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Thundarr the barbarian D20 Apocalypse

Had this Idea for a long time and forgot about it until now. Just got D20 Apocalypse and thought
that the thundarr thing would be fun but I my self work a lot and would need some help
completing the campaign. Can not remember a lot about the cartoon so I need your help any ideas
are welcome.
Here is what I have so far.
http://www.rpglibrary.org/settings/thundarr/
using the above info from that sight I came up with these ideas.
Relics and Ruins: use rules from d20 apocalypse for scavenging.
Stormy Weather: Death Storms (with red acid rain that dissolves rock), use the environmental
hazards in d20 apocalypse, Negastorms (which look much the same as a Death Storm, but with
"negative lightning" instead of acid rain) Ghost storm in d20 apocalypse, toxic mists (found in a
variety of colors, usually glowing) fallout cloud in d20 apocalypse.
Artifacts: placed by DM using high level tech from d20 future.
Classes
Barbarians: talent trees from 22 taent trees an another 22 talent trees.
Sorcerers and Sorceresses: The occultist from modern
Wizards: The mage from modern added requirement non lawful and mutation of some sort remove
summon familiar replace with arcane focus
Witches and Warlocks: maybe the mystic from d20 urban arcana?
Nonhumans
Ape People: Moreau Overt
Carocs: lizard man.
Desert People: Gnomes
Groundlings: Moreau Overt
Hawk People: Moreau Overt
Little People: halflings
Moks: were from d20 future
Mutants use those in d20 apocalypse.
Monsters
example of this is the Lava Worm: purple worm with breath weapon and fire subtype.
Hows that for starters? any other ideas welcome
The World
The world of 3994 is a pretty damned primitive place. Other than the wizards and their war
machines, the population of the Earth is reduced to subsisting off whatever debris is still around
2000 years after cosmic destruction cast civilization into ruins. Which brings up a good point: just
how did all this stuff survive 2000 years, anyway?
Relics and Ruins
Even if 2000 years' worth of scavengers had not stripped the ruined cities bare by now, wouldn't
everything from 1994 long since have crumbled to dust? Apparently not. We can ascribe the
availability of Old Earth clothing, objects, and buildings to two important facts. First of all, the
"runaway planet" responsible for the cataclysm of 1994 stripped away a large portion of Earth's
atmosphere, meaning that far more cosmic and solar radiation reaches the Earth's surface. In
addition to the mutagenic effect this had on plant and animal life, this may have also had the

effect of making Earth's atmosphere less corrosive. Certainly the iron girders holding Manhatt's
ruined towers aloft would have long since rusted to dust were this not so. Secondly, the passing of
the runaway planet cracked the Earth's moon into several pieces: the tidal effects from this and
the runaway planet itself both had a devastating effect on Earth's geology. It is possible that the
instability of the Earth's crust results in large deposits of Old Earth relics - even whole cities periodically being brought to the surface, protected from decay and in serviceable condition.
Stormy Weather
The above-ground environment of the Earth offers its share of obstacles to our brave adventurers,
too. There are Death Storms (with red acid rain that dissolves rock), Negastorms (which look much
the same as a Death Storm, but with "negative lightning" instead of acid rain), toxic mists (found
in a variety of colors, usually glowing), and of course the tried-and-true hazards of Old Earth:
murky swamps, impenetrable forest, and trackless waste as far as the eye can see.
Artifacts
There are a lot of things kicking around in Thundarr's world that obviously weren't around in 1994.
In Master of the Stolen Sunsword, for example, the wizard Yando calls Thundarr's Sunsword "the
most powerful weapon in all the planet." We have good reason to doubt Yando's qualifications to
make that assessment, but there's no doubt the Sunsword is pretty damned impressive. Also in
that episode we see a Pool of Power that can be used to recharge the Sunsword; from Ariel's tone
we can infer that Pools of Power can be found elsewhere, as well. There are also more enigmatic
artifacts, like the Black Pearl which stymies the wizard Gemini's power in Secret of the Black Pearl;
the humans who stole it from Gemini don't know who made it, and they don't know how to make
another one. It seems like every other village has an item like this hanging around, and the wizard
Kublai had a vault full of stuff like this.
Where did all this stuff come from? Who made it? There's no telling. Maybe a few high-tech
conclaves survived the cosmic devastation long enough to manufacture these gizmos. Maybe they
survive still. Perhaps the wizards are the literal or philosophical descendants of these survivors.
However, even the wizards seem unable to duplicate the more potent of these artifacts. This
suggests another possibility, that these artifacts come from another time or place. At least two
wizards (Vashtar in Prophecy of Peril, and Crom in Portal Into Time) have access to time travel (or
did, until Thundarr and company came along). Surely there are others who have this ability, as
well.
Civilization
Villagers
Most of the people Ariel, Thundarr, and Ookla run into are Human villagers living barely above a
stone-age level of development. Civilization fell to pieces 2000 years ago and people still haven't
recovered. They dress in rags dating from the late 1900's, they live in ruined buildings from the
late 1900's, and they generally look like refugees from a war zone. This may be because they are,
in fact, refugees.
Thundarr and friends frequently run across ancient artifacts and relics that are nonetheless
more advanced than what existed in 1994. Surely, not all of civilization was destroyed by the tidal
waves and earthquakes of the cataclysm, at least not immediately. So some of these peasants
may only have been reduced to savagery for a few generations. Also, the most primitive Human
tribes are those constantly under attack by wizards or marauders (most of whom appear to be
working for or in conjunction with wizards). It is conceivable that the level of progress among
Human villages is kept intentionally stunted by the intervention of wizards.
Barbarians
While not encountered as often as villagers, barbarians are also common in the world of 3994.
Barbarians are typically portrayed as primitive and uncouth individuals who do not have even the
veneer of civilization clung to by their ragged village-dwelling counterparts. However, barbarians
are repeatedly shown to be more self-sufficient than the villagers, and better able to survive in the
harsh world under the broken moon. There are several indications that barbarians may actually be
the vanguard of the rebuilding of Earth's civilization. Thundarr, obviously, is a barbarian who

survives without preying upon others. When, in the episode Raiders of the Abyss, Thundarr is
asked, "What manner of man are you?" he replies with fierce pride: "Free!" He then proceeds to
kick the butt of the aforementioned Raiders: "Humans are not your prey!"
Thundarr never mentions his family life or upbringing, but we must assume that the tribe that
produced him probably produced other honorable individuals, as well. The young barbarian woman
Shara in Den of the Sleeping Demon demonstrates an ethical awareness that, despite her
barbarian "virtues" of arrogance and well-nigh suicidal overconfidence, speaks well of her as a
person.
Traders
In the opening scene of Master of the Stolen Sunsword, Thundarr and friends encounter a caravan
of camel-riding traders. Yando, the local wizard, can't abide this, of course, and demands "tribute
from all who enter my domain" - taking vengeance on anyone with the temerity to refuse. The
traders are no match for the wizard, but our barbarian hero and his companions are not about to
let innocent traders be assaulted and robbed, and quickly tackle the thieving wizard and his goons
(not too successfully, but Yando gets his comeuppance eventually).
In fact, a piece of compelling evidence that the barbarians may hold the future of humanity is
the fact that when the wizard Kublai seeks a barbarian to oppose Thundarr in the episode Battle of
the Barbarians, he looks not in a primitive thatched-hut village or a crude settlement living among
ruins, but in a roadside tavern - a commercial enterprise. In order for commerce to survive, a
certain minimal level of civilization must exist (primarily, the recognition of private property). In
order for civilization to survive and technology to advance, tyrants and wizards must not be
allowed to interfere with the trade of free people. The people who seem to cling most fiercely to
their freedom are the barbarians, and it is among the barbarians that we see the beginnings of the
return of civilization, as crude and as violent as they may be. With some breathing space from
wizard attacks, it seems hopeful that Humankind (and the other species that have arisen in the
last two millennia) will be able to regain the civilization their ancestors worked so hard to attain.
Magicians
Sorcerers and Sorceresses
Sorcerers and sorceresses are individuals (usually Humans) who have studied magic and make its
use their profession. Since the vast majority of Humans are not sorceresses, we must assume that
most Humans are not capable of using magic. Magic was evidently nonexistent prior to the
cataclysm in 1994, but sorcerers from the present can still use magic if they are transported to
that ancient time: we must assume that magic was possible then, but that effectively no one was
capable of using it. This implies that the ability to use magic is a rare mutation introduced into the
Human species (among others) as a consequence of the runaway planet's passing, possibly a
result of increased cosmic radiation due to the loss of much of the Earth's atmosphere.
Wizards
Wizards and their pawns are the most common adversaries Thundarr and friends encounter in
their travels. Wizards differ from sorceresses primarily in temperament: wizards are frequently
irritable, hostile, and obsessed with the conquest of every primitive village within a day's travel of
their stronghold. Wizards also seem to be mentally unstable, and have problems evaluating
threats and formulating appropriate responses; on more than one occasion, Thundarr and
company were no match for the local wizard in a straight fight, but the wizard chose to pursue a
course of action that gave Thundarr and company the upper hand. Since the overwhelming
majority of magic-using individuals encountered by Thundarr and company are wizards, we can
assume that this mental instability is typical of those who can use magic, either stemming from
the same mutation as the magic ability itself, or as a result of the wizard's magical manipulations.
The relatively sane (or at least benign) sorcerers and sorceresses are the rare exceptions: wizards
are the rule.
There is also evidence that a society of wizards exists, and much of their apparently irrational
behavior stems from their social interactions with each other. On more than one occasion, a wizard
refers to other wizards which may be watching his activities, the implication being that a social

