TEXT:  
  1 
   
  HIDEOUTS & HOODLUMS                     
   
  By Scott Casper (after Gary Gygax & Dave Arneson) 
  Illustrations by Scott Casper (after Joe Shuster) 
  2008 (as if written in 1974) 
  With thanks to the people who made Superman and Dungeons & Dragons, so I could swipe from both 
  and combine them, and Garry Weinberger, Jeremy Best, and “Capt. Liberty” for help with the trophies 
  section. 
  Book Two:  Mobsters and Trophies 
   
   
   
   
   
   
   
   
   
   
  Hideouts & Hoodlums is a modification of the SWORDS & WIZARDRY:  White Box Edition rules, with swords and sorcery 
  elements expunged and replaced with elements of the Golden Age of the superhero genre, circa 1939.  Swords & Wizardry, 
  S&W, and Mythmere Games are the trademarks of Matthew J. Finch and this author is not affiliated with Matthew J. Finch, 
  Marv Breig, or Mythmere Games™.  EZ-BAKE OVEN is the trademark of Hasbro. 
   
   
   
   
   
   
   
  
   
  2 
   
  TABLE OF CONTENTS 
  About Game Mechanics · · · · · · · · · · · · · · · · · · ·  
  2 
  Mobsters· · · · · · · · · · · · · · · · · · · ·  
   
   
  2 
  Mobster Reference Table (Categorical) · · · · · · · ·· 
  3 
  Mobster Descriptions (Alphabetical) · · · · · · · · · · 
  6 
  Aliens· · · · · · · · · · · · · · · · · · · · ·  
   
   
  6 
  Bandits· · · · · · · · · · · · · · · · · · · · · 
   
   
  7 
  Cavemen· · · · · · · · · · · · · · · · · · · · · 
   
   
  9 
  Demons, Baalrog· · · · · · · · · · · · · · · · · · · · · 
   
  11 
  Efreet· · · · · · · · · · · · · · · · · · · · ·  
   
   
  13 
  Fu Manchus· · · · · · · · · · · · · · · · · · · · ·  
   
  15 
  Gargoyles · · · · · · · · · · · · · · · · · · · · · 
   
   
  15 
  Half-Pints· · · · · · · · · · · · · · · · · · · · · 
   
   
  18 
  Lions· · · · · · · · · · · · · · · · · · · · ·  
   
   
  19 
  Mad Scientists· · · · · · · · · · · · · · · · · · · · · 
   
  20 
  Napoleons· · · · · · · · · · · · · · · · · · · · · 
   
   
  22 
  Octopi, Giant· · · · · · · · · · · · · · · · · · · · ·  
   
  23 
  Piranhas, Giant· · · · · · · · · · · · · · · · · · · · · 
   
  24 
  Rats, Giant· · · · · · · · · · · · · · · · · · · · · 
   
   
  24 
  Sabre-Toothed Cats· · · · · · · · · · · · · · · · · · · · · 
   
  28 
  Thugs· · · · · · · · · · · · · · · · · · · · ·  
   
   
  30 
  Ultra-Mad Scientists· · · · · · · · · · · · · · · · · · · · ·  
  31 
   
  Vampires· · · · · · · · · · · · · · · · · · · · · 
   
   
  31 
  Wasps, Giant· · · · · · · · · · · · · · · · · · · · ·  
   
  32 
  Zombies· · · · · · · · · · · · · · · · · · · · · 
   
   
  33 
  Better Mobsters· · · · · · · · · · · · · · · · · · · · · 
   
  33 
  Creating Mobsters · · · · · · · · · · · · · · · · · · · · · 
   
  35 
  Trophies· · · · · · · · · · · · · · · · · · · · · 
   
   
  36 
  Currency Exchange Rates· · · · · · · · · · · · · · · · · · · · · 
  36 
  Gems· · · · · · · · · · · · · · · · · · · · ·  
   
   
  37 
  “Trading” $ Value for Treasures· · · · · · · · · · · · ·  
  37 
  $5,000 Trade Out· · · · · · · · · · · · · · · · · · · · ·  
  38 
  $1,000 Trade Out· · · · · · · · · · · · · · · · · · · · ·  
  38 
  $100 Trade Out· · · · · · · · · · · · · · · · · · · · · 
   
  39 
  Hi-Tech Trophy Tables· · · · · · · · · · · · · · · · · · · · · 
  40 
  Magic Item Tables· · · · · · · · · · · · · · · · · · · · · 
   
  54 
  Inventing and Magical Research· · · · · · · · · · · · · · · · · · · 67 
   
  Wrecking Things for Non-Superheroes· · · · · · · · · · · · ·   67 
   
   
  ABOUT GAME MECHANICS:  Italicized text will be taken from the S&W Boxed Set rules with little 
  modification, only replacing the names of mechanics that have been replaced.  The retained game 
  mechanics from S&W are equally applicable to any genre.  All other material is new to this edition and 
  specific to the comic book genre. 
  MOBSTERS:  Mobsters are, specifically, criminals belonging to a mob, but the term will also be used 
  
   
  3 
   
  throughout this work as a general term for anyone or anything encountered within a hideout.  When 
  the mobsters are men, this terminology will make good sense.  When the mobsters are of different 
  types or categories, such as undead, constructs, plants, or animals, they may be referred to as one of 
  these types if it makes the text clearer to distinguish them so.   
    There’s not a lot of detail given about the mobsters, because the more detail given, the more your own mental 
  image of the fantasy world is going to be locked into a single track.  That said, each mobster will be 
  described in the following terms: 
    Mobster “to-hit” Rolls 
    If you’re using the Ascending System AC, mobsters roll a d20 to attack, add their Hit Dice to the 
  number (maximum bonus of +15), and if the result is equal to or higher than the defender’s AC, the 
  attack hits and does damage. 
    If you’re using the Standard AC System, mobsters roll a d20 to attack, add their hit dice to the 
  number (maximum bonus of +15), and the die roll is compared to the table below. If the attack roll is 
  equal to or higher than the number on the table, the attack hits and does damage. 
    See the Attack Roll “to-hit” Table in Vol. 1. 
  No. Appearing:  a guideline for hideout design.  Obviously, more could be met at one time.   
   
    Armor Class:  See Vol. 1 for the difference between the Descending and Ascending Systems.  Armor 
  Class is, again, a guideline.  Mobsters might wear more or less armor.  The numbers do not take cover 
  into account either. 
   
    Hit Dice: This is the number of dice (d6) rolled to determine an individual mobster’s hit points. If 
  there is a plus or minus next to the number, you add or subtract that number from the total, only once. 
  For a mobster with 4+1 hit dice, you’d roll 4d6, and then add one more HP. 
   
    Total Hit Bonus: This is the number the mobster adds to its attack roll to see if it scores a hit. It is 
  exactly the same as the mobster’s hit dice.  
   
    Attacks: This entry shows you the number of attacks and the damage they inflict. Mobsters have 1 
  attack and inflict 1d6 damage—but there are exceptions.  Mobsters fight as if Fighters of the same Hit 
  Dice.  Their HD also reflects, as it does for Fighters, the number of times mobsters can attack “normal” 
  men (non-classed and less than 1 HD) in one turn of combat.  Generally, mobsters will have more than 
  one attack per turn only if they have more than one form of natural weaponry (bite, claw, etc.).  
  Natural weapons do not count as unarmed combat. 
   
    Saving Throw: This shows the target number, on a d20, the mobster needs to exceed or beat in order 
  to make a successful saving throw. This number is found by taking 19 minus the hit dice of the mobster. 
   
    Special: This is just a “flag” for the Editor to remind him that the mobster has a special ability. 
   
  
   
  4 
   
    Move: This number is the mobster’s movement rate, and it’s handled just as movement rates are 
  handled for Heroes.  Movement is base movement, alterable by terrain.  Numbers after a slash are 
  flying speed, while numbers after two slashes are for swimming speed. 
   
    Hit Dice Equivalent (HDE): This is used to separate the mobster into “difficulty levels,” so that 
  when you’re creating an adventure you’ve got some guidelines about what the characters can handle. 
  XP tells you how many experience points the Hero gains for defeating the mobster. 
    Some mobsters have multiple saving throws and HDE's listed. This is because certain mobsters have 
  a range of hit dice. Order is always from lowest HD to highest HD. 
    Some mobsters may have “magic resistance.” The given percentage chance is the likelihood that any 
  magic used against the mobster (other than weapon bonuses) will fail to take effect. Roll a d100, and 
  the magic will fail if the result is less than the given percentage. 
  Mobster Reference Table (Categorical):  The following table is arranged by category as follows:  
  mobsters, humanoids, undead, constructs, creatures, plants, and animals.  Within each category, all 
  entries are arranged hierarchically, with those being the most powerful, perceived as the most 
  powerful, held in highest regard, or at the top of their food chain at the top.  Some ranking is more 
  subjective than others and should be used only as a guideline for the Editor in staging increasingly 
  more important encounters.  Special characteristics are dealt with in the alphabetic mobster 
  descriptions below the table. 
  Table 1:  Mobster Reference Table 
  Type 
   
              Numbers           AC [AAC] 
   Move     
  Hit Dice        
  Mobsters 
   
   
   
   
  Cavemen 
  1d2 
  7 [12] 
  60 ft. 
  3 
  Savages 
  3d10 
  9 [10] 
  60 ft. 
  1 
  Nomads 
  2d12 
  9 [10] 
  60 ft. 
  1+1 
  Dervishes 
  1d20 
  9 [10] 
  60 ft. 
  2 
  Pirates 
  3d6 
  9 [10] 
  60 ft. 
  1 
  Bandits 
  1d20 
  9 [10] 
  60 ft. 
  1 
  Half-pints 
  1d10 
  7 [12] 
  45 ft. 
  1/2 
  Brigands 
  2d8 
  9 [10] 
  60 ft. 
  1+1 
  Robbers 
  1d8 
  7 [12] 
  60 ft. 
  1 
  Hoodlums, drunken 
  1d10 
  9 [10] 
  45 ft. 
  1+1 
  Vamps 
  1d3 
  9 [10] 
  60 ft. 
  1-1 
  Hoodlums, cowardly 
  1d20 
  9 [10] 
  60 ft. 
  1-1 
  Hoodlums, yellow peril 1d8 
  7 [12] 
  70 ft. 
  2 
  Corrupt politicians 
  1d2 
  9 [10] 
  60 ft. 
  1 
  Hoodlums, slick  
  1d12 
  9 [10] 
  60 ft. 
  1 
  Thugs 
  1d12 
  5 [14] 
  60 ft. 
  2 
  Mad scientists 
  1d2 
  9 [10] 
  60 ft. 
  2 
  
   
  5 
   
  Ogres 
  1d4 
  5 [14] 
  45 ft. 
  4+1 
  Master criminals 
  1d2 
  7 [12] 
  60 ft. 
  3+1 
  Napoleons 
  1 
  7 [12] 
  60 ft. 
  4+1 
  Ultra-mad scientists 
  1 
  9 [10] 
  60 ft. 
  4 
  Fu Manchus 
  1 
  8 [11] 
  60 ft. 
  5 
  Genghis Khans 
  1 
  7 [12] 
  60 ft. 
  5+1 
  Humanoids 
   
   
   
   
  Gargoyles 
  1d3 
  5 [14] 
  45 ft/75 ft. 
  4 
  Lycanthropes, 
  werewolf 
  1d8 
  5 [14] 
  75 ft. 
  3+3 
  Mermen 
  1d8 
  8 [11] 
  45 ft.//90 ft. 
  3+1 
  Trolls 
  1d2 
  4 [15] 
  60 ft. 
  6+3 
  Centaurs 
  1d4 
  5 [14] 
  90 ft. 
  4 
  Aliens 
  1d2 
  3 [16] 
  150 ft. 
  3 
  Ogre mages 
  1 
  4 [15] 
  60 ft./90 ft. 
  5+4 
  Giants 
  1d6 
  varies 
  Varies 
  varies 
  Djinn 
  1 
  4 [15] 
  45 ft./120 ft. 
  7+3 
  Efreet 
  1 
  2 [17] 
  45 ft./120 ft. 
  10 
  Demon, Baalrogs 
  1 
  2 [17] 
  30 ft./90 ft. 
  10 
  Undead 
   
   
   
   
  Skeletons 
  1d10 
  8 [11] 
  45 ft. 
  1  
  Zombies 
  1d8 
  8 [11] 
  30 ft. 
  1 
  Wraiths 
  1d6 
  3 [16] 
  60 ft./120 ft. 
  4 
  Mummies 
  1d4 
  3 [16] 
  30 ft. 
  5+1 
  Spectres 
  1d2 
  2 [17] 
  75 ft./150 ft. 
  6+1 
  Vampires 
  1 
  2 [17] 
  60 ft/90 ft. 
  7-9 
  Constructs 
   
   
   
   
  Androids 
  1 
  6 [13] 
  60 ft. 
  1+1 
  Robots 
  1d4 
  5 [14] 
  15 ft. 
  2 
  Robots, large 
  1d3 
  4 [15] 
  30 ft. 
  4 
  Robots, huge 
  1d2 
  3 [16] 
  45 ft. 
  7 
  Robots, giant 
  1 
  2 [17]  
  60 ft. 
  15 
  Creatures 
   
   
   
   
  Grey oozes 
  1d4 
  7 [12] 
  10 ft. 
  3+1 
  Magma monsters  
  1d6 
  2 [17] 
  30 ft. 
  varies 
  Cockatrices 
  1d2 
  6 [13] 
  30 ft./90 ft. 
  5 
  Manticores 
  1d2 
  4 [15] 
  60 ft./90 ft. 
  6+1 
  Black puddings 
  1 
  6 [13] 
  30 ft. 
  10 
  
   
  6 
   
  Elementals 
  1 
  2 [17] 
  varies 
  varies 
  Basilisks 
  1 
  4 [15] 
  60 ft. 
  6 
  Chimera 
  1 
  5 [14],  
  4 [15],  
  3 [16] 
  45 ft./90 ft. 
  9 
  Sea monsters 
  1 
  4 [15] 
  15 ft.//60 ft. 
  15+ 
  Dragons 
  1 
  2 [17] 
  60 ft./120 ft. 
  9-12 
  Plants 
   
   
   
   
  Creeper vines 
  1d8 
  9 [10] 
  15 ft. 
  1/2 
  Venus flytraps, giant 
  1d4 
  9 [10] 
  5 ft. 
  1-1 
  Animals 
   
   
   
   
  Octopi, giant 
  1d2 
  7 [12] 
  //60 ft. 
  4 
  Centipedes, giant 
  1d20 
  varies 
  varies 
  varies 
  Wasps, giant 
  1d12 
  8 [11] 
  //60 ft. 
  1+1 
  Beetles, giant 
  1d20 
  6 [13]  
  45 ft. 
  1+3 
  Spiders, giant 
  1d20 
  9 [10] 
  60 ft. 
  1+1 
  Piranhas, giant 
  1-20 
  8 [11] 
  //60 ft. 
  2 
  Sharks 
  1d8 
  7 [12] 
  //90 ft. 
  6+1 
  Snakes, giant 
  poisonous 
  1-12 
  8 [11] 
  45 ft. 
  2 
  Snakes, constrictor 
  1-4 
  9 [10] 
  30 ft. 
  3 
  Alligators 
  1d6 
  8 [11] 
  45 ft.//60 ft. 
  4 
  Lizard, giant 
  1d4 
  varies 
  varies 
  varies 
  Bats, giant vampire 
  1d20 
  8 [11] 
  15 ft./75 ft. 
  1/2 
  Rats, giant 
  2d12 
  7 [12] 
  60 ft.//30 ft. 
  1/2 
  Dogs, watch 
  1d6 
  8 [11] 
  75 ft. 
  1+1 
  Wolves 
  2-12 
  8 [11] 
  75 ft. 
  2 
  Apes 
  1d4 
  8 [11] 
  60 ft. 
  3+1 
  Bears 
  1d4 
  6 [13] 
  60 ft. 
  7 
  Lions 
  1d4 
  8 [11] 
  75 ft. 
  4+1 
  Sabre-toothed cats 
  1d3 
  7 [12] 
  75 ft. 
  5 
  Giant ground sloths 
  1 
  5 [14] 
  50 ft. 
  16 
  Woolly mammoths 
  1 
  4 [15] 
  60 ft. 
  20 
  MOBSTER DESCRIPTIONS (Alphabetical):   
  Aliens 
  Armor Class:  
   
  3 [16] 
  Hit Dice: 
   
  3 
  Attacks:  
   
  weapon (1d6) 
  
   
  7 
   
  Special:  
   
  see below 
    
  Move:  
   
  150 
  HDE/XP: 
   
  4/160 
  Aliens come from other planets, usually ones bearing the same name as obscure elements.  They have been on 
  Earth long enough for their exposure to our environment to physically enhance them (new arrivals may have 
  lesser stats while older arrivals may have greater stats).  They can make 72-ft. high jumps and, generally, wreck 
  things as if 1st-level Superheroes.  There is a 50% chance of aliens looking identical to humans, but an equal 
  chance of the aliens having 1d4 of the following characteristics:  
  Table 2:  Alien Characteristics 
  Roll 
  Characteristic 
  1 
  Green skin 
  2 
  1d2 extra eyes 
  3 
  Mouth full of fangs 
  4 
  1d2 extra arms 
  5  
  Furry body 
  6 
  Tail 
  7 
  1d4 extra feet tall 
  8 
  Bulbous, oozing body 
  9 
  Long, drooling tongue 
  10 
  Tentacles instead of arms 
  Alligators 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  4 
  Attacks:  
   
  bite (1d6) or tail slap (1d6+1) 
  Special:  
   
   drown  
  Move:  
   
  45 (60 swimming) 
  HDE/XP: 
   
  4/160 
  Hideouts in swamps will often stock the swamps with large, man-eating alligators.  Lethargic until 
  aroused, alligators make good stepping stones for 1d2 turns before rearing up to attack.  An alligator 
  that successfully bites an opponent with less hit dice tries to pull its victim underwater and will drown 
  him in 1d2 turns unless a save against science is made.  Use these stats for crocodiles as well. 
  Androids 
  Armor Class:  
   
  6 [13] 
  Hit Dice: 
   
  1+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
   ½ damage from fire 
  Move:  
   
  60 
  HDE/XP: 
   
  1/40 
  Artificial constructs made with synthetic body parts and given artificial intelligence – despite the fact 
  
   
  8 
   
  that transistors have not even been invented yet.  Androids are near-identical to humans, with only a 1 
  in 6 chance of detecting the differences.  Androids take half damage from fire.  In 10% of androids is a 
  flaw that makes them burst into flame when exposed to oxygen.  These androids function just as the 
  android character race. 
  Apes 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  3+1 
  Attacks:  
   
  rend (1d6) 
  Special:  
   
   none 
  Move:  
   
  60 
  HDE/XP: 
   
  3/120 
  These are big, ferocious gorillas (other species of ape would have less HD; giant apes might have 
  double this HD or more). 
  Bandits 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  Move:  
   
  60 
  HDE/XP: 
   
  1/40 
  These are the mobsters of rural, but civilized areas.  They are Neutral in Alignment and, although they 
  may attack to defend their territory, they are in it for the money and can be bribed to leave people 
  alone (one morale check per $1 per bandit).  For every 15 bandits, there will be one Fighter of 2nd, 3rd, 
  or 4th level.  Composition of force will be 65% unarmored and armed with bolt-action rifles, 25% 
  armored with bulletproof vests and armed with semi-automatic rifles, and 10% armored with flak 
  jackets and armed with machine pistols. 
    Basilisks 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  6 
    Attacks: 
   
  bite (1d6) 
    Special: 
   
  petrifying gaze 
    Move:  
   
  45 
    HDE/XP: 
   
  8/800 
   
    Basilisks are great lizards whose gaze turns to stone anyone meeting its eye (one way of resolving this: fighting 
  without looking incurs a -4 penalty to-hit). If the basilisk’s own gaze is reflected back at it, it has a 10% chance to 
  force the basilisk into a saving throw against being turned to stone itself.  Basilisks are either produced by 
  magic or mad science and are only found in hideouts. 
  Bats, Giant Vampire 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  ½  
  
