Category Archives: Silliness
Today is my 3oth wedding anniversary with my lovely wife.
And it’s time to tell the story of my longest-delayed vengeance.
The more Patreon support I get, the more videos I can do!
Yep, yet more abilities for Gelatinous Cylinders, to round out the holiday week. Add them to the gelatinous foe of choice in your favorite d20 game. Each gelatinous cylinder can have just 1-2 abilities from this series, or you can mix and match up to all 6.
Goes Great With: Gelatinous cylinders with this ability have formed a symbiotic relationship with some other creature. The how and why of such bonding it not well understood, and even creatures that benefit from such partnering have no idea why the cylinder came to accompany them.
A gelatinous cylinder does no harm to the creature it goes great with, and can even provide air and water if the creature is within the cylinder. Additionally, the accompanying partner gets to roll all attack rolls, saving throws, and skill checks twice and take the best result when within 30 feet of the gelatinous cylinder.
Old-Fashioned: A gelatinous cylinder with this power has two forms–one the standard cylinder (which emulates the stats of a gelatinous cube), and one a more lumpy, spread-out jelly. While still bright red, in this form the gelatinous cylinder emulates the stat block of one slime, jelly, or mold selected when this ability is picked. The gelatinous cylinder can switch back and forth between the two forms at the beginning of each round as part of the first action it takes that round.
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Yep, more abilities for Gelatinous Cylinders, the bright red, reshaped gelatinous cube variant. Add then to the gelatinous foe of choice in your favorite d20 game.
Phantom Faces: Though gelatinous cylinders are no more intelligent than other forms of gelatinous monster, some can form a face, generally locked into one or two expressions, and repeat overheard phrases. They often repeat things said by those they consume, from prior to the victim realizing they are in trouble. This mimicry is mindless, but the sound is so perfect it cannot be distinguished form the original voices.
Tantalizingly Preserved: Gelatinous cylinders with this ability stop the passage of time for any nonliving material stuck within them, and do not dissolve items that were not living when they entered the gel. Thus they often have foodstuffs, valuables, and even high-end clothing preserved and visible, juuuuust out of reach unless you want to plunge a hand into the cylinder…
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Yeah, it’s themed and silly. But there are some ideas here you can apply to gelatinous foes in your d20 game of choice.
The Gelatinous Cylinder
Gelatinous Cylinders are a reshaped, deeply-red-colored offshoot of gelatinous cubes. While sages agree they are magically created rather than naturally occurring mutations, and it’s generally accepted the cylinders aren’t the desired end result, there are numerous competing theories as to what the creators were trying to do.
It’s often suggested their coloration was either an attempt to make sewer-cleaning creature that was more easily spotted by repair workers, or to make gelatinous foes more frightening by seeming to be soaked in blood. The cylinder-shape is also often held up as proof these were custom-built sewer cleaners, designed to fit through pipes. Others theorize are that they were literally made to be festive and silly-looking, possibly to serve as court jesters for the Oozing Empire of sentient slimes.
Gelatinous Cylinders can have a variety of strange powers. You can emulate a gelatinous cylinder by adding one of more of these abilities to your gelatinous cube state block of choice.
Sliceable: A gelatinous cylinder with this ability takes no damage from slashing weapons. However, when a slashing attack hits it, the gelatinous cylinder has a “slice” taken off. This slice is a gelatinous cylinder one size category smaller than the original and has the same stats, but with 20% of the original’s max hit points. The original loses 10% of its max hit points each time is spawns a slice. Slices cannot themselves form slices.
Small and Innocent Looking: A gelatinous cylinder with this ability can shrink down at rest, compressing itself to Tiny size. While in this reduced form and motionless, any ability or skill check to identify it as anything more than an innocent bit of edible food takes a -15 penalty. Once touched, the gelatinous cylinder explodes out to its full size and begins attacking.
We’ll do more gelatinous cylinder abelites tomorrow and Friday!
