Showing posts with label 2000ad. Show all posts
Showing posts with label 2000ad. Show all posts

Thursday, June 12, 2025

ELFRIC SERPENT-EYE (from Slaine/2000AD) for Basic Games

 

This handsome fellow from 2013, as opposed to David Pugh's monster, Massimo Belardinelli's bloke, or Dermot Power's & Glenn Fabry's blue imp in Demon Killer.
Art: Glenn Fabry.

From the Slaine comic strip in 2000AD. This is Elfric from first appearance in Time Killer, up to the solo gamebook adventures. System is approximately BX/OSE, with later-edition shading.

* = more optional than usual.

Elfric Serpent-Eye

Triple-eyed, blue (or yellow) - skinned extra-dimensional sybarite and sadist; changeling 'son' of the King of Norway, shape-shifter, connoisseur of horrors, equal-opportunity despoiler and degenerate, favoured lieutenant of the Cythrons, personal friend of the Emperor Nero.

Armour Class Unarmoured = Chain + DEX  Hit Dice 6+3  Movement Normal Human Morale 12

Charisma 16, Constitution 15, Dexterity 18, Intelligence 16, Strength 18, Wisdom 15

Elf 6 / Evil Outsider

Hit Dice: roll hp for a 6th level character plus CON adjustment and for a 6+3 HD monster, keep the higher total.

Elf: By name and by nature. All abilities of a 6th level Elf character (or multi-classed Elf Fighter/Magic User). 

*Consolidate/pick-and-choose class/race abilities for Elf characters/monster across available/compatible editions/systems.

Outsider: Elfric is from Els-Where, a dimension at right-angles to our own (get it?). This is where he returns to regenerate if slain on the mortal sphere; he can also return here at any time of his choosing.

Revise for your setting cosmology if you don't want to further muddy the dimensional waters.

*Reclassify Elfric as Fey if you want - he's one of Slaine's world's faerie folk, even if that means something different outside of D&D-ish.

Weapons and Armour: Elfric can use any weapon available, including those he's been impaled on.

Sometimes wields a scythe-axe, the equivalent of Slaine's axe, Brainbiter, but can impale on a crit.

No problems dual-wielding. Probably finds firearms amusing.

Treats armour as costume and cosplay (because - see below) but can improve AC by shield, magical plusses and/or armour better than Chain.

Invulnerable Monster vs. mortals wielding normal weapons (3rd level or less), and half damage from weapons wielded by 4th level or higher (including magical ones).

Fabry/Talbot (1985)

Immune to crits, decapitation, dismemberment, impales, massive damage effects and poison/venom.

Immune to 1st - 3rd level spells.

Vulnerable to Iron: Still only causes half damage, but the weapon doesn't need to be enchanted, nor wielded by a Hero.

In Els-Where (his native plane), an iron weapon will bypass his invulnerability and inflict double-damage. 

Cannot Be Killed: He regenerates/reincarnates in 2d6 rounds. 

Elfric even comes back from being impaled and energy-drained by Grimnismal (nine-dimensional dark god of the Cythrons).

Slaine never decisively defeats Elfric, despite slaying him on several occasions. 

Spells: Elfric does not need to prepare spells in advance, requires no components, patrons or spell book, and casts by thought (lowest possible casting time). He has slots equal to a caster of his level (plus bonus for Ability Scores, if applicable).

Prefers bondage, fear and trickery over simple destruction and mass damage.

*Select spells from any class/list, from any edition or supplement, from any compatible system.

Third Eye: As a Cythron's optical leyser, but only once per round, stun vs. 3rd level or less, and melts/shatters the weapon/device you're using against him on a crit. Can be used in melee.

Massimo Bellaridinelli (1985)

Shape-shifter: Can take on the appearance of a known or unknown person. It is sometimes said he cannot transform his third eye, but must physically disguise it.

*Treat as alter self or change self spell from AD&D, or as a Doppelganger (eg. OSE or BFRPG).

*I can't remember Elfric taking non-humanoid or animal form, but that doesn't mean he can't.

*Further Elaboration.

Law of Macrocosm: If you defeat Elfric three times, you have proved yourself immune to him, and he can no longer directly harm you.

He will, however, take delight in causing as much indirect harm to you as he can thereafter - especially via those people and things you value the most. Up to and including atrocities against your descendants, or even the future nation state that encompasses your homeland.

(This is doesn't feature again after the end of Time Killer, as far as I can tell, and maybe can be explained as only applying in Els-Where).

David Pugh (1985).

Summoning: Elfric is several times shown calling up monsters - Elementals at Clontarf; a swarm of bat-things in Els-Where; Diluvials in Roman Britain.