hierarchy among wizards exists (the wizard Artemis in Trial by Terror refers to a "council of
wizards" who are watching his actions). If so, the behavior of wizards toward the primitive
settlements in their vicinity may be indicative of one way in which social advancement among
wizards is accomplished. However, it is noteworthy that the more powerful wizards seem to be less
concerned with attacking stone-age villages, and more concerned with protecting their power,
strongholds, and domains from perceived threats and from each other.
Mutations
The most obvious distinguishing characteristic of wizards is physical mutation or alteration. Why
and how this mutation occurs is unknown, but it is a fact that the more powerful wizards have
frequently mutated into a monstrous form that is scarcely recognizable as Human. At the mild end
of the scale, this mutation commonly takes the form of unnatural skin color and/or exaggerated
physical features, such as blue skin, shark-like teeth, or blazing eyes. At the extreme end of the
scale, the wizard may be a bodyless head, have mechanical tentacles for arms, have dozens of
eyes, or any of a host of other horrific physical deformities. You pretty much know a wizard when
you see one.
Strongholds and Death Ships
A universal undertaking among wizards is the construction of enormous strongholds and vast
death machines (also variously "land machines," "war machines," and "death ships"). How wizards
manage to erect these enormous structures with only unskilled labor as assistants is a mystery. It
is known that some of these strongholds and death ships are actually artifacts found by the
wizards and repaired or reactivated, rather than constructed from raw materials. It is also known
that several wizards create their strongholds and death ships with magic, sometimes using rare
elements and ancient artifacts to power the vast structures. It is possible that the arcane energies
empowering these structures are related to the mutations and mental instability endemic to
wizards. This theory is supported by the fact that none of the sorcerers and sorceresses appearing
in the series have strongholds or death ships.
Artifacts
Many wizards are partially or completely dependent upon artifacts for their powers. The wizard
Kublai was rendered powerless when his ruby was drained of power, while the wizard Vashtar was
similarly made impotent by the destruction of his crystal by the three women of the Prophecy of
Peril. Some wizards are granted their powers by these artifacts; thus, anyone who gained
possession of these artifacts could be similarly empowered. Other wizards have intentionally made
themselves dependent upon these artifacts, increasing their magical power but making
themselves vulnerable in the process: nearly every empowering artifact shown in the series has a
legendary counter-artifact capable of destroying it or rendering it inert. Still, it would appear that
dependence upon such artifacts is common among wizards.
Witches and Warlocks
Witches are rarely referred to in the series, leading us to believe that they are rarer even than
sorceresses. From Ariel's reaction when one wizard called her a "witch," we can infer that both
wizards and sorceresses consider witches to be beneath them in terms of power level or ethical
basis (possibly both). Since wizards are unlikely to deride an opponent for moral impropriety, it is
safe to deduce that witches are thought to be less powerful or less skilled than sorceresses and
wizards. However, the one witch we see in the series is Circe, in Island of the Body Snatchers, and
she's certainly no slouch. In Den of the Sleeping Demon, the aspiring wizard Judag attempts to
revive the "sleeping demon" in hopes of allying with it and obtaining a portion of its power. This
may give us a clue as to the nature of witches and warlocks: they derive a portion of their power
from a third party, in return for certain considerations (obedience, worship, the witch's "soul,"
etc.). However, from all appearances such efforts do not typically meet with success.
Nonhumans
The Earth of 3994 is full of nonhuman creatures, a number of which are large, ugly, and not too
friendly. Giant rat-things live under cities, giant bear-lizards live in swamps, absolutely huge firebreathing lava worms burrow through the deep earth, and so on. It's a dangerous place.
Fortunately, the dynamics of carnivore biology prevents these creatures from being abundant. Prey

always has to outnumber the predators by a wide margin, even under the broken moon. Still, some
of the prey are dangerous in their own right, particularly those that compete with Humans for
resources.
Ape People
Ape People (a.k.a. "Man-Apes") look like lean, furry humanoids with long arms and heads like
monkeys (thus the name). They aren't terribly bright, but they have a knack with technology and
are capable of repairing devices that they could never build on their own (as in Valley of the ManApes). Ape People tend to be jealous of and hostile toward Humans, and they are easily roused to
violence, but they are just as easily scared off if their victims don't prove to be easy prey.
Carocs
Carocs are long-tailed reptilian humanoids with scaly green skin, flattened oval heads on their
neckless shoulders, and lots of sharp nasty teeth. They are slightly tougher than Humans on
average, and they are just as mechanically inclined, making them competent competitors for
scavenged resources. They generally consider Humans and other mammalian species inferior to
them, and are prone to enslave any other creatures they consider worth enslaving, such as Moks
(as in Harvest of Doom).
Desert People
Desert People are squat little humanoids around 60 centimeters tall; they are secretive and
dangerous despite their diminutive size. They speak a mumbling, murmuring tongue which is
structurally similar to the language of Moks, and usually understandable by Moks. Desert People
live in tunnel complexes deep underground, although they occasionally come up to the surface
world to scavenge supplies or hunt for food.
Groundlings
Groundlings are rat-people, depraved and vicious. They typically live in crowded underground
warrens. Like Ape People, Groundlings tend to be jealous of and hostile toward Humans, but
Groundlings lack even the Ape People's proficiency with technology. Most Groundlings are morally
bankrupt: they won't build or create anything if they can steal it, and they enjoy seeing what
others have worked for destroyed. Groundlings prefer to attack from ambush, and only if the odds
are significantly in their favor, but once they commit to an attack they are persistent and difficult
to drive away. They groom themselves constantly, so at least they don't smell bad.
Hawk People
Hawk People (a.k.a. "Hawk Mutants") appear to be brown-feathered humanoids with hawk-like
heads. They speak Human, but have annoying screeching voices. They are (surprisingly for a
fantasy cartoon) wingless, but they have large clawed talons on their hands and feet which allow
them to climb swiftly. They also are able to leap great distances, implying a higher muscle mass to
weight ratio than is typically found in Humans. Understandably, Hawk People seem to prefer living
in rocky areas, and they like heights.
Hawk People aren't fond of cumbersome clothing (and being feathered, they don't really need
it), but they typically wear backpacks to carry their personal belongings. In fact, Hawk People
seem to be more civilized and technically inclined than most mutants, although this doesn't imply
a higher moral awareness than is found among (for example) Humans. A favorite weapon among
Hawk People is a metal staff with a crescent-shaped pincer on the end. The points of the pincer
can stab an opponent, or the Hawk Person can use the pincer to grab and immobilize an opponent
(to capture them, or just to keep them out of arm's reach).
Little People
Little People are squat little humanoids around 60 centimeters tall, possibly related to Desert
People. Unlike Desert People, Little People are relatively friendly and outgoing, and live in small
villages aboveground. They are industrious people, every bit as mechanically inclined and morally
developed as Humans. They can also be just as dangerous when threatened, and tend to be less
likely than Humans to capitulate when faced with a superior force.

Moks
Moks are primitive-looking creatures that resemble furry, hulking Humans with thick manes similar
to that of male lions. Their facial fur is black, in a pattern that gives Moks a ferocious skull-faced
appearance, made all the more frightening by the Moks' large canines and cat-like eyes. Moks
speak a guttural, growling language that is difficult for other species to speak. The massive
musculature and growling speech of Moks sometimes gives the impression that Moks are
uncivilized and brutal, but Moks greatly enjoy music and are generally no less artistic in
temperament than Humans. They are, unfortunately, not very good dancers. A significant
difference between Moks and Humans is that Moks hate water, and would rather face
overwhelming odds in battle than wade across a stream to safety. Moks do catch fish for food, but
all fishing is done with nets cast from shore. Moks tend to have a strong, musky smell.
Moks are a physical people, quick to display anger and joy in a rough-and-tumble fashion.
Among themselves, injury from such horseplay is rare, but among other species Moks have a
reputation for being casually violent and dangerous to be around. Despite their powerful builds,
ferocious appearance, and fearsome reputation (or, more likely, because of these traits), Moks live
in relative peace with their neighbors. There are malevolent, belligerent Moks just as there are
malevolent Humans, but like Humans the majority of Moks prefer to live peacefully, raise a family,
grow their crops, and trade honestly with their neighbors.
Named Mok characters have 1d6 armor from their tough Mok hide.
Mutants
Thundarr and company run across mutants all the time. Most of the time they are in the employ of
the local wizard, but sometimes they have a valued (if not exactly respected) position in the
human community (like the Pig Mutant deputies in Trial by Terror). Most of the nonhuman
communities in Thundarr's world probably started out as groups of similar mutants that joined
together for company and mutual protection.
Making mutants is easy. Start with a human being, add some animal characteristics, and drop
the IQ about 20%: instant mutant. Keep it away from sharp objects and power-hungry wizards, and
it should do fine.
Monsters
There are too many monsters tromping through Thundarr's world than I can inventory here. Pick a
normal Old Earth animal, make it the size of a house, stick some scales and claws on it, maybe
some spikes, and you've got a typical monster. Once in a while, toss in a monster with the trait
"Resistant to Magic (U/T)" at one or two dice. This can make the monster harder for Thundarr and
Ariel to hit by imposing penalty dice to their attack rolls, or might give the monster some
additional armor against Thundarr's Sunsword and Ariel's magic (depending on the GM and the
monster in question). Don't do it too often, and make sure there's some way for the players to take
out the beast by using their wits. A good example of this is the Lava Worm in episode The
Brotherhood of Night: it was the size of a passenger train, breathed fire, and seemed to be pretty
much immune to every attack Thundarr and the gang could throw. However, there was a wooden
bridge nearby. Thinking quickly, Thundarr lured the Lava Worm onto the bridge, where it burned
through and fell into the river far below.
The Heroic Trio
These are not beginning characters.
Ariel
"Thundarr, no! You can't just rush in! .... Outvoted again."
Ariel was raised by grandfather, who taught her sorcery and Old Earth History. She seems to be of
Asian descent, and mentions once to Thundarr that her ancestors may have lived in a place much
like the Chinatown area they visit in Battle of the Barbarians. She is called "Princess Ariel"
throughout the series, but princess of what and where we don't know. We also don't know when
she met up with Thundarr and Ookla, but it appears from the credits that she helped them escape