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A lot of projects from a lot of game companies are late. I don’t find this at all shocking, at least in part because I have projects of my own that are not just horrifically behind, but (at least to public eyes) look like they’ve had no progress for weeks or months.
But for those who want answers and don’t have access to the creators of whatever project they feel is unreasonably late, here’s a table of reasons whatever thing you wish you already had is late. Tongue in cheek… but also a lot of grains of truth.
- Roll twice. The first roll is the main reason the game product is late. The second roll is something that happened while the first roll was being dealt with, making it later.
- Nothing went wrong with the project. However, because game industry professionals always have multiple projects in the pipeline, an even older, even later project had an issue that delayed it, and that must be addressed before the project you are concerned about gets finished.
- While the publisher wasn’t dealing with major issues, a printer, distributor, freelancer, or shipper was, and that delayed things. By an unknown amount of time. We don’t have an eta yet. We’ll update you as soon as we know anything.
- Dog ate it.
- While only three days of work time was lost when a historic icestorm took the power out and killed cell phone access, it turns out that throwing out spoiled food, getting new groceries, getting emergency prescriptions to replace ruined insulin, clearing debris, calling insurance companies, checking in on elderly family members, and dealing with a three day backlog of emails, direct messages, and voicemails can take much longer than the time the power was out. Some issues take hours to deal with weeks and months later.
- Mental health issues. In this case, normal mental health issues that could have delayed the project in any year.
- Mental health issues… brought on by 2020. That might be a response to the pandemic, political turmoil, issues that call for protest, attacks from someone else flipping out over something linked to this year, or any of a dozen other things hammering this year.
- Aliens took it. … They may have been dog aliens.
- One or more of the creators is so overwhelmed that while they can dedicate time to trying to get the project out, when they do no useable creative work happens.
- A delay from someone else, linked to 5, 6, or 7, is serious enough other creatives need to take time to make sure the most impacted person is safe and okay.
- It was always going to be late. Let’s get real. It’s just worse because, you know, 2020.
- Time lost to having to have meetings virtually (rather than in person), and make plans to try to deal with the ever-shifting landscape of the industry, and answer questions publicly why projects are late, and try to find alternatives to plans made earlier in the pandemic which are already not viable, not only eats into time to actually make products, they tend to interrupt numerous times per day so what time can be applied to making progress on the delayed project is broken up and inefficient compared to conditions back when the project schedule was written out.
- All the time that should have gone to working on the project was wasted screaming into a pillow. And collecting bigger, more sound-absorbent pillows from other locations in the home.
- It’s hard to get much done when you are woozy from selling plasma, which you can do twice a week if you want the big donation bonuses… I mean the money has to come from somewhere.
- The pandemic, and the shutdowns and economic challenges it brings, have caused cash flow to drop so seriously that the project doesn’t have the money budgeted for some part of it. That work now has to be done in-house or by the lead creator, who has to squeeze it in around all the rest of the demands on their time.
- [This space left intentionally blank. Otherwise filling it would have taken so long, this blog post would have been late. The irony is not lost on us.]
- As the game industry takes hit after massive hit, time was taken to see if any Federal aid was available to make up for lost income, or to pay freelancers, to to act as a bolster for the downturn. Whether aid was found or not, the labyrinthine process of finding what options exist, reading the rules to understand if they apply, getting documents together, applying for the program, answering questions that come up, and letting others know what did and did not work, took enough time that an entire hardback book could have been written with the same effort–if anyone had a reason to think it would sell well right now.
- Time-travelers came from the future to delay the publication, claiming that if it was released on time, somehow things would get unimaginably worse.
They looked… haunted.
- With all the joy and inspiration sucked out of them by nonstop horrorshows in their life, the creators just gave up. They aren’t happy about it, and hope to get to it later. When the world seems less terrible. If they haven’t moved on with their lives and let the industry behind forever.