   
  9 
   
  Attacks:  
   
  bite (1d3) 
  Special:  
   
  entanglement 
  Move:  
   
  15 (75 flying) 
  HDE/XP: 
   
  <1/20 
  Mutated by mad science, these vampire bats have a 5 ft. wingspan.  If their victim(s) has long hair, 
  giant vampire bats become “stuck” in the hair and can continue hitting automatically after their first 
  hit. 
  Bears 
  Armor Class:  
   
  6 [13] 
  Hit Dice: 
   
  7 
  Attacks:  
   
  claw (1d6), bite (1d6-1) 
  Special:  
   
  none  
  Move:  
   
  60 
  HDE/XP: 
   
  7/280 
  These stats apply to brown grizzly bears (black bears would have slightly less; polar bears or 
  prehistoric cave bears would have slightly more).   
    Beetles, Giant  
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  1+3 
    Attacks: 
   
  bite (1d6-1) 
    Special: 
   
  none 
    Move:  
   
  60 
    HDE/XP: 
   
  1/40 
  Mutated by mad science, these goliath beetles have been enlarged to 3 ft. long.  Their mandibles are 
  strong enough to lift a grown man off the ground and carry him. 
    Black Puddings 
    Armor Class:   
  6 [13] 
    Hit Dice: 
   
  10 
    Attacks: 
   
  smother (1d6+3) 
    Special: 
   
  acidic 
    Move:  
   
  30 
    HDE/XP: 
   
  11/1700 
   
    Blots of ink from the cartoonist's pen on the comic book page that have come malevolently to life, ink 
  blots are also known as black puddings, as that is what they also resemble.  Black puddings are 
  amorphous globs with an acidic surface. They are subterranean predators and scavengers. Any weapon or 
  armor contacting a black pudding will be eaten away by the acid as follows: weapon (1 hit by weapon), 
  chainmail or lesser armor (1 hit by pudding), plate mail (2 hits by pudding). If a weapon or armor is magical, it 
  can take an additional hit per +1 before being dissolved. They are immune to cold, and divide when attacked by 
  lightning. 
  Brigands 
  
   
  10 
   
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  Move:  
   
  60 
  HDE/XP: 
   
  1/40 
  As per bandits, but make morale checks as professionals and are of Chaotic Alignment.  Brigands 
  cannot be bribed into leaving their victims alone. 
  Cavemen 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  3 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  Move:  
   
  60 
  HDE/XP: 
   
  3/120 
  Though Neanderthals were not extraordinarily stronger than ordinary humans, the ones who were 
  frozen in ice and then thaw in modern times to run amok were invariably super-strong mutants or 
  mutated while frozen.  These cavemen should be capable of wrecking things as well as a 1st level 
  Superhero.  They do not wear armor, despite their AC.  They make morale checks as if cowardly, 
  superstitious criminals, though they are always of Neutral Alignment. (NOTE:  Cavemen living in 
  hidden lands today should be treated as pygmies, despite their above-average height)   
    Centaurs 
    Armor Class:   
  5 [14], 4 [15] w/ shield 
    Hit Dice: 
   
  4 
    Attacks: 
   
  kick or weapon (1d6) 
    Special: 
   
  none 
    Move:  
   
  90 
    HDE/XP: 
   
  5/240 
   
    Half man, half horse, centaurs are fierce warriors and well-known creatures of mythology. The Editor may 
  choose any “version” of the centaur from myth or folklore for his campaign: some are evil, some aloof, and 
  some are soothsayers.  All are found in remote, enchanted areas of the world and very rarely in hideouts.   
    Centipedes, Giant 
    Listings are for: small, medium, and large 
   
    Armor Class:   
  9 [10], 5 [14], 0 [20] 
    Hit Dice: 
   
  (1d2 HP), 2, 4 
    Attacks: 
   
  bite: 0, 1d6-1, 1d6+1 
    Special: 
   
  poison (save): +4, +6, +4 
    Move:  
   
  65, 75, 90 
    HDE/XP: 
   
  2/80, 4/240, 6/400 
   
    Small: Giant lethal centipedes of the small size inflict a poisonous bite with a +4 modifier to opponent’s 
  saving throw, but inflict no damage if the saving throw is successful.  Any victim who misses the save will fall 
  
   
  11 
   
  unconscious with a raging fever for 1d3 hours. 
   
    Medium: This man-sized giant centipede is a deadly predator with armored segments, and a near-deadly bite.  
  Any victim who misses the save will fall into a coma for 1d12 days. 
   
    Large: A twenty-foot long horror of chitin, multiple legs, and clashing pincers dripping with venom.  Any 
  victim who misses the save will die in 2d4 turns.  While “small” giant centipedes may grow naturally in 
  hideouts, the “medium” and “large” ones are usually the result of magic or mad science.  
    Chimera 
    Listings are for: goat, lion, dragon 
   
    Armor Class:   
  5 [14], 4 [15], 3 [16] 
    Hit Dice: 
   
  9 
    Attacks: 
   
  3 attacks: 1d6-1, 1d6, 1d6+1 
    Special: 
   
  breathes fire, flies 
    Move:  
   
  45 (90 when flying) 
    HDE/XP: 
   
  11/1700 
   
    The chimera has three heads; one is the head of a goat, one the head of a lion, and one the head of a dragon. 
  Great wings rise from its lion-like body. The dragon head can breathe fire (3 times per day) with a range of 50 ft, 
  causing 3d6 damage to anyone caught within the fiery blast (saving throw for half damage).  Although the 
  chimera has its roots in mythology, chimera found today are much more likely to be the patchwork 
  work of mad scientists. 
   
    Cockatrices 
    Armor Class:   
  6 [13] 
    Hit Dice: 
   
  5 
    Attacks: 
   
  bite (1d3+special) 
    Special: 
   
  bite turns bitten into stone 
    Move:  
   
  30 (90 when flying) 
    HDE/XP: 
   
  7/600 
   
    Resembles a bat-winged rooster with a long, serpentine tail. Its bite turns enemies to stone unless a successful 
  saving throw is made. 
  Corrupt Politicians 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  summon Fighters 
  Move:  
   
  60 
  HDE/XP: 
   
  1/40 
  Mayors, trustees, councilmen – any public official taking money from organized crime may wind up in 
  a hideout someday.  Politicians are not particularly effective in the hideout, but if alerted in advance of 
  combat, can summon police (1d8 beat cops) to attack the Heroes when they leave the hideout. 
  
   
  12 
   
  Creeper Vines 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  ½  
  Attacks:  
   
  grab (1d3) 
  Special:  
   
  hold fast, paralysis 
  Move:  
   
  15 
  HDE/XP: 
   
  >1/20 
  Mad scientists sometimes go into botany and produce things like these vines that act like constrictor 
  snakes.  A successful hit means the victim is held fast and will take constriction damage each round 
  until the vine is killed or magically compelled.  Some 20% of creeping vines leak a paralyzing sap (save 
  against poison or paralyzed for 2-12 turns). 
  Demons, Baalrog 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  10 
    Attacks: 
   
  sword (1d6+1), whip 
    Special: 
   
  see below 
    Move:  
   
  30 (75 when flying) 
    HDE/XP: 
   
  10/1400 
   
    The Baalrog’s name means, roughly, the Bull of Baal: the Baal-aurochs (the aurochs was a bull that stood 
  twelve feet tall at the shoulder and Baal is an ancient and evil pagan deity). These powerful demons somewhat 
  resemble vast minotaurs with great, spreading bat-wings; they burn with the fires of hell and are wreathed in 
  flame. The spells of casters below 6th level do not affect them, and against higher-level spell casters they are yet 
  75% immune to all spells. In combat, a baalrog uses whip and sword; the whip can be used to reach great 
  distances—on a successful hit the victim is pulled close to the baalrog and burned by the fires of the demon’s 
  body (3d6 hit points). Baalrogs are sometimes referred to in ancient texts as Balor or Baalor, which may be the 
  name of a single demon rather than a term for all of them. A baalrog could be forced or tricked into the service 
  of a powerful wizard, but the risk would be immense. 
  Dervishes 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  2 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  +1 to hit 
  Move:  
   
  60 
  HDE/XP: 
   
  2/80 
  Found primarily in the Middle East, but also Africa and Asia, dervishes are fanatically religious nomads 
  who make morale checks as fanatical followers, have a +1 to hit bonus in combat (+2 vs. non-classed 
  or below 1 HD opponents), and are Lawful in Alignment.  In addition to leader-type Fighters as per 
  bandits, dervishes will always be led by 1 4th level Superhero.   
    Djinn 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  7+2 
  
   
  13 
   
    Attacks: 
   
  fist or weapon (2d6-1) 
    Special: 
   
  flight, magic, whirlwind 
    Move:  
   
  45 (120 when flying) 
    HDE/XP: 
   
  9/1100 
   
    Djinn are one of the genies of folklore, creatures of the air (and possibly of the elemental planes). They can 
  carry 700 pounds of weight, and have a number of magical powers. A djinni can create food and water of high 
  quality, as well as wooden and cloth objects. They can also create objects of metal (including coins), but all such 
  magically created metals disappear in time. Djinn can call up illusions, and although these are quite excellent 
  they disappear when touched. Djinni can turn themselves into gaseous form (cannot attack or be attacked, can 
  enter any area that is not airtight), and can become invisible at will. Finally, a djinni can turn itself into a 
  whirlwind much like an air elemental, sweeping away any creature with one or fewer hit dice (the diameter of 
  the whirlwind is 10 ft. More powerful types of djinn might be capable of granting limited wishes or even true 
  wishes. 
  Dogs, Watch 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  1+1 
  Attacks:  
   
  bite (1d6-1) 
  Special:  
   
  see below 
  Move:  
   
  75 
  HDE/XP: 
   
  1/40 
  Watch dogs are not fooled by invisibility, nor do they suffer a -2 penalty for attacking humans in dim 
  light. 
    Dragons 
    All dragons have a breath weapon of some kind, which can be used three times in a day.  The Editor chooses 
  when a dragon will use the breath weapon, or may roll a 50% chance in any given round.  Do not roll hit 
  points for dragons as normal. Instead, determine the age category of the dragon, and that will tell you both 
  the dragon’s hit points per die and how many points of damage per hit die the dragon’s breath inflicts: 
   
  • 
  Very young dragon: 1 hit point per hit die, 1 hit point per die inflicted by breath weapon. 
   
  • 
  Young: 2 hit points per hit die, 2 hit points per die inflicted by breath weapon. 
   
  • 
  Immature: 3 hit points per hit die, 3 hit points per die inflicted by breath weapon. 
   
  • 
  Adult: 4 hit points per hit die, 4 hit points per die inflicted by breath weapon. 
   
  • 
  Old: 5 hit points per hit die, 5 hit points per die inflicted by breath weapon. 
   
  • 
  Very Old (100+ years old): 6 hit points per hit die, 6 hit points per die inflicted by breath weapon. 
  Dragons are found in enchanted, remote, wilderness areas, or in the depths under magic-laden 
  hideouts.  The body of an adult dragon is roughly the size of a Clydesdale horse. 
    Dragons, Gold 
    Armor Class:   
  2 [17] 
  
   
  14 
   
    Hit Dice: 
   
  10–12 
    Attacks: 
   
  claw (1d6), bite (2d6+1) 
    Special: 
   
  breathes fire or gas 
    Move:  
   
  60 (120 when flying) 
    HDE/XP: 
   
  12/2000, 13/2300, 14/2600 
    Gold dragons are the celestial dragons of Oriental legend.  They are Lawful in Alignment, can always speak, 
  and cast spells as if a Magic-User of equal level to their age category (so that very old gold dragons are 6th 
  level Magic-Users).  They can choose to either breathe fire in a cone 90 ft long and roughly 30 ft wide at the 
  base, or breathe chlorine gas in a cloud 50 ft long, 40 ft wide, and 30 ft high.   
    Dragons, Red 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  9–11 
    Attacks: 
   
  claw (1d6), bite (2d6) 
    Special: 
   
  breathes fire 
    Move:  
   
  60 (120 when flying) 
    HDE/XP: 
   
  11/1700, 12/2000, 13/2300 
   
    Red dragons are the fire-breathing wyrms of European legend (NOTE that some dragons are green instead 
  of red).   They breathe fire in a cone-shape 90 ft long and roughly 30 ft wide at the base.  
    Efreet 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  10 
    Attacks: 
   
  fist or sword (2d6) 
    Special: 
   
  Wall of Fire 
    Move:  
   
  45 (120 when flying) 
    HDE/XP: 
   
  12/2000 
   
    Efreet are a type of genie, associated with fire (unlike the djinn, who have powers over the air). Efreet can 
  carry up to a thousand pounds of weight, and under the right circumstances they can be forced to serve as a 
  slave (until they figure out how to free themselves). An efreeti can cast Wall of Fire (per the spell Wall of Defense 
  I). They appear as giant humans with cruel features, their skin flickering with flames.  Efreet are very rarely 
  visitors to this world from a magical dimension.  They are more often summoned by wizards.   
    Elementals 
    Elementals are living manifestations of the basic forms of matter; earth, air, fire, and water. They are usually 
  summoned from their native planes of existence to do the bidding of a powerful wizard. These beings can also be 
  “chained” within objects or structures to give the objects magical properties. Elementals are barely intelligent 
  at all, but they are as powerful as the forces of nature that they actually are. 
   
    Elemental, Air 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  8, 12, 16 
    Attacks: 
   
  strike (1d6+1) 
    Special: 
   
  whirlwind 
    Move:  
   
  180 (flight) 
  
   
  15 
   
    HDE/XP: 
   
  9/1100, 13/2300, 17/3400 
   
    Air elementals can turn into a whirlwind of air with a diameter of 30 ft, hurling any creature of 1 HD or less for 
  great distances (almost certainly rendering them unconscious). Elemental whirlwinds are approximately 100 ft 
  high. 
   
    Elemental, Earth 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  8, 12, 16 
    Attacks: 
   
  fist (3d6) 
    Special: 
   
  tear down stone 
    Move:  
   
  30 
    HDE/XP: 
   
  9/1100, 13/2300, 17/3400 
   
    Earth elementals are hulking man-shapes of rock and earth. They batter opponents with their great fists, 
  although damage is reduced by 1d6 if the opponent is not standing upon earth or rock. Earth elementals can tear 
  apart stone structures, able to rip down even a castle wall in a matter of 1d4+4 rounds (minutes).  Earth 
  elementals wreck things as if a Superhero of 2 levels lower than their hit dice. 
   
    Elemental, Fire 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  8, 12, 16 
    Attacks: 
   
  strike (2d6) 
    Special: 
   
  ignite materials 
    Move:  
   
  60 
    HDE/XP: 
   
  9/1100, 13/2300, 17/3400 
   
    Fire elementals are formless masses of flame, perhaps with a vaguely human shape. Their attacks cause 
  flammable materials to ignite if the material fails a saving throw (as determined by the Editor). 
   
    Elemental, Water 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  8, 12, 16 
    Attacks: 
   
  strike (2d6) 
    Special: 
   
  can overturn ships 
    Move:  
   
  30 (90 when swimming) 
    HDE/XP: 
   
  9/1100, 13/2300, 17/3400 
   
    Water elementals cannot move more than 60 ft from a large body of water, and their damage is reduced by 1d6 
  if the opponent is not standing in water (or swimming, etc). These powerful beings can overturn small boats, and 
  can overturn a ship if given 1d4+4 rounds to work at it. On water, they can attack ships, battering them to pieces 
  within one hour if not prevented or distracted. 
  Fu Manchus 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  5 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  spells, poison 
  
   
  16 
   
  Move:  
   
  60 
  HDE/XP: 
   
  5/200 
  Master oriental assassins who are part-assassin, part-mad scientist, and all about world domination.  
  Unlike regular mad scientists, Fu Manchus conceal their inventions so as to have the appearance of 
  being Magic-Users (though 50% of Fu Manchus are also  1st -2nd level Magic-Users).  Fu Manchus have 
  all the abilities of a Napoleon.  Their AC is based on martial arts defense instead of armor and they can 
  attack open-handed or with claw-like fingernails without the use of weapons, though 75% of the time 
  they are armed with a knife as well.  There is a 50% chance of the knife being poisoned, requiring a 
  save against poison or death. 
    Gargoyles 
    Armor Class:   
  5 [14] 
    Hit Dice: 
   
  4 
    Attacks: 
   
  claw (1d6) 
    Special: 
   
  flight 
    Move:  
   
  45 (75 when flying) 
    HDE/XP: 
   
  6/400 
   
    Gargoyles are winged creatures resembling the carven monstrosities that bedeck the walls of cathedrals and 
  many subterranean dungeons. They can be vicious predators.  Gargoyles are a magical race that dwells in 
  magical, subterranean places under the Earth. 
   
  Genghis Khans 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  5+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  +2 to hit 
  Move:  
   
  60 
  HDE/XP: 
   
  5/240 
  Master criminals with world domination ambitions and the ability to whip an entire ethnic group into 
  fanatical followers.  Genghis Khans have all the abilities of a Napoleon as well as personally enjoying a 
  +2 bonus to attack rolls.  Genghis Khans wear hide armor (50%) or bulletproof vests (50%).  They also 
  have equal chances of being equipped with a sword and bow or a machine pistol. 
    Giants 
    Giants are a staple of fantasy gaming, huge and dangerous creatures that often have a taste for human flesh. 
  Most are not particularly intelligent. 
   
    Giant, Cloud 
    Armor Class:   
  3 [16] 
    Hit Dice: 
   
  13 
    Attacks: 
   
  weapon (3d6) 
    Special: 
   
  hurl boulders 
    Move:  
   
  75 
    HDE/XP: 
   
  13/2300 
   
  
   
  17 
   
    Cloud giants are cunning beasts, often living in cloud-castles in the sky (hence their name). They throw rocks 
  and other missiles as if they had the Extend Missile Range III power at will. Cloud giants are famous for 
  their ability to smell out food, enemies, and Englishmen.  They can wreck things as if at least 5th level 
  Superheroes. 
   
    Giant, Fire 
    Armor Class:   
  3 [16] 
    Hit Dice: 
   
  12 
    Attacks: 
   
  weapon (2d6+2) 
    Special: 
   
  hurl boulders, immune to fire 
    Move:  
   
  60 
    HDE/XP: 
   
  12/2000 
   
    Fire giants are usually found near volcanic mountains, in great castles of basalt or even iron. They throw 
  boulders and other missiles as if they had the Extend Missile Range II power at will.  They can wreck 
  things as if at least 4th level Superheroes. 
   
    Giant, Frost 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  10+1 
    Attacks: 
   
  weapon (2d6+1) 
    Special: 
   
  hurl boulders, immune to cold 
    Move:  
   
  60 
    HDE/XP: 
   
  12/2000 
   
    Frost giants dwell in cold regions, where they build (or conquer) castles in remote places of ice and snow. They 
  throw boulders or great chunks of ice and other missiles as if they had the Extend Missile Range II power 
  at will.  They can wreck things as if at least 3rd level Superheroes. 
   
    Giant, Hill 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  8 
    Attacks: 
   
  weapon (2d6) 
    Special: 
   
  hurl boulders 
    Move:  
   
  60 
    HDE/XP: 
   
  9/1100 
   
    Hill giants are the least of the giant races; most are brutish cave-dwellers who dress in pelts and uncured hides. 
  They throw rocks and other missiles as if they had the Extend Missile Range I power at will.  They wreck 
  things as if at least 1st level Superheroes. 
   