from the wizard who enslaved them, and she's apparently been traveling with them ever since.
She has a pretty obvious crush on Thundarr, but it's hard to tell if he's aware of it or if he returns
her feelings.
Languages: Human, understands Mok
Attack: 4d6 (Sorceress), usually damage factor x2
Defense: 3d6 (Quick-witted), or 4d6 (Sorceress)
Hit Points: 21 (Quick-witted)
Magic Pool: 14 (Sorceress)
Traits:
Sorceress (Central, T/U): 4d6 (crystal on forehead, tight blue bodysuit, clean hair)
Old Earth History (NS): 4d6 (always relates people/places/events to Old Earth)
Technology (T/U): 3d6 (quick to voice her assessment of every device she sees)
Quick-witted (S): 3d6 (bright, inquisitive gaze)
Flaws:
Doesn't take danger seriously (makes jokes when facing dire peril)
Must have hands free to cast spells (holds hands over head while casting spells)
Thundarr
"Humans are not for hunting!"
Thundarr is a barbarian who was enslaved by a wizard (we don't know which one). We don't know
how long he was enslaved, but we see in the opening credits that he seized the opportunity to
escape, and along with Princess Ariel and Ookla the Mok he kicked the wizard's goons asses all
over the place, and might have kicked the wizard's ass as well. Since then he has a made a career
of helping any Humans he finds and foiling the plans of any wizards he runs across. Thundarr
seems to something of a bigot, actually: he most definitely shows a pro-Human bias, but hey, who
can blame him? Once a non-Human demonstrates a basic sense of right and wrong, though, he
does his best to defend them just as he does Humans. Thundarr is stubborn and tends to act
without thinking (that's an understatement), but he's basically a good person who wants to make
the world a better place.
Languages: Human, understands Mok
Attack: 4d6 (Barbarian), damage factor x6 with that awesome Sunsword
Defense: 5d6 (Indomitable Will), 1d6 armor from thick furs
Hit Points: 35 (Indomitable Will)
Traits:
Barbarian (Central, S): 4d6 (wears thick, shaggy fur)
Indomitable Will (S): 5d6 (frowns and looks serious most of the time)

Amazingly Lucky (S): 4d6 (sword hilt on left bracer)


Acrobatic Feats (T/U): 2d6 (massive thigh and calf muscles, no pants)
Flaws:
Oblivious to Danger (charges right at danger, sword-a-swinging)
Obstinate (walks/runs/rides off while people are making suggestions)
Ookla
"Raarrrraarrrraarrrraarrr!"
Ookla was a slave of the same wizard who enslaved Thundarr, and escaped with him. Ookla is one
scary guy: he can face down some pretty nasty beasts with just a growl and a flex of those
gargantuan muscles. He can back up the threat, too: in more than one episode he picks up a car
and swings it around. At heart, though, Ookla is a softie. He is Thundarr's stalwart companion, and
never in the entire series does he let the Barbarian face a threat alone - unless he's guarding Ariel,
that is. Nothing pisses Ookla off faster than threats to Ariel, and nothing makes him happier than
getting her back safe (although food comes a close second). Ookla's bow is made for Moks, and
anyone with less than 4d6 in a strength-related trait won't be able to draw it.
Languages: Mok, understands Human and Desert People
Attack: 5d6 (Brawny), damage factor x2 with a club or x3 with blunt arrows (some time in the
show's second season Ookla acquired stun arrows, which do x5 but don't cause any lasting
damage)
Defense: 5d6 (Brawny), 1d6 armor from tough Mok hide
Hit Points: 35 (Brawny)
Traits:
Outdoorsman (Central, S): 3d6 (bow and arrows)
Brawny (S): 5d6 (huge bulging muscles)
Fearless (S): 4d6 (growls angrily at anything big and scary)
Flaws:
Impatient (he's a good sport for a while, then smashes things when
he gets frustrated)
Character Creation
Hints
1. Create a character that engages you, someone you care about or identify with in some way.
2. Create a character who is danger-worthy. Getting routinely creamed is not any fun.
3. Use your imagination!
4. Follow the GM's lead. Develop a character that fits the series the GM has in mind.
5. Be independent. Don't depend on other PCs or limited events in the game world.
6. Be cooperative. Create a character that allows others (other PCs) to help you and work with
you.

Character Creation Checklist


Your character includes:
Concept: Who or what you are.
Traits:

One of these three traits is your "superior" trait; the other two traits are "good".

One central trait: general profession or character type


Two side traits: specific skills or abilities
NPCs: Named non-player characters might have fewer traits than this, or (on rare
occasions) more, at less or greater levels of ability. The vast majority of NPCs have two or
three "average" traits, but these are unnamed characters and don't really matter.

Trait Category

Averag Goo Superior Monstrou


e
d
s

T/U: Technical/Unusual
(doctor, electronics, sorceress)

2d6 3d6

4d6

NT/U: Narrow (Noncombat) Technical/Unusual


(dentist, robotics, wizard etiquette)

2d6 4d6

6d6

S: Standard
(gladiator, agile, brilliant)

2d6

3d6 4d6

5d6

NS: Narrow (Noncombat) Standard


(patient, double-jointed, Old Earth history)

2d6

4d6 6d6

Flaws should be something meaningful, preferably something related to the character's


personality. Don't waste a flaw on something silly. Player characters should have some reasonably
common flaw, but NPCs can have esoteric, plot-dependent flaws. You can have more than the
minimum number of flaws if you like, but you don't get any extra (or better) traits for it.
Flaws:

One standard flaw: e.g., "Relentlessly curious," "Driven to protect Humans," "Obstinate,"
"Prone to reckless overconfidence," "Megalomaniac"
One magical flaw (if the character uses magic): e.g., "Bodyless head - must be
carried from place to place," "Must have hands free to cast spells," "Can only use stagestyle magic," "Cannot magically affect anyone holding the Black Pearl"
NPCs: Named non-player characters will have at least this many flaws, and quite possibly
more.
Signs:
A sign for each trait: e.g., "Gladiator (brawny and scarred)," "Sorceress (one eye like a
jade green billiard ball)"
A sign for each flaw: e.g., "Obstinate (frowns a lot)," "Must have hands free to cast spells
(holds hands over head while casting spells)"
Hit points: 2d6 x (score of survival-relevant trait), 14 minimum. This goes up by 2d6 whenever
the trait its associated with goes up (which won't be bloody often).

Magic pool (if the character uses magic): 1d6 x (score of magic-relevant trait), 7 minimum.
This goes up by 1d6 whenever the trait its associated with goes up (which also won't be bloody
often).
Experience pool: Starts at one die, and the GM will give you more.
Plot Hooks:

Stuff that makes it easier for the GM to run games with your character in them (this is a

good thing).
Motivation: Why you do what you do
Secret: A thing you don't want others to know
Important person in your past: Someone who affected your life
Drawing: Draw your character, at least a rough sketch.
Name, Background, Equipment, Finances, etc.: Be reasonable.
Mechanics
When you use a trait, you roll a number of dice equal to its score (usually three dice, or four dice
for your superior trait). The typical unnamed character gets two dice each for their central and
side traits. The sum of all these dice is the "roll result."
You compare your roll with a difficulty factor, or a roll made by the GM, usually representing a
NPC's traits. You succeed if your roll result is higher than the difficulty factor or the GM's roll. If the
roll is for a skill attempt not opposed by an animate opponent, the GM will generally roll two dice.
If the roll is for a magic spell not cast against an animate opponent, the GM will generally roll one
die. If the skill attempt is not terribly important, or is well within the character's abilities, then you
probably don't need to roll at all.
Difficulty Factor
Task

