US Archer
Man, looking back, the 80s were frickin’ weird. Ignore for a moment Glam Rock, Parachute
Pants, New Coke, and Flock of Seagulls haircuts and think about the how
the Decade of Excess gave birth to some of the most iconic and enduring pop culture
icons of all time: Transformers, Teenage Mutant Ninja Turtles, He-Man,
Thundercats, and the list goes on and on.
The character I’m going to talk about today is not on
that list.
Anywhere.
And for good reason.
Ulysses Solomon Archer was the product of a merchandising
tie-in between Tyco Toys and Marvel Comics.
The series lasted for 12 issues before being cancelled and while the
character himself has cropped up a handful of times, most notably with
She-Hulk, a team-up Deadpool, and when he applied for a job as the nanny to
Luke Cage and Jessica Jones’s daughter, he is one of those characters that …
well, could have only existed in the 80s.
But, like Turbo Teen, Condiment King, Perry the Platypus, and Man-Thing who
have come before, I have a soft spot for “weird NPCs” so let’s dive in and see
how we could turn this bizarre character into someone who could appear in your
campaigns.
Without going into a lot of detail, Ulysses is a truck
driver from a family of truck drivers.
Orphaned at a young age, he and his brother Jefferson were unofficially
“adopted” by Ed “Poppa” Wheelie and “Wide Load” Annie who owned and operated a
truck stop diner. After attending
college where he graduated with honors in Engineering, he returned home and
took to the road with his brother. An
encounter with “the Highwayman” resulted in Jefferson’s apparent death and sent
Ulysses to the hospital where he received a cybernetic plate that replaced the
top of his skull. He soon discovered
that the plate would allow him to “tune in” and listen to CB radio
signals. After making serious “James
Bond” modifications to his truck, US-1, he embarked on a quest to bring his
brother’s killer to justice.
Along the way, he fought or raced a variety of bizarre
foes and discovered (SPOILER ALERT) that his brother was the Highwayman (trust me;
the story is convoluted as hell). In a
final confrontation with Jefferson, aliens revealed that they had selected
Ulysses to be a long-range space courier but had approached his brother by
mistake. Jefferson, long jealous of
Ulysses, was afraid that the aliens would take back the technologically
advanced truck they had provided him and had tried to drive (pardon the pun)
Ulysses away.
In the end, the Aliens modified both brothers’ trucks so
they could compete in one final, winner-take-all race. Jefferson tried to ram the US-1 but ended up
crashing and Ulysses was proclaimed the winner.
With all of that in mind, HOW could we possibly
incorporate this character into a D&D campaign?
I’m glad you asked.
First, we change the semi-truck into a horse-drawn wagon,
preferably one that is completely enclosed.
A magical skullcap gives him the ability to use Clairaudience (instead
of Radio Hearing) and to mentally control the horses that pull the wagon. Maybe, it turns out that this skullcap is
some form of Spelljamming Helm that allows Ulysses’ wagon to fly - whatever
works for you and your story.
US ARCHER (a.k.a. Ulysses Solomon Archer, a.k.a. US Ace)
CR: 8
Male Human (Cyborg) Gadgeteer 6
NG Medium Humanoid
Init: +3, Senses: Listen +1, Spot +1, Hears CB Radio signals
Languages: Read/Write and Speak English
AC: 12 (+2 Dex); t: 12, ff: 10
Hp: 34 (6HD)
Energy: 19
Immune: - -
Fort +3, Ref +5, Will +6
Spd: 30’ (6 squares)
Melee +7 Head-Butt: 1d6+1
Melee +7 Unarmed Strike: 1d3+1 nonlethal
Combat Gear: US-1 (see below)
Str: 13, Dex: 16, Con: 13, Int: 13, Wis: 13, Cha: 13
SA: Cybernetics
SQ: Cybernetics
Feats: Aircraft Operation (Heavy), Drive-By Attack, Educated (Knowledge – Engineering and Knowledge – Technology) (b), Vehicular Combat (b), Vehicle Dodge, Vehicle Expert (b)
Skills: Appraise +3 w/ computers or mechanical devices, Craft (Computer Programming) +8, Craft (Gadgetry) +10, Craft (Mechanical) +10, Drive +14, Gather Information +4, Pilot +9, Profession (Teamster) +6
• Racial Abilities: Bonus Feat at 1st level; +4 bonus skill points at 1st level; +1 bonus skill point/level after 1st; Class with highest level is preferred class for multiclass purposes.
(Cyborg): Augmentations: When a Cyborg is first created; it receives three advantages from the list, below. Furthermore, Cyborgs are allowed to take the Metahuman class, and any Power Enhancement they gain from it can be used, instead, to pick another Augmentation from this list (including new Powers, as long as they can be rationalized).