    Giant, Stone 
    Armor Class:   
  3 [17] 
    Hit Dice: 
   
  9 
    Attacks: 
   
  club (2d6) 
    Special: 
   
  hurl boulders 
    Move:  
   
  60 
  
   
  18 
   
    HDE/XP: 
   
  10/1400 
   
    Stone giants dwell in caves, isolated in the mountain fastnesses. They throw rocks and other missiles as if 
  they had the Extend Missile Range I power at will, and can be quite crafty in setting up ambushes in their 
  native mountains—travelers who wander into the territory of stone giants seldom return.  They wreck things as 
  if at least 2nd level Superheroes. 
    Grey Oozes 
    Armor Class:   
  8 [11] 
    Hit Dice: 
   
  3 
    Attacks: 
   
  strike (2d6) 
    Special: 
   
  acid, immunities 
    Move:  
   
  10 
    HDE/XP: 
   
  5/240 
   
    Grey ooze is almost identical to wet rock, but is a slimy, formless substance that devours prey and 
  carrion with its acidic secretions, lashing forward to strike enemies. Grey ooze is immune to spells, 
  heat, and cold damage. Metal (but not stone or wood) must make a saving throw against science when 
  exposed to grey ooze (even if the contact is as brief as the strike of a sword) or be rotted through. When the grey 
  ooze hits a character in metal armor, the armor must make an item saving throw. Only cutting and piercing 
  (including gunshots) damages a grey ooze—it is impervious to blunt or crushing attacks. 
  Ground Sloths, Giant 
  Armor Class:  
  5 [14] 
  Hit Dice: 
   
  16 
  Attacks: 
   
  claw (3d6), bite (1d6) 
  Special: 
   
  none 
  Move:  
   
  50 
  HDE/XP: 
   
  24/5,600 
  These giant, rodent-like herbivores can stand like a bear 20 ft. tall and weigh 5 tons.  Very rarely cloned 
  by mad scientists, giant ground sloths are more likely found in lost worlds. 
  Half-Pints 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  ½  
  Attacks:  
   
  weapon (1d3) 
  Special:  
   
  none  
  Move:  
   
  45 
  HDE/XP: 
   
  >1/20 
  These are juvenile delinquents under the leadership of another mobster, usually a lying hoodlum.  
  They can be effective combatants with ordinary toys like slingshots and baseball bats.  However, half-
  pints are highly vulnerable to reformation.  If their adult leader is defeated, any half-pints missing their 
  morale checks will reform and shift from Chaotic Alignment to Lawful. 
  
   
  19 
   
  Hoodlums:  There are four varieties of hoodlums, each with some separate characteristics. 
  Hoodlums are always Chaotic.  
  Hoodlum, Cowardly  
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1-1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  Move:  
   
  60 
  HDE/XP: 
   
  >1/20 
  Cowardly hoodlums are the lowest end of the chain of command.  They are the cowardly, 
  superstitious criminals that make up the bulk of any mob.  This is the sort of lowlife that any decent 
  person wants to beat up – in fact, any non-Chaotic Heroes must save against plot just to not attack 
  cowardly hoodlums when they are within 30 ft.  Cowardly hoodlums are 50% likely to be carrying 
  revolvers, but are just as likely to have only melee weapons like blackjacks (truncheons), knives, or 
  brass knuckles.   
  Hoodlum, Drunken 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  drunken breath 
  Move:  
   
  45 
  HDE/XP: 
   
  1/60 
  Drunken hoodlums would, one might assume, be placed lower on the chain of command in a mob, 
  but are so useful for tasks requiring consumption-bolstered bravery and stupidity, such as feeding the 
  lions in the deathtrap or checking the deathtrap to make sure the Heroes are really dead.  They enjoy 
  a +2 bonus to morale.  Further, by violent exhalation, drunken hoodlums can cause anyone within 5-ft. 
  range to save against science or become woozy from his breath.  Anyone rendered woozy makes 
  attacks and saves at a -1 penalty for 1d6 turns. Drunken hoodlums are only 25% of the time trusted to 
  handle revolvers and are otherwise armed with melee weapons as per cowardly hoodlums.   
  Hoodlum, Slick 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  Charm Person  
  Move:  
   
  60 
  HDE/XP: 
   
  1/40 
  Slick hoodlums are the con-men and charlatans, the greasy, silver-tongued liars who recruit for the 
  mob or speak to the outside world for the mob.  A slick hoodlum is 75% likely to have a revolver 
  hidden on his person, but will always be carrying a knife.  His improved AC is from being so oily and 
  slick.  So adept at the use of venomous words is the slick hoodlum that he can effectively cast Charm 
  Person once per day against a person within 30 ft.  
  Hoodlum, Yellow Peril 
  Armor Class:  
   
  7 [12] 
  
   
  20 
   
  Hit Dice: 
   
  2 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none 
  Move:  
   
  45 
  HDE/XP: 
   
  2/80 
  Yellow peril hoodlums are specialized agents of large mobs or the bulk of ethnic mobs.  They 
  are martial arts experts, enhancing their AC and Move. They attack with open hand strikes 50% 
  of the time and 50% of the time they will be fighting with weapons like knives, axes, or swords 
  instead.  Just 10% of oriental hoodlums are armed with revolvers.  Oriental hoodlums happen 
  to resemble bad ethnic stereotypes.   
  Lions 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  4+1 
  Attacks:  
   
  claw (1d6) 
  Special:  
   
  none 
  Move:  
   
  75 
  HDE/XP: 
   
  4/160 
  In the wild, use these stats for female lions.  In captivity, male lions are trained to be equally vicious to 
  their female counterparts.  Though not normally active at night, lions do not suffer a -2 penalty for 
  attacking humans in dim light. 
  Lizards, Giant  
  Listings are for: small, medium, and large 
   
  Armor Class:  
   
  7 [12], 6 [13], 5 [14] 
  Hit Dice: 
   
  2, 4, 8 
  Attacks:  
   
  bite: 1d6, 1d6, 1d6+2 
  Special:  
   
  hold fast 
  Move:  
   
  45, 60, 75 
  HDE/XP: 
   
  2/80, 4/160, 8/320 
  Small:  The “small” variety of giant lizard includes the monitor lizards, such as the Komodo dragon.  
  These large monitor lizards have poor eyesight and hearing, so that they will not generally notice 
  anyone not in melee range of them.  On an attack roll of 20 (provided less than that was required to 
  hit), a small giant lizard can hold a victim up to 2 ft. in height in its mouth and continue biting the 
  victim automatically each turn until the lizard is killed or magically compelled to stop. 
  Medium:  These giant swamp-dwelling lizards are 18 ft. in length from tip to tail.  They can hold fast an 
  opponent, as above, of up to 4 ft. in height. 
  Large:  The size of a real dragon and sometimes mistaken for them, large giant lizards can reach up to 
  30 ft. in length from tip to tail and hold fast an opponent up to 7 ft. in height.  A large giant lizard is 
  about as smart as a dog and can briefly rear up on its hind legs and walk like a bear.   
    Lycanthropes 
  
   
  21 
   
    Lycanthropes are were-creatures, particularly those in whom the disease permits assumption of a hybrid form 
  of the human and animal. They can be hit by normal weapons, but silver weapons might inflict additional 
  damage. If any character is brought low 50% hit points by a lycanthrope, the character will become a 
  lycanthrope himself.  Though werewolves are the only kind remotely common, very rare strains of other 
  forms of lycanthropy may exist. 
    Lycanthrope, Werewolf 
    Armor Class:   
  5 [14] 
    Hit Dice: 
   
  3+3 
    Attacks: 
   
  bite (1d6) 
    Special: 
   
  lycanthropy, control wolves 
    Move:  
   
  75 
    HDE/XP: 
   
  5/200 
   
    Werewolves are the traditional Lycanthropes seen in horror movies. They are often only affected by silver or 
  magical weapons, often are humanoid except for during a full moon, and so on.  They are never Lawful in 
  Alignment.  Anyone infected with lycanthropy from a werewolf turns into one in 2d12 days unless he 
  eats enough belladonna to kill himself and makes a saving throw against poison to stay alive.   
  Mad Scientists 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  2 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  raygun  
  Move:  
   
  60 
  HDE/XP: 
   
  2/80 
  Mad scientist hoodlums are sometimes the brains behind small-time mobs; other times they are mid-
  level supervisors in large mobs.  Mad scientist hoodlums are bound by the same rules of inventing 
  things as Heroes and will be armed with some device that will have 100% chance of working only on 
  the first use against the Heroes (NOTE:  the mad scientist hoodlum can dispatch an unlimited number 
  of innocent victims or his own underlings before without affecting the number of uses left in the 
  weapon).  There is a 75% chance that the weapon will be some sort of electric raygun that will do 2-12 
  points of electrical damage (save vs. science for half damage) with a 40 ft. range, and a 25% chance 
  that the weapon will be something even more exotic like an ice gun, paralysis ray, etc. 
  Magma Monsters 
  Armor Class:  
   
  2 [17] 
  Hit Dice: 
   
  4-6 
  Attacks:  
   
  fist (2d6) 
  Special:  
   
  hit only by special weapons 
  Move:  
   
  30 
  HDE/XP: 
   
  5/200, 6/240, 7/280 
  Magma monsters live in volcanoes or near volcanoes underground.  They vary in size and, thus, Hit 
  Dice.  They cannot cross water without taking 1d6 points of damage.  When they hit, they score two 
  dice of damage or one die against opponents who are somehow protected from heat or fire.  Only 
  
   
  22 
   
  magic or hi-tech weapons can harm magma monsters. 
    Manticores 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  6+4 
    Attacks: 
   
  1d6 tailspikes (1d6 each) 
    Special: 
   
  flight 
    Move:  
   
  60 (90 when flying) 
    HDE/XP: 
   
  8/800 
   
    A horrid monster with bat wings, the face of a feral human, the body of a lion, and a tail tipped with 24 iron 
  spikes. The manticore can hurl up to 6 of the iron spikes from its tail per round, at a maximum range of 180 ft.  
  Manticores have their roots in mythology, but are more often now the result of mad science. 
  Master Criminals 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  3+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none 
   
  Move:  
   
  60 
  HDE/XP: 
   
  3/120 
  The leaders of large mobs and the lieutenants of huge mobs, master criminals fancy themselves as so smart so 
  as to be above the law.  Anticipating others to violently disagree, master criminals wear bulletproof vests, are 
  armed (50% of the time) with semi-automatic pistols or (50% of the time) machine pistols, and usually are close 
  to a secret escape route. 
  Mermen 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  3+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none 
   
  Move:  
   
  45 (90 when swimming) 
  HDE/XP: 
   
  3/120 
  Varying greatly in appearance, some mermen are almost human in appearance; others have saucer-
  like eyes, high-arched eyebrows, and pointed ears; still others have blue skin and less human, catfish-
  like faces.  Mermen can breathe air for short periods of time, but every hour they remain out of water 
  they must save against poison or take 1d6 points of dehydration damage.  Just 10% of mermen are 
  mutants with winged ankles and the ability to fly at a 60 ft. movement rate.  
    Mummies 
    Armor Class:   
  3 [16] 
    Hit Dice: 
   
  5+2 
    Attacks: 
   
  touch (1d6+1+special) 
    Special: 
   
  rot, hit only by magic weapons 
    Move:  
   
  30 
    HDE/XP: 
   
  7/600 
  
   
  23 
   
   
    Mummies cannot be hit by normal weapons, and even magical weapons inflict only half damage against them. 
  Their touch also inflicts a rotting disease which prevents magical healing and causes wounds to heal at one-
  tenth of the normal rate. A cure disease spell can increase healing rate to half normal, but a remove curse spell 
  is required to completely lift the mummy’s curse.  Not all mummies are cursed with undeath and must rise 
  to do evil, but most mummies transported to the states or otherwise encountered by Heroes usually 
  do. 
  Napoleons 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  4+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  Move:  
   
  60 
  HDE/XP: 
   
  4/160 
  Master criminals with great tactical skills are the generals of organized crime.  These Napoleon-type 
  leaders inspire a +1 bonus to hit in all their underlings within a 60 ft. range.  A Napeleon-type leader 
  can try to rally hoodlums who fail a morale check, making them rally and return to battle on a 2 in 6 
  chance.  Napoleons always wear bulletproof vests and carry machine pistols.   
  Nomads 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1+1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none 
  Move:  
   
  60 
  HDE/XP: 
   
  1/40 
  Found in the wilderness of Asia or Northern Africa, nomads are essentially tougher bandits and have 
  leader-types at the same ratio.  Composition of force differs by region, with desert nomads armed as 
  follows:  50% with swords (scimitars), 20% with bows and swords, and 30% with semi-automatic rifles.  
  Steppe nomads are armed as follows:  20% with swords, 50% with bows and swords, 10% with semi-
  automatic rifles, and 20% with semi-automatic pistols and swords.    
  Octopi, Giant 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  4 
  Attacks:  
   
  3 tentacles (1d6 each) 
  Special:  
   
  drown  
  Move:  
   
  60 (when swimming) 
  HDE/XP: 
   
  4/160 
  Though possibly the result of mad science, octopi also grow to giant size in the ocean's depths.  Very 
  rarely, mad scientists will adapt giant octopi to land dwelling.  A giant octopus can make up to 3 
  attacks per turn with its tentacles and, once held, the suction of the tentacles cannot be broken until 
  the octopus is dead or the tentacle is wrecked like a machine.  An octopus will try to pull a victim of 
  lesser hit dice underwater and drown him in 1d2 turns unless a save against science is made.   
  
   
  24 
   
    Ogres 
    Armor Class:   
  5 [14] 
    Hit Dice: 
   
  4+1 
    Attacks: 
   
  weapon (1d6+1) 
    Special: 
   
  none 
    Move:  
   
  45 
    HDE/XP: 
   
  4/160 
   
    Ogres are normally quite stupid, but more intelligent versions might be encountered here and there. 
  These may be humans, grotesquely mutated and enlarged by a mad scientist; extraordinarily large and 
  tough thugs; or half-giants from some lost civilization.  Whatever the case, they are 8-10 ft. tall and 
  have skin so tough that their hide is equivalent to flak jackets.  They tend to move stiffly and slowly, as 
  if slightly encumbered.  There is a 50% chance of an ogre attacking bare-handed, 40% chance of one 
  using a club, and 10% with something else equally crude and brutal, like brass knuckles or a length of 
  chain.  In exotic locales, there is a 50% chance of ogres being armed with swords or bows instead.  
    Ogre Mages 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  5+4 
    Attacks: 
   
  weapon (1d6+1) 
    Special: 
   
  magic use 
    Move:  
   
  60 (90 when flying) 
    HDE/XP: 
   
  7/600 
   
    The ogre mage is an ogre with magic powers, based on Japanese legend. An ogre mage can fly, turn invisible 
  (per the spell), create a 10 ft radius circle of magical darkness, change into human form, cast sleep and charm 
  person once per day, and cast a cone of frost with a range of 60 ft to a base of 30 ft, causing 8d6 damage to any 
  caught within (saving throw applies). Western folklore also contains many examples of shape-shifting, magical 
  ogres. 
  Piranhas, Giant 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  2 
  Attacks:  
   
  bite (1d6) 
  Special:  
   
  none  
  Move:  
   
  60 (when swimming) 
  HDE/XP: 
   
  2/80 
  Enlarged by mad science to 6-7 ft. in length, giant piranhas can still swarm around a single man-sized 
  victim and all bite until the victim has been picked clean to his bones. 
  Pirates 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  
   
  25 
   
  Move:  
   
  60  
  HDE/XP: 
   
  1/40 
  Though usually encountered at sea, river pirates exist too.  Pirates are water-going brigands in all 
  respects except composition of their force, which will be 60% unarmored and armed with swords 
  (cutlasses - pirates are in general an old-fashioned bunch), 30% unarmored and armed with revolvers, 
  and 10% armored with bulletproof vests and armed with semi-automatic weapons. 
    Rats, Giant 
    Armor Class:   
  7 [12] 
    Hit Dice: 
   
  ½  
    Attacks: 
   
  bite (1d3) 
    Special: 
   
  5% are diseased 
    Move:  
   
  60 (30 when swimming) 
    HDE/XP: 
   
  < 1/20 
   
    Giant rats are often found in hideouts, and are about the size of a cat or a lynx. The bite of some (1 in 
  20) giant rats causes disease. A saving throw vs. poison is allowed. The effects of the disease are 
  decided by the Editor. 
  Robbers 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none  
  Move:  
   
  60  
  HDE/XP: 
   
  1/40 
  Robbers, like hoodlums, prefer city life, but like bandits they dislike the organized hierarchy of 
  hoodlums.  Small bands of robbers will go on bank-robbing sprees armored with bulletproof vests and 
  armed with machine pistols.  Robbers have no high-level leaders and are always of Chaotic Alignment.   
  Robots 
  In an age without transistors and with very limited (and huge!) computers, it is amazing that mad 
  scientists are able to invent robots.  Robots tend to run on a combination of electronics and 
  clockworks, though steam-powered robots may exist as well.  Though man-shaped and man-sized, 
  robots are clunkier and boxier than androids.  Most robots can only respond to a limited range of 
  verbal commands or are remote-controlled.  Only 5% of robots have any form of intelligence and only 
  1% is sentient. 
  Like dragons, robots each have a special attack form that does damage equal to their hit points instead 
  of random damage. Victims can save against science for half-damage.  Also like dragons, the Editor is 
  discouraged from rolling randomly for hit points, but should choose from one of the following 
  categories: 
   
  • Improvised from spare parts: 1 hit point per hit die, 1 hit point per die inflicted by special 
  weapon. 
   
  
   
  26 
   
  • Hastily cobbled together: 2 hit points per hit die, 2 hit points per die inflicted by special 
  weapon. 
   
  • Made from a kit: 3 hit points per hit die, 3 hit points per die inflicted by special weapon. 
   
  • Made in a factory: 4 hit points per hit die, 4 hit points per die inflicted by special weapon. 
   
  • Made in a laboratory: 5 hit points per hit die, 5 hit points per die inflicted by special weapon. 
   
  • Made by an ultra-mad scientist: 6 hit points per hit die, 6 hit points per die inflicted by special  
  weapon. 
  Robot, iron 
  Armor Class:  
   
  5 [14] 
  Hit Dice: 
   
  2 
  Attacks:  
   
  drill or other tool (1d6) 
  Special:  
   
  acid ray 
  Move:  
   
  15  
  HDE/XP: 
   
  3/120 
  Often used as a worker robot, these black robots always have a drill for one hand and the other hand 
  will be some random tool like a hammer, wrench, or screwdriver.  Further, the robot can “spit” a 
  stream of acid in a ray 20 ft. long and 5 ft. wide that does damage equal to the hit points of the iron 
  robot. 
  Robot, tin 
  Armor Class:  
   
  5 [14] 
  Hit Dice: 
   
  2 
  Attacks:  
   
  pincer (1d6) 
  Special:  
   
  ice ray 
  Move:  
   
  15  
  HDE/XP: 
   
  3/120 
  Sometimes used as a mobile air conditioning unit for hideouts, this white robot is a walking tank of 
  liquid nitrogen (though about 50% may be modified to have tank treads instead of legs).  In addition to 
  one arm with a pincer for grabbing, white robots have another arm that ends in a nozzle that can 
  spray an ice ray at a range of 15 ft. and 5 ft. wide that does damage equal to the hit points of the tin 
  robot. 
  Robots, Giant 
  Giant robots are 13-15 ft. tall and are built for destroying cities.  They tend to be sleek in design and 
  most highly advanced.   
  Robot, giant electrum 
  Armor Class:  
   
  2 [17] 
  
   
  27 
   
  Hit Dice: 
   
  15 
  Attacks:  
   
  2 machine guns (2d6), mortar (4d6) 
  Special:  
   
  heat cone  
   
  Move:  
   
  60 
  HDE/XP: 
   
  19/4,100 
  These heavy combat robots have machine guns for hands (each making four attacks per turn), a chest-mounted 
  mortar (damages all in a 5 ft. radius of the target), and can fire a cone of heat from its head that is 90 ft. long 
  and 30 ft. wide at its end, that does its hit points in damage.    
   