Difficulty
Factor

Easy

Moderate

Hard

11

Really difficult

14

Pack it in and go home

18+

5-6

or

Dice
to Roll

If you get a bonus die (by having some advantage), you roll an extra die along with your normal
dice and then drop the lowest die out of the bunch. If you have to roll a penalty die (from having
some disadvantage), roll an extra die along with your normal ones, but drop out the highest one.
If you roll all 1's, you botch (very bad).
If you roll all 6's, you blow the top of (very good). You get to roll an additional die. If that is a 6,
you roll an additional die (and so on).
If you want to take multiple actions in one round, you can take one extra action, but you incur a
penalty die on each action. With two extra actions, you get one fewer dice to roll. Three extra
actions, two fewer dice, and so on.
Combat
Movement: 1 round = 3 seconds (give or take).
Movement

km/h

m/round

Walking

2.5

Hurrying

Jogging

7.5

Running steady

12

10

Running fast

18

15

Sprinting

24

20

Initiative: Roll a combat, agility, or speed trait at the beginning of a combat. Actions proceed
each round from the highest roller to the lowest.
Normal Attack: Roll a combat, strength, agility, or similar trait. The typical unnamed character
gets two dice for a basic attack. Add the dice together: this is the "roll result." Compare attacker's
roll result to the defender's roll result. A non-combat trait (like magic-related traits) can only be
used for attack or defense each round, not both. You hit your opponent if your roll result is higher
than your opponent's defense roll result.
Magic Attack: Roll a magic-related trait. Compare roll result to the defender's roll result. As a
non-combat trait, a magic-related trait can only be used for attack or defense each round. You hit
your opponent if your roll result is higher than your opponent's defense roll result.
Normal Defense: Roll a combat, agility, or similar trait. A non-combat trait (such as all magicrelated traits) can only be used for attack or defense each round. The typical unnamed character
gets two dice for a basic dodge. You get one defense roll for each attack made against you.
Magic Defense: Roll a combat, agility, or magic-related trait. Rolls using traits not magic-related
are generally assigned a penalty die when used to defend against magic, unless the defender has
some offsetting advantage such as a magic weapon. The typical unnamed character gets two dice
for a basic dodge. Magic-related traits (like all non-combat traits) can only be used for attack or
defense each round. You get one defense roll for each attack made against you (or against
someone else, if you are using your magic to protect someone else from attacks instead of
protecting yourself).
Rolling a magic trait to defend against an attack does not give you armor, per se, but it does
reduce the chance of being hit, which also has the effect of reducing the damage you take if you
are hit. So it sort of does give you armor, but only for the instant that you're making the trait roll,
and the effect it has comes before the attack result is multiplied by the weapon's damage factor,
rather than after. Don't think too hard about it.
Ranged Attack Defense Modifiers:
Weapon

+1 die

+2 dice

+3 dice

Thrown, balanced *

8m

16m

32m+

Thrown, awkward **

6m

8m

10m+

Bow, Crossbow

20m

40m

80m+

* Such as a ball or throwing knife.


** Such as a sword or sausage grinder.
Situation

Extra Defense

Cover

1 or 2 dice

Target moving

1 die

Attacker moving

1 die

Darkness, fog, etc.

1 or 2 dice

Target dodging (not attacking at all)

2 dice

On a successful hit, subtract the defense roll result from the attack roll result. Multiply the
difference, the "attack result," by the weapon's damage factor to calculate the "damage result." Attack
result may also determine the degree of success of a magic spell (it's up to the GM to decide exactly
how).
Damage:

Example:
Moog attacks Karnack. Moog rolls 4d6 to attack, Karnack rolls 3d6 to defend. Moog's roll
result is 13, Karnack's roll result is 12. The attack result is 1 (13 - 12 = 1). Moog is using a
sword (x3 damage factor), so Moog gets a damage result of 3 (1 x 3 = 3).
Note: This is all just the number-crunching. The really important part is where Moog's
player describes how she leaps headfirst at Karnack and tries to kneecap Karnack with her
sword, and Karnack's player describes how he does a backflip into a tree to dodge the
blow.
Armor: The defender determines armor protection: usually 1 point for casual leather, 1 die for
basic armor, and 2 dice for really good armor. Roll the armor dice and subtract this protection
value from damage result to get damage taken. Walls, wrecked cars, magic barriers and so on
have armor too, sometimes as high as 4d6! (But keep in mind that inanimate objects only get 2d6
for a defense roll, if they get one at all.)
Unnamed Characters: If an unnamed character takes more than 7 points of damage from an
attack, that character is out of the fight. If an unnamed character takes less than 7 points of
damage from an attack, they ignore the damage.
Lost Hit Points: If the target of an attack is a named character, subtract the damage taken from
the target's hit points. If the target is at half hit points or below, they take a penalty die on further
actions. If at 0 hit points or below, the target is out of the fight. If at a level of hit points equal to
the negative of their normal hit points (e.g., -21 for a character with 21 hit points), they are out of
the game until the GM decides they can come back (if ever).
Recovery: After a chance to rest and recuperate (maybe half an hour), a character recovers twothirds the hit points theyve lost from punches, kicks, and general brawling damage, and one-half
the damage they've taken from weapons, magic, or other more serious attacks. After that, they
recover only by rest or magic.
Magic Pool: This is how many spells a magician may cast per day.
Equipment
This is obviously not exhaustive, and is only intended as a general guideline.
Weapon Type

Dama
ge
Factor

Unarmed Combat

x1

Throwing Knife

x1

Brass knuckles, cesti, gauntlets

x1.5

Knife, lead pipe, throwing axe

x2

Sword, axe, railroad tie

x3

Average energy weapon

x3

Good energy weapon

x4

Large (superior) energy weapon

x6

Huge (monstrous) energy weapon

x8

Stun ray, stun arrow (All damage from a stun ray or stun arrow is temporary.
Record it separately; it all comes back when the character recovers)

x5

Armor Type

Protection

Comfortable leather

1 point

Average armor (heavy leather, furs, Mok hide)

1d6

Good armor (hard leather, metal/plastic reinforced)


imposes 1 penalty die on attack rolls

2d6

Superior armor (heavy metal, plastic, ceramic)


imposes 2 penalty dice on attack rolls

4d6

Experience
All characters start with one die in their experience pool, but this will change as time goes on.
Gaining Experience
Generally, the GM awards one experience die per worthwhile game session. On rare occasions the
GM may award an extra die for outstanding role-playing, completion of a long-term goal, an
ingenious player idea, and so on.
Using the Experience Pool
You can use each die in your experience pool to improve one roll per game session. The dice
from your experience pool act as bonus dice. Once you use an experience die as a bonus die, you
cannot use it again in that session. As you play, you can acquire more dice for your pool.
Adding and Improving Traits
If you spend experience dice to add or improve a trait, you lose those experience dice
permanently (unlike using them as bonus dice).
Advancing to...

Requires...

1 die (new trait)

5 experience dice (possibly with training)

2 dice

5 experience dice

3 dice

5 experience dice

4 dice

10 experience dice + 6 to 12 months training

5 dice

15 experience dice + extensive training

6 dice

20 experience dice + a hell of a long time

For central traits, double the time and number of experience dice required.
To increase the character's Magic Pool, spend 2 experience dice for each point.

Magic
In the world of 3994, magic frequently looks like high technology, and vice versa. The difference
between the two isn't really important most of the time. For example, a creature or character that
has the trait "Resistant to Magic (T/U), 2 dice" (giving the character 2d6 armor against magic
attacks or two penalty dice to attacking wizard's rolls, depending on the circumstances) is also
resistant to energy weapons and other obviously high-tech weapons (such as Thundarr's
Sunsword). Even unmistakably mechanical constructions and robotic warriors may in fact be
magical fabrications which vanish when they are damaged.
Spell Modifiers
This is (although longer than I'd intended) obviously not exhaustive, and is meant only as a
guideline. Unless otherwise noted, duration is typically attack result in minutes, and range is
typically attack result times 10 meters.
Ofensive Spells

Damage Factor

Modifi
ers

Average offensive blast

x1

1 bonus
die

Average offensive spell with special effect


(entangling, imprisoning, mutating, etc.)

(x1)

1 bonus
die

Good offensive blast

x2

none

Good offensive spell with special effect


(entangling, imprisoning, mutating, etc.)

(x2)

none

Superior offensive blast

x4

1
penalty
die

Superior offensive spell with special effect


(entangling, imprisoning, mutating, etc.)

(x4)

1
penalty
die

Monstrous offensive blast

x8

2
penalty
dice

Monstrous offensive spell with special effect


(entangling, imprisoning, mutating, etc.)

(x8)

2
penalty
dice

Stun ray (All damage from a stun ray is temporary. Record it


separately; it all comes back when the character recovers)

+3 to damage
as
factor (x2 becomes above
x5)

Magic Barriers

Modifiers

Average magical barrier (which has 1 die of armor)

1 bonus die

Good magical barrier (which has 2 dice of armor)

none

Superior magical barrier (which has 4 dice of armor)

1 penalty die

Telekinesis

Modifiers

Telekinesis, move stuff or a person around, ood strength

1 bonus die

Telekinesis, move stuff or a person around, superior strength

none

Telekinesis, move stuff or a person around, monstrous strength

1 penalty die

Teleportation

Modifie
rs

Teleportation, magician can teleport herself and her stuff to her stronghold, at a
range up to the attack result in kilometers

none

Teleportation, the magician can teleport stuff or a person to her stronghold, at a


range up to the attack result in kilometers

none

Teleportation, the magician can teleport stuff or a person up to the attack result
times 100 meters

1
penalty
die

Mental Spells

Modifi
ers

Scan for minds, range is everywhere within wizard's stronghold, or attack result in
meters if outside of the wizard's stronghold

none

Telepathic communication, range is attack result times 10 meters if the magician


does not know the target, or the attack result in kilometers if the magician knows
the target

none

Domination, bends another person to the magician's will, duration is indefinite if


none
target is unnamed, attack result in minutes if target is named, range as for Telepathy
Clairvoyance, range is everywhere within wizard's stronghold, or attack result times none
100 meters outside of the wizard's stronghold
Retrocognition, range is attack result in hours (accuracy +/- 10d6 minutes)

none

Retrocognition, range is attack result in centuries (accuracy +/- 1d6 years)

1
penalt
y die

Technomancy

Modifiers

Activate or deactivate a machine with which the magician is familiar, duration is 1 bonus
indefinite
die
Activate or deactivate a machine with which the magician is marginally familiar,
duration is indefinite

none

Activate or deactivate a machine with which the magician is unfamiliar, duration 1 penalty
is indefinite
die

Summoning and Animating

Modifiers

Summon from elsewhere...