• +3 Strength (can be taken only once at 1st level and no more than twice total)
• +4 Strength but –1 Dexterity (can be taken only once at 1st level and no more than twice total)
• +2 Dexterity (can be taken only once at 1st level and no more than twice total)
• +3 Constitution (can be taken only once at 1st level and no more than twice total)
• +2 Intelligence (can be taken only once at 1st level and no more than twice total)
• +3 Natural Armor (can be taken up to four times)
• +10-foot base speed and increase running multiple by 1, i.e. from x4 to x5 or from x5 to x6 (can be taken twice)
• Natural-Looking Parts: +2 Charisma (cancels penalty, below) and can pass as a normal human being (at least until metal detectors and the like are used).
• Darkvision up to 60 feet.
• Any one of the following feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Lightning Reflexes, Quick Draw, Resist Dis ease, Resist Poison, or Toughness. Prerequisites are ignored for this purpose (also, I tweaked this list so I can select something more “in-line” with the character concept).
• Any one Standard Power that could logically be placed in a cybernetic device. This augmentation can be taken only once at 1st level; however, it can be taken again, with later Power Enhancements, at the DM’s discretion (which would require that actual physical changes be made to the character’s body).
• Reduced Charisma, -2. Cyborgs tend to be ugly and a bit frightening. Furthermore, the change from an organic being to a mechanical one tends to have a detrimental effect on the human psyche, making the cyborg somewhat cold and aloof. Note that this penalty can be cancelled out with the appropriate Augmentation (see above).
Male Human (Cyborg) Gadgeteer 6
NG Medium Humanoid
Init: +3, Senses: Listen +1, Spot +1, Hears CB Radio signals
Languages: Read/Write and Speak English
AC: 12 (+2 Dex); t: 12, ff: 10
Hp: 34 (6HD)
Energy: 19
Immune: - -
Fort +3, Ref +5, Will +6
Spd: 30’ (6 squares)
Melee +7 Head-Butt: 1d6+1
Melee +7 Unarmed Strike: 1d3+1 nonlethal
Combat Gear: US-1 (see below)
Str: 13, Dex: 16, Con: 13, Int: 13, Wis: 13, Cha: 13
SA: Cybernetics
SQ: Cybernetics
Feats: Aircraft Operation (Heavy), Drive-By Attack, Educated (Knowledge – Engineering and Knowledge – Technology) (b), Vehicular Combat (b), Vehicle Dodge, Vehicle Expert (b)
Skills: Appraise +3 w/ computers or mechanical devices, Craft (Computer Programming) +8, Craft (Gadgetry) +10, Craft (Mechanical) +10, Drive +14, Gather Information +4, Pilot +9, Profession (Teamster) +6
• Racial Abilities: Bonus Feat at 1st level; +4 bonus skill points at 1st level; +1 bonus skill point/level after 1st; Class with highest level is preferred class for multiclass purposes.
(Cyborg): Augmentations: When a Cyborg is first created; it receives three advantages from the list, below. Furthermore, Cyborgs are allowed to take the Metahuman class, and any Power Enhancement they gain from it can be used, instead, to pick another Augmentation from this list (including new Powers, as long as they can be rationalized).
• +3 Strength (can be taken only once at 1st level and no more than twice total)
• +4 Strength but –1 Dexterity (can be taken only once at 1st level and no more than twice total)
• +2 Dexterity (can be taken only once at 1st level and no more than twice total)
• +3 Constitution (can be taken only once at 1st level and no more than twice total)
• +2 Intelligence (can be taken only once at 1st level and no more than twice total)
• +3 Natural Armor (can be taken up to four times)
• +10-foot base speed and increase running multiple by 1, i.e. from x4 to x5 or from x5 to x6 (can be taken twice)
• Natural-Looking Parts: +2 Charisma (cancels penalty, below) and can pass as a normal human being (at least until metal detectors and the like are used).
• Darkvision up to 60 feet.
• Any one of the following feats: Alertness, Endurance, Great Fortitude, Improved Initiative, Lightning Reflexes, Quick Draw, Resist Dis ease, Resist Poison, or Toughness. Prerequisites are ignored for this purpose (also, I tweaked this list so I can select something more “in-line” with the character concept).
• Any one Standard Power that could logically be placed in a cybernetic device. This augmentation can be taken only once at 1st level; however, it can be taken again, with later Power Enhancements, at the DM’s discretion (which would require that actual physical changes be made to the character’s body).
• Reduced Charisma, -2. Cyborgs tend to be ugly and a bit frightening. Furthermore, the change from an organic being to a mechanical one tends to have a detrimental effect on the human psyche, making the cyborg somewhat cold and aloof. Note that this penalty can be cancelled out with the appropriate Augmentation (see above).