- The creative team loved the game, the project, the fanbase, and the industry, and is working on the “Better late than bad” principle. Stated simply, this principle says “If a project is late, it’s only late until it’s delivered. If it’s not given the time and resources it needs and is bad, it’s bad forever.”
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They killed me again, today.
I suppose I should be used to it by now. I mean, anytime anyone comes to the old carnival grounds, or the camp and lake next door, it always ends up with me getting killed again.
I mean, yes, the first time was legitimately surprising. I put on the dead firefighter’s gas mask and coat to help get those campers out of the burning building, not hurt them. But I guess when you catch on fire, roll around in plastic tarps to put it out, and get covered in patchy molten tarp cloth, you look a little scary.
Especially when you have a 4-foot long flaming bill hook hedge cutter in your hand.
So, sure. I get that they thought I was a vengeful spirit come to drag them to hell. I don’t think they needed to wrap a chain around me, hook it to a pickup truck, drive to the lake and jump out just as it went off the dock, so I was pulled underwater and drowned in brackish muck, but at least I get it.
And I guess if you are dumb enough to run an illegal underground carnival and blare intentionally Satanic lyric over the loudspeakers, and that actually DOES raise a vengeful spirit in the form of one wet dude with a patchy coat, mask, and flaming bill hook, you might decide to “douse its hellfire” before discovering I was vengeful about poor OSHA compliance from the original carnival’s corporate owners. I still think dumping the illegally-stored tanks of liquid nitrogen on me was taking it a bit far, though.
So I confess, when one of the things stored in the liquid nitrogen turned out to be a human regeneration formula that brought me back as an infectious zombie… rotting flesh visible through the broken gas mask (but still with the same patchwork coat and flaming bill hook — Black and Decker, man, it’s a quality brand), I was pretty sure it was going to go badly for me. So, yes, I lurked a bit as the urban explorers took pictures of my stomping grounds. I didn’t want to get frozen or drowned again! But when i saw they had mobile phones, I did try to ask them to call for help!
Turns out, enunciation is tricky with a rotting, burned, flash-dried tongue.
No drowning, at least. Getting fed into a wood chipper, mixed with mulch, and spread over the baseball field was hellishly painful, especially since as a regenerating mutant undead spirit of vengeance I was still aware the whole time, but at least I was outside. Some nights it was quite nice.
I DO feel bad for terrorizing people when that freak storm dropped a phone line onto the field and I was sucked into cyberspace and tried to kill people using the internet. But what can I say, it was the 1990s, and netiquette for horror monsters wasn’t really codified yet.
And then the seance, being reverse-possessed by the brother of my first “victim,” the attempt to recreate the serum by cloning me, turning out not have been killed but just in hibernation for 7 years while digesting a guys liver, the SECOND clone of me, the group of multi-denominational priests who summoned me just so they could destroy me “once and for all,” the alien parasite…
I gotta be honest, I’m not even sure I didn’t hallucinate that last one.
So when I reformed from a single drop of my original burning blood and found a mock-up of my original mask and coat in the roadside attraction based on my exploits (but with the SAME bill hook — *man* those people can make gardening tools!), I should have know that moving away from everyone and everything wasn’t going to be enough.
At least someone ought to be able to make a cool movie out of all that cell phone footage those kids got of me and themselves before the fungus that grows on my mutant undead body turned them all into homicidal killers and they did each other in.
And chained me to a bigger truck, and drove me into a bigger lake.
Hofenung ripped a streetlight free of its cast iron mooring with one arm, caked ice shattering off of it, and hurled it down the alley. A bolt of faefire caught the it before it’d gone more than 20 feet, ripping through it with the same boom as a glacier breaking free of the icepack. The streetlight exploded in a cloud of dust and burning embers, filling the narrow space between buildings. Still clutching his charred side with his other hand, Hofenung staggered to the end of the byway and turned onto the next major street.