Create from nothing...
Animate an object as...
an average unnamed creature, duration is indefinite, maximum number of
creatures = wizard's magic pool

1 bonus
die

Summon from elsewhere...


Create from nothing...
Animate an object as...
a good creature, duration is attack result in hours

none

Summon from elsewhere...


Create from nothing...
Animate an object as...
a superior creature

none

Summon from elsewhere...


Create from nothing...
Animate an object as...
a monstrous creature

1 penalty
die

Counterspells

Modifiers

Undo/Cancel a spell cast by another magician, rolled as if other magician is the


target of the spell

1 penalty
die

Various Modifiers

Modifiers

Spell is needed to advance plot or improve game

Spell succeeds

Spell is illusionary (all damage from an illusion is temporary: record it


separately, it all comes back when the character recovers)

2 bonus dice, or
+3 damage factor

Spell only affects non-living, non-magical material (if spell could


otherwise be used on living things)

1 bonus die

Spell affects a large area or a group of unnamed targets

1 penalty die

Spell is subtle

2 penalty dice

Spell derails plot or ruins game

Spell fails

The Amazing Thundarr Episode Guide


The species of characters is noted in parentheses after their names, along with their quality (e.g.,
average, good, superior). If a name appears in parentheses, then the character or monster isn't
given a name in the series, and I've just called it something descriptive. None of the spells are in
parentheses, because no one ever bothers announcing what spell they're casting.

Episode 2: Harvest of Doom

Episode 3: Raiders of the Abyss

Episode 4: Mindok the Mind Menace

Episode 20: Master of the Stolen Sunsword

Episode 21: Trial by Terror

2: Harvest of Doom
Tai: "They better not wreck my train!"
Thundarr and friends encounter a train somewhere in Mexico (or
possibly South America). Trying to slow the train down and look at it,
Ookla rips a door off a box car and reveals mounds of bright red
flowers. The red blossoms are death flowers being transported by
Carocs to a wizard who wants to use the flowers to enslave Humans
(what else?). The Carocs aren't happy about the interruption, of
course, and promptly get their scaly tails kicked when they defend
their train from our heroes. Unfortunately, the leader of the Carocs
has a death flower pollen gun, and uses it to put our heroes to
sleep. The Carocs have no use for Thundarr and Ariel (being mere
Humans), but they keep the mighty Ookla to use as a slave in the death flower fields.
After escaping from some big furry snakes, Thundarr and Ariel enlist the aid of swamp urchin
Tai to track the Carocs back to the pyramid entrance to their valley. All Tai wants in return is the
train the Carocs are using. Once in the valley of the Carocs, Thundarr and Ariel rescue Ookla and
burn the death flower fields. Then they follow the Carocs back to their train, chase off the Carocs,
and repair the train track for Tai (what good is a train without a track?).
Thundarr and friends never even see the wizard the Carocs are working for; this episode would
make a good introductory adventure for an Under the Broken Moon campaign.
Characters
The Wizard (Wizard, good?): We don't know the name of the wizard for whom the Carocs are
cultivating the death flowers, and we don't know what he's giving the Carocs in return for the
flowers. All we know is what he looks like (an old Human in red robes and a tall grey hat), and that
he wants the death flowers to conquer the Humans beyond the swamp.
Caroc Leader (Caroc, good): The Caroc leader is slightly less reptilian than his followers (he
actually has a neck!). He's smarter than the other Carocs, and he's a bit tougher, too.
Tai the Swamp Urchin (Human, superior): Tai is a pale, spunky little blonde girl around
thirteen, an orphan who lives in the swamp. She's not a combat character, but she's tougher than
she looks. She's at home in the dangerous swamps, and has influence with at least one of the
creatures living there. For example, a big bear-like thing named Arak does what she tells it to do,
even in the heat of combat with Thundarr. This isn't mind control: she has to get to know a
creature and get to be friends with it before it will do what she tells it. Tai is a fun character, and
one of only two recurring characters in the series (other than Ariel, Ookla, and Thundarr): she and
her train reappear in Last Train to Doomsday. (If this was a Japanese cartoon, Tai would be the
main character.) Fun fact: Tai was played by Nancy McKeon, of "Facts of Life" fame, where she
played another scrappy character, Joanna "Jo" Marie.
Languages: Human
Attack: 2d6 (Scrappy)
Defense: 4d6 (Swamp Urchin)
Hit Points: 26 (Swamp Urchin)
Traits:
Swamp Urchin (Central, S): 4d6 (short ragged dress... she just looks like a swamp urchin)
Speak with Animals (T/U): 2d6 (feral "wild child" vibe)
Mechanical Aptitude (T/U): 2d6 (clear, keen eyes)
Flaws:

Obstinate (pouty lips)


Monsters
(Leopard Serpent, good): These two furry snake creatures are really no match for Thundarr.
Their heads are about the size of a normal Human's, and they're only about eight meters long.
They have huge fangs but they aren't venomous, and prefer to squeeze their prey to death.
Arak (superior): This shaggy orange creature looks like a cross between a grizzly bear and a
huge ape, with big bony plates on its back. It shrugs off Thundarr's Sunsword (Invulnerable, T/U,
6d6), and it is as comfortable under water as it is above it. When Tai tells it to go home, it just
sinks under the surface and vanishes.
Spells
Yellow blast (average ofensive, group): Ariel hits a half-dozen Carocs with this when they
attack her at the train. This doesn't knock any of the Carocs unconscious, but it does chase them
away. 1 use.
Brown mist teleport (teleportation): After the wizard is done talking with the Caroc leader, he
casts this spell to go back home. A thin trail of brown mist spirals around him a few times, and he
vanishes. 1 use.
Blinding flash (average illusion, area): Ariel casts this at the Carocs to hold them off while
Thundarr is on his way. The bright light upsets them and distracts them, which is probably the
effect she wanted. 1 use.
Still and quiet (superior ofensive stun ray): Ariel casts this at a Caroc with a wave of her
hand to keep him (you guessed it) still and quiet while Ariel and Thundarr sneak into the valley of
the Carocs. It looks like translucent threads that wrap around the Caroc and keeps him from
moving or making any noise, but in practice it acts like your basic stun ray. 1 use.
Disintegrate scythes (average ofensive vs. inanimate, group): Disintegrating inanimate
objects is no big deal. Ariel holds up her hands and three Carocs' scythes glow and crumble. 1 use.
Blue sleep (superior ofensive stun ray): Ariel casts these blue rays at Ookla to put him to
sleep when she and Thundarr are unable to snap him out of the death flower trance. In practice it
acts like your basic stun ray. 1 use.
Levitate (good telekinesis): Ariel lifts her hands and the unconscious Ookla rises into the air.
This is much easier than carrying the big unconscious lug around. 1 use.
Disintegrate death flowers (average ofensive vs. inanimate): Again, disintegrating
inanimate objects is no big deal. Ariel sends neon tendrils of energy at the mounds of flowers and
they wither up. 3 uses (one per train car).
Cool Stuf
Tai's train: The locomotive has one coal car and three boxcars.
Death flower (3d6, damage factor x5): The pollen of this bright red bloom has the power to
numb the Human (and Mok, apparently) will. The pollen seems to have an initial soporific effect (it
puts our heroes to sleep when the Caroc leader hits them with it), but the will-numbing doesn't last
very long and must be periodically refreshed (at least, when used on named characters). To resist
casual exposure to the death flower pollen, a character exposed to it must attempt a defense roll
using a willpower-related trait against the death flowers' 3d6. If the death flower causes enough
"damage" to take the character out of the fight, the victim will go to sleep about an hour, and after
she wakes up she will obey the person who exposed her to the death flower pollen.
How long the character will remain under the sway of the death flowers is largely plotdependent. Unnamed characters will remain dominated indefinitely, while named characters will
recover from the death flower pollen in a matter of hours (perhaps quicker if the victim has friends
trying to snap her out of it).
Death flower pollen gun (5d6, damage factor x5): The leader of the Carocs carries this bonglike gun loaded with death flower pollen. The Caroc leader blows in the gun and a concentrated

