Recently the Swords & Stitchery blog did a post that took me back to my childhood. As a kid I had a ton of fun with the Dr. Steel action figure. In my imagination he was a villain, scowling face, dragon tattoo, scar, and a steel hand! Ever since I read Needles post, I've been thinking I need to work Dr. Steel into my games. Covid sort of wiped out my face to face gaming, although I have had some fun online games with friends. However, my group has started talking about resuming face to face play. Earlier today I was skimming my copy of Solar Blades & Cosmic Spells rules and when I came across the Tough archetype I knew that was the right choice for Dr. Steel. Below is a entry level version of Dr. Steel as a Tough for SB&CS.
Dr. Steel
Concept: "Mercenary enforcer with a dragon tattoo and a steel right hand"
Archetype: The Tough
Vitality: 18
Sanity: 13
Luck: 4
Physique: 16
Agility: 15
Intellect: 13
Willpower: 11
Prime Attributes: Physique and Agility
Recovery Roll: 1d6+2
Special Abilities:
● Too Tough to Die
● Feel the Pain
● I Can Take 'Em All
● That’s my Favorite:Steel Fist
Complication: Criminal Background
Weapons & Equipment
Steel Fist 1d6 damage, positive die to hide and when attacking
Combat Knife 1d6 -1 damage, positive die to hide
Heavy Pistol 1d6 damage, long range
Backpack, Belt Pouch, Canteen, Rations (1 week)
But wait there's more! I gave my players a pretty long list of some gaming options that I would be interested in running for them. Interestingly enough Astonishing Swordsmen and Sorcerers of Hyperborea seems to be moving towards the top of their interest list (5E is at the bottom). I thought well... Dr. Steel won't work in Hyperborea because....wait a damn minute. There is NO reason I can't work him into a AS&SH game. So I dug out my AS&SH book and within a short time had a cool NPC that I can't wait to use in a AS&SH game. I wanted him to be a villain for this one, in my readings about the Dr. Steel toy, seems he was called Dr. Drago and was a villain as an overseas toy, so I went with the name Drago and gave him an Ixian vibe. I see him as a mercenary enforcer for some nasty villainous type. I'd forgotten how robust AS&SH characters are and am pretty pleased with how he turned out. He currently doesn't have ranged attacks, but he can close quickly, deflect missiles and then get into hand to hand. Give him some first level goons to boss around and I see a unique and interesting challenge for low level PC's.
Drago
Drago (aka Dr. Steel)
Monk
4th level
Alignment: Lawful Evil (I think it would be fun to have him a villain in AS&SH, serving as a mercenary enforcer for some higher authority)
Religion: Yig- The Great Serpent
Hit Points: 25
Hit Die: d8
AC: 7
STR 16 +1 to hit and damage melee
INT 13 +1 language
WIS 11
DEX 15 +1 hit ranged
CON 16 +1 hit point adjustment
CHA 10
Armour Allowed: None
Shields Allowed: None
Class Saving Throw Modifiers: Transformation +2, Avoidance +2
Class Abilities: Accurate Strike, Block Missile 4x per rd. (make an Avoidance saving throw), Cellular Adjustment (1 x per day on self or others heal 8 hit points), Controlled Fall (can fall 40' with no damage), Defensive Ability (+2 to AC), Detect Secret Doors (3 in 6), Empty Hand (Unarmed +1 to hit, Steel Fist 1d4+3 damage), Stuns on Natural 19 or 20, Run unarmored at 50', Superior Willpower (+2 on saves that affect the mind), Speak with Animals (1 x per day), Thief Abilities : Climb 8:12, Discern Noise 5:12, Hide 6:12, Move Silently 6:12.
Secondary Skills: Soldier/Mercenary
Languages: Common, Thracian
Weapons & Equipment
Dagger in leather sheath, backpack, bandages, winter blanket, 50-ft. silk rope, tinderbox, 3 torches, small sack, full wineskin, iron rations (1 week), incense sticks ×12. Leather belt, boots. 13 sp, 52 gp.
As a 4th level NPC, he should have some magic items. Something like a ring of Warmness would be appropriate. He often walks around bare-chested, in the bitter cold, to show off his dragon tattoo. A potion or two of healing also seems appropriate. I tend to run lower magic campaigns but go with what works for you.
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