  Robot, giant gold 
  Armor Class:  
   
  2 [17] 
  Hit Dice: 
   
  15 
  Attacks:  
   
  fist (3d6) 
  Special:  
   
  cold cone (3d6), disintegrating ray, poison gas cone  
  Move:  
   
  60 
  HDE/XP: 
   
  19/4,100 
  These destructive robots can fire a cone of cold out of one hand (70 ft. long and 20 ft. wide and its end), a cone 
  of poison gas (all within 70 ft. long, 20 ft. wide cone save against poison or die) from its other hand, and fire a 
  disintegrating ray from its eyes that makes any one target with less hit points than the robot within a 100 ft. 
  range save against science or be atomized.  A non-living target struck by the disintegrating ray is wrecked as if 
  by a 10th level Superhero.  The disintegrating ray can only be used once every four turns.  
  Robots, Huge 
  Huge robots are 10-12 ft. tall and tend to be built for specialized tasks.  Boring robots, for instance, will 
  have large drills instead of hands.  Hollow chest cavities may hold varying payloads.  A transport robot 
  could use its hollow chest cavity to carry one to two passengers. 
  Robot, huge bronze 
  Armor Class:  
   
  3 [16] 
  Hit Dice: 
   
  7 
  Attacks:  
   
  fist (1d6+2) 
  Special:  
   
  fire ball 
  Move:  
   
  45  
  HDE/XP: 
   
  8/800 
  Combat robots designed for killing opponents, huge bronze robots can turn one of their fists into a ball 
  of fire for 6 turns and do 2d6+2 damage per strike for that length of time.  Further, the robot can 
  project gouts of flame from the fireball hand in a cone 50 ft. long and 20 ft. wide that does damage 
  equal to the robot’s hit points.  
  Robot, huge silver 
  Armor Class:  
   
  3 [16] 
  Hit Dice: 
   
  7 
  Attacks:  
   
  fist (1d6+2) 
  
   
  28 
   
  Special:  
   
  freeze ray 
  Move:  
   
  45  
  HDE/XP: 
   
  8/800 
  Combat robots designed for capturing specific opponents, huge silver robots can fire a ray from their 
  chests 100 ft. long and 5 ft. wide that does cold damage equal to the robot’s hit points, and also 
  requires a second saving throw against science to avoid being frozen motionless for 1d4 turns.  
  Robots, Large 
  Large robots are 8-9 ft. tall and, being built at a size for intimidation as much as usefulness, and just as 
  likely to have an acetylene torch for a hand as a more conventional weapon.  
  Robot, large brass 
  Armor Class:  
   
  4 [15] 
  Hit Dice: 
   
  4 
  Attacks:  
   
  sub-machine gun (2d4) or acetylene torch (1d6),fist (1d6+1) 
  Special:  
   
  gas cloud 
  Move:  
   
  30  
  HDE/XP: 
   
  6/240 
  These advanced service robots have one hand capable of great dexterity, while its other hand has 
  been replaced with either a sub-machine gun (and makes three attacks with it per turn) or an 
  acetylene torch (which does an additional 1d6 damage on the following turn against flammable 
  targets), with an equal chance of each.  Further, a brass robot has a hollow chest cavity similar to huge 
  robots, but holding knock-out gas that it can release in a 20 ft. radius cloud once per five turns and 
  requiring all within it to save against poison or be rendered unconscious for 1d4 hours. 
  Robot, large copper 
  Armor Class:  
   
  4 [15] 
  Hit Dice: 
   
  4 
  Attacks:  
   
  acetylene torch (1d6), fist (1d6+1) 
  Special:  
   
  lightning bolt 
  Move:  
   
  30  
  HDE/XP: 
   
  5/200 
  Often used as repairbots for other robots, or just to jump start a stalled robot, copper robots have a 
  bullseye pattern on their chests from which they can fire a ray of electricity 40 ft. long and 5 ft. wide 
  that does damage equal to the robot’s hit points to anyone it contacts.   
  Sabre-Toothed Cats 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  5 
  Attacks:  
   
  claw (1d6-1)/bite (1d6+1) 
  Special:  
   
  none 
  Move:  
   
  75  
  HDE/XP: 
   
  5/200 
  
   
  29 
   
  These prehistoric cats have been resurrected by mad science and haunt some areas of wilderness 
  around hideouts.  Others have endured in hidden lands through the millennia.  Sabre-toothed cats are 
  not fooled by invisibility and do not suffer a -2 penalty to hit humans in dim light. 
  Savages 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1 
  Attacks:  
   
  weapon (1d6) 
  Special:  
   
  none 
  Move:  
   
  60  
  HDE/XP: 
   
  1/40 
  Found in the wildernesses of Africa, the Australian Outback, or the Amazon, savages will never be 
  armored and will fight with an equal mixture of spears, clubs, and blowguns (poisoned darts require a 
  save against poison or death).  Occasionally, a lone savage will befriend an explorer and follow him 
  back to civilization. 
  Sea Monsters 
  Armor Class:  
   
  4 [15] 
  Hit Dice: 
   
  15+ 
  Attacks:  
    
  bite (2d6) 
  Special:  
   
  swallow 
  Move:  
   
  90 when swimming 
  HDE/XP: 
   
  15/2,900 
   
  Often resembling prehistoric sea creatures, sea monsters are at least 50 ft. long.  Sea monsters up to 
  twice as large may exist, with up to twice the hit dice.  A sea monster would undoubtedly be capable of 
  swallowing a human whole, probably on a natural attack roll of no more than 14. A character 
  swallowed whole would be digested within, perhaps, three hours. 
  Sharks 
  Armor Class:  
   
  7 [12] 
  Hit Dice: 
   
  6+1 
  Attacks:  
    
  bite (1d6+1) 
  Special:  
   
  drown 
  Move:  
   
  90 when swimming 
  HDE/XP: 
   
  7/600 
  These are great white sharks (smaller sharks will have less HD, while prehistoric sharks will have 
  more).  Sharks will always attack the first victim to bleed, even if it was another shark.    A shark will 
  try to pull a victim of lesser hit dice underwater and drown him in 1d2 turns unless a save against 
  science is made.   
    Skeletons 
    Armor Class:   
  8 [11], 7 [12] with shield 
    Hit Dice: 
   
  1-1 
    Attacks: 
   
  weapon or strike (1d6) 
    Special: 
   
  none 
  
   
  30 
   
    Move:  
   
  45 
    HDE/XP: 
   
  1/40 
   
    Skeletons are animated bones of the dead, usually under the control of some evil master. 
  Snakes, constrictor 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  3 
  Attacks:  
    
  crush (1d6) 
  Special:  
   
  hold fast 
  Move:  
   
  30 
  HDE/XP: 
   
  3/120 
  These are huge anacondas, of uncommon size even in the Amazon wilderness.  Once they are 
  constricting a victim, that victim is held and takes damage until the snake is killed or magically 
  compelled to do so. 
  Snakes, giant poisonous 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  2 
  Attacks:  
    
  bite (1d6-1) 
  Special:  
   
  poison 
  Move:  
   
  30 
  HDE/XP: 
   
  3/120 
  These are rattlesnakes mutated by mad science to lengths of 12 ft. or more.  The bite from one 
  requires a save against poison.  If the victim has two hit dice or less and fails his save, he dies in 1d4 
  turns.  If the victim has more hit dice than the snake and fails his save, he is comatose for 1d6 days.  
    Specters 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  6 
    Attacks: 
   
  touch (1d6+level drain) 
    Special: 
   
  drains 2 levels per hit 
    Move:  
   
  75 (150 when flying) 
    HDE/XP: 
   
  9/1100 
   
    Specters are wraith-like undead creatures without corporeal bodies. When a specter hits an opponent, 
  either with hand or weapon, the touch drains two levels from the victim. Only magical weapons can 
  damage a specter. In some cases, these terrifying creatures may be mounted upon living beasts, if the 
  beasts have been trained to tolerate proximity to the undead. Any being killed (or drained below level 
  0) by a specter becomes a specter himself, a pitiful thrall to its creator.  Half-ghost and half-angel, 
  spectres have been sent from the Beyond to wreck vengeance on the world.   
    Spiders, Giant 
    Listings are for:  small and large 
    Armor Class:   
  8 [11], 6 [13] 
    Hit Dice: 
   
  1+1, 2+2 
  
   
  31 
   
    Attacks: 
   
  bite (1d6-1+poison), bite (1d6+poison) 
    Special: 
   
  none, see below 
    Move:  
   
  75, 90 
    HDE/XP: 
   
  2/100, 5/240 
   
  Giant spiders are aggressive hunters. Only the greater giant spiders are web builders. Giant spider 
  webs require a saving throw against science to avoid becoming stuck. Those making a saving throw can 
  fight in, and move at a rate of 5ft per round through, the webs. Giant spiders surprise on a roll of 1-5, 
  being able to hide well in shadows. A spider’s bite is very poisonous, adding +1 to save vs. poison.  
  Mutated by mad science, giant spiders walk on legs up to 9 ft. long, supporting bodies up to 4 ft. long.  
  The webbing of larger giant spiders can be wrecked as if doors. Their bite is poisonous, requiring a 
  save vs. poison to avoid death in 1d4 turns.  The bite of the smaller giant spiders has no modifier to 
  saving throw and, if failed, results in a coma for 1d4 days. 
  Thugs 
  Armor Class:  
   
  5 [14] 
  Hit Dice: 
   
  2 
  Attacks:  
    
  weapon (1d6) 
  Special:  
   
  none 
  Move:  
   
  60 
  HDE/XP: 
   
  2/80 
  Thugs are professional killers.  Mercenary in nature, thugs may work for hoodlums, but separate from 
  the hoodlum chain of command.  They are big and tough (some are so tough that they are still AC 5 
  even with just bulletproof vests on) and though they usually carry handguns, they will often also be 
  proficient in some unusual weapon (like a garrote or throwing knives).  Thugs make morale checks as if 
  two hit dice higher and are either Neutral or Chaotic in Alignment.     
    Trolls 
    Armor Class:   
  4 [15] 
    Hit Dice: 
   
  6+3 
    Attacks: 
   
  claw (1d6+1), bite (1d6) 
    Special: 
   
  regenerates 
    Move:  
   
  60 
    HDE/XP: 
   
  8/800 
   
    Trolls are as tall as ogres and just as strong. Unlike ogres, however, they attack with claws and teeth 
  instead of weapons. Trolls regenerate, which is to say that any damage inflicted upon them heals within 
  minutes (3 hit points per round). The only way to utterly kill a troll is to submerse it in acid or burn it. 
  Trolls can even re-grow lopped-off heads and limbs.  Like centaurs and gargoyles, trolls are a magical 
  race living on Earth in remote, magical places, though (again like gargoyles) mostly underground.  
  Trolls can wreck things as if at least 1st-level Superheroes. 
  Ultra-Mad Scientists 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  4 
  Attacks:  
    
  weapon (1d6) 
  
   
  32 
   
  Special:  
   
  none 
  Move:  
   
  60 
  HDE/XP: 
   
  4/160 
  As per the mad scientist hoodlum, except that ultra-mad scientist’s inventions are permanent.  They can also 
  create monsters, such as ogres or giant bats, or re-create extinct species, like sabre-tooth tigers.  Ultra-mad 
  scientists may work alone or as the leaders of huge mobs. 
    Vampires 
    Armor Class:   
  2 [17] 
    Hit Dice: 
   
  7–9 
    Attacks: 
   
  bite (1d6+1+level drain) 
    Special: 
   
  see below 
    Move:  
   
  60 (90 when flying) 
    HDE/XP: 
   
  9/1100, 10/1400, 11/1700 
   
    Vampires are some of the most powerful of undead creatures. They can only be hit with magic 
  weapons, and when “killed” in this way they turn into gaseous form (per the spell), returning to their 
  coffins. 
  They regenerate at a rate of 3 hit points per round, can turn into gaseous form or into a giant bat at 
  will, and can summon a horde of bats or 3d6 wolves out from the night. Looking into a vampire’s eyes 
  necessitates a saving throw at -2, or the character is charmed (per a charm person spell). Most 
  terrifyingly, a vampire’s bite drains two levels from the victim.  
  Fortunately, vampires have some weaknesses. They can be killed (these are the only known 
  methods) by immersing them in running water, exposing them to sunlight, or driving a wooden stake 
  through the heart. They retreat from the smell of garlic, the sight of a mirror, or the sight of “good” 
  holy symbols. Any human killed by a vampire becomes a vampire under the control of its creator. This 
  description will be recognized easily as the “Dracula” type of vampire.  
  Many other possibilities for vampires exist in folklore: those who drink blood rather than level 
  drain (Nosferatu), those vampires more feral than intelligent. Plus, other cultural templates with 
  different attributes could be created—how about an ancient Aztec vampire? 
  Vamps  
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1-1 
  Attacks:  
    
  weapon (1d6) 
  Special:  
   
  none 
  Move:  
   
  60 
  HDE/XP: 
   
  1/40  
  Also known as molls, these are women of low enough morals to hide out with mobsters.  There is only 
  a 50% chance of vamps defending themselves with weapons. Otherwise, vamps try to seduce heroes.  
  A Hero who fails a save vs. spells will not be able to fight for 1d4 turns while he considers her 
  advances.  A resisted vamp can attempt to slap a Hero once, which does no damage on a successful 
  hit, but somehow stuns the Hero for 1 turn anyway. 
  Venus Flytrap, Giant 
  Armor Class:  
   
  9 [10] 
  Hit Dice: 
   
  1-1 
  
   
  33 
   
  Attacks:  
    
  bite(1d6) 
  Special:  
   
  hold 
  Move:  
   
  5 
  HDE/XP: 
   
  1/40  
  Another product of mad botany, the giant Venus flytrap smells like sweet candy and can usually be 
  smelled before it is seen.  The pod part of the plant is 5-7 ft. long and, when snapped shut, can usually 
  hold a full-grown man unless the victim saves against missiles.  The plant fills with acid that does 1d6 
  points of damage each round until the plant is killed or magically compelled to let go.. 
  Wasps, Giant 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  1+1 
  Attacks:  
    
  sting (1d6) 
  Special:  
   
  poison 
  Move:  
   
  60 when flying 
  HDE/XP: 
   
  2/80  
  Mutated insects with 6 ft. wingspans, these giant wasps have poison stingers that cause a victim to 
  save against poison or be paralyzed until dying in 1d6 days.   
  Wolves 
  Armor Class:  
   
  8 [11] 
  Hit Dice: 
   
  2 
  Attacks:  
   
  bite (1d6) 
  Special:  
   
  none 
  Move:  
   
  75 
  HDE/XP: 
   
  2/80  
  Wolves will not normally attack people, but bad guys have a way of coercing bad behavior out of 
  animals.  The baying of a pack of wolves will panic other animals (morale checks, if applicable).   
  Woolly Mammoths 
  Armor Class:  
  4 [15] 
  Hit Dice: 
   
  20 
  Attacks: 
   
  1 tusk (3d6), 1 stomp (4d6) 
  Special: 
   
  none 
  Move:  
   
  75 
  HDE/XP: 
   
  32/8,000 
  These herbivores stand 11 ft. at the shoulder and weigh approximately 7 tons.  Their tusks are about 9 
  ft. long and weigh 100 lbs. each.  Very rarely cloned by mad scientists, woolly mammoths are more 
  often found living in lost worlds.   
   
    Wraiths 
  
   
  34 
   
    Armor Class:   
  3 [16] 
    Hit Dice: 
   
  4 
    Attacks: 
   
  touch (1d6+level drain) 
    Special: 
   
  see below 
    Move:  
   
  45 (120 when flying) 
    HDE/XP: 
   
  6/400 
   
    Wraiths are immune to all non-magical weapons other than silver ones (which inflict only half 
  damage). Arrows and bullets are particularly ineffective against them, for even magical and silver 
  arrows inflict only one hit point of damage per hit. They drain 1 level per hit. Wraiths can be found 
  riding well-trained battle steeds or more unusual mounts that will tolerate their presence. 
    Zombies 
    Armor Class:   
  8 [11], 7 [12] with shield 
    Hit Dice: 
   
  1+1 
    Attacks: 
   
  weapon or strike (1d6) 
    Special: 
   
  immune to sleep, charm 
    Move:  
   
  30 
    HDE/XP: 
   
  1/40 
   
    Zombies are mindless creatures, the walking dead. These are merely animated corpses, not carriers of 
  any sort of undead contagion. If their undeath is contagious, they should be worth a few more 
  experience points than described here, and if a single hit from a zombie causes contagion or any other 
  sort of disease they should be worth considerably more experience.  These are either dead men arisen by 
  magic or comatose men controlled by science, but all move as automatons responding to the commands of a 
  master.  Their orders must be simple – either to attack someone or guard something.  They need never check 
  for morale. 
    Better Mobsters 
    There is really no limit as to how high mobsters can go, and often it’s fun to trick the players by 
  throwing uber-mobsters at them. The Editor should feel free to adjust AC, HD, or other factors to make 
  mobsters more challenging. 
  Creating Villains:  Mobsters are bad enough, but individualize a mobster and you have a villain.  
  Sometimes all a villain needs is a name and a personality quirk and other times the villain can just be 
  made “better”, as mentioned above, by increasing his stats.  There may also be times when the Editor 
  will wish to stack character levels onto mobster stats. 
  Mobsters as Fighters:  There may be times – when the National Guard is called in to stop a Superhero 
  run amok, or a special mission takes them overseas to fight the Nazis -- when the Heroes will be 
  fighting actual soldiers instead of mobsters.  At these times, it is perfectly acceptable to use the 
  Fighter character class instead of mobster stats (though, in the latter case, many Nazis, particularly the 
  SS, are really mobsters).  Then there will also be times when, using a Genghis Khan character as an 
  example, the normal mobster stats might make  a challenge for low-level Heroes, but the Editor wants 
  
   
  35 
   
  the stats to reflect that the Genghis Khan has years of experience and is the equivalent of a general 
  among his people.  In this case, the Editor will likely want to three to five levels of Fighter in order to 
  bring the villain's total hit dice in line with the level titles for Fighters who are generals.  Then the 
  villain's stats might look like the following: 
  Genghis Khan, sergeant:  HD 5+1, 3; hp 33; AC 7 [12]; Atk 1 machine pistol or 1 sword (1d6); Move 60;  
  AL C; ML 11; HDE/XP 8/800; Special +2 to hit. 
  Mobsters as Magic-Users:  In many ways, the black arts of sorcery and witchcraft are a better fit for 
  villains than for Heroes.  Or, the Editor can remember Arthur C. Clarke's maxim about advanced 
  science being like magic.  In this case, the Magic-User is likely standing by a large machine rather than 
  using a wand, but the game mechanics would be the same.  The following examples show how the 
  stats between a mystical Magic-User and a science-based   Magic-User would only be decipherable by 
  context. 
  Brigand, entertainer:  HD 1+1, 1; hp 11; AC 9 [10]; Atk 1 knife (1d6); Move 60; AL C; ML 14; HDE/XP 
  2/80; Special spells.  Spells:  Sleep.  
  Mad scientist, entertainer:  HD 2, 1; hp 11; AC 9 [10]; Atk 1 knife (1d6); Move 60; AL C; ML 14; HDE/XP 
  3/120; Special spells.  Spells:  Sleep. 
  NOTE:  Any time the Heroes beat a Magic-User, they will acquire a new magic item – either the wand 
  of a true Magic-User or the scientific device of a super-science Magic-User.   
  Mobsters as Superheroes:  Or, in this case, supervillains.  It is recommended that the Editor only add 
  one or two levels of the Superhero class to any mobster stats and that, if the Editor wishes to create a 
  supervillain, to use the Superhero class alone.  Since the level titles for the Superhero class are good-
  specific, the following table is recommended for bad guys: 
  Table 3:  Supervillain Level Titles 
  1 
  Bad man  
  2 
  Shameful man  
  3 
  Extra-bad man  
  4 
  Rotten man  
  5 
  Fearful man  
  6 
  Indecent man  
  7 
  Merciless man  
  8 
  Arrogant man  
  9 
  Angry man  
  10 
  Super-villainous man  
  
   
  36 
   
    Creating Mobsters 
    Mobsters are not Heroes, and their abilities are not always determined by the rules for Heroes—not 
  even the stats for races that can have Heroes, such as Aliens. A mobster’s abilities are determined by 
  the Editor, not by any rules!  
  Feel free to add wings, breath weapons, extra hit dice, wounded versions, or whatever suits your 
  adventure and your campaign. Toggle and tweak, imagine and invent!  
  Create mobsters based on how they feel and how they play at the gaming table. Create challenges 
  for the players, not headaches for yourself. Your job is to imagine and create, not to slave at rulebooks 
  finding out what you’re “allowed” to do. 
   