cloud of yellow pollen surrounds the target (who then must resist the death flower pollen as
described above).
The Golden Pyramid: This ancient step pyramid is the only entrance to the hidden valley of the
Carocs. It's full of passages, traps, and sliding walls, not to mention Caroc guards, and our heroes
come close to being trapped within it by the Carocs.
Caroc barge: This appears to be a diesel powered barge that the Carocs use to transport their
death flower harvest to the train parked at the other side of the swamp.
3: Raiders of the Abyss
Garth: "What manner of man are you?"
Thundarr: "Free!"
In the badlands, a coastal area of crags, canyons, rocky
outcroppings, a scraggly group of Humans lives in the remains of an
ocean liner that sits impaled on a spike of mountain far above the
ground. Our heroes arrive on the scene just in time to witness an
attack on the Humans by over a dozen brown-robed Raiders riding
on giant bats. Thundarr and friends manage to drive off the Raiders,
but not before the Raiders have captured several of the Humans.
According to Garth, the leader of the Humans, the Raiders have
been plaguing his people for generations: when the moon is full, the
Raiders come. This just won't do, of course, and the trio sets out to
rescue the captives and put a stop to the raids.
Back at the abyss (the cavern stronghold of the Raiders), the captives are strung up next to
what appears to be a SST. Green vapour surrounds the captives, making them shrivel up and
shrink to about half normal size. The vapour then turns red and surrounds the wizened old Raiders,
restoring them to a semblance of youth and vitality.
Our heroes find the entrance to the abyss: a river that goes underground into a cavern. They
swim down into the cavern, but of course Ookla isn't happy about it. Several unconscious bodies
later our heroes find their way to the Raiders' dining room, and they proceed to kick Raider butt.
Unfortunately, the Raiders manage to kidnap Ariel in the fray, and string her up to steal her
vitality, but Thundarr swings in to save her just in time (she shrivels a bit, but she gets better). The
slaves of the Raiders (who help Thundarr and Ookla get away from the Raiders) are not so lucky.
They need the cure for the Vapours of Life for their strength and youth to be restored, but they
know where it can be found: the wizard who created the Vapours of Life would certainly have the
antidote for their effects. Thundarr and the gang head out to find the wizard. Ariel manages to
convince the wizard to give up the secret by animating his chair to put the squeeze on him (of
course, she plays it off like it was no big deal when she gets back to Thundarr).
When the trio gets back to the slave quarters with the cure, the Raiders are ready and attack
them. Morag melts the exterior entrance to the slave cavern with his energy rod to prevent
Thundarr and friends from escaping (as if). Of course, the Raiders are defeated and the Humans
are rescued. As they leave the slave cavern,. Thundarr melts the entrance with his Sunsword, and
the Raiders are trapped in their cavern. When the get back to the liner, Thundarr advises the
Humans to move out of the sideways ocean liner to another home, "where they can live in
freedom, and right side up."
Characters
Unnamed Raiders of the Abyss (Mutated Human, average): The creepy Raiders act pretty
much like a cult: they dress alike, they all shave their heads, and they have unsavory religious
practices. On the other hand, they might not even be Human: it's possible that they are all just
naturally bald. The only obvious physical difference between the Raiders and Humans is that the
Raiders are bald and have pointed ears. The Raiders also have pale blue skin, but their skin turns a
normal-looking (for Caucasoids) pink when the Vapours of Life restore their vitality. The Raiders are
apparently nocturnal and are happy to live underground, unlike Humans. However, all of these
traits are most likely the result of the long-term effects of using the Vapours of Life.

Garth (Human, average): Garth, the leader of the Humans, wears the hat and ragged uniform of
the ocean liner captain. He's grey-bearded and obviously past his prime: either his wisdom is
respected by the other Humans, or they superstitiously honor the trappings of the ship's captain
(probably a little of both). He seems like a nice enough guy.
Morag (Raider, good): Morag, the leader of the Raiders, is the only one with any hair. He has
male pattern baldness, but his goatee sort of balances his hairline for a cool sinister look. He wears
a gold circlet on his brow which is probably a symbol of his authority (none of the other Raiders
wear one). He knows how to call forth the Vapours of Life, and he seems to be a pretty canny
customer, but he doesn't appear to have any real magical ability.
The Wizard (Wizard, superior): The wizard who once took refuge in the abyss (refuge from
whom, we do not know), and from whom the Raiders stole the secrets of the Vapours of Life, lives
a short distance away from the Raiders (just a short ride down the wasteland and across a
suspension bridge). He isn't willing to help the Humans without some encouragement from Ariel
(in the form of being crushed by his idol-like chair), but at least he isn't out building war machines
and enslaving villages. He's a curmudgeonly old guy in a big brown hat and red robes, and his
sanctum is a primitive-looking tree house high atop what appears to be an immense palm tree, the
base of which is surrounded by big thorny vines.
Monsters
(Giant bat, average): The Raiders ride on these horse-sized bats. They are capable of hovering,
and they have long naked tails like rats. They screech audibly, which means they probably do not
have echolocation ability (but you never know).
Spells
Light bridge (good telekinesis): This is one of Ariel's signature spells. She creates a bridge of
light from her location to the impaled ocean liner (at least 100 meters), and all three characters
ride across the light bridge on their mounts. She uses it each time they come or go from the liner.
2 uses.
Yellow blast (average ofensive, group): Ariel hits a half-dozen Raiders and their giant bats
with this during the first attack on the Humans. This doesn't knock any of the Raiders or giant bats
unconscious, but it does chase them away. 1 use.
Bubble of trouble (good ofensive, area): While Thundarr and Ookla wrestle with a pair of
Raiders underwater, Ariel casts this spell and a stream of bubbles shoots from her outstretched
hands to surround the Raiders. The small bubbles combine into one big bubble, which rises past
the surface of the water into the air. The bubble floats in the air above the river with the Raiders
trapped inside, and it carries them away as it drifts downstream. 1 use.
Yellow ring of holding (good ofensive entangling, area): Ariel casts this at three Raiders
just before she gets grabbed. A yellow ray shoots from her palm and wraps around the three
raiders like a big ring, squishing them together. 1 use.
Sparkly teleport (teleport): Ariel raises her hands overhead and casts this spell to teleport
herself from the nearby cliffs into the sanctum of the wizard. Just after she vanishes and just
before she reappears, the air is full of sparkles. 1 use.
Red blast (superior ofensive): The wizard is understandably annoyed at Ariel's intrusion, and
tries to zap her with this spell. She dodges it each time. 3 uses.
Animate idol (superior animation): Ariel shoots a yellow ray at the head of the idol-like chair in
which the wizard is sitting, and it comes to life and grabs him (pinning his arms to his sides). From
the way he yells and from the speed with which he capitulates to Ariel's demands, it must hurt
quite a bit. 1 use.
Cool Stuf
Energy rods (damage factor x5, stun, touch only): According to Ariel, these rods were
fashioned by sorcery and are pretty good pieces of work. Most of the Raiders are armed with these
meter-long blue crystalline rods, with which they touch their victims to immobilize them. Once a
victim is stunned, another Raider then captures the stunned Human in a net and carries her off.
Morag also uses an energy rod to melt the entrance to the slave cavern (damage factor x5), and

shoots this blast at Thundarr a couple of times, but this may be something that
only his rod could do, because none of the other Raiders uses this blast against
our heroes. Also, Morag's is the only energy rod that Thundarr's Sunsword
doesn't slice right through (although he does slice through it eventually).
Vapours of Life: The Raiders know the secret of the Vapours of Life. They call
forth the vapours from an ornate cauldron, and the green vapours drift up to the Humans (or
whatever other prey is handy). The victims of the vapours shrivel up and shrink to half normal size.
The vapours (now red in color) then drift down to the people that called the vapours forth, and
restore them to full strength and vitality. When Ariel pours the cure into the cauldron, the vapours
turn yellow, and restores the shrunken Humans to normal.
4: Mindok the Mind Menace
Mindok: "I am Mindok, supreme among wizards. I have taught this to Zoa. Now Thundarr, too, must
learn."
This is without a doubt one of the best Thundarr episodes. Our heroes arrive on the scene just as
General Zoa and the goon squad park their humongous war machine next to the NASA Space
Center and head inside. Thundarr and gang follow, but the goons attack them once they get
inside. General Zoa and the goons are defeated and leave in the war machine, heading back to
Mindok's stronghold.
Our heroes find the "ice people" that Zoa and the goon squad were looking for, and wake the
three NASA scientists from their cryogenic suspension. Mindok is peeved that Thundarr got to the
ice people first, so he imprisons Zoa and the goon squad in a fist-sized crystal ball as punishment.
Mindok heads to the Space Center himself, where he zaps the scientists away from our heroes
right in front of them, teleporting them back to his island stronghold. He warns Thundarr and the
gang not to try to follow, but of course they do anyway.
After wrestling with some fire whales, Thundarr, Ariel, and Ookla arrive at Mindok's island
stronghold. Mindok is ready for them, though, and traps them in a crystal ball with little trouble. By
this time the scientists that Mindok mind-controlled into building him a big robot body have
completed their work. With his new body and his enormous brain-powered flying warship (which he
had prepared ahead of time), Mindok is now ready to rule the world. And he could have gotten
away with it, too, if it weren't for those nosy adventurers!
Thundarr, Ariel, and Ookla join forces to break out of the crystal globe. They follow Mindok's
warship to the nearby Human village where he is in the process of (what else?) conquering the
stone-age Human peasants living there. Thundarr, Ariel, and Ookla ride their horses onto and into
the ship, and face off against Mindok in his control room. Mindok's mighty robot body tosses Ookla
across the room like a rag doll, but Thundarr cuts off one of Mindok's hands and both legs with his
Sunsword. Mindok falls into the control panel and smashes it, sending the warship out of control
and heading into orbit. Our heroes (and their horses) jump off the ship just in time. Mindok laughs
all the way into space.
Characters
General Zoa (Mutant, good): Zoa leads Mindok's goons. He's even taller than the other goons
(about one goon-head's worth), and he talks big, but he's a pushover for Thundarr (literally:
Thundarr pushes him over and takes away his ruby sceptre).
Unnamed goons (Mutant, good): Mindok's goons look like really ugly Humans a meter taller
than Thundarr. They have solid green eyes with no pupils, and their hands have three digits and an
opposable thumb. They look really brutish and tough, but they are not as tough as they look, and
they are intellectually about on par for your run-of-the-mill mutants. They aren't called "goons" in
the episode, that's just what I call them. They are all obviously the same species, and they aren't
obviously some kind of Human-animal mutation, so "goon" seemed as good an appellation as any.
The Ice People (Human, good): These three Humans (two women, one man) were cryogenically
frozen before the great catastrophe. They have great amounts of scientific knowledge and
technical skill (they build a powerful robot body for Mindok in a matter of hours), but they aren't
any stronger-willed or better in a fight than an average Human. Two of them introduce themselves
when they are freed from their frozen sleep (Doctor Craft is the dark-skinned woman, and the man