You can give him summoning abilities as a Vampire, reskinning the rats, bats and wolves or swapping them out for similar HD equivalents.

The Elementals are mindless, monstrous and hungry. They will stop what they're doing to feast on fallen mortals 1-2 on a d6 each round. They're more like Hordlings than D&D-ish elementals.

Favoured lieutenant of the Cythrons: It's not wholly clear (from my reading) whether Elfric's form and powers are entirely his, or whether they are gifts of the Cythrons.

Having been defeated three times by Slaine, Elfric asks the Guledig not to be sent back to Els-Where, that he enjoys human form, implying that both his form and freedom of movement are at the Guledig's sufferance.

The Fetch: Elfric can appear as the double of his chosen enemy, a traditional omen of death.

Being equally matched, the original cannot defeat the Fetch except by special means.

Mechanically, this is a lot easier than mythic narrative allows, but maybe rule that Elfric is otherwise completely immune to your attacks unless you are using a gae bolga (a traditional 'secret weapon' of Celtic myth) or a tathlum.

*El-Stones: Something like the amulet/talisman of a 1e AD&D devil or demon?

Not established as being part of the lore in the early stories featuring Elfric.

*El-Women: By no means as tough as Elfric (adding to the idea that some of his power is granted by the Cythrons), you can just use Drow stats and abilities with the vulnerability to iron added.

When you kill them they turn back into weird slug-like creatures - presumably also their and Elfric's original form. They don't regenerate.

Commentary.

Out of the 19 (maybe more now) Slaine comic books, Elfric's in only 2 as major antagonist - I had him down as Slaine's eternal nemesis and that's how I prefer to think of him. But that's what happens when you read in an achronological narrow band.

That the Replicant of Slaine in The Secret Commonwealth isn't Elfric, from my perspective, is a wasted opportunity - I have other criticisms, but that's my main one.

Slaine and Elfric are evil twins. Elfric is Slaine with no ties, no restraints - but compare the atrocities they commit during Demon Killer. Slaine thinks he is right. Elfric just likes it.

Elfric's queer-coding is all over the place, and doesn't leave a very good taste in the mouth. Slaine and Elfric do at least snog at one point (depending on choices made in a solo adventure).

My pet theory is that the reason the lore of Slaine is inconsistent is because of Elfric and Slaine's appearance at the Battle of Clontarf in 1014 (and presumably Elfric was embedded in the Norwegian royal family for at least some time before), and the paradoxes that spin-off from it.

Pretty sure this is by Glenn Fabry, but Dermot Power started his run during Demon Killer (1993).

He was yellow-skinned in the collected US reprints of Time Killer, but I think Pat Mills probably had good reasons for why he would be blue.


Wednesday, June 11, 2025

THE DARK JUDGES (FEAR, FIRE and MORTIS) (2000AD) for Old School Fantasy & Horror.

 

Kev O'Neill

Eternal co-conspirators and bosom chums of Judge Death. 

In terms of basic mechanics/stats, treat the Dark Judges much the same as Judge Death.

Asterisk (*) indicates optional.

Morale: 10 (they're not self-destructive idiots) or 12 (they're indestructible super-fiends).

*Hit Dice: If they're not equal to Judge Death (and this could also depend on the host body and whether it's been treated with Dead Fluids), then they are probably no more than a step behind in terms of total HD, size of die used, or number of hp per die.

Invulnerable Monsters: In addition, Judge Fire is immune to fire and vs. magical (and dragon) fire, takes half or no damage.

*Fire and Mortis can also have damage/weapon resistances like Skeletons.

*Fire is immune to web, entangle and similar. Because he's on fire.

Attack with Filthy Claws: You're guaranteed to contract Mummy disease when fighting Mortis.

Fire does not harbour Mummy disease, but you take d8 hp fire damage per round of melee. Because he's on fire.

Grasp Heart: As Judge Death. Judge Fear only.

Stench of Death: As Judge Death. Judge Mortis only. 

*Fire smells like a conflagration in an overcrowded prison, with the same effects as the Stench of Death except: does not make you sick on a crit; you can't gain immunity.

Mournful Charm: As Judge Death. The other three Dark Judges lack Death's barely-controllable compulsion to kill charmed victims.

*Fire doesn't use this ability; it's not his style.

*Superhuman Strength: as optional for all or each of them as it is for Judge Death.

You Cannot Kill That Which Does Not Live: In gaseous form, they only have the ability to attempt possession.

Fire's disembodied spirit is especially threatening, because he looks like a roving fireball (or Skullghast) - but he can't set anything alight like this, and gives off no heat (he might not even cast illumination, just outlined in the dark as with faerie fire).