    Table 4: Mobster Creation 
    HD 
    THB 
   
   ST 
       
  XP Given 
  <1 
  +0 
  19 
  20 
  1 
  +1 
  18 
  40 
  2 
  +2 
  17 
  80 
  3 
  +3 
  16 
  120 
  4 
  +4 
  15 
  160 
  5 
  +5 
  14 
  240 
  6 
  +6 
  13 
  400 
  7 
  +7 
  12 
  600 
  8 
  +8 
  11 
  800 
  9 
  +9 
  10 
  1100 
  10 
  +10 
  9 
  1400 
  11 
  +11 
  8 
  1700 
  12 
  +12 
  7 
  2000 
  13 
  +13 
  6 
  2300 
  14 
  +14 
  5 
  2600 
  15 
  +15 
  4 
  2900 
  +1 HD 
  +1 (max'ed) 
  3 (max'ed) 
  +300/HD 
  TROPHIES:  It is to be discouraged if Heroes are stripping their opponents bare and selling their stuff 
  down to their socks for cash.  Taking cash on hand is one thing, as is relieving mobsters of any 
  weapons, but otherwise the mobsters should only have a set and limited number of trophies, if any, 
  for the Heroes to take after a victory.  The amount of trophies a mobster owns or guards is usually 
  related to the mobster’s HDE. That’s not necessarily realistic, but keep in mind that trophies are one of 
  the ways the game reflects what a character has done: it’s used in awarding experience points. Too 
  many trophies and the characters will become powerful without actually having done very much. Too 
  many mobsters with few trophies and the characters won’t gain levels to reflect their achievements. 
    As a general guideline, the monetary value of a trophy ought to be about 2–3 times the mobster’s  
  value in experience points, and keep in mind that wandering and patrolling mobsters likely won’t be 
  carting their treasure around with them. Here is a possible table an Editor can use as a guideline: 
  
   
  37 
   
    Table 5:  Trophy Values 
  Roll 
  Number of 
  Total $ Value of Trophies 
  1 
  1 
  1x HP value of the mobsters 
  2 
  2 
  2x XP value of the mobsters 
  3 
  3 
  2x XP value of the mobsters 
  4 
  4 
  3x XP value of the mobsters 
  5 
  5 
  3x XP value of the mobsters 
  6 
  6 
  4x XP value of the mobsters 
     
    If the Heroes can’t find the mobster’s lair, they may get none of the trophies. Also, it obviously doesn’t 
  make sense for every wild boar and wolf to have a cache of treasure hidden away somewhere. 
  Averaging the trophies out over several of the mobsters in an adventure is a good way of making sure 
  the characters get the right amount of experience points from trophies. Perhaps the brigands’ treasure 
  hoard contains some “extra” trophies to account for the wolves in the area. If the characters avoid the 
  wolves and defeat the brigands, so much the better. If they have to fight the wolves and never find the 
  brigands, that’s the breaks.  
  You can’t make the game perfectly fair. 
  Currency Exchange Rates:  When not in the U.S., adapt cash by national currency as follows: 
  • Great Britain:  1 dollar = .25 pounds 
  • Germany:  1 dollar = 4 reichsmark  
  • Mexico:  1 dollar = 12 Pesos  
  • France:  1 dollar = 50 francs 
  • Spain:  1 dollar = 60 (National) pesetas 
  • Finland:  1 dollar = 320 markkaa 
  • Greece:  1 dollar = 100 million drachmas 
  Gems:  The type of gem is not dependent on value, but the following table is a useful guideline: 
  Table 6:  Gems by Value 
  Value 
   
  Types 
  $10 
  alabaster, agate 
  $50 
  amethyst, aquamarine, beryl 
  $100 
  emerald, opal, sapphire 
  $500 
  diamond, ruby, star sapphire 
  $1,000 
  colored diamond 
    “Trading” $ Value for Treasures 
    In addition to cash, treasures might contain gems, jewelry, hi-tech trophies, and magical items. 
  Treasures have got to be interesting: endless series of “another treasure worth $100 in total” is a 
  surefire recipe for boring your players. 
   
  • For every $100 in value, there is a 20% chance of a $100 trade-out. 
  
   
  38 
   
   
  • For every $1,000 in value, there is a 20% chance of a $1,000 trade-out. 
   
  • For every $5,000 in value, there is a 20% chance of a $5,000 trade-out. 
   
    It is suggested that the Editor begin with the major $ values first and work down to the lesser ones. 
  “Jewelry” refers to a single item of jewelry. 
    $5,000 Trade Out 
    A roll of 1–18 on a d20 means a roll on the Major Gem/Jewelry table. A roll of 19 results in rolling on 
  the Major Magic Item table.  A roll of 20 results in rolling once on the Major Hi-Tech Trophy table, 1d4 
  times on the Medium Hi-Tech Trophy table, or 2d20 times on the Minor Hi-Tech Trophy table. 
    Table 7: Major Gem/Jewelry 
  Roll 
  Possible $ Value for Treasure 
  1 
  Gem or jewelry worth $1d1000 
  2-3 
  Gem or jewelry worth $1d1000 x 8 
  4-5 
  Gem or jewelry worth $1d1000 x 12 
  6 
  Gem or jewelry worth $1d1000 x 20 
    Table 8: Major Magic Item 
  Roll 
  Result 
  1 
  Roll six times on the potions table 
  2-3 
  Roll 1d6+12 on the scrolls table 
  4-5 
  Roll 1d6+12 on the weapons and armor table 
  6 
  Roll 1d20+40 on the miscellaneous table (includes rings and 
  staffs) 
    Table 9:  Major Hi-Tech Item 
  Roll 
  Result 
  1 
  Roll six times on the pills table 
  2-3 
  Roll 1d4+6 on the machines table 
  4-5 
  Roll 1d4+6 on the weapons and armor table 
  6 
  Roll three times on the transports table 
  7 
  Roll 1d10+10 on the mad science table 
  8 
  Roll four times on the minor trophies table 
    $1,000 Trade Out 
    A roll of 1–16 on a d20 means a roll on the Medium Gem/Jewelry table. A roll of 17 results in 
  rolling on the Medium Magic Item table.  A roll of 18-20 results in rolling once on the Medium Hi-
  Tech Trophy table or 1d10 times on the Minor Hi-Tech Item table. 
    Table 10: Medium Gem/Jewelry 
  
   
  39 
   
  Roll 
  Possible $ Valule for Treasure 
  1 
  Gem or jewelry worth $1d100 
  2-3 
  Gem or jewelry worth $1d1000+250 
  4-5 
  Gem or jewelry worth $1000+750  
  6 
  Gem or jewelry worth $10,000 
    Table 11: Medium Magic Item 
  Roll 
  Result 
  1 
  Roll three times on the potions table 
  2-3 
  Roll 1d6 +6 on the scrolls table 
  4-5 
  Roll 1d6 +6 on the weapons and armor table 
  6 
  Roll 1d20 +20 on the miscellaneous table (includes rings and 
  staffs) 
   
  Table 12:  Medium Hi-Tech Item 
  Roll 
  Result 
  1 
  Roll three times on the pills table 
  2-3 
  Roll 1d6+4 on the machines table 
  4-5 
  Roll 1d6 +4 on the weapons and armor table 
  6 
  Roll two times on the transports table 
  7 
  Roll 1d12+8 on the mad science table 
  8 
  Roll two times on the minor trophies table 
   
    $100 Trade Out 
    A roll of 1–13 on a d20 means a roll on the Minor Gem/Jewelry table. A roll of 14 results in rolling on 
  the Minor Magic Item table.  A roll of 15-20 results in rolling once on the Minor Trophies table. 
    Table 13: Minor Gem/Jewelry 
    Roll 
  Possible $ Value for Treasure 
  1 
  Gem or jewelry worth $1d6  
  2-3 
  Gem or jewelry worth $1d100+25 
  4-5 
  Gem or jewelry worth $1d100+75  
  6 
  Gem or jewelry worth $1d1000 
    Table 14: Minor Magic Item 
  Roll 
  Result 
  1 
  Roll 1d12 on the potions table 
  2-3 
  Roll 1d6 on the scrolls table 
  4-5 
  Roll 1d6 on the weapons and armor table 
  6 
  Roll 1d20 on the miscellaneous table 
    Table 15:  Minor Hi-Tech Item 
  Roll 
  Result 
  1 
  Roll one time on the pills table 
  
   
  40 
   
  2-3 
  Roll 1d6 on the machines table 
  4-5 
  Roll 1d6 on the weapons and armor table 
  6 
  Roll one time on the transports table 
  7 
  Roll 1d20 on the mad science table 
  8 
  Roll one time on the minor trophies table 
   
  HI-TECH TROPHY TABLES 
  Table 16:  Pills 
  01-04 
  Animal Control  
  05-10 
  Growth 
  11-15 
  Diminution 
  15-16 
  ESP 
  17-19 
  Gaseous Form 
  20-24 
  Giant Strength 
  25-30 
  Invisibility 
  31-35 
  Invulnerability 
  36-39 
  Plant Control  
  40-45 
  Sleeping  
  46-50 
  Polymorph (Self) 
  51-55 
  Speed 
  56-65 
  Healing 
  66-70 
  Flying 
  71-77 
  Antidote 
  78-85 
  Superheroism 
  86-89 
  Human Control 
  90-93 
  Poison 
  94-00 
  Fire Resistance 
  Pill Descriptions:  Most pills duplicate the effect and duration of magic potions of the same name (see 
  below). 
  Antidote:  Anyone ingesting an antidote pill will immediately recover from the effects of a failed save 
  against poison, even if it would have meant the person’s death on the following turn.  It will not revive 
  someone who “died” from poison more than one turn ago. 
  Sleeping:  Anyone ingesting a sleeping pill must make a saving throw against poison or fall asleep for 
  3d6 turns.  Nothing can wake up the victim during that time. 
  Superheroism:  Ingesting this pill allows a person to wreck things as if a 3rd level Superhero, or 3 levels 
  higher if already a Superhero, for 1d6+6 turns. 
  Table 17:  Machines 
  Roll 
  Machine 
  1 
  1 power, level 1 
  2 
  1 power, level 1d3 
  3 
  2 powers, level 1d2 each 
  
   
  41 
   
  4 
  3 powers, level 1 each 
  5 
  Malfunctioning machine 
  6-7 
  Protection machine 
  8 
  2 powers, level 1d4 each 
  9 
  2 powers, level 1d6-1 each 
  10 
  1 power, level 1d4+1 
  Machine Descriptions:  These devices are able to duplicate or mimic the effects of specific  powers, as 
  per Superheroes.  They can function once per turn, as often as desired, but are not easily portable.  As 
  a guide, a machine should be 5 sq. ft. per power level. 
  Malfunctioning:  These defective machines will duplicate a specific power, but with a cumulative 10% 
  chance per use of either producing a random power instead or blowing up and doing 4d6 damage to 
  everyone within a 10 ft. radius (50% chance of either).   
  Table 18:  Protection Machine Table     
  Roll 
  Protection Machine 
  1-3 
  Bullets 
  4-5 
  Melee attacks 
  6 
  Hi-tech 
  Protection Machine Descriptions:   
  Bullets:  Machine repels all bullets and other missile weapons from a single target for 40 minutes. 
  Hi-tech:  No hi-tech items or trophies, except for the protection machine itself, will function within a 5 
  ft. radius of a designated spot for 1 hour. 
  Melee attacks:  Machine erects a force screen around a single target so no one can get close enough 
  to attack in melee for 40 minutes. 
  Table 19:  Hi-Tech Weapons and Armor 
  Roll 
  Weapon or Armor 
  1 
  Defective armor  
  2-4 
  Gun 
  5 
  Defective gun 
  6 
  +1 armor 
  7 
  +2 armor 
  8 
  +3 armor 
  9 
  Raygun  
  10 
  Re-roll (1d10) 
  Hi-Tech Weapons and Armor Descriptions:  There is a 3 in 6 chance for each of armor being a 
  bulletproof vest or a flak jacket.  In general, the higher the plus, the more body is covered with body 
  armor. 
  
   
  42 
   
  Table 20:  Defective Armor and Guns 
  Roll 
  Defective Armor or Gun 
  1-3 
  -1 armor or gun 
  4 
  -2 armor or gun 
  Defective Armor and Guns Description:  Defective guns also have a 1 in 6 chance per turn of jamming 
  and needing to be repaired before they can be used again.      
  Table 21:  Guns 
  Roll 
  Type 
  01-23 
  Revolver 
  24-43 
  Semi-automatic pistol 
  44-60 
  Automatic pistol 
  61-74 
  Rifle 
  75-85 
  Semi-automatic rifle 
  86-93 
  Automatic rifle 
  94-98 
  Sub-machine gun 
  99-00 
  Machine gun 
  Gun Descriptions:   
  Machine Gun:  This weapon can normally not be carried, either mounted on a tripod of carried by a 
  Superhero with a power like No Encumbrance.  Machine guns have a + 20 ft. range bonus over rifles.  
  It can make four attacks per turn, in the 3rd, 4th, 6th, and 7th combat segments and does 2d6 points of 
  damage per hit. 
  Pistols and Rifles:  See Vol. 1, Men & Supermen. 
  Sub-Machine Gun:  This weapon has a + 10 ft. range bonus over pistols/revolvers.  It can make three 
  attacks per turn, in the 3rd, 4th, and 7th combat segments and does 2d4 points of damage per hit. 
  Table 22:  Gun Bonuses 
  Roll 
  Result 
  1-3 
  +1 
  4-5 
  +2 
  6 
  +3 
  Gun Bonus Descriptions:  Each plus means the gun design is more highly advanced than the current 
  time period by about ten years. 
  Among hi-tech weaponry guns alone can possess (25% of the time) certain human or superhuman 
  attributes.  These special guns have Alignment, Intelligence and an Ego rating (as well as an optional 
  determination of their origin/purpose).  These determinations are made as follows: 
  Table 23:  Gun Alignment  
  Roll 
  Result 
  01-65 
  Lawful 
  
   
  43 
   
  66-90 
  Neutral 
  91-00 
  Chaotic 
  If a character picks up a gun which is of the opposite Alignment as he is, the character will take 1d6 
  points of damage.  Anyone forced to pick up an aligned gun will only take half damage and any spell or 
  hi-tech effect forcing such an action will be dispelled. 
  Gun Intelligence:  There are two factors considered here, which are mental powers and 
  communicative ability.  These factors are both determined by the Intelligence score as follows: 
  Table 24:  Mental Powers and Communication 
  Roll  
    Mental Power(s) 
   
   
  Communication 
  1-6 
  None 
  None 
  7-8 
  1 Power 
  None 
  9 
  2 Powers  
  None 
  10 
  2 Powers 
  Empathy 
  11 
  3 Powers 
  Empathy 
  12 
  3 Powers 
  Telepathy 
  Table 25:  Gun Powers 
  Roll 
  Description 
  01-15 
  Note shifting walls & rooms 
  16-30 
  Detect sloping passages 
  31-40 
  Locate secret doors 
  41-50 
  Detect traps 
  51-60  
  See invisible objects 
  61-65 
  Lucky (+1 to saves) 
  66-70 
  Trick shot (does not need line of sight) 
  71-80 
  Fast draw (always wins initiative) 
  81-90 
  Funny counting (people always underestimate the no. of shots fired by 1) 
  91-95  
  Picks them off (shooter can choose targets in melee) 
  96-99 
  Unlimited bullets 
  00 
  Take two rolls ignoring 00 
  Gun Egoism:  Only those guns with Intelligence of 7 or more will have an Ego rating.  Ego ranges from 
  1-12, as per gun Intelligence.  If the Intelligence or the Ego of the gun is 6 or more points above the 
  Intelligence or the level of the wielder the gun will control the person, even causing him to become 
  aligned as the gun is, and he will immediately act accordingly.  Otherwise, the gun’s ego can only 
  influence the wielder on a case-by-case basis as follows:   
  • The gun’s Intelligence + Ego is compared against the wielder’s Strength + Intelligence.   
  • If the wielder is less than 10% injured, modify the wielder’s number by +1-6.   
  • If the wielder is 10-50% injured, modify the wielder’s number by -1-4.   
  • If damage is over 50%, modify the wielder’s number by -2-8.   
  
   
  44 
   
  Compare the difference between the two numbers on the following table: 
  Table 26:  Ego Contest 
  Difference 
  Result 
  6 or more 
  Higher score prevails 
  2-5 
  75% chance the higher score will prevail 
  0-1 
  50% either way 
  Table 27:  Rayguns 
  Roll 
  Result 
  1-4 
  Electric  
  5-7 
  Freeze 
  8-9 
  Growing 
  10-13 
  Paralysis 
  14-16 
  Shrinking 
  17-18 
  Heat 
  19 
  Magnetic 
  20 
  Disintegrater 
  Raygun Descriptions:  All rayguns can be fired no more than 100 times before the amount of electrical 
  power they require fries all their circuits.  Usually, when encountered, rayguns will have no more than 
  25 “charges” left in them. 
  Disintegrater Ray:  Though not a handheld weapon, some mad scientists have been able to make 
  disintegraters that can be mounted on a heavy tripod.  At a range of 100 ft., the disintegrater ray 
  causes anyone struck by it to save against science or be reduced to ash.  If turned on unliving targets, 
  it wrecks as if a 10th level Superhero.   
  Electric Ray:  This hand-held gun is sleek and shiny, with enigmatic wires and tubes connecting the 
  stock, body, and barrel.  It can shoot bolts of electricity up to 30 ft. away.  It can be set to deal 1d6, 
  2d6, or 3d6 points of damage per shot.  A fully charged gun stores 20 six-sided dice of electrical 
  damage.  If an electric ray gun is struck with a bullet or similar high velocity projectile, it will explode, 
  doing all the remaining stored up dice in damage to everybody within a 5 ft. radius of the gun. 
  Freeze Ray:  This large raygun is usually a stationary machine weighing a ton or more, though it may 
  have treads that allow it to be driven like a tank.  It shoots a ray that freezes the particles in the air 
  around it, causing anything struck within a range of 140 ft. to freeze over.  It can freeze up to 1 ton of 
  mass with a single strike, leaving a car or plane frozen solid with one hit.  Heroes, made of sturdier 
  stuff, take 3d6 points of damage when struck (save against missiles for half-damage).  Heroes with 
  flame-based powers take double damage as the villain cackles gleefully. 
  Growing Ray:  The machine housing the growing ray is roughly 5 ft. on a side and weighs over 1,000 
  lbs.  The ray has two settings – size without mass and size with mass.  “Size without mass” triples size, 
  but reduces strength by four.  “Size with mass” only doubles size, but increases strength by four.  If 
  used on a non-living target, an object can be made easier or harder to wreck by a factor of two 
  columns.  The ray has a range of 40 ft. and the effect lasts 1d12+12 turns.  
  
