed: 30 ft.
Challenge: 2 (450 XP)

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

Saving Throws: Cha +5, Wis +4
Skills: Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +5
Tool Proficiency: Disguise Kit
Senses: passive Perception 14
Languages: English, Russian

Trait
Cunning Action: On each of his turns, Nemesis can use a bonus action to take the Dash, Engage, or Hide action.
Nemesis Mask System: Nemesis can apply a disguise kit in one minute rather than ten. He can remove a disguise as a bonus action. These disguises are extremely high quality and he has Advantage on Charisma (Deception) checks to maintain his cover. 

Actions
Multiattack: Nemesis can make two unarmed or  pistol attacks.
Unarmed: Melee Weapon Attack. +4  to hit, reach 5 ft., one target. Hit: 4 (1d4+2) bludgeoning damage.
Pistol: Ranged Weapon Attack. +4 to hit, range 50/150 ft., one target, Hit: 10 (2d6+3) piercing damage. (15 round clip).

Monday, April 15, 2024

M is for Meow Meow

Meow Meow is a Suicide Squad member that has (to my knowledge) only appeared in the three part DC Black Label title Suicide Squad: Get Joker!. While she only appeared in three issues in her introduction Harley says that she went on a few Squad missions with her and vouched for her to team leader, Red Hood. While I didn't like everything about that story (particularly Rick Flag and the Task Force X kill squad's willingness to kill Jokerized kids), overall I enjoyed the story.

Not much is known about her. She's from Tokyo (Meow Meow is a translation of her name). She has necrotic powers. She can kill cells and rot tissue throw contact. She also makes a comment in the series that she implied she did some super creepy fetish work.


Code Name: Meow Meow
Real Name: Unknown
Team Affiliations: Task Force X

Medium Humanoid, Neutral Evil

Armor Class: 13 (Dex)
Hit Points: 52 (8d8+16)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 12 (+1) Wis 13 (+1) Cha 14 (+2)

Saving Throws: Con +4
Skills: Deception +4, Sleight of Hand +5, Stealth +5
Senses: passive Perception 11
Languages: Japanese, English 

Traits
Hideous Visage: Meow Meow gains advantage on all Charisma (Intimidation) skill checks.

Actions
Mutliattack: Meow Meow can make two necrotic tongue attacks.
Necrotic Tongue: Melee Attack. +5 to hit, reach 10 ft., one target. Hit: 10 (3d6) necrotic damage.
Unarmed: Melee Attack. +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.

Saturday, April 13, 2024

L is for Larvanaut

Spinning out of the Our Worlds At War event, Sgt. Rock lead a version of the Suicide Squad in the early 2000's. I've never actually read this run, but have read a bit about it. The collected volume is on my wishlist. 

Larvanaut was a part of this short lived version of the squad. Not much is known about him or his abilities. He has bluish-purple skin, had large metal gauntlets, had a prehensile tail, and had some sort of device over his mouth. In his first and only mission he and his team were sent to find the queen of a hive of advanced killer ants. Larvanaut was the tracker and after locating the the targets he abandoned the group. However, he was able to kill the queen and complete the mission. However he was considered expendable and was devoured by the rest of the killer ants.


Code Name: Larvanaut
Real Name: Unknown
Team Affiliations: Task Force X

Medium Humanoid, Neutral Evil

Armor Class: 14 (Costume, Dex)
Hit Points: 45 (10d8)
Speed: 30 ft.
Challenge: 2 (450 XP)

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

Saving Throws: Dex +4
Skills: Perception +5, Stealth +4, Survival +5
Senses: passive Perception 15
Languages: English 

Traits
Keen Smell: Larvanaut has advantage on Wisdom (Perception and Survival) checks that rely on smell.
Prehensile Tail: Larvanaut can hold items with his tail. It also gives him advantage on Strength (Athletics) checks related to climbing.

Actions
Mutliattack: Larvanaut can make an unarmed strike and a tale swipe.
Tail Swipe: Hit: 3 (1d4+1) bludgeoning damage and the target must make a Dexterity Saving Throw (DC 12) or be knocked prone.
Unarmed: Melee Attack. +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Friday, April 12, 2024

K is for King Shark

King Shark (not to be confused with the DC villain Killer Shark) first appeared in Superboy (Vol. 4) #0. This was during Conner's time on Hawaii. While some characters implied that he was a "savage mutation" or "wild man" (much like the evolved animal people of Kamandi's time), his divine lineage is eventually confirmed. He first served on the interim Squad between publication volumes in the Superboy title before serving in later incarnations of the team. 

