The Evil Midnight Bomber What Bombs at Midnight!
I had posted this character class meme on Instagram
a short time ago…
• A note on alignment - some of you may be wondering why I made the Evil Midnight Bomber What Bombs at Midnight Chaotic Neutral instead of evil but watching the episode (and his subsequent appearance where the other supervillians refuse to admit him to their award show) tells me that he isn't Evil.
It got me to thinking about The Evil Midnight Bomber What
Bombs at Midnight from the Tick cartoon and, like so very many
times before, I had to convert
the character into an NPC for use in my campaign. If you wanted to use The Evil Midnight Bomber What Bombs at Midnight in a “standard”
campaign, he would still function in much the same way he does in the show – as
an unstable maniac the adventurers or the City Watch has to deal with.
This is what I came up with (AD&D stats at the end). I hope you enjoy.
- - - - - -
The Evil Midnight Bomber
What Bombs at Midnight (Real Name unrevealed)
CR: 1
Male Human Expert
1
CN Medium
Humanoid
Init: +1,
Senses: Listen +1, Spot +1
Languages:
Read/Write and Speak English
AC: 12 (Costume,
+1 Dex); t: 11, ff: 11
Hp: 6 (1HD)
Immune: - -
Fort +0, Ref +1,
Will +3
Spd: 30’ (6
squares)
Melee +1
Unarmed: 1d3+1 nonlethal
Ranged Touch +1:
Bombs: normally 2d6 fire in a 5’ radius but see below
Combat Gear: Costume,
Bag of Bombs, Smoke Grenades
Str: 12, Dex: 13, Con: 11, Int: 14, Wis: 12, Cha: 10
SA: Class
Abilities
SQ: Class
Abilities
Feats: Builder
(Craft – Chemical and Craft – Electronic) (b), Cautious
Skills: Balance
+4, Concentration +4, Craft (Chemical) +8, Craft (Electrical) +8, Demolitions
+8, Disable Device +8, Drive +4, Jump +5, Knowledge (Local – The City) +5,
Knowledge (Superhumans) +5
Possessions: The
Evil Midnight Bomber What Bombs at Midnight Costume (Heavy Red Overcoat, Black
Gloves and Boots, Leather Helmet with skull insignia and aviator goggles, Dark
Pants) plus a Bag clearly labeled as “Bombs”, Dark Green Volkswagen Beatle
Height: 5’5” Weight: 195 lbs. Hair: Brown Eyes: Brown
Appearance: The
Evil Midnight Bomber What Bombs at Midnight is a white man with poor posture a
red overcoat, aviator goggles, leather helmet with a skull on it. He is usually shirtless under the jacket
• Expert Class
Abilities: Proficient with all simple weapons and Light Armor but not shields,
Skill Versatility (choose any ten skills as class skills)
Weaknesses:
• Mentally
Unstable: The Evil Midnight Bomber What Bombs at Midnight is an extremely unstable man, who often speaks out
loud to nobody, always as if he is telling a story, describing how an
unidentified "he" grills him on how bad he really is. His attempt to
blow up the Comet Club was an effort to prove himself to this
"he". He appears to suffer
from untreated disorganized schizophrenia with symptoms of Tourette's
Bombs: The Evil Midnight Bomber What Bombs at
Midnight carries an unknown number of homemade bombs (although there are at
least 16 and depending on whether or not all bombs placed were shown, there are at least 25) in his bag. Most of these deal
2d6 points of fire damage in a 5’ radius (Craft Chemical check DC15). However, he is capable of crafting explosives
that deal 1d6 fire in a 5’ radius (DC10), 4d6 fire in a 10’radius (DC20), 6d6
fire in a 15’ radius (DC25), 8d6 fire in a 20’ radius (DC30) or 10d6 fire in a
25’ radius (DC35). The amount of time
required to make these explosives depends on how powerful they are.
The Evil Midnight Bomber
What Bombs at Midnight (Real Name unrevealed)
CN Human male Thief
1
AC: 8
MV: 12
HD: 1(d6)
Hp: 6
Saves: PPD: 13; RSW 14, PP: 12, BW: 16, Sp: 15
THAC0: 20
# Att: 1
Dmg: as Greek Fire (2d6 fire in the first round and 1d6
fire in the second round)
Str: 11, Dex: 12, Con: 11, Int: 13, Wis: 11, Cha: 15
Wpn Prof: Grenade Weapon Group
Nonwpn Prof: Alchemy (see below)
SA: Backstab x2
SD: Thief skills: (PP: 21%, OL: 16%, F/RT: 35%, MS: 11%,
HS: 11%, DN: 21%, CW: 60%, RL: 0%)
SZ: M (5’5” tall)
ML: Elite (13-14)
Xp Value: 120
• Grenade Weapon Group Proficiency: This group is made of
items like Greek Fire/Alchemist’s Fire, Acid, Molotov Cocktails, and similar
weapons that are thrown at a target and break open to spill their contents to
cause injury.
• Alchemy is a Wizard Group Nonweapon Proficiency. A Rogue-based character would need to spend 4
Nonweapon Proficiency slots to gain this skill.
Given that it is The Evil
Midnight Bomber What Bombs at Midnight’s signature ability, I am allowing him
to use it with a -3 penalty until he pays off the ability with his next
proficiency slot (at 4th level).
• Treat costume as Leather Armor for purposes of determining AC and penalties to Thief skills.
• A note on alignment - some of you may be wondering why I made the Evil Midnight Bomber What Bombs at Midnight Chaotic Neutral instead of evil but watching the episode (and his subsequent appearance where the other supervillians refuse to admit him to their award show) tells me that he isn't Evil.
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