Saturday, November 22, 2025

Wonder Man NPC For a Survive This!! Vigilante City campaign set in a Public Domain Super Heroes (PDSH) version of New York City

 Fred Carson was a radio engineer who enjoyed traveling. While on a trip to Tibet, he met a yogi who put him through a series of rigorous tests. Fred passed, proving that he had the physical and moral strength to do good. As a reward, the yogi gave him a magic ring. Fred used it to fight for humanity and justice as Wonder Man.



Wonder Man is a high-tier "MegaHuman" NPC for Survive This!! Vigilante City RPG, a powerful, almost godlike figure whose immense powers make him a true force of nature in the urban landscape.
Wonder Man (NPC)
Character Background
Originating in Mystery Comics #1-4 (1944), Wonder Man was an innocent man who found himself with a powerful, magic ring. This ring, a gift from a mysterious figure known only as the "Lama" (unrelated to the Green Lama), granted him the strength of Samson, the speed of Mercury, and the vitality of Atlas. In Vigilante City, the ring is a potent artifact that gives him near-unlimited power, but he remains a somewhat naive, powerful force for good. He operates as a one-man army against the most significant threats to the city.
Attributes
Wonder Man's stats are incredibly high, reflecting his nearly unparalleled power when in hero mode.
AttributeScore (Bonus)
STR24 (+7)
DEX18 (+4)
CON22 (+6)
INT12 (+1)
WIS16 (+3)
CHA14 (+2)
SURVIVAL5
  • Hit Points (HP): 150 (Vastly resilient)
  • Stun Points (SP): 50 (Vast pool for reality manipulation/power use)
  • Armor Class (AC): 22 (Near invulnerability + superhuman speed)
Powers & Abilities
Wonder Man's powers are derived from his magic ring and are always active.
  • Godlike Strength: He possesses the strength of Samson, allowing him to perform impossible feats of strength, lift buildings, or shatter steel with a punch.
    • Effect: Unarmed attacks deal 4d6+7 blunt damage. He can lift/carry objects as an impossibly large creature (essentially whatever the plot requires).
  • Near Invulnerability: With the vitality of Atlas, he is almost impervious to harm from conventional sources.
    • Effect: Damage Reduction 20 against all physical and energy attacks. Only highly potent magical or super-science weapons can truly harm him.
  • Super Speed & Flight: He possesses the speed of Mercury, allowing him to move faster than the eye can track and fly.
    • Effect: Can fly at incredible speeds (200+ ft as a move action) and has advantage on all Dexterity checks and saving throws. Can make two extra attacks per round due to speed.
  • Rapid Healing: His vitality allows him to recover from wounds at an accelerated rate.
    • Effect: He regains 2d6 HP at the start of his turn in combat.
  • Heat Vision (Optional): Some versions of these high-powered heroes had eye beams.
    • Attack (Ranged): +10 to hit; Damage: 3d8 energy damage (range 100 ft.); costs 3 SP per use.
Weapons & Equipment
Wonder Man uses no weapons; his body is the ultimate weapon.
  • The Magic Ring: The source of his power. If the ring is removed, he becomes a regular, average human again.
    • Vulnerability: The ring can be a target for villains. Removing it requires a successful grapple check or a cunning plot device.


NPC Roleplaying & Story Hooks
  • Motivation: Using his seemingly limitless power to fight "evil and injustice," often in a very black-and-white moral framework.
  • Personality: Earnest, sincere, and perhaps a bit naive due to his sudden acquisition of power. He is a straightforward problem solver who often prefers punching the problem until it stops moving, though he has a strong moral compass.
  • Appearance: A classic red and blue costume with a prominent "W" emblem on his chest.
  • Hooks:
    • A powerful magical villain discovers the secret of Wonder Man's power and manages to steal his ring, de-powering him. The PCs are the only ones who can retrieve it from the villain's magically-protected lair.
    • Wonder Man is fighting an immense, city-leveling threat but is distracted or outmatched in a tactical sense. He needs the PCs to handle the secondary objectives (saving civilians, shutting down a power source) while he keeps the main threat busy.
    • The "Lama" who granted the ring returns, demanding it back, and the PCs must help Wonder Man prove his worthiness to keep his powers.



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