   
  45 
   
  Heat Ray:  Similar in size and frame to a freeze ray, the Heat Ray shoots beams of intense light that can 
  melt any physical substance that they strike.  Items up to the size of cars will melt, while larger items 
  such as buildings catch on fire, burning to cinders in 1d6+6 turns if the fire is not put out.  There is a 
  cumulative 15% chance per round that the flames from a burning building will spread to nearby 
  buildings and catch them on fire as well.  A Hero struck by a Heat Ray takes 3d6 points of damage 
  (save against missiles for half-damage). Characters with ice or water based power take double damage 
  as they melt or wither pathetically. 
  Magnetic Ray:  This very large, always stationary device, usually resides within a villain’s underground 
  lair.  It is capable of accelerating magnetic flow within a 5-mile radius, making anything made of metal 
  unable to move.  Cars will stick to the road, weapons will not be able to be lifted, and planes will fall 
  from the sky to crash.  In some cases (depending on how sadistic the Editor is), the device may even 
  affect the iron within the blood of humans.  Heroes caught in the merciless grip of the Magnetic Ray 
  must make a save against science every turn they are under its effects (until they have shed all metal, 
  unless under the effects of a more powerful Magnetic Ray).  On a successful save, the character may 
  move at one-quarter speed and make an attack at -2.  On a failed save, the character can only stand 
  and struggle against the all-powerful might of magnetism. 
  Paralysis Ray:  A large, though hand-held, raygun roughly the size of a bazooka, the Paralysis Ray has a 
  range of 70 ft. and causes anybody struck by it to freeze in position unless they make a save against 
  missiles.  They remain frozen for 1d12 hours.  If they are physically attacked during that time, the 
  shock breaks the paralysis effect. 
  Shrinking Ray:  The shrinking ray can be housed in a weapon roughly the size of a bazooka.  One 
  exposure to the ray will shrink a target to 20% of its original size, retaining normal mass and increasing 
  in density.  Living targets shrank will increase in strength by two and non-living targets will be harder 
  to wreck by one column.  For each full turn after that exposed to the ray, a stationary target will shrink 
  again by half, but will lose mass and density (and strength, in reverse proportion to how it had initially 
  gone up).  The ray has a range of 30 ft. and the effect lasts 2d6+12 turns.      
   
  Table 28:  Transports 
  Roll 
  Result 
  01-10 
  Airplane, Antique biplane 
  11-19 
  Airplane, 2-Seat fighter 
  20-27 
  Airplane, Cargo 
  28-34 
  Autogyro 
  35-40 
  Blimp 
  41-50 
  Boat, Sail 
  51-59 
  Boat, Motor  
  60-64 
  Boat, Yacht 
  65-74 
  Car, Jeep 
  75-83 
  Car, Air-Conditioned 
  84-87 
  Car, Super-Charged  
  88-00 
  Motorcycle 
  Transport Descriptions:  All attacks made at or from a transport are penalized by speed as follows: 
  
   
  46 
   
  • 240 ft. and up, -1 to hit 
  • 480 ft. and up, -2 to hit 
  • 960 ft. and up, -3 to hit 
  • 1,920 ft. and up, -4 to hit 
  • 3,840 ft. and up, -5 to hit 
  Each hit on a transport in motion has a 1 in 6 chance of causing a wreck.  Passengers will usually have 
  a cover bonus to Armor Class, in addition to speed-related penalties to be attacked. 
   
  Further, each transport can be used as a ramming weapon.  Damage is based on speed, dividing 
  movement rate by 60 to find the number of six-sided dice to roll for damage.  Thus, a jeep traveling at 
  maximum speed of 600 ft. does 10 six-sided dice of damage (save against missiles for half-damage 
  allowed).  However, for each die of damage, there is that chance in 6 of the vehicle being wrecked (a 
  jeep at max. speed is automatically wrecked, while at half max. speed has a 5 in 6 chance of being 
  wrecked).  Further, each occupant will take half-damage (halved again with a save against missiles).  A 
  successful save means the occupant jumped clear and took the half-damage from tumbling.  If the 
  occupant has the option of jumping into water, then a successful save means no damage was taken. 
  All planes except for autogyros require a landing field of 1,000 + (1d10x100) ft. in length. 
  Some transports are duplicated on the minor trophies list and their descriptions can be found there. 
  2-Seat Fighter Airplane:  These two-prop planes can fly at a movement rate of 3,870 ft., up to 6 miles 
  above the ground.  They can hold the pilot and one passenger (gunner).  They act as hard cover for 
  their passengers.  Fighter planes are mounted with 2-4 machine guns under the wings. 
  Air-Conditioned Car:  This luxury sedan has a movement rate of 500 ft., seats five (counting driver), 
  and passengers (minus the driver) can rest and regain hit points while traveling in it.   
  Autogyro:  Unlike other airplanes, autogyros can take-off and land vertically.  These small, one-seat 
  vehicles can fly at a movement rate of 700 ft., up to 1,000 ft. above the ground.  They can be set to 
  auto-pilot and left to fly in as narrow as a 30 ft. diameter circle.  They cannot be flown in winds 
  exceeding 15 MPH.  An autogyro acts as soft cover for its pilot.   
  Blimp:  Blimps can fly at a movement rate of 300 ft., to a height of 3,000 ft. above the ground.  A 
  blimp requires one pilot and can hold up to 5 other passengers.  If a blimp catches on fire, it will 
  explode in 1d4 turns.  Anyone within 15 ft. of an exploding blimp takes 20 six-sided dice of damage 
  (with a save against science for half damage).   
  Cargo Airplane:  These planes can fly at a movement rate of 2,160 ft. over 800 miles.  They can fly up 
  to 4 miles high.  They also require a crew of 2 and can hold up to 6 passengers.  The plane is hard 
  cover for all its passengers. 
  Jeep Car:  Less than a half-ton in weight and seating four (including driver), the jeep has a movement 
  rate of 600 ft., but is more famous for being able to drive over any terrain, sans road (though at a 
  
   
  47 
   
  maximum speed of 150 ft. over roughest terrain).  Jeeps are soft cover for their passengers.        
  Super-Charged Car:  Built for land speed records, these two-seat cars have a movement rate of up to 
  1,950 ft.  They cannot turn at speeds of over 500 ft., however, and still require roads. 
  Yacht Boat:  Averaging 30-40 ft. in length, the common cruising yacht uses a combination of sail and 
  motor for a highly variable movement rate of 1d6x50 ft.  Yachts require a minimum crew of 3 and can 
  hold up to 12 people (including crew).  Because of their luxurious accommodations, passengers (but 
  not crew while on duty) can rest and regain hit points while traveling.  Yachts are soft cover for their 
  on-deck passengers and below-deck passengers cannot be targeted. 
  Table 29:  Mad Science 
  Roll 
  Result 
  1-8 
  Programmable computer 
  9-10 
  Hydrophone 
  11-14 
  Radio telescope 
  15-17 
  Electron microscope 
  18-21 
  Invisibility field generator 
  22-30 
  RADAR system 
  31-35 
  Two-way television 
  36-38 
  Mind controlling machine 
  39-46 
  Gas gun 
  47-53 
  Flamethrower 
  54-55 
  Indestructible costume 
  56-62 
  Utility belt 
  63-65 
  Electric crystal-encasing tank 
  66-72 
  Image projector 
  73-82 
  Poisonous gas cloud ejector 
  83-89 
  Remote controlling device 
  90-92 
  Weather controlling machine 
  93-95 
  Mind transfer machine 
  96-00 
  Molecular recombinater 
  Electric Crystal-Encasing Tank:  An unconscious, paralyzed, or otherwise motionless victim must be 
  placed in this tank, for it takes 1d4 turns for the process to complete.  By the end of the process, 
  unless the victim has saved against science at -4, he is encased in a bock of crystal.  The crystal can be 
  wrecked from the outside as if a machine.  From inside, the crystal can only be wrecked as if a car.   
  Electron Microscope:  This model, better than those commercially available at the time, can magnify 
  to the power of 6,000 times.  A mad scientist can combine one of these with an enlarging ray to 
  double the effects of the latter. 
  Flamethrower:  This weapon is either a stolen military weapon or a homemade version of the same.  
  In addition to 2d6 points of fire damage, all flammable victims will burn for an additional 1d6 points of 
  damage on the following turn.  It has a range of only 20 ft.   
  Gas Gun:  A squat, stubby weapon with a large round barrel, the sleeping gas gun fires shotgun-shell 
  sized projectiles that explode upon contact with a hard surface and release a noxious cloud of sleeping 
  
   
  48 
   
  gas in a 10 ft. diameter.  Everybody within the area of effect must save against poison or fall asleep for 
  2d6 turns.  A sleeping person can be roused by a sudden shock such as a hard slap, but will sleep 
  through loud noise or combat.  A sleeping gas gun must be reloaded after each shot. 
  Hydrophone:  The precursor of SONAR, a hydrophone is an underwater microphone that can pick up 
  any sound within 300 ft. 
  Image Projector:  The projector is the size of a telephone booth.  The operator can project his image 
  anywhere within a 5-mile radius, except through lead.  The image can inexplicably communicate 
  audibly.  The image has a low enough resolution that it is not a believable illusion and cannot attack as 
  a Phantasmal Forces spell can.  A mad scientist, with some adjustments, can project any man-sized 
  image or any particular person's image.  
  Indestructible Costume:  Made from an accidentally created alloy or a baby blanket belonging to a 
  vastly superior alien being, this costume bestows an AC of 2 [17] to the wearer.   
  Invisibility Field Generator:  The generator is the size of a large toolbox or footlocker.  It can transform 
  a structure of up to 1 ton in mass (a car, a plane, a small wooden hut, etc.) invisible for 1d3+6 hours 
  before needing a day to recharge.  The field otherwise acts like the Invisibility spell.  Because the 
  generator needs to be inside the thing to be turned invisible, it does not function well with living 
  things. 
  Mind Controlling Machine:  Though this machine looks like an electric chair, anyone strapped into this 
  will be fed electrical impulses that will compel obedience instead of being roasted.  The process takes 
  only 1d3 turns and then, if the victim fails a save against science (at -1 for each subsequent turn 
  exposed), he will be under the control of the machine operator for 1d6 hours.  There is no limit to how 
  many victims can be mind-controlled at a time.  The machine operator then only needs to speak into a 
  microphone located on the machine and all mind-controlled victims within a 1-mile radius will all 
  obey. 
  Mind Transfer Machine:  The size of a room, 10 ft. on a side, this machine can transfer the minds 
  between two people within 10 ft. of the machine and somehow hooked up to it (traditionally with 
  some headgear with tubes attached to them).  Anyone unwilling subject is entitled to a saving throw 
  against science.  If both parties make their saving throws, no mind transfer occurs.  If one party saves 
  and the other does not, the mind transfer is temporary and lasts 1d6 days.  If both parties are willing 
  or miss their saves, the transfer is permanent (unless hooked up to a mind-transfer machine again).  
  The transferee retains his mental attributes, but picks up the physical attributes of the body 
  transferred to.  Generally, this means a Magic-User transferred into a Fighter’s body would retain the 
  attributes of both classes, while a Fighter transferred into the body of a Magic-User would not gain the 
  attributes of a Magic-User. 
  Molecular Recombinater:  This machine, always at least 10 ft. on a side and topped with plasma 
  spheres, is the EZ-Bake Oven of mad geneticists.  If two animals are strapped onto tables and slid into 
  the recombinater, they will be merged into one creature that combines features of both animals.  The 
  effect is permanent on non-sentient animals.  If a sentient being is used, the effect is not permanent 
  for 1d3 days and, even then, the same recombinater could be used to reverse the effect. 
  
   
  49 
   
  Poisonous Gas Cloud Ejector:  This machine can be built small enough to be fired as a weapon from a 
  tripod.  The ejector can fill a 30 ft. radius with deadly smoke.  Anyone caught in the smokescreen must 
  save against poison or immediately lose consciousness and, if not removed from the smoke without 
  1d2 turns, will die. 
  Programmable Computer:  A machine of about 8-9 ft. on a side full of vacuum tubes, this binary-
  based digital computer can be controlled through a punch tape and be used for complex mathematical 
  computations.   
  RADAR System:  This RADAR system can detect approaching aircraft within 120 miles or a large land 
  vehicle or low-flying aircraft within 10 miles.  The system requires two metal towers at least 300 ft. 
  tall. 
  Radio Telescope:  Useful for communicating with aliens in orbit or further away.  The radio telescope 
  requires a 30 ft. wide reflector. 
  Remote Controlling Device:  The size of a large toolbox or footlocker, this device can remotely control 
  a complex mechanical device (such as an appliance or a vehicle, but not simple machines like pulleys 
  or shovels) within a 480 ft. range.  The device can override all internal features, like ignition keys and 
  door locks, so that they cannot be controlled except via remote control.  Only one mechanical device 
  can be controlled at a time.  This device can work on androids, but they are allowed a save against 
  science at +2 each turn to resist. 
  Two-Way Television:  Found only in sets of 2, these television sets have large color screens and 
  contain mini-cameras that record the person in front of the television for the person on the other end 
  to see and hear.  The sets have a range of 10 miles. 
  Utility Belt:  This belt is lined with pouches, metal canisters, a secret lining, etc.  Out of these, anyone 
  wearing the belt can produce one random item per turn, well beyond what should be the carrying 
  capacity for such a belt. 
  Table 30:  Utility Belt Contents 
  Roll 
  Result 
  1 
  Boomerang 
  2 
  Handcuffs 
  3 
  Bandages 
  4 
  Collapsible grappling hook 
  5 
  Mini-telescope 
  6 
  Mini-flashlight 
  7 
  Lockpicks 
  8 
  10 ft. of silken cord 
  9-10 
  Whatever the situation requires (at your discretion) 
  Weather Controlling Machine:  The size of a room, 10 ft. on a side, this machine is able to control the 
  weather within a 5-mile radius.  It has the following 8 settings (though there is a 10% per adjustment 
  of a random weather result): 
  • Rain 
  • Stop rain/drought 
  
   
  50 
   
  • Cold wave (21-30 degrees) 
  • Heat wave (101-110 degrees) 
  • Tornado (destroys 1-4 buildings) 
  • Stop tornado 
  • Deep clouds 
  • Clear sky 
  Each effect lasts 1d12 hours, except for tornado, which lasts for 1d12 turns. 
  Table 31:  Minor Hi-Tech Trophies 
  Roll 
  Item 
   
   
   
   
   
  Roll 
  Item 
  1 
  Fluorescent lamp 
  51 
  Tape recorder 
  2 
  Invisible ink pen 
  52 
  1d4 rolls of cellophane tape 
  3 
  Hot-air balloon 
  53 
  Jug of glue 
  4 
  Microfilm roll 
  54 
  Lockpicks 
  5 
  Electric fan 
  55 
  1d4 packages of nylon hose 
  6 
  Wristwatch/2-way radio 
  56 
  1d4 ballpoint pens 
  7 
  Acetylene torch 
  57 
  4d6 armor-piercing bullets 
  8 
  Hearing aid 
  58 
  1d12 incendiary bullets 
  9 
  Flak jacket 
  59 
  1d6 acid bullets 
  10 
  Radio, long-range 
  60 
  1d2 walkie-talkies 
  11 
  Can of gasoline 
  61 
  Mini-buzz saw 
  12 
  Car battery w/jumper cables 
  62 
  Diving suit, Old-fashioned 
  13 
  Mechanical bicycle 
  63 
  Gas mask 
  14 
  Television set 
  64 
  Glasses 
  15 
  Lockable attache case w/secret compartment 
  65 
  Asbestos suit 
  16 
  Miniature movie camera 
  66 
  Motorcycle 
  17 
  Printing press 
  67 
  Antique biplane 
  18 
  Weightlifting set 
  68 
  Bulletproof costume 
  19 
  Antique leather armor 
  69 
  Tank of nitrogen gas 
  20 
  Small motorboat 
  70 
  Tank of sulfuric acid 
  21 
  Hinge-removing set 
  71 
  Diving suit, Modern 
  22 
  Oxygen tank w/closed-circuit rebreather 
  72 
  Tank of break-resistant glass 
  23 
  Keymaking set 
  73 
  Smokescreen ejector 
  24 
  Polarized sunglasses 
  74 
  1d6 sleep gas capsules 
  25 
  Antique chainmail armor 
  75 
  Tank of helium gas 
  26 
  1d2 Magnesium flares 
  76 
  1d20 caltrops 
  27 
  Antique platemail armor 
  77 
  Disguise kit 
  28 
  Copying machine 
  78 
  1d4 Flash bombs 
  29 
  Coil of 100 ft. of copper wire 
  79 
  Hang glider 
  30 
  Fire extinguisher 
  80 
  Parachute 
  31 
  Boots w/retractable blades 
  81 
  Treasure map to $1d4 x 1,000 
  
   
  51 
   
  32 
  Mechanical gauntlet 
  82 
  Treasure map to $4d4 x 1,000 
  33 
  Antique shield 
  83 
  Treasure map to $5d4 x 1,000 
  34 
  Mountain-climbing gear 
  84 
  Treasure map to $1d4 x 1,000 and 2d10 gems 
  35 
  1d3 Canisters of tear gas 
  85 
  Treasure map to $4d4 x 1,000 and 5d6 gems 
  36 
  Small sailboat 
  86 
  Treasure map to $5d4 x 1,000 and 1d100 gems 
  37 
  Centrifuge 
  87 
  Treasure map to 10d6 gems and 2d10 jewelry 
  38 
  Mechanical fortune-teller 
  88 
  Treasure map to any 1 minor magic item 
  39 
  Smoke alarm 
  89 
  Treasure map to any 2 minor magic items 
  40 
  Uncountable bullets 
  90 
  Treasure map to 1 medium magic item 
  41 
  Portable metal detector 
  91 
  Treasure map to any 1 medium magic item and 1 potion 
  42 
  Small forge 
  92 
  Treasure map to any 1 moderate hi-tech item 
  43 
  Camouflage suit 
  93 
  Treasure map to any 2 moderate hi-tech items 
  44 
  Map-making kit 
  94 
  Treasure map to any 3 moderate hi-tech items, no guns 
  45 
  Dog whistle 
  95 
  Treasure map to 1 major hi-tech item and 1d6 pills 
  46 
  10 ft. x 10 ft. of Insect netting 
  96 
  Treasure map to 1 major hi-tech item and 1d6 machines 
  47 
  Bulletproof vest 
  97 
  Treasure map to $1d4 x 1,000 and any 1 minor magic item 
  48 
  Electric cooker range 
  98 
  Treasure map to $1d4 x 1,000 and 1d2 minor hi-tech items 
  49 
  Gas range 
  99 
  Treasure map to $4d4 x 1,000 and 1 moderate hi-tech item 
  50 
  Used town car 
  00 
  Roll twice on this table 
  Minor Trophy Descriptions:  Self-explanatory items will have no notes.   
  Acetylene torches:  Used as weapons, these have a range of 10 ft. and do 1d6 damage on the first turn and, if 
  the target is combustible, 1d6 points of damage on the following turn. 
  Acid bullets:  These bullets initially only do +1 to damage rolls, but they do 1 additional point of acid damage 
  each following turn for 1d4 turns until the wound is washed.  Guns firing acid bullets require higher 
  maintenance, needing to be cleaned out on the turn following use in combat, or the gun will be ruined by 
  corrosion. 
  Antique biplanes:  These single-prop planes can fly at a movement rate of 450 ft., up to 2,000 ft. above the 
  ground.  They can hold the pilot and one passenger.  They act as soft cover for their passengers.  There is a 20% 
  chance of an antique biplane having a machine gun mounted on it. 
  Armor-piercing bullets:  These bullets confer a +1 to attack and damage rolls when fired from a gun. 
  Asbestos suits:  The wearer takes half-damage from non-magical fire and, against magical fire, saves at +1 and 
  takes -1 damage.  Less bulky than a diving suit, the asbestos suit weighs only 100 lbs. and acts as Armor Class 8. 
  Bulletproof costumes:  Made from a strong fiber of alien or mad science origin, a bulletproof costume acts as if 
  AC 7 for whoever wears it.  The costume is form-fitting, thin and concealable under ordinary clothes.  It does 
  not count against the armor restriction for Superheroes, but it does for Magic-Users. 
  Camouflage suit:  The wearer has a 3 in 6 chance of surprise. 
  