Behind him, he heard a chorus of buccasnickle cries of pain and anger. Though he could not smile, Hofenung allowed himself a flat-faced chuckle. The Fel Moroz wouldn’t make the mistake of assuming everything made by man was wood and stone again, but for now they had coated themselves in iron shavings far more efficiently than he possibly could have.
Still, the Fouettard would have the diminutive trackers whipped back into a hunting pack within moments, so his reprieve was to be a short one. He bulled forward through the near-blinding snow toward the nearest doorway, using his good shoulder to burst the door in, popping it entirely free of its frame. He staggered a half dozen paces into the shop, plowing through a display of silk hats and gloves, before crashing down on a wooden bench, which groaned under his weight.
His form heaved as though he was breathing heavily, though he lacked lungs or need for air. He rolled onto his side, bringing the wound he had been clutching with his spare hand up from under him. Gently he peeled his fingers back to survey the damage. A chunk nearly the size of his fist was missing from his stone body. Worse, veins of shiny black silver was spreading from the wound, tiny spikes drilling through his granite form and cracking him apart.
At full strength, he might have been able to fight the curse. Weakened as he was, there was no chance of stopping it. He would break, and die, soon. He had even less time than he had feared.
Gingerly, Hofenung reached into the inner pocket of his tattered opera cloak. He pulled forth a single thread, a golden line of light, its tail end trailing into the fabric of his cloak. It resisted his pull at first, but when he gave it a determined tug it popped free. A chill set into his massive stone form, and he felt the animation begin to seep from him. The glowing thread curled one end of itself around his bulky fingertip, stroking the rock that was turning more gray by the second.
“It has been my honor to protect you.” Hofenung could no more cry than he could smile, but there was sadness and pain in his voice. “But I can carry this duty no longer. Your enemies ride fast. We must find you a new protector.”
It was scarcely a minute before heavy hoofsteps crunched in the snow outside. The light from the doorway was blocked by a massive form, hunched and shaggy, a long, barbed whip clutched in one hand and a massive wicket basked over its back. Around it, tiny, beautiful, perfect human forms danced and shook their fists angrily.
The hoofed figured pressed its head against the open space of the doorway, and for a moment was held in place. It pushed, and the entire frame of the building groaned, as if being pressed by a terrifying wind. Then, it’s passage no longer blocked by the invisible force, the creature stepped into the shop. It walked down the obvious path of destruction through smashed displays and toppled shelves, to find Hofenung lying on a broken bench.
“You have been a worthy hunt, protector.” The creature’s voice was deep and gruff, nearly closer a growl than speech. “But it comes to an end now.”
“That you have enjoyed my escape is my sole regret in evading you.” Hofenung’s mouth opened, but did not move with the words. His body was almost entirely stiff, lifeless rock.
The creature bleated once. “You evaded nothing, protector. The teacher’s gift shall now be ours. Produce it, or I shall rip it from your broken rubble.”
More than ever in his long existence, Hofenung wished he could smile. “It’s not here.”
“WHAT?!” The shaggy form stomped a hoofed foot in anger. “What foolishness is this? Left alone, it could be damaged, destroyed. I need it intact to harness it, and you would never risk a gift from the teacher!”
Hofenung nodded. “You are right, of course. I have stitched it anew. And it will find a new protector, and that entity shall carry on where I have fallen.”
The creature snorted, in a mix of anger and amusement. “A new protector? Oh, it has the power to bring another like you alife, it is certain. But you believe here, in this time in this place, someone will craft a new body for such a protector? Make a man-form, or close enough, imbue it with their love and joy and cheer, so the gift can embody it?” One of the tiny forms yelped in squeaky complaint, and the creature nodded. “Indeed, even if some student of secrets was so inclined, there is snow on everything!”
Hofenung felt his last moments come upon him. “Yes, I believe all those things. And until it selects a protector, it will be difficult even for your buccasnickle to find. You will, at least, be delayed.”
And then the protector was no more than a pile of rock.