King Shark is another character that's had multiple media appearances. Though they are very different I love the comedic Harley Quinn take by Ron Funches. Though he's still a shark, he's just a postive kind of guy. My other favorite take is the one voiced by Sylvester Stallone in The Suicide Squad. I just enjoyed his childlike demeanor. Honestly in a movie with a surprising number of sweet moments, he had some of the sweetest.  I also would like to point out that he dated John Constantine in in the DC Animated Movie Universe (as revealed in the final film Justice League Dark: Apokolips War).

My stats are more like The Suicide Squad version than other takes.


Code Name: King Shark
Real Name: Nanaue
Team Affiliations: Task Force X,  Secret Society of Supervillains, Secret Six, N.E.M.O.

Large Monstrosity (Demigod), Chaotic Evil

Armor Class: 16 (Natural Armor)
Hit Points: 130 (12d10+60)
Speed: 30 ft., swim 40 ft.
Challenge: 5 (1,800 XP)

Str 20 (+5) Dex 10 (+0) Con 20 (+5) Int 7 (-2) Wis 18 (+4) Cha 7 (-2)

Saving Throws: Str +8, Con +8
Skills:  Animal Handling +7, Athletics +8, Intimidation +8, Perception +7, Survival +8
Damage Resistance: Cold, Bludgeoning, Slashing, Piercing from Non-Magical Sources
Senses: blindsight 30 ft., passive Perception 17
Languages: English, Hawaiian

Trait
Amphibious: King Shark can breathe air and water.
Blood Frenzy: King Shark has advantage on melee attack rolls against any creature that doesn't have all of its hit points.
Demigod: King Shark's natural attacks are considered magical in nature.
Fearsome: King Shark can use his Strength modifier when making Intimidation skill rolls.
Regeneration: King Shark regains 10 hit points at the start of his turn. This trait doesn't function when King Shark reaches 0 hit points, though he automatically stabilizes.
Siege Monster: King Shark deals double damage to objects and structures.
Son of the Shark God: King Shark has advantage on all Animal Handling checks involving sharks and disadvantage on all other Animal Handling checks.

Actions
Multiattack: King Shark makes two claws and one bite attack.
Claw: Melee Attack. +8  to hit, reach 5 ft., one target. Hit: 7 (1d8+4) slashing damage.
Bite: Melee Attack. +8  to hit, reach 5 ft., one target. Hit: 12 (2d8+5) piercing damage.
Swallow: King Shark makes one bite attack against a Medium or smaller creature he is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside King Shark, and it takes 3 (1d6) acid damage at the start of each of the King Shark’s turns.

If King Shark takes 15 damage or more on a single turn from a creature inside it, King Shark must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the King Shark. If King Shark dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

 

Thursday, April 11, 2024

J is for Javelin

Not much is known about the German villain Javelin. He fought and defeated Hal Jordan and was later seen as a member of the Suicide Squad during the War of the Gods storyline. He as impaled on his javelin by Circe during this story, seemingly killed. He later appeared alive, working to kill Deadshot, before being killed again. He later joined up with the Suicide Squad, only to be killed again. Oh and his last comic encounter was against the Justice League during Cry For Justice, where surprisingly he was the only villain left alive.

Most folks that know of him, do so because of James Gunn's The Suicide Squad. He was played by German actor and comedian Flula Borg. This has nothing to do with Suicide Squad, but I want to share the music video that introduced me to Flula.

His stats are very similar to Captain Boomerang's because honestly they do very similar things. The comic book version has multiple javelins, but I prefer the film's one unique javelin style.

Code Name: Javelin
Real Name: Unknown
Team Affiliations: Task Force X

Medium Humanoid, Neutral Evil

Armor Class: 16 (Costume, Dex)
Hit Points: 55 (10d8+10)
Speed: 30 ft.
Challenge: 2 (450 XP)

Str 13 (+1) Dex 18 (+4) Con 12 (+1) Int 10 (+0) Wis 16 (+3) Cha 12 (+1)

Saving Throws: Dex +6
Skills: Acrobatics +6, Athletics +3
Senses: passive Perception 10
Languages: English 

Actions
Mutliattack: Javelin can make three melee attacks with The Javelin.
The Javelin: Melee Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.
The Javelin: Ranged Attack. +8 to hit, range 30/120 ft, one target. Hit: 9 (1d6+6) piercing damage.

The Javelin
Weapon (javelin), rare (requires attunement)

This magical javelin grants its wielder +2 to hit and damage. As a bonus action, the wielder can cast True Strike.