   
  52 
   
  Cans of gasoline:  Besides powering motors, the gas can be poured on the floor and lit ablaze, creating a 
  flaming pool that causes 1d6 points of damage to anyone crossing.  Unlike normal gasoline, this gasoline can be 
  lit just by dropping a match into it.  If splashed directly on someone and lit ablaze, treat as an acetylene torch. 
  Canisters of tear gas:  Anyone within 15 ft. of where the canister lands must save against science or be stunned 
  (unable to perform any actions other than moving at half-speed) for 1d6 turns. 
  Car batteries w/jumper cables:  Used as melee weapons, these cause 2d6 electrical damage the first time used, 
  -1 for each subsequent use until damage reaches 0, signifying that the battery is drained. 
  Diving suits, modern:  These full body suits replace the spherical helmet of the old-fashioned suits with goggles 
  and the boots with swim fins.  The suit is much lighter, weighing 25 lbs., but still provides an AC of 8.  
  Underwater, the wearer moves at ¾ his movement rate. 
  Diving suits, old-fashioned:   These full-body suits of rubberized canvas, complete with weighted boots and 
  spherical metal helmet, not only allow the wearer to breathe air underwater for 1 hour (or longer with a hose 
  attachment), but act as Armor Class 7.  The suit weighs 200 lbs., the helmet alone weighing 60 lbs.  Underwater, 
  the wearer moves at half his movement rate.  
  Flash bombs:  Similar to a flare, but they burn brighter (all within 30 ft. save) and burn out faster (cannot be 
  used for illumination after). 
  Gas masks:  A common accoutrement for characters using a sleeping gas gun, a gas mask covers the head and 
  face, giving the wearer an expressionless, anonymous, creepy aura (and a -1 penalty to morale checks when 
  facing one).  It filters impurities from the air around it, making the wearer immune to poisonous gases. 
  Glasses:  Most glasses just improve vision, but these special glasses, when worn by a Superhero, force 
  supporting cast characters to make a save against plot at -2 to discern that the mild-mannered individual 
  standing before them is also the rugged, ultra-masculine hero, only without his super costume.  This item takes 
  effect even if the supporting cast character is very familiar with both the person and his heroic identity. 
  Hearing aids:  Increase the wearer’s chance of hearing noise to 1 in 6. 
  Hot air balloons:  Moves effectively as per the Levitate spell. 
  Incendiary bullets:  These bullets initially only do +1 to damage rolls, but they set flammable targets aflame and 
  do an additional 1d3 points of damage on the following turn.  Incendiary bullets have half the range of regular 
  bullets. 
  Lockpicks:  Anyone with a set of lockpicks can attempt to pick a lock, with a 1 in 10 chance of success. 
  Magnesium flares:  Anyone within 20 ft. who is not forewarned to shield their eyes must save against science of 
  be blinded for 1d6 turns. 
  Mechanical bicycle:  Prototype for a 3-speed, this bike has a movement rate of 120 ft.  Mechanical bicycles can 
  be rode inside Hideouts. 
  Mechanical fortune-tellers:  These gypsies-in-a-box can produce a card with a random saying on it once per 
  day.  There is a 1 in 6 chance of the saying being a clue the Heroes need and, if not, there is a 1 in 6 chance of it 
  
   
  53 
   
  being a misleading or false clue. 
  Mechanical gauntlets:  The wearer can wreck a handheld thing as if a 1st level Superhero once before the 
  gauntlet breaks. 
  Motorcycles:  The largest vehicle that can be driven inside a hideout, motorcycles can hold the driver and up to 
  one passenger (either behind the driver or in a side-car).  The motorcycle has a movement rate of up to 420 ft., 
  though driving over 210 ft. per turn has a 1 in 6 chance of wrecking per turn.  Unlike other vehicles, the 
  motorcycle offers no cover and penalizes attack rolls at one less than the above table for speed (no penalty until 
  240 ft.).   
  Mountain-climbing gear:  Anyone so equipped has a 3 in 6 chance of safely climbing walls. 
  Oxygen tank with closed-circuit rebreathers:  Air-breathers can breathe underwater with these on to a depth 
  of 30 ft.  The oxygen supply lasts 2 hours and, during the time worn, the wearer is immune to gas attacks.  
  Polarized sunglasses:  Confers +2 to saves when blindness is in question. 
  Radios, long-range:  Can send and receive signals at a range of 60 miles. 
  Sleep gas capsules:  The sleeping capsule contains an incredible amount of an ether-like substance that spreads 
  over a 10 ft. diameter area without losing any of its potency.  All within that area must make a save against 
  poison or fall unconscious for 2d6 turns.  The capsule can be thrown with a short range of 10 ft.  With the 
  exception of range, sleeping gas capsules correspond in all ways to the shells fired from a sleeping gas gun. 
  Small motorboats:  Safely seating only four passengers and requiring only one to act as crew, these boats can 
  maintain a movement rate of 180 ft.  Motorboats are soft cover for their passengers. 
  Small sailboats:  The common sloop has 1-2 sails, requires a minimum crew of 1, and can hold up to 7 people 
  (including the pilot).  Beholden to the weather for their speed, sailboats vary between a movement rate of 
  (7+1d6)x10 ft.  Sailboats are soft cover for their passengers. 
  Smoke alarms:  Not commercially available yet, but they did exist. 
  Smokescreen ejectors:  The size of a car muffler, a smokescreen ejector can fill a 20 ft. radius with vision-
  obscuring smoke.  Powers and spells enhancing vision (such as Infra-Vision) can foil the smokescreen.  However, 
  anyone caught in the smokescreen must save against poison at +1 or be wracked with coughing and be forced 
  to lose initiative each turn for the next 1d6 turns.   
  Tank of break-resistant glass:  This tank is empty (except for ordinary air) and meant for imprisoning someone 
  man-sized or smaller.  It can be wrecked by a Superhero as if a generator. 
  Tanks of nitrogen gas:  Releasing the contents of a nitrogen gas tank within an enclosed space (such as a 10-ft. 
  cube) requires anyone within that space to save against poison or take 1d6 points of asphyxiation damage.  
  Further, releasing the contents will temporarily neutralize an android’s flame-related powers (including 
  wrecking things) for 1d6 turns unless the android makes a save against science at -2. 
  
   
  54 
   
  Tanks of sulfuric acid:  If the corrosive contents of a sulfuric acid tank are poured on a victim (with a successful 
  attack roll), the acid does 2d6 points of damage, plus 1d2 points of damage each following turn for 1d8 turns 
  until washed off.  If someone falls into such a tank, he will take 2d6 points of damage each round until he 
  emerges from the tank.  If a mobster drops into a sulfuric acid tank, however, and makes a save against science, 
  he will emerge at 1 hp as a supervillain (a 1st-level evil Superhero). 
  Television sets:  There is no regular programming yet for TVs, so few people own them. 
  Treasure maps (all):  All destinations are to be planned out by the Editor, including selecting appropriate 
  mobsters to guard the items.  See Vol. III for the Hideout Encounter Matrix to assist in selecting mobsters. 
  Uncountable bullets:  When loaded into a gun, the shooter does not need to keep track of how many bullets he 
  has fired; there are always enough.  Even when unloaded and held in your hand, you can’t count how many 
  bullets you have.  
  Used town cars:  There is only a 4 in 6 chance per turn of a used car starting and a 1 in 6 chance per hour of the 
  car stalling.  When they are working, used town cars can maintain a movement rate of 150 ft. 
  Walkie-talkies:  Based on a prototype in development for the army, these backpack-like portable radios have a 
  range of 3 miles. 
  Weightlifting sets:  The average set does not have weights for more than 400 lbs and is useless for Superheroes, 
  but Fighters who work out for 1d4 hours will have a +1 strength bonus for 1d8 hours. 
  Wristwatch w/2-way radios:  These items should have a limited radio range of, say, 600 ft. 
  MAGIC ITEM TABLES 
    Table 32: Magic Potions 
    Roll 
  Magic Potion 
  1-3 
  Animal Control  
  4-6 
  Clairaudience 
  7-9 
  Clairvoyance 
  10-12 
  Diminution 
  13-15 
  Dragon Control  
  16-18 
  Polymorph (self) 
  19-21 
  Fire Resistance 
  22-24 
  Flying 
  25-27 
  Gaseous Form 
  28-30 
  Giant Strength 
  31-33  
  Growth 
  34-36 
  Heroism 
  37-39 
  Invisibility 
  40-42 
  Invulnerability 
  
   
  55 
   
  43-45  
  Levitation 
  46-48 
  Plant Control  
  49-55 
  Poison 
  56-58 
  Speed 
  59-61 
  Treasure Finding 
  62-64 
  Undead Control  
  65-75 
  ESP 
  76-00 
  Healing 
    Magic Potion Descriptions:  All potions come in a quantity that must be completely drunk to 
  benefit from the full effect, though a sip should give some clue as to what the full effect would be.  
  Potions of a limited duration will last for 1d6+6 turns.  Some potions are not detailed below because 
  they duplicate spells or powers found in vol. 1. 
    Animal Control: Results as per the spell. 
    Clairaudience: Results as per the spell Crystal Ball. 
    Clairvoyance: Results as per the spell Crystal Ball. 
    Diminution: Imbiber shrinks to 6 inches tall for 2d6 hours.  Quaffing half the potion causes the 
  imbiber to shrink to one-sixth his size (or 1 ft. if a 6 ft. person drank half).  The imbiber retains full 
  strength, but diminished mass. 
    Dragon Control: 1d3 dragons of a specific type (determined randomly by the Editor) are affected as 
  per charm monster. 
    Fire Resistance: Grants immunity to normal fire, +2 saving throws against fire attacks, half damage 
  to magic fire attacks that do not permit saving throws.  
   
    Flying: Results as per the spell. 
    Gaseous Form: The user’s body turns to a mist that he controls, allowing him to access any place that 
  isn’t airtight.  Equipment is left behind; only the body becomes gaseous.  The imbiber can move 
  anywhere on a horizontal plane, as the gaseous form is heavier than air.  The imbiber’s clothes or 
  costume transform with him, unless the Editor desires a more risqué mood for the campaign (see Vol. 
  III for Mood). 
    Giant Strength: Character gains strength above and beyond 18. Gains an additional 1d6 to damage 
  rolls and +2 to-hit. 
    Growth: Character grows to 30 ft in height.  Drinking a smaller amount causes growth proportionate 
  to the amount drank (i.e., a 6 ft. person would grow to 15 ft. tall after drinking half the potion).  
  Strength only grows sufficiently to support the increased mass. 
    Healing: Cures 1d6+1 HP of damage. 
    Heroism: +2 to attacks and damage. 
    Invisibility: Results as per the spell. 
  
   
  56 
   
    Invulnerability: +2 saving throws, opponents attack at -2. 
    Levitation: Results as per the spell. 
    Plant Control: Results as per the spell. 
    Poison: Save or die.  If the imbiber fails the save, he will die in 1d4 turns. 
  Polymorph (Self):  The imbiber can take the form of any animal, creature, or person, limited only to a 
  range of weights between 30 and 900 lbs.  The imbiber gains any natural attributes of the form taken, 
  such as wings or gills, but gains no special abilities, like the weakening breath of a drunken hoodlum.  
  When drank, if the imbiber does not immediately choose a form, he will assume a random form. 
  Speed:  Only doubles movement rate, without affecting number of attacks. 
    Treasure Finding: Character can detect hoards of treasure within 400 ft. 
    Undead Control: 2d4 undead of fewer than 4 HD and 1d4 undead of 4+ hit dice fall under the 
  imbiber’s control as per the control animals spell. 
    Table 33: Scrolls 
    Roll 
  Scroll 
  1 
  1 spell, level 1 
  2 
  1 spell, level 1d3 
  3 
  2 spells, level 1d2 each 
  4 
  3 spells, level 1 each 
  5 
  Cursed Scroll 
  6-7 
  Protection Scroll (normal duration) 
  8 
  2 spells, level 1d4 each 
  9 
  2 spells, level 1d6-1 each 
  10 
  1 spell, level 1d4+1 
  11 
  5 spells, level 1d3 each 
  12 
  Cursed Scroll 
  13-14 
  Protection Scroll (double duration) 
  15 
  5 spells, level 1d6-1 each 
  16 
  6 spells, level 1d6-1 each 
  17 
  7 spells, level 1d6-1 each 
  18 
  8 spells, level 1d6-1 each 
  19 
  Cursed Scroll 
  20 
  Roll again 
  Scrolls:  All spell scrolls are usable by Magic-Users only.  A Magic-User can use any scroll for a spell 
  level the Magic-User can cast, or any higher-level scroll after casting a Read Magic spell.  The spell 
  takes effect as if cast by a 6th level caster, after which the writing disappears off the scroll (one-time 
  use).  Roll randomly for the spell level of each spell, if multiple spells, on the scroll. 
  Curse:  A cursed scroll appears to be something else, either a good read, a map, or a spell scroll, but 
  reading it activates the curse.  There are equal chances of a curse scroll affecting just the reader, 
  everyone within a 10 ft. diameter of the reader, or everyone within a 30 ft. diameter of the reader, if 
  even applicable.  The Editor should tailor individual curses or simply use the following table: 
  
   
  57 
   
  Table 34:  Curse Scrolls 
  Roll 
  Scroll 
  1-2 
  A random mobster appears and attacks 
  3-4 
  A disease will strike the reader dead in 1d4 hours 
  5-6 
  Polymorphed into an animal 
  7 
  Teleported 500 miles in a random direction 
  8 
  Teleported to the other side of the planet 
      Table 35: Protection Scrolls 
    Roll 
  Scroll 
  1 
  Demons 
  2 
  Elementals 
  3 
  Magic 
  4 
  Poison 
  5 
  Undead 
  6 
  Were-creatures 
    Protection Scroll Descriptions:  Protection scrolls can be read by anyone (who can read).   
    Demons: All within a 10 ft radius around the reader are protected from the attacks of 1 demon per 
  round for a period of 40 minutes.  The Editor can decide if this will protect against any other 
  extradimensional beings besides baalrogs. 
    Elementals: This scroll protects against a single elemental, and lasts for a duration of 40 minutes. 
    Magic: Anti-magic shell surrounds and moves with the reader, having a radius of 10 ft. Spells cannot 
  pass in or out of the shell. Duration: 1 hour. 
    Poison: Poison cannot harm the reader for a period of 6 hours, and any poison in his system is 
  removed. 
    Undead: All within a 10 ft radius of the reader are protected against undead, but only to a limited 
  degree. In any given round, 2d12 undead with HD fewer than 4, and 2d6 undead with hit dice 4–5, 
  and 1d6 undead with hit dice of 6+ are foiled by the protection of the scroll. Thus, the scroll is 
  effective against all but a true horde of undead.  This scroll lasts 1 hour. 
    Were-creatures: All within a ten-foot radius around the reader, for a duration of one hour, are 
  protected from lycanthropes.  The Editor can decide if this will protect against any other shape-shifters 
  besides werewolves.  
    Table 36:  Magical Weapons and Armor 
    Roll 
  Magical Weapon/Armor  
  1 
  Cursed armor or shield 
  2 
  +1 missile weapon(s) 
  3 
  +1 shield 
  4-6 
  +1 melee weapon 
  7-8 
  +1 armor 
  9 
  Cursed weapon 
  10 
  +2 missile weapon(s) 
  
   
  58 
   
  11 
  +2 shield 
  12 
  +2 melee weapon 
  13 
  +2 armor 
  14 
  +1 melee weapon with minor ability 
  15 
  +3 missile weapon(s) 
  16 
  +3 melee weapon 
  17 
  +3 shield 
  18 
  +3 armor 
  19 
  Unusual weapon (Optional) or re-roll 
  20 
  re-roll 
  There is a 2 in 6 chance for each of magical armor being either antique leather, antique chainmail, or 
  antique platemail. 
    Table 37: Cursed Weapons and Armor 
    Roll 
  Result 
  1-3 
  -1 weapon or armor  
  4 
  -2 weapon or armor  
  Table 38:  Melee Weapons 
    Roll 
  Melee Weapon 
  111  1 
  Axe, Battle 
  2 
  Axe, Hand 
  3 
  Dagger 
  4 
  War Hammer 
  5 
  Lance 
  6 
  Mace, Heavy 
  7 
  Mace, Light 
  8 
  Spear 
  9 
  Staff 
  10 
  Sword, Long 
  11 
  Sword, Short 
  12 
  Sword, Two-Handed 
  Melee Weapon Descriptions:   
  War Hammer:  These magic weapons are of the non-polearm variety and can be hurled by their 
  relatively short hafts at a range of 20 ft. (but treat as medium range at all distances). 
  Spear:  Magic spears can be hurled as per war hammers, or they can be set to receive a charge.  
  Anyone charging towards the set spear at a move of 90 ft. or more will take double damage if hit by 
  the spear. 
  
   
  59 
   
  Sword:  Among magic weaponry swords alone can possess (25% of the time) certain human or 
  superhuman attributes.  These special swords have Alignment and Intelligence.  These determinations 
  are made as follows: 
  Sword Alignment:  Roll percentage dice to determine Alignment as follows: 
  Table 39:  Sword Alignment  
  Roll 
  Result 
  01-65 
  Lawful 
  66-90 
  Neutral 
  91-00 
  Chaotic 
  If a character picks up a sword of the opposite Alignment, he will take 1d6 points of damage and be 
  unable to use the sword.  Anyone forced to pick up an aligned sword will only take half damage and 
  any spell or hi-tech effect forcing such an action will be dispelled. 
  Sword Intelligence:  There are two factors considered here, which are mental powers and 
  communicative ability.   
  Table 40:  Sword Mental Powers and Communication 
  Roll  
    Mental Power(s) 
   
   
  Communication 
  1-3 
  None 
  None 
  4 
  1 Power 
  Empathy 
  5 
  2 Powers  
  Empathy 
  6 
  2 Powers 
  Speech 
  Sword Powers 
  Table 41:  Sword Powers 
  Roll 
  Description 
  1 
  Note shifting walls & rooms 
  2 
  Detect sloping passages 
  3 
  Locate secret doors 
  4 
  Detect traps 
  5  
  See invisible objects 
  6 
  Detect evil 
    Table 42: Missile Weapons 
    Roll 
  Missile Weapon 
  1-8 
  2d6 arrows 
  9-10 
  1d10 sling stones 
  11 
  1 javelin 
  12-15 
  2d4 darts 
  16-20 
  2d6 crossbow bolts 
    Table 43: Minor Abilities for Melee Weapons 
    Roll 
  Melee Weapon 
  
   
  60 
   
  1 11  1-4 
  Additional damage (+1) 
  5 
  Sheds light,5 ft radius 
  6 
  Sheds light, 15 ft radius 
    Table 44: Unusual Weapons (Optional) 
    Roll 
  Unusual Weapon 
  1 
  Locate Object ability  
  2 
  +1 thrown weapon returns to hand 
  3 
  +1, +3 vs. particular type of foe 
  4 
  +1, +2 vs. particular type of foe 
  5 
  +1, +4 vs. particular type of foe 
  6 
  +2, +3 vs. particular type of foe 
  7 
  Weapon flames 
  8 
  Charm Person ability  
  9 
  Energy draining ability  
  10 
  Alignment   
  11-12 
  Intelligent 
    Unusual Weapon Descriptions 
  Locate Object ability:  Once per day, as per the spell. 
    +1 thrown weapon returns to hand: axe, javelin, or hammer 
    vs. particular type of foe: were-creatures, undead, giants, orcs, dragons, etc. 
    Weapon flames: additional +1 vs. feathered foes, +2 vs. wooden foes 
  Charm Person ability:  Once per day, as per the spell.   
  Energy draining ability:  One level per week. 
  Alignment:  anyone grasping the weapon of the opposite Alignment takes 1d6 damage. 
    Intelligent weapon: roll 1d3 for to-hit bonus. There is a 10% chance that such a weapon may have 
  the ability to cast a spell once per day. Such weapons generally can communicate with their bearers, 
  and often (25% chance) can speak audibly.  Intelligent swords are treated differently (see above). 
    Table 45: Miscellaneous Items 
    Roll 
  Miscellaneous Item 
  1-10 
  Lesser Wand 
  11-20 Lesser Ring 
  21-40 Misc. Lesser Magical Item 
  41-50 Lesser Wand 
  51 
  Greater Wand 
  52-60 Lesser Ring 
  61 
  Greater Wand 
  62-80 Misc. Medium Magical Item 
  81-82 Greater Wand 
  83-84 Greater Ring 
  85-90 Staff 
  
   
  61 
   
  91-00 Misc. Greater Magical Item 
    Table 46: Lesser Wands 
    Roll 
  Lesser Wand 
  1-2 
  1d3 1st level spells 
  3-4 
  1d6 1st level spells, 1d3 2nd level spells 
  5-6 
  1d8 1st level spells, 1d6 2nd level spells, 1d3 3rd level spells 
  7 
  1d10 1st level spells, 1d8 2nd level spells, 1d6 3rd level 
  spells, 1d3 4th level spells 
  8 
  1d12 1st level spells, 1d10 2nd level spells, 1d8 3rd level 
  spells, 1d4 4th level spells, 1d2 5th level spells 
  Lesser Wand Descriptions:  Lesser wands do not function by expending charges, but require the 
  Magic-User to memorize and prepare the spells “programmed” into the wand before each casting, 
  up to his normal allotment.  A Read Magic spell is initially necessary to “read” the spells 
  programmed in a wand new to the Magic-User, but after that, the Magic-User can memorize spells 
  from the wand as if it was his own.   
    Table 47: Greater Wands 
    Roll 
  Greater Wand 
  1 
  Spell, level 1d3, holds 100 charges 
  2 
  Negation 
  3 
  Wand of Detection, enemies 
  4 
  Wand of Detection, metal 
  5 
  Wand of Detection, magic 
  6 
  Wand of Detection, traps and secret doors 
  7 
  Wand of Polymorph 
  8 
  Wand of Fear 
  9 
  Wand of Cold 
  10 
  Wand of Paralyzing 
    Greater Wand Descriptions:  Wands become useless with zero charges. A wand can be recharged 
  by casting a spell into it. There is a 5% chance per wand recharge that the wand will be destroyed. 
  Greater wands function as if 6th-level Magic-Users for as long as their charges hold out.    
  Negation Wand:  Each charge can nullify one wand, or partially nullify one staff, within line of sight of 
  the wielder.  A staff will function as if a 2nd-level Magic-User and retain only one-fourth of its 
  functions.  Holds 100 charges (cannot be recharged). 
    Wand of Detection, enemies: Detects enemies in a radius of 60 ft, provided that the enemies are 
  actually thinking hostile thoughts. Always active when held, does not use charges. 
    Wand of Detection, metal: Detects large caches of metal, with a range of 20 ft. The wand’s user also 
  gets a vague sense of the metal’s type. Always active when held, does not use charges. 
  