The hoofed, shaggy whip-bearer stared for long seconds at the remains of its foe of centuries, then cracked its whip. The buccasnickle flooded into the shop, and began tearing apart everything within in. Hats were rent asunder. Coats split in half. Scarves unraveled. As dawn approached, the whip-bearer roared in frustration and, with a crack, drove the small searchers from the shop, back toward the alley.
As they marched past the window of “Professor Hinkle’s Magic Shoppe and Rabbit Supplies,” not one of them stopped to glance at an old silk hat sitting in the display, a bright pink cloth flower sewn to it by a single, golden thread.
My Patreon backers get even more! All my mega-patrons will get a PDF in a few days that has all my free content from September, including the 101 Mimics, but I also wanted to compile these in one post for anyone interested in them. So all my patrons have access to a Patreon post with 101 Mimics, plus I added ONE more mimic encounter idea as a bonus, at the end of that post!
So if you want more mimics (and similar material as time goes on), go join my Patreon!
- Mimic as the keystone in an arch (build by mimic minions). When it attacks and jumps free not only it there a bitey mimic, the room’s ceiling collapses on you.
- Mimic treasure map. The mimic pretends to be a treasure map that leads you to am ambush of the mimic’s allies. The mimic changes this location as needed to keep the news from getting out.
- Mimic bandage. It just quietly drinks your blood when you wrap it around your wound.
- Mimic haute couture. The mimic rents itself out to be brand-new, impossible-without-living-cloth high-end outfits and shoes that fit perfectly, match your coloration, hair, and jewelry, and you don’t have to put in a closet after wearing once. Hourly or daily rates available.
- Mimic rope. It waits until you are using it in a life-or-death situation, then extorts you with greater payment or it withdraws its (literal) support.
- Mimic golem: Easiest to pretend to be a wood golem or clay golem. You think it’s a construct, but it’s actually an aberration, giving it a distinct tactical advantage.
- Mimic rock at edge of common rest-stop campsite. Look, people are SUSPICIOUS of treasure chests these days, but no one looks twice at a rock that happens to be near where their head is going to be when they sleep.
- Mimic false bottom of a chest. Go ahead, check the chest for signs it’s a mimic all you want. then, once you are inside and your guard is done, and you get excited you’ve spotted a false bottom…
- Mimic hanging tapestry. May rent itself out to high-end castles as a magic every-changing tapestry that also shouts an alarm when people find the concealed door behind it, or may drop down on unsuspecting adventurers looking behind it for a concealed door. Or both.
- Mimic trash-can private investigator. You can learn a LOT about someone by sorting through their trash, and if they give it to you there’s no expectation of privacy.
- Mimic Spike at the Bottom of a Pit. If you fall into the pit and still look fine, it ignores you as too tough to handle. If you fall into the pit and seem badly injured or incapacitated…
- Mimic bookcase wizard. People have been placing powerful and dangerous books on it in the forbidden section of the library for decades.
- Mimic altar. Honestly, a faithful devotee of a god that has decided to serve as an altar. Of course, if you come to DESECRATE that temple…
- Mimic Kitchen Table. Mostly just eats scraps when no one is looking. But may be in trouble since it is now so fat, it doesn’t really fit in the same space anymore…
- Mimic Mirror in a Vampire’s Employ. Look, some vampires care how they look!
- Mimic Siege Tower. Always the right size and shape to reach the top of a wall, able to become a bridge to get over a moat, and able to be healed or buffed against fire with “1 target” spells.
- Mimic Wagon. Mostly lets your draft animals pull it along (while it dozes off), but for an extra fee and turn into a boat to cross rivers, walk itself out of mud, and so on.
- Mimic Wine Barrel. Takes a nip now and then, but mostly stays sober so it can eat the occasional vagrant that wonders by late at night, who no one will miss.
- Mimic Wishing Well. I mean, people just THROW money into it! Why risk combat when you can get paid to sleep, then go buy any food you want later?