is named Doctor Harris), but they are never referred to by name again. In a game, they would
probably be treated as unnamed characters.
Traits:
NASA Scientist (Central, T/U): 3d6 (lab coat)
Robotics (NT/U): 4d6 (lab coat)
Mindok (Wizard, monstrous): Mindok is downright awesome. He starts out as a brain riding
around in a space helmet with a mirrored faceplate, wearing a purple robe over a hovering robot
body that looks like a rocket-powered propane tank with little mechanical hands. Eventually he has
a big, powerful robot body (which makes him much more powerful physically, but drains some of
his magical ability because the body is powered by his brain). He was injured 2,000 years ago
before the world fell into ruin, and his brain has been kept alive in his life-support suit since then.
His brain is now apparently immortal (hey, it survived this long). He calls himself "supreme among
wizards," and this may very well be so.
Languages: Human
Attack: 5d6 (Wizard), or 6d6 (Superhuman Strength) in big robot body
Defense: 4d6 (Immortal), or 6d6 (Superhuman Strength) in big robot body, 3d6 armor in big robot
body (no penalty die to attack rolls)
Hit Points: 30 (Immortal)
Magic Pool: 22 (Wizard)
Traits:
Wizard (Central, T/U): 5d6 (purple robe), or 4d6 (big robot body)
Technology (T/U): 3d6 (artificial body)
Immortal (T/U): 4d6 (talks about "waiting 2,000 years" for this and that)
Superhuman Strength (S): 6d6 (big robot body, when he gets it)
Flaws:
Underestimates others (doesn't pay close attention to what others are doing)
Just a brain with no body, not even a skull (artificial body)
Monsters
Fire whale (superior): This is a mutant sperm whale with lots of teeth, a horn on its forehead,
and bony spikes on its back and sides. Unlike normal whales, a fire whale has a flamethrowing
tube where its blowhole should be, and its tail fin is vertical rather than horizontal. Our heroes run
into a gang of four of the beasts. They are tough, but not invulnerable. Ookla head-butts one that
charges him, which takes both the Mok and the fire whale out of the fight.
Spells
Light (average illusion, area): Ariel holds up her hand and it radiates light bright enough to see
by. Very handy. 1 use.
Disintegrate flame-thrower (average ofensive vs. inanimate): Ariel bounces a yellow ray
from one hand off the other, and then it hits one of the goons' flame-thrower. The flame-thrower
glows yellow and fades away into nothing. 1 use.
Blocking blast (defensive magic trait roll): Ariel blocks an energy bolt from Zoa's ruby
sceptre. Later she uses the same spell to block a crackling yellow blast from Mindok. 2 uses.
Whirlwind (good telekinesis, group): Ariel blows in her hand and makes a little tornado. It
grows big and sucks up Mindok's goons, then carries them all the way outside and dumps them at
the door of the war machine. 1 use.
Mindok's mirror (clairvoyance): Mindok shows General Zoa and the goon squad what is going
on back at the Space Center, where the ice people have been freed by Thundarr. 1 use.

Crystal globe (superior ofensive entangling, area): In a fit of peeve, Mindok imprisons Zoa
and his goons in a fist-sized crystal globe. It appears that they will remain trapped in the sphere
indefinitely. Later, he casts the same spell at our heroes, and Ariel's magic and Thundarr's
Sunsword are individually powerless to damage the sphere from the inside: they must all three
strike together to break out of the sphere. 2 uses.
Lightning teleport (teleport, group): Mindok teleports all three scientists, simultaneously,
from the Space Center to his island stronghold. 1 use.
Light bridge (good telekinesis): Ariel creates a bridge of light in front of her when she is
charged by a fire whale. The whale slides up the bridge and over Ariel's head, and crashes into
another whale. Later on, she casts a light bridge so she and Ookla can catch up to Thundarr (who
jumped from some skyscraper-rubble to the ship on his horse). 2 uses.
Mind control (domination, group): Mindok hits the three scientists in the eyes, simultaneously,
with a yellow beam from his mirrored helmet, and they are instantly obedient. 1 use.
Binding serpents (superior ofensive entangling, group): Three big snakes emerge from
Mindok's mirrored faceplate, and wrap around our heroes. Presumably at least Ookla and Thundarr
could have broken free, but on the next round Mindok imprisons them all in a crystal ball. 1 use.
Crackling yellow blast (superior ofensive): When our heroes break into Mindok's control
room, Mindok tries to blast them with crackling yellow energy beams from the antennae of his big
robot body. 1 use.
Cool Stuf
War machine: This thing is huge, and I do mean huge. The buildings of the Space Center are no
bigger than the depth of the tread on its enormous wheels. It's also submersible: it travels
underwater to get back and forth from Mindok's equally-huge bitchin' island fortress. It could
conceivably hold an army (or several armies), but we know it takes no more than a handful of
people to operate it because there are only a handful of Mindok's goons on it at any one time.
Flame-thrower (damage factor x6): Many of Mindok's goons are armed with these rifle-like
weapons. They fire basketball-sized balls of fire, but they are slow to fire and don't seem very
accurate (fires every other round, 1 penalty die to attack roll).
Ruby sceptre (damage factor x4): General Zoa carries this thing around. It looks like a fistsized ruby on the end of a wooden cane. He shoots at Thundarr with it, knocking the Sunsword out
of his hand. He also shoots Ookla with it, which seems to daze Ookla for just a second but doesn't
take him out of the fight. Thundarr takes it away from Zoa and snaps it in two.
Mindok's warship: Mindok calls this immense flying war machine the "mightiest warship of them
all", and Mindok should know. It fires superior energy blasts (damage factor x6) from ports on its
underside, and it has superior armor (4d6). It is powered by the mind of Mindok (and it goes out of
control when he stops controlling it to deal with our heroes).
20: Master of the Stolen Sunsword
Ariel: "This poor village was once called Beverly Hills, Thundarr. It was one of the wealthiest cities
in the world."
Thundarr: "What of it? It's the wizard and my Sunsword that matter now."
The people of the village of Beverly (formerly Beverly Hills) are
terrorized by the wizard Yando, who uses his magic and his mutant
thugs to extort the hard-earned income of the villagers. Thundarr
insists on ending this tyranny, and with Ariel and Ookla attempts to
deal with him. However, the Sunsword is damaged when Thundarr is
struck by the "Scarlet Lightning" (a.k.a. "Negative Lightning");
Thundarr, of course, is as good as new after resting for a while.
While our heroes are trying to find the Pool of Power to recharge the
Sunsword, Yando manages to steal the Sunsword and take it to
Griffith Observatory, where he recharges it from the Pool of Power
himself. However, a cave-in interrupts his plans. Yando loses the Sunsword, Thundarr recharges it
(only the person who charges it can activate it), and our heroes proceed to go kick wizard butt. It

turns out Yando wasn't a real wizard after all: he was just a stage magician with some
pretty amazing special effects and ugly mutant assistants.
Characters
Yando (Wizard, superior): Yando wears flowing white and lavender-grey robe over
lavender-grey slacks (snappy dresser). His low boots are dark blue, and his demon
mask is dark blue with black horns. Under the mask, Yando is the village scholar,
Wolnak, a wimpy little guy with male pattern baldness and a pair of Birkenstocks.
Yando's stronghold is the Magic Palace, which appears to be the remains of a stagemagic oriented night club. Even though Yando doesn't know "real" magic, he manages to be pretty
darn effective with what he does know (a combination of stage magic and electrical/mechanical
skills), and he's smart enough to pick his battles and make good use of his thugs and animals. He's
also clever enough to restrain Ariel's hands as soon as our heroes show up at his stronghold.
Languages: Human
Attack: 3d6 (Stage Magic), but he doesn't cause any direct damage with his magic tricks
Defense: 3d6 (Nimble)
Hit Points: 19 (Nimble)
Magic Pool: 8 (Stage magic)
Traits:
Scholar (Central, T/U): 3d6 (wrinkled brow)
Stage Magic (T/U): 3d6 (fidgety fingers)
Nimble (S): 3d6 (stands on the balls of his feet)
Flaws:
Poor self image (doesn't take criticism well)
Imperfect understanding of magic (sometimes thinks a stage magic trick will have real results)
Erlo (Human, average): Erlo is a trader who apparently has a respected position in the village of
Beverly. He has long white hair and wears a ragged grey tuxedo and white tennis shoes.
Unnamed thugs (Mutant, good): Yando has two unnamed mutant thugs. One is a Wolf Mutant
(or maybe a Dog Mutant), and the other looks vaguely like an iguana.
Monsters
Giant Sky Dragon (average): This creature looks like an enormous earwig with vaguely
dragonfly-like wings. It is blue, with big red eyes. Yando and his two mutant thugs ride one
throughout the episode. It doesn't seem to have much special going for it other than being the size
of a stretch limousine and being able to fly.
(Centaur Beetle, superior): This resembles a big black beetle with its two foremost legs ending
in pincers. The front half of its van-sized body raises up somewhat, giving it a somewhat centaurlike posture. It's pretty tough: our heroes don't defeat it so much as they manage to knock it down
and get away from it (3d6 armor).
(Lizard Bunny, superior): The grizzly-sized Lizard Bunny looks like a big green rabbit with scales
on its nose, ears, and down its back and long un-bunny-like tail. It has huge claws (damage factor
x3), eye beams that knock Ookla across the room (damage factor x4), and can leap a dozen
meters with its big bunny legs. Yando pulls the Lizard Bunny out of a hat in an attempt to get away
from Thundarr's righteous anger, to no avail. Ariel blasts it through a wall, and it hops away when
it gets the chance.
Spells
Ring trick (average ofensive entangling): Yando throws brass rings around Ariel as soon as
she shows up in his stronghold, effectively preventing her from using magic until she gets out of it.
It doesn't take her very long to wriggle free, though (maybe 5 rounds, tops). 1 use (stage magic).

