Thundarr the Barbarian

Son_of_Thunder

Explorer
You know, reading about Thundarr on Wikipedia made me very very sad. There was a rumour at one time that some company was going to do a d20 modern take on it but they decided to quit the business, I think AFAIR?

Anyway, what d20 modern settings and systems are out there that would reproduce this?
 

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I don't know about d20 Modern, but systems that could reproduce it include Mutants and Masterminds (Excellent for modelling almost ANY heroic concept) and Feng Shui - not d20, but very high-adventure. M&M has the mix of high-action but low death-count that Thundarr would simulate, and magic is freeform enough that you could make anyone from Ariel to Janus.

In terms of the book's example hero templates,

Thundarr - Combination Martial Artist/Weapon Master type
Ookla the Mok - Powerhouse/Brick
Ariel - Mystic

God, I can hear the theme music echoing in my head now... :D
 


Henry said:
I don't know about d20 Modern, but systems that could reproduce it include Mutants and Masterminds (Excellent for modelling almost ANY heroic concept) and Feng Shui - not d20, but very high-adventure. M&M has the mix of high-action but low death-count that Thundarr would simulate, and magic is freeform enough that you could make anyone from Ariel to Janus.

In terms of the book's example hero templates,

Thundarr - Combination Martial Artist/Weapon Master type
Ookla the Mok - Powerhouse/Brick
Ariel - Mystic

God, I can hear the theme music echoing in my head now... :D

I have the action figures!

The way you set it up, looks like TRUE20 [which is essentially an M&M variant] might work perfectly...

I really do need to buy those rules...
 

"Ariel! Ookla! We Ride!"

Thundar would be ridiculously easy to do in M&M, Ookla even more so. Ariel's the one with a multitude of powers, although you could probably assume most of them are just one shot power stunts.

Would you make the horses sidekicks or equipment?
 

I would say Equipment, because in the cartoon, those horses were vehicles only, if I recall correctly. They didn't do a single thing other than get the trio where they needed to be.

The Sun-sword is a power unto Itself, but with a device requirement. It can be taken away, but can't be used by anyone but Thundarr, if I remember.

Ariel would have the Magic power, with as stated lots of alternate powers, and the Power Loss Drawback (she couldn't cast when her hands were bound, if you remember).

Ookla was a Powerhouse Archetype, pure and simple - though, as Thundar and Ariel, less powerful than a PL 10, I'm pretty sure. (Maybe PL 7 or 8?)

That's a start, though I'm sure someone could do the write-ups based on that. Heck, I'd be surprised if someone on Atomic Thinktank hasn't already...

For making new characters in the Thundarr universe, you'd want to restrict some powers and power levels, as well as origins. No inherent supers, for example, and no one has "Cosmic Power" or "Time Control." Time control in that show was a big deal, and reserved for plot-point devices, instead of being flung around. Maybe PL's would be somewhere between 5 and 8?
 


I always thought the setting would make a good Gamma World game, with the post apocalyptic bent, the presence of mutants, and the blend of science and sorcery, bt I am not sure how good the rules would have been for recreating the actual characters from the show.

-M
 



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