- Mimic Coffin. Sneak into undertaker’s (or cut deal with them). Get corpse placed indie me. Eat it. Dig my way out of grave, making people panic about ghouls. Sneak back to undertaker’s.
- Mimic Iron Maiden. Torturers put people in me, I drink their blood, and they are kept alive to go back into me again and again.
Mimic smuggler. Can look like any crate, fake any needed seals or markings, hide among other crates and shuffle from warehouse to warehouse and hold to hold as needed.
- Mimic roulette wheel. Doesn’t detect as magic or illusion, but can still make sure the house gets more than its cut (or, if smuggled in as a ringer, it’s partner can take a huge bite out of the house).
- Mimic Spymaster Confessional. Look, if there’s a place people are going to just whisper their secrets anyway…
(Lots of other Mimic Spy possibilities, too.)
- Mimic sleeping bag guard hireling. Hires itself out to protect travelers. It can sleep during the day, eat all your leftovers, and quietly watch over you while you sleep at night, while being the perfect size and warmness for you.
- Mimic is a single wheel in a rented wagon. It can thus “fall off” at any time to make the wagon vulnerable to ambush, and attack from inside the defensive perimeter once the ambush begins.
- Mimic weapon rack. With luck, you disarm yourself and give it your weapons before the fight starts, and it’s certainly armed.
- Mimic as obviously trapped secret door. Everyone moves away from the rogue in case the trap goes off, leaving the rogue alone with the mimic.
- Mimic table in room convicts meet with lawyers. Might be spy for illicit law enforcement, or might be enforcer for the thieves’ guild ensuring people keep their yap shut.
- Mimic cloak. Rules a gang of cloakers who think it is a highly evolved version of themselves.
- Tiny mimic sheath for dueling rapier. One of two. Everything seems fine when your foe selects one of them, but once the fight starts, the mimics don’t let your foe even draw his weapon.
- Mimic fishing pole. Mostly works as advertised, but when hungry just eats a fish which you think is “one that got away.”
- Mimic emulating a corpse. When it starts moving and eating things, everyone thinks it’s an undead. But it’s not.
- Mimic big overstuffed chair. Is a consulting detective, but keeps hiring someone to sit in the chair and play the public role of detective, so no one suspects their cases are being solved by a mimic listening in.
- Mimic crystal ball. Works with fake psychic to show clients what they want to see, but can’t actually tell the future.
- Mimic workbench. Friend and ally to renowned craftsman, acts as his guard and assistant, moving tools to be in reach as needed.
- Mimic guillotine psychopath. Just wants to kill people, so as long as the revolution feeds its bloodshed, acts like a guillotine. If anyone tries to reign in the mob rule, sneaks out to kill that person.
- Mimic crossbow. Works with its hunter. Loads itself, can even fire itself as needed.
- Mimic printing press. Always well informed, and can tweak things it prints to move its own narrative or plots forward.
- Mimic sail. Self-trimming, self-furling, heals if damaged, and can help defend the ship if attacked.
- Mimic lump of clay. Works with fake sculptor to allow the sculptor to appear to be a great artist, then sneaks off with sculptor once a commission is paid.
- Mimic high-end furniture from antique store. Gets bought and placed in rich house. Waits to see where their valuables are. Steals them blind while antique dealer has alibi. Sneaks back to look like different high-end furniture at shop.
- Mimic banker’s or merchant’s scale. Check for false weights and magic all you want, it can still claim your valuable are 1-2% lighter than they really are, getting its merchant partner an extra profit margin.
- Mimic rock full of veins of gold and silver. Sits in a mine its partner wants to sell. Makes sure the potential buyer “happens” to see it, still wedged into the wall. Great for cycling through multiple played out mines.
- Mimic pile of hay. Only good for some seasons, but great way to hide in plain sight, and local children often sneak off to play near you, making them easy targets.