   
  62 
   
    Wand of Detection, magic: Functions as a detect magic spell with a range of 20 ft. The wand’s user 
  gets a vague sense of what sort of magic is being detected. Always active when held, does not use 
  charges. 
    Wand of Detection, traps and secret doors: Detects traps and secret doors with a range of 20 ft. 
  Always active when held, does not use charges. 
    Wand of Polymorph: Casts either polymorph self or polymorph other, carries 35 charges. 
    Wand of Fear: Causes creatures in a cone-shaped path to flee (saving throw). There is a 60% chance 
  that they will drop whatever they are holding. The cone extends 60 ft to a base 30 ft across. Holds 
  50 charges (cannot be recharged). 
    Wand of Cold: Casts a cone of cold 60 ft to a base 30 ft across. Creatures in the cone take 6d6 
  damage (saving throw for half damage). Holds 50 charges (cannot be recharged) 
    Wand of Paralyzing: Casts a cone of paralysis 60 ft to a base 30 ft across. Creatures in the cone are 
  paralyzed for 3d6 turns. Holds 50 charges (cannot be recharged). 
    Table 48:  Lesser Rings 
    
  Roll 
  Lesser Ring 
  1 
  Protection, +1 
  2 
  Weakness  
  3 
  Invisibility 
  4 
  Mammal Control 
  5 
  Fire Resistance 
  6 
  Poison Resistance 
    Lesser Ring Descriptions:  A ring must be worn for its magic to function, and only one magic 
  ring can be worn on each hand.  Some function identically to spells or powers of the same 
  name. 
  Protection Ring:  This ring confers a +1 bonus to the Armor Class and the saving throws of the 
  wearer. 
  Weakness:  The wearer is cursed and will gradually lose the ability to hit and do damage at the 
  rate of -1 to hit and -10% to damage per turn until it levels off at -5 and -50%.  The ring 
  cannot be removed until a Remove Curse spell is cast.  
  Mammal Control:  The wearer can control mammals with less than human intelligence 
  telepathically within a 60 ft. radius.  The wearer can command 3d6 mammals of 1 HD or less, 
  2d6 mammals of 2 HD or less, or 1d6 mammals of 3 HD or less.    
    Fire Resistance: +5 to saving throws versus magical fire, immune to normal fire 
    Poison Resistance: +5 to saving throws versus poison. 
    Table 49: Greater Rings 
    Roll 
  Greater Ring 
  1 
  Human Control  
  2 
  1d3 Wishes 
  3 
  Regeneration 
  4 
  Djinni Summoning 
  5 
  X-Ray Vision 
  
   
  63 
   
  6 
  Telekinesis 
  7 
  Spell Turning 
  8 
  Spell Storing 
  9 
  Water Walking 
  10 
  Protection, +2 
    Greater Rings Descriptions 
  1d3 Wishes:  Whether a wish will be granted to the letter or the spirit of the wish is entirely up to 
  you, depending on how abusive you feel the player is being with the wish.  If the wish is only to 
  undo some grievous event or to gain some advantage that will not wreck the campaign, then it 
  should succeed as intended.  If the player is “cheating” by wishing for more wishes, trying to 
  become invincible, or otherwise wreck your campaign, then twist the interpretation of the wish as 
  fiendishly as you desire. 
  Djinni Summoning:  The wearer will be able to summon and command a djinni.  See the Mobsters 
  section of this book for the description.  
  Human Control:  This ring functions as per the Potion of Human Control, but can be used once per day 
  (as opposed to being a one-shot item). 
  Protection +2:  The wearer can either enjoy a +2 bonus to AC and saving throws, or enjoy a +1 bonus 
  to both and share it with everyone within a 5 ft. radius. 
  Regeneration:  The wearer will recover from damage at the rate of 1 hp per turn.  Even if killed, the 
  wearer will come back to life in 2 weeks unless burnt with fire or acid. 
  Spell Storing:  This ring contains from 1d6 spells of 1st-2nd level.  Upon placing it on the finger and 
  thinking of spells, the wearer will know telepathically what spells are housed in the ring.  Anyone can 
  use the ring and cast the spells it holds, but only a Magic-User can recharge the ring with the same 
  spells.  
    Spell Turning: Any spell (other than from a wand or other item) directly aimed at the wearer of the 
  ring is partially reflected back at the caster. Roll a percentile die to see how much of the spell’s power 
  bounces back; the exact determination of what happens is up to the Editor. 
  Telekinesis:  The wearer can use the Telekinesis spell, at will, as if a 10th level Magic-User. 
  Water Walking:  The wearer can walk on water at the same rate of movement as if walking on land. 
  X-Ray Vision:  The wearer of this ring can see through up to 10’ of rock (or 6 in. of iron) for a total 
  distance of 30 ft. beyond.  Lead and gold prevent its functioning.  Secret doors and traps are 
  automatically detected.  A 10 ft. diameter area can be viewed per turn. 
    Table 50:  Staves 
    Roll 
  Result 
  
   
  64 
   
  1 
  Healing 
  2-3 
  Commanding 
  4 
  Snake  
  5-6 
  Striking 
  7 
  Withering 
  8 
  Power 
  9 
  Wizardry 
  0 
  Roll again, ignoring 9+ 
  Staff Descriptions:  Staves will have up to 200 charges/uses and function as if 8th-level Magic-Users.  
  Anyone can use wands, but only Magic-Users can use staves.   
    Command: A charge can be used to control humans (as per Charm Person), plants, or animals. 
  Staff of Healing:  Each charge acts as a Cure Light Wounds spell on one person, limited to once per day 
  per person.  The beneficiaries must be within melee range (10 ft).   
  Staff of Power:  This staff combines the functions of a Staff of Striking with the following spell-like 
  abilities (each, except the last, consuming a single charge): 
  • Continual Light, as per the spell, 
  • Fireball, as per the spell, 
  • Lightning Bolt, as per the spell, 
  • A cold ray, 60 ft. long and 30 ft. wide, that does 6 dice of damage (save vs. missiles for half), 
  • Telekinesis, moving up to 160 pounds at a movement rate of 10 ft. over a range of 120 ft. from 
  the wielder for 6 turns, 
  • Lastly, if the user wishes, he can make a “final strike” by breaking the staff and releasing all its 
  remaining charges (8 points of damage per charge) to all within a 30 ft. radius (including the 
  breaker).   
    Snake, the: +1 to hit and +1 damage. When commanded (by using a charge) the staff coils around the 
  target with a successful hit and pinions the victim for 1d4 x10 minutes. The victim must be about the 
  size of a human or smaller to use this power. The staff will slither back to its owner afterwards at a 
  speed of 60.  
  Staff of Striking:  This staff does not use charges and cannot be negated by a Wand of Negation.  
  Instead, its internal energy allows it to do 2 dice of damage per hit. 
    Withering: Adds ten years of physical aging with a successful hit. 
    Wizardry: The most powerful of staffs. It is a staff of power with additional abilities. At the cost of one 
  charge, it allows invisibility, summoning elementals (calling 1d4 at a time), Hold Person, a Wall of Fire 
  (See Wall of Defense I), Passwall, a Web spell, or Fly. 
    Table 51: Misc. Magic Items (Lesser Items) 
    Roll 
  Lesser Magic Item 
  1 
  Bag of Holding 
  2 
  Boots of Silent Movement 
  3 
  Boots of Speed or Boots of Leaping (50%) 
  4 
  Cloak of Shadowy Hiding 
  5 
  Boots of Levitation 
  
   
  65 
   
  6 
  Scarab of Protection from Magic-Users 
    Table 52:  Misc. Magic Items (Medium Items) 
    Roll 
  Medium Magic Item 
  1 
  Amulet Against Scrying 
  2 
  Broom of Flying 
  3 
  Carpet of Flying 
  4 
  Cloak of Displacement 
  5 
  Gauntlets of Ogre Power 
  6 
  Helm of Reading Magic and Languages 
  7 
  Medallion of ESP 
  8 
  Drums of Panic 
    Table 53: Misc. Magic Items (Greater Items) 
    Roll 
  Greater Magic Item 
  1 
  Censer, Bowl, Brazier, or Stone of Controlling 
  Elementals 
  2 
  Crystal Ball 
  3 
  Efreeti Bottle 
  4 
  Girdle of Giant Strength 
  5 
  Helm of Telepathy 
  6 
  Helm of Teleportation 
  7 
  Horn of Blasting 
  8 
  Mirror of Life Trapping 
   
    Misc. Magic Item Descriptions 
    The following descriptions are in alphabetical order: 
   
    Amulet Against Scrying: Protects the wearer from all scrying, such as Detect Thoughts or being viewed through 
  a crystal ball. Usable by: All Classes. 
    Bag of Holding: The inside of this bag is larger than the outside. The inside dimensions are roughly 10x5x3 ft, 
  but the bag cannot carry more than 1,000 pounds of weight. If it is not empty, the bag weighs 50 pounds, no 
  matter how much weight it actually contains. Usable by: All Classes. 
    Boots of Silent Movement: The wearer moves with complete silence. Usable by: All Classes. 
    Boots of Levitation: These boots allow the wearer to levitate as per the spell, with unlimited duration. Usable 
  by: All Classes. 
    Boots of Speed or Boots of Leaping (50%): Boots of speed double the wearer’s movement rate, but require 
  complete rest for a period of time equivalent to the amount of time they were used. Boots of Leaping allow the 
  wearer to make prodigious leaps 10 ft high and up to 30 ft horizontally. These boots also double movement rates, 
  but outdoors only. They do not require the wearer to rest after using them. Usable by: All Classes. 
  Broom of Flying:  The owner can fly on the broom at a 240 ft. movement rate, or 180 ft. if carrying 
  one other passenger.  The broom can be summoned to the owner if within a 240 ft. range and a 
  command word is spoken. 
    Carpet of Flying: the carpet can carry as many as three people, and travels at a speed of 90 when it has more 
  
   
  66 
   
  than one passenger. With only one rider, the carpet moves at a rate of 150. Usable by: All Classes. 
    Censer, Bowl, Brazier, or Stone of Controlling Elementals: Censers control air elementals, Bowls (when filled) 
  control water elementals, braziers control fire elementals, and Stones control earth elementals. These items can 
  be used to summon a 12 HD elemental of the appropriate type. Generally, it takes 10 minutes to prepare the 
  object for use. Usable by: Magic-users. 
    Cloak of Displacement: The wearer appears to be in a slightly different location than he really is. His armor 
  class improves by 2, and he gains a -2 saving throw against any targeted attack upon him (missiles, science, 
  and spells). Usable by: All Classes. 
    Cloak of Shadowy Hiding: The wearer is almost, but not quite, invisible. Usable by: All Classes. 
    Crystal Ball: Allows the user to see what he desires to see, over a considerable distance. A crystal ball may not 
  be used more than thrice per day, or the user will be driven mad. Certain spells and other precautions may be 
  used to prevent being seen through a crystal ball. Some crystal balls communicate sound or even thoughts from 
  the area being scryed, although these are rare. Usable by: Magic-users.  The crystal ball also has the 
  following further provisos:   
  • There is a 5 in 6 chance of seeing over 100 miles, 4 in 6 chance over 200 miles, and so on, 
  • The chance drops one more category if the subject being scryed is not personally known by the 
  user, 
  • Lead blocks scrying, generally dropping one’s chance of scrying underground by three 
  categories.   
  Any magic or hi-tech item enhancing vision improves what one sees through a crystal ball, though 
  magic cannot otherwise improve scrying.  Anyone using a crystal ball three times must rest for 1 day 
  afterward (the three times do not need to be consecutive).  Anyone using a crystal ball a fourth time 
  without resting first will be driven mad for 1d6 days. 
  Drums of Panic:  The beating of these kettle drums will cause any living thing beyond a 10 ft. range of 
  the drums, but within a 240 ft. range of the drums, to flee in panic.  Intelligent beings can resist by 
  making a morale check, but animals and other unintelligent beings of 3 or more Hit Dice must save 
  against magic.  Animals of less than 3 HD are automatically routed. 
    Efreeti Bottle: The efreeti of the bottle will serve the bottle’s owner for a year and a day unless it is accidentally 
  released from servitude. Usable by: All Classes. 
    Gauntlets of Ogre Power: These gauntlets raise the wearer’s strength to that of an ogre. Hit probability is not 
  increased above normal, but damage bonuses from strength are increased to +6 (not cumulative with the 
  wearer’s existing strength bonus, if any). Usable by: all but Magic-users. 
    Girdle of Giant Strength: This wide belt grants the wearer the strength of a hill giant (+8 strength damage, not 
  cumulative with any existing strength bonuses). The girdle does not increase to-hit probability. Usable by: All 
  Classes. 
    Helm of Reading Magic and Languages: The wearer can read all languages, including magic script. Usable 
  by: All Classes. 
  Helm of Telepathy:  This allows the wearer to read the thoughts of any creature within 90 ft.  If the 
  wearer is more intelligent than the person being read, the wearer can project thoughts as well.  If the 
  projected thought is a command, there is a 20% chance that the action will be carried out.  Commands 
  are subject to the limitations of the Charm Person spell (i.e., people cannot be commanded to kill 
  themselves). 
    Helm of Teleportation: When the wearer casts a teleportation spell on himself, while wearing the helm, he may 
  
   
  67 
   
  teleport himself without error, anywhere he desires. The helm does not permit the casting of a teleportation spell 
  on anyone other than the wearer. Usable by: Magic-users. 
    Horn of Blasting: This horn, when blown, has the same effect on structures as a catapult, and causes 2d6 points 
  of damage to creatures, deafening them for 10 minutes as well. The cone of sound is 100 ft long, and widens to a 
  base of 20 ft (the “point” of the cone, at the horn’s mouth, is 10 ft wide). Usable by: All Classes. 
    Medallion of ESP: Functions as an ESP spell within 30 ft (75%) or 90 ft (25%). Usable by: All Classes.  There 
  is also a 1 in 6 chance per reading of malfunctioning and misreading the target’s thoughts. 
  Mirror of Life Trapping:  These mirrors vary in size, but are never hand mirrors nor full-size mirrors.  
  They trap anyone who looks into the mirror.  Anyone trapped is a prisoner inside the mirror until 
  released by a Magic-User of higher level than the one who trapped him or the mirror is broken.  
  Prisoners of the mirror can interact with each other, but are powerless to harm one another.  Anyone 
  holding the mirror can force a prisoner to communicate with him, but the prisoner is not forced to be 
  truthful.  A Mirror of Life Trapping can hold up to 20 prisoners.  There is a 90% chance of anyone 
  unsuspecting within 10 ft. of the mirror looking into it and being trapped.  If the mirror is being 
  avoided, there is only a 10% chance. 
  Scarab of Protection from Magic-Users:  This jewelry absorbs up to 12 spells that would normally 
  require a save to avoid death, so that the wearer is does not need to roll for them. 
  INVENTING AND MAGICAL RESEARCH:  Fighters and Superheroes may attempt to invent devices that 
  duplicate existing powers or spells, or develop new ones.  Magic-Users may attempt to create new 
  spells.  Both require time and money.  If new, the Editor will determine the power or spell level of the 
  desired effect.  For 1st level, a new power or spell requires 1 week and $2,000.  For 2nd level, a new 
  power or spell requires 2 weeks and $4,000.  Meeting these requirements gives a 20% chance of 
  success, cumulative with additional, equal investments.   
  Devices invented that duplicate powers or spells (either pre-existing or otherwise) will have a 100% 
  chance of working correctly once, but will drop 20% each additional time the device is used and, once 
  a roll fails, the device will never work properly again.  A failed device can be rebuilt, but the invention 
  process outlined above must be restarted from scratch.   
  Spells invented are permanently useable.  Magic-Users are assumed to have spell books, one for each 
  spell level, to which new spells will be added.  Making a duplicate set of spell books requires the same 
  investiture of time and money as magical research, but with a 100% chance of success. 
  WRECKING THINGS FOR NON-SUPERHEROES: 
  There is always a chance of items being wrecked in combat, particularly when magic or hi-tech fire or 
  electricity is involved.  If the wearer or user is killed -- at least mostly -- by damage from fire, 
  electricity, or some crushing weight, then a saving throw should be rolled for each magic or hi-tech 
  item on the following table.  The Editor can determine what other objects would survive (for instance, 
  that a revolver survived, but the burnt villain’s money all incinerated).  As a guideline, electricity has a 
  10% chance of destroying gems and fire and electricity will both devalue jewelry by 25%. 
  Table 54:  Wrecking Things for Non-Superheroes 
  
   
  68 
   
  Type 
   
   
     Roll 
   
   
  Type 
   
   
  Roll 
  Swords 
  11 
  Guns 
  11 
  Armor 
  11 
  Armor 
  12 
  Misc. Weapons 
  11 
  Rayguns 
  11 
  Potions 
  16 
  Pills 
  15 
  Scrolls 
  16 
  Machines 
  13 
  Rings 
  10 
  Transports 
  11 
  Wands/Staves 
  13/10 
  Mad Science 
  12 
  Misc. Magic 
  11 
  Minor Trophies 
  12 
     
         
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  Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. 
  Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Swords & Wizardry, Copyright 2008, Matthew J. Finch SWORDS & WIZARDRY: WHITEBOX by Matt 
  Finch and Marv Breig, Copyright 2008, Matthew J. Finch 
  Copyright 2009, HIDEOUTS & HOODLUMS by Scott Casper. 
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