
Fireproof tribal warriors
Context
These guys only ever showed up in the ninth issue of the original Fantastic Four run, in 1962. Even by our unusual standards, they are obscure.
These small notes were taken in the spirit of “oh, wouldn’t it be fun if they came back in a story ?”.
Overview
This tribe lives deep in the boondocks, in an undisclosed part of Africa.
Their secret is that they have developed a magical potion that makes them immune to fire. They have elaborate rituals involving walking through fire, handling it, firebreathing, etc..
Flame on !
Namor once sent the young Human Torch (Johnny Storm) to the area as part of a trap. The cocky Torch thought he would scare the natives off with his flame. But they instead took him prisoner.
The Torch escaped, then triggered a volcanic explosion. This forced the tribe to flee their village while leaving their potion behind to be engulfed by flowing lava.
But they will be back one day. Oh yes they will.
Game Stats — DC Heroes RPG
Tell me more about the game stats
Fireproof warrior
Dex: 04 | Str: 03 | Bod: 03 | Motivation: Mercenary |
Int: 04 | Wil: 02 | Min: 03 | Occupation: Warrior |
Inf: 03 | Aur: 02 | Spi: 02 | Resources {or Wealth}: 002 |
Init: 011 | HP: 010 |
Skills:
Acrobatics (athletics): 04, Military science (camouflage, tracking): 04, Thief (stealth): 03, Weaponry (melee, missile): 05. The witch-doctors responsible for the potion may have some Occultist, or Scientist or Scholar to account for it.
Advantages:
Language (Their own tribal tongue, likely related to an undisclosed African linguistic group. Of *course* they also speak fluent English).
Connections:
Their tribe (High).
Drawbacks:
None demonstrated.
Equipment:
- MAGICAL POTION [BODY 01, Flame immunity: 07, Misc.: Tipping melee weapons in the potion also allows them to negate as many APs of Force Field or Skin Armour Contingent on Flame Being as the Potion’s Flame immunity].
- Spear [BODY 02, Enhance (EV): 02 (cap is 06), Descriptor: Bludgeoning, Piercing, R#3, Limitation: Bludgeoning has Limited penetration]. These also can be thrown.
If the spearwielder’s opposition is within a four feet range, the spearwielder gets a -1 to the final roll of their melee attacks while the opposition gets a +1 to the final roll of their melee attacks. If the range is greater, these are reversed.
Helper(s): David Johnston, Roy Cowan.