- Mimic outhouse. Perfect for catching prey with their paints down.
- Mimic dressmaker’s dummy. Can be the exact size and shape (and even weight) the dressmaker needs, often happy to work for scraps of cloth (leather, cotton, and other biomass). Plus, gets to feel like a pretty, pretty mimic.
- Mimic periscope. Fits in any shape, crack, or around any corner, can show you what it sees, and even report on what it hears.
- Mimic game table. Can play chess with you, or help you subtly cheat against others.
- Mimic elevator. Crawls up and down (and even sideways) though the large castle, giving easy access quickly in return for a fair daily wage.
Not every supers character needs a lot of backstory. In fact when you get into B-Teams, Caped Best Buddies, Great-Lakes Groups, X-treme X-amples, Tri-County Taskforces, and Substitute Heroes, often about all you need for a quirky, minor super character is two-sentences.
These concepts can be used as quick descriptions for background characters that may not ever need full stats, or jumping-off points for more detailed descriptions. They aren’t necessarily “joke” characters, just nontraditional and less likely to take center stage for various reasons.
Alewife: Alewife is a stern mother of five who is the strongest in a long line of monosaccahakenetic women able to generate and manipulate honey and honey byproducts, including ale. She does not use her powers for parties, unless one of her children (by birth or fierce mommabear adoption) is getting married or turning 16.
Bear-B-Que: Bear-B-Que is a chubby, cheerful, hirsute, gay man who can actually breath fire and (as a professional chef) make ribs that make people think they are breathing fire. Can also cast shade, but that doesn’t appear to be a superpower.
Drakkar: As a child, Drakkar ate a piece of a viking longship his parents were excavating at an archaeological dig, and now he can transform into one (from 20-60 feet long, which can fly, and has a “kick-ass” dragon masthead). He also fronts an eponymous heavy metal rock band.
Hotspot: Hotspot can always connect any device she is holding to the nearest radio tower, satellite pickup, and wireless connection–even through Faraday cages and solid stone. She most often plays “girl in the chair” to low-level heroes, giving advice and overwatch.
Prybar: Prybar has unbreakable, irremovable, unbendable fingernails. They are often a big ragged, since they are nearly impossible to trim (she has to use her own nails to file her nails).
Quiff: Quiff volunteered to be a human test for a receding hairline treatment. He is the only survivor of the test, and while he is still an aging, overweight man, he now has augmented strength and durability (though not enhanced endurance–he’s good for maybe a minute of fighting between rests), and a huge lock of thick, nearly-indestructible, brightly-colored prehensile hair on his forehead that can lift half a ton and extend up to 30 feet.
Sheba: Sheba is a highly evolved colony of bees–not a sapient queen bee who rules a hive, but the hive itself has become a distributed intelligence able to communicate and act collectively. She can do anything a hive of bees with group human intelligence can do, and is an active environmentalist.
Slack: Slack’s skin is infinitely flexible and stretchy, able to extend away from the rest of the body, which is otherwise normal. If cut free, the removed skin rots almost immediately and the wounded skin heals just as quickly.
Sudden-Oven Man: He can summon an over…. suddenly. Prefers charity work over superheroics but is willing to pitch in when needed. (You can read an interview with him here.)
Ten-Point: Ten-point is a seven-foot tall man with a full rack of stag horns, stag feet, and considerably enhanced speed, strength, and endurance. He works as a park ranger most of the year, but not during hunting season (no amount of bright orange makes him safe when it’s hunting season), when he does more in-town heroics and volunteer work.
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Okay, this is one run at “Three if By Air, the Game of Revolutionary War Air Combat.”
Written by Owen K.C. Stephens, Illustrated by Stan!
The final may play nothing like this.
