Dynamic Boy Election Day Special

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Aaron Bradley (order #7257839)

description

We hope politicans in your town and state are more honest than the one Dynamic Boy contends with in his origin story, which you'll find in this booklet along with stats for use with ROLF!: The Rollplaying Game.

Transcript of Dynamic Boy Election Day Special

  • Aaron Bradley (order #7257839)

  • Other Books by Bill Madden, from NUELOW Games

    Carnival Murder & Mystery Under the Big Top

    (Also featuring art by Al Plastino and Lee Elias)

    Maddens Boys Starring Dynamic Boy and Yankee Boy, Teen Superheroes!

    Mother Hubbard

    Defender of Innocence, Destroyer of Evil

    The Unholy 3 Troublemakers Troubling Trouble (Also featuring art by Al Plastino)

    All titles contain original material for use with OGL d20 games!

    Dynamic Boy Election Day Special! Comics: Bill Madden Game Design: L.L. Hundal & Steve Miller Editing: Steve Miller

    Some material originally appeared in Maddens Boys, published by NUELOW Games

    NLX014

    Dynamic Boy Election Day Special. Copyright 2014 Steve Miller. All Rights Reserved. Questions and comments may be sent to [email protected].

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    find more DYNAMIC BOY action in

    in MADDENS BOYS FROM NUELOW GAMES!

    Aaron Bradley (order #7257839)

  • Dynamic Boy Election Day Special!

    Dynamic Boy ala ROLF!

    ROLF!: The Rollplaying Game of Big Dumb Fighters is something of flagship title for NUELOW Games. Its a multi-genre game system that we use mostly as the basis for comedy games, but the core mechanics are good for just about anything. Today, we use it to adapt Dynamc Boy to the game. Habitually, we repeat rules used to make characters that come from sources other than the core rulebook. In this case, it means bringing you the meat of ROLF!: Something About Superheroes. (The rest, you can find in ROLF!, which is available where you got this book.)

    New Traits Improv Master: The character can always turn mundane items that are just sitting around into weapons. Each of these objects deals 1d3 points of damage melee damage, or they can be hurled as ranged weapons that deals 1 point of ranged damage. These objects are small or medium-sized. Super Power: The character gives up one or more Combat Maneuver slots in exchange for gaining a personal Super Power, or a Super Power granted by Stuff that is worn or wielded. Giving up 2 Combat Maneuver slots gains the character a personal Super Power. He can either permanently increase his Brawn by 2 points, his Body by 3 points, or he can pick one of the following abilities: Flight: Functions like Run Away!, except Flight can't be countered by another character using Run Away!, and the character doesn't leave the fight (unless he specifically chooses to) but can used Ranged Attacks while aloft and he can chose to land and re-engage with Melee Attacks the following round. Super Speed: The character always acts first in the round and he gets to take an extra action at the end of each round, so the combat sequence becomes ABBAA. (The Spelling After Me takes precedence over Super Speed.) Super Strength: All melee damage dealt by the character is doubled and all damage suffered is reduced by 1 point. Giving up 1 Combat Maneuver slot gains the character an item that can be worn or wielded (including a Hat). The item grants ATT bonuses, Flight, Super Speed, or Super Strength, as described above. The character does not possess the power if he isn't wearing or wielding the item. Characters can replace up to four Combat Maneuver slots with Super Powers, but they must always have at least one Combat Maneuver slot available for Basic Attack. Finally, for each Super Power chosen, the character might gain a bonus power. The character's player rolls 1d6 and consults the following list for the result:

    1. No bonus; 2. Personal and Permanent; +2 Body ATT; 3. +2 Brawn ATT generated by something worn or wielded; 4. Personal and permanent +2 Brawn ATT; 5.Personal and Permanent +1 Brains ATT, including the extra Combat Maneuver slot; 6. Choice of Flight, Super Speed, or Super Strength (generated by Stuff or some food or drink the character must consume for the power to workthe character must carry doses, and it is considered a Small item). Optionally, if all gamers playing agree, players creating characters can select bonuses on the list instead of rolling for them. New Battle Maneuver Furious Fists: When attacking without a weapon, the character may use each of the following Combat Maneuvers and Spellings once per combat: Die Die Die!, Disembowel, and MOORTAAL COMBAAAAT! ATT Body. Pre-Generated Character Heres Dynamic Boy and a sample thug for him to beat up. (Perhaps he came upon him while he was forging ballots on election day!) DYNAMIC BOY (Male) AKA Kent Banning Brawn 16, Body 14, Brains 6 Traits: Improv Master, Superpower (Super Strenth [Personal], Flight [Personal], Bonus: +2 Brawn ATT [Permanent], Nimble Combat Maneuvers: Basic Attack, Furious Fists Important Stuff Worn/Wielded: Superhero Outfit (Armor, absorbs up to 2 points of damage). THUG (Male) AKA Spike Brawn 17, Body 12, Brains 4 Traits: Cowardly, Strategic Bleeding Combat Maneuvers: Basic Attack, Dodge, Disembowel, Run Away! Important Stuff Worn/Wielded: Knife (Regular Melee Weapon, deals 2 points of damage). .

    Aaron Bradley (order #7257839)