Scarf trick (good ofensive entangling): Yando can make long scarves flow from
his sleeve to wrap up his target. This trick ties up the target better than the ring trick,
but it doesn't have as much range (a couple of paces, at most). 2 uses (stage magic).
Coiling club (superior ofensive entangling): Ariel casts this at the Wolf Mutant that charges
her. His club stretches and wraps around him, wrapping him up tight. 1 use.
Floating blue (good telekinesis, group): Ariel casts this at both of Yando's mutants
simultaneously. It makes them glow blue and lift slightly off the ground (where they flail
helplessly). 1 use (she tries casting it again later at Thundarr, but Yando blocks it with his
Negasword).
Serious blast (superior telekinesis): Ariel wastes no time toying with the Lizard Bunny: as soon
as she gets the last of Yando's rings off, she blasts the critter right through a brick wall. 1 use.
Disintegrate mask (average ofensive vs. inanimate): Disintegrating inanimate objects is no
big deal. Ariel points at the mask, it glows yellow, and it fades away: it's just that simple. 1 use.
Cool Stuf
Pool of Power: Ariel knew that the Pool of Power was nearby, but Thundarr didn't even seem to
be aware that the Sunsword could be recharged. The Pool of Power itself is a small glowing lake in
an underground cavern beneath Griffith Observatory. From Ariel's tone, it sounds as though Pools
of Power can be found elsewhere, as well.
Negasword: Yando connects a fencing foil to a car battery and charges it with Red Lightning
(a.k.a. Negative Lightning). The resulting weapon can shoot good energy bolts (damage factor x4),
and holds its own against the Sunsword until Thundarr clips the wires.
21: Trial by Terror
Thundarr: "Enough talk! Thorak's life is in danger!"
Korb (fat, stupid sheriff) and his deputies (fat, stupid Pig Mutants)
are in cahoots with Artemis to steal the walled village of Atlanta's
precious fuel. Korb frames Thundarr's buddy Thorak for the crime to
avert the villagers' suspicion, but Thundarr stops their evil plans,
saves Thorak, and makes Artemis look really silly (which really isn't
too hard, to be honest). There are some Cannonball Run style
chases tossed in for good measure.
Characters
Artemis (Wizard, good): The blue-skinned Artemis has a (how
can I say it?) a foppish air. He has light blue skin and dark blue hair in a style reminiscent of the
British Invasion. He wears a loose white shirt and tan slacks, knee-high brown boots, and a yellow
cape with epaulets and a high collar. He's apparently in the early stages of his wizard career: he's
pretty good at magic, and he's tougher than he looks (and sounds), but he has yet to complete his
death ship, and his stronghold is just an old antebellum mansion (even Yando had a better
stronghold). And he really needs to work on his intimidation skills.
Languages: Human
Attack: 2d6 (Wizard), usually x2
Defense: 2d6 (Wizard), or 2d6 (Dodge) if Wizard dice are used for attack
Hit Points: 29 (Fashion - hey, anyone who dresses that fancy has to be tough)
Magic Pool: 10 (Wizard)
Traits:
Wizard (Central, T/U): 2d6 (blue skin)
Technology (T/U): 2d6 (smell of petroleum)
Fashion (NS): 4d6 (cape w/ epaulets)
Flaws:

Unimpressive (takes a penalty die to intimidation attempts)


Insecure (worries constantly about what other wizards and even Humans think)
Thorak (Human, good): Thorak is a muscular long-haired human with male pattern baldness.
Thundarr describes Thorak as his "old friend," a "man of honor." Thorak has a peg-leg: his left leg
ends just below the knee. It's possible that Thorak and Thundarr used to travel together before he
suffered this injury.
Korb (Human, average): Korb is the fat, stupid, corrupt southern sheriff in cahoots with the local
wizard. His is chubby, but not so fat as his deputies, and he has shoulder-length red hair. His one
saving grace is his bandolier of various badges and emblems (at least he knows how to
accessorize).
Unnamed deputies (Pig Mutants, average): These are your basic fat, ugly, average quality
unnamed thugs that look like pigs (various shades of dark grey). There are about a half-dozen of
them.
Monsters
Swamp Worms: (superior): The Swamp Worms look like enormous green snakes, with two
clawed arms up near the tooth-filled Volkswagen-sized head. When a Swamp Worm takes enough
damage to take it out of the fight, it splits into two fresh and eager-to-fight Green Things. Ariel
dazzles them with magic while Ookla and Thundarr ride them and make them fight each other.
This apparently reverses the process and makes them both disappear.
Spells
Yellow teleport (teleportation): Artemis teleports behind Thundarr and Ariel while they look
down into a hole that Ookla fell into. It looks like he appears in a cloud of glowing yellow smoke.
He uses the same spell to get away when things don't go his way. 3 uses.
Blue bolt (good ofensive stun ray): Artemis hits both Thundarr and Ariel with this from
behind, making Ariel fall into the pit with Ookla. Thundarr, however, is not stunned by the attack:
he plays possum and surprises Artemis when the wizard comes to look at the fallen barbarian. 2
uses.
Green bolt (good ofensive vs. inanimate): Artemis recovers from his surprise at seeing
Thundarr awake, and twice tries to hit Thundarr with a green bolt. Thundarr blocks both times, so
Artemis instead disintegrates the ground under Thundarr's feet. 3 uses (not including the first two
that Thundarr blocked).
Summon Swamp Worm (monstrous summoning): Artemis casts this spell to summon a
Swamp Worm, a monstrous quality creature. 1 use.
Immobilize (good telekinesis): Ariel casts this at two of the Pig Mutants simultaneously. It
makes them glow yellow and stop moving. 1 use.
Levitating sphere (good telekinesis): Ariel uses this to levitate herself, Ookla, and Ookla's
equut out of the aforementioned hole. 1 use.
Seek (clairvoyance): Ariel uses her magic to find Artemis' stronghold. She uses a similar spell to
lead Thundarr to her once she's found it. 2 uses.
Bound (good telekinesis): Ariel casts this at a Pig Mutant. His arms and legs are bound with a
white rope-like energy. 1 use.
Dazzling lights (average illusion, area): Ariel casts this at the two Swamp Worms
simultaneously, causing streaks of magical fire to zoom around and around their heads. It upsets
them and distracts them, which is probably the effect she wanted. 1 use.
Fire barrier (good ofensive vs. inanimate, area): Ariel casts this behind her as she,
Thundarr, and Ookla are riding away from Korb and his deputies. One of the deputies' car runs into
it, which stops the car and makes it fall apart. 1 use.
Magic shield (defensive magic trait roll): Ariel blocks a whole bunch of energy bolts from the
deputies' blaster batons. 1 use.

Rejuvenate boat (activate familiar machine): Ariel casts this spell to restore a decrepit
outboard motorboat to original condition. She casts a similar spell to start the boat going. 2 uses.
Neutralize rocket packs (deactivate marginally familiar machine): Ariel casts this spell and
makes three of the flying Pig Mutants fall out of the sky. 1 use.
Melt metal (superior ofense vs. inanimate): Ariel casts this at one of Artemis' death ship's
chicken feet, melting it into a nub. 1 use.
Cool Stuf
The Geyser: The geyser that Korb tries to fry Thorak with erupts twice a day. It seems like a
sloppy way to execute people, but Korb and his deputies (and the rest of the villagers, for that
matter) don't seem too bright, so maybe it's the best they can do. Thundarr does knock the death
ship out of the sky with it, so it must pack a pretty good punch (damage factor x8).
(Blaster batons): Korb and the deputies carry around average quality energy weapons, which
they probably got from Artemis (damage factor x3). They look kind of like short metal baseball
bats that fire like blasters.
(Communication box): Korb uses this box to talk to Artemis: it displays a little image of Artemis
above the box (about 10 centimeters tall from head to foot). If anything can make Artemis less
impressive, seeing him 10 cm tall does.
Death ship: As death ships go, Artemis' is mediocre. It looks a bit like a flying saucer with wings
and chicken feet, and it lasts all of a minute before Thundarr and crew knock it out of the sky. It
fires superior energy blasts (damage factor x6) from its chicken feet, and has good armor (2d6).
Rocket packs: When Artemis shows up in his death ship, a squad of flying Pig Mutants zips out to
terrorize the townsfolk with blaster batons.

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