Play on a hex grid at least 22 x 36. Each player sprinkles a handful of coins (no more than 20, no less than 5) across the grid for terrain. These represent things sticking up into the air–steeples, treetops, flagpoles, and so on. (Look it’s the 1700s, You are fighting HIGH in the air!) Center each coin in a hex. If an attack you be traced through a hex with a coin, you can’t make that attack unless an ability says otherwise.
Players — 2 Units — 6 each
Players — 3 Units — 4 each
Players — 4 Units — 3 each
Players — 5 or 6 Units — 2 each
Each player is British, or American. In 2, 4, and 6 player games, make teams of an even number of players. In 3 or 5 player games, it’s a free-for all (fog of war, and all that — the final game may include more factions such as Canadian Moose Dirigibles, Tidewater Steam Gliders, and Pogo-Armed Yetis, for all I know).
British players may have British or Hessian troops. American players may have American or French troops, but cannot have more French than American.
Make your units before play. You get 10 points. Divide them among these 5 attributes, which are used with combat characteristics, no more than 4 in any one attribute.
Offense: Used with ATTACK.
Defense: Used with EVADE.
Toughness: Used with HEALTH.
Speed: Used with MOVE.
Accuracy: Used with RANGE.
ATTACK: For each attack, roll 1d6 and add your Offense. If the value exceeds your target’s Evade, the difference is the damage you do.
EVADE: Each time you are attacked, roll 1d6 an add your Defense to see if you are damaged.
HEALTH: You can take damage equal to 2 + double your Toughness value. If damage would reduce you below this number, that unit is removed from play.
MOVE: Determines both movement order and how far you can go. Each round you can move a number of hexes equal to 1d6 + your Speed, to a maximum of 7. If you choose not to ATTACK, you may move an additional 1d6 hexes in phase 2. You can always move less than your maximum (including moving 0).
RANGE: Each round at the beginning of Phase 2 you roll 1d6 -3, and add your Accuracy. On that Phase you can attack foes a number of hexes away equal to this number, to a minimum RANGE of 1.
If you are AMERICAN, your units are Lightingrod Class War Kites. If on your first attack against a target your attack roll is a natural 6 (a 6 shows on the d6), you may also attack a second unit if it is within 6 hexes.
If you are BRITISH, your units as Beefeater Rocket Cavalry. You gain a +1 to attacks made against a target in an adjacent hex.
If you are FRENCH, your units are Hot Air Balloon Dragoons. When one of your units takes damage, it moves 1 hex in a direction of your choice.
If you are Hessian, your units are Trebuchet Infantry, lobbed into the air by ground forces each round. You may only move in a straight line each turn, and gain +1 ATTACk and +1 EVADE.
Each player picks one side of the map to begin on, in secret. All sides are then all revealed. If two or players pick the same side, and there is a side with fewer players having picked it, the players each roll a d6 (rerolling ties) and the one who rolls highest decides to stay or move 1 side clockwise to the nearest side with fewer players. After that, each other player in descending order of die rolls must move 1 side clockwise to the nearest side with fewer players until there is not a side of the map with fewer players assigned to it.
The each player rolls 3d6 and totals them. In descending order of those die rolls, each player places 1 unit within 3 inches of their side of the map. Proceed through this order until all units are placed.
Everyone rolls their MOVE. The unit with the highest move may choose to go first, or wait and go last. If two units have a tied MOVE, they may defer to one another, or write down their movement and reveal them simultaneously to move simultaneously.
The unit with the next highest MOVE then decides to go immediately, or go last (or next-to-last if the highest MOVE is going last).
Proceed until everyone has moved.
In order of MOVE, each unit rolls its RANGE, then attacks or moves another 1d6 hexes.
Proceed through all units, then the round is over, and go to Phase 1 of the next round.
If a player ever goes 3 rounds in a row without any unit making an ATTACK against a target in range, that player’s units are considered to have no taste for battle and retreat, and are removed from play.
If you have eliminated more than half of an opponent’s units, that opponent is eliminated and any remaining units are removed of play.
One side wins when all opposing sides have had all their units removed from play.