*No worries if you want to give them Mournful Charm and/or Stench of Death in this form, though - they are super-fiends after all.

Judge Fear - Special Rules.

Brian Bolland

Mantraps: carries at least two at all times; thrown weapons; regular rules for mantraps or mancatchers or grapple-at-range. 

Damage as for Filthy Claws +1.

Padlock: hold portal and wizard lock on any door, gate, hatch etc. Effective enough against normal humans and low-level psychics/spell-casters.

An object from a low-magic universe, attuned to a powerful supernatural being: it is Fear's willpower you challenge, not an intrinsic enchantment.

Gaze Into The Face of Fear: Fear can open his helmet and expose his face to a single target, who must immediately save or die.

If you're unlevelled, you survive only a crit success; if levelled, you survive on a normal success and are immune to the effect for the rest of the encounter on a critical success.

*If 4th level or above, you are immune (rest of the encounter) on a success. If 8th level above, immunity is permanent.

Judge Fire - Special Rules.

Greg Staples

Beneficiary of nominative determinism, arson-inclined mortal Judge Fuego became Judge Fire.

Flaming Trident: Base damage and properties as a regular trident with adjustments/effects as a flame tongue sword.

An object from a low-magic universe, it could be alien, magi- or necro-tech rather than enchanted.

The trident can be thrown as a 2d6 fireball (normal fire), and can project a 20' line or 10'x10' cone of flames for the same amount of damage. Normal saves apply.

Anyone who gets hold of Fire's trident can potentially use it, but will suffer d8 hp damage per round because it's ON FIRE! 

Judge Fire is attuned to the trident so he knows where it is, if someone else is using it, and can call it to him if nearby (strength/grapple contest if you're wielding it when he does so).

Special Vulnerability: Takes unsoakable non-lethal damage from water and fire extinguishers – you can subdue him this way, but it won’t stop him reigniting later and it won’t force him into gaseous form.

*Combustible Hosts: Unless treated with Dead Fluids, a host body burns at a rate of d8 hp per minute  then flares up as a 2d6 fireball (normal fire) at 0 hp. The host is reduced to ash and Fire assumes gaseous form.

Judge Mortis - Special Rules.

Carlos Ezquerra

Death, Fear, Fire and Mortis has a good rhythm to it, but why not just Judge Decay? That is his schtick after all.

Based on a reading of the character in Fall of Deadworld, Mortis is an aesthete (and enthusiast) of death and decay.

Maybe he chose the Mortis nom de guerre out of respect for Death?

Touch of Decay: Mortis makes a touch attack equivalent to the attack of a Mummy (d12 rot/necrotic damage, plus infection with horrible rotting disease - no save).

Claw damage stacks with the touch attack.

Special Vulnerability: Weapons of pure metals, such as gold or silver, bypass his Invulnerability (for half-damage).

Contact does not discomfort or harm him; they're just unaffected by his touch.

*Decomposing Hosts: Unless treated with Dead Fluids, a host body rots at a rate of d12 hp per minute. The host is reduced to dust/slime and Mortis assumes gaseous form.

*Further Elaboration.

Judge Fear’s Helmet is also Warduke’s helmet (XL1 Quest for the Heartstone: gives infravision to 60’).

If Fear is on the same plane, he knows where it is, and will seek out the wearer to possess them. 

He will whisper to them in dreams to encourage them to do horrible things ("Hey - why is this parent-friendly commercial tie-in fantasy villain being so relentlessly edgy and grimdark?").

While Fear will possess Warduke if possible, he’d rather possess Warduke’s conqueror and spend a bit of time pretending to be the villain back from the dead before reverting to type and trying to bring his necrotic buddies along.

Perfect opportunity to turn Greyhawk into your local Deadworld.

Commentary.

Jim Murray
I'm not saying it's definitely the reference.











Wednesday, February 28, 2024

JUDGE DEATH (2000AD) for Old School Fantasy and Horror

Psionic humanoid undead immortal outsider.
(Art: Brian Bolland)

Inter-dimensional alien super-fiend. 

Declared life to be illegal (as it is the living who exclusively commit crime). Carried out summary execution of his entire home world - billions of lives. This was centuries before he started dimension hopping. 

Doesn't care whether yours is a fantasy, historical or sci-fi setting - you're all lawbreakers (especially the elves).

Looks like a zombie or mummy dressed in a mockery of a Mega City Judge uniform. He doesn't need to wear anything, he chooses to - his office has standards to uphold.

An immortal spirit, Judge Death can partially or totally possess a living being, or reanimate a handy corpse, but only a vessel properly treated with the Dead Fluids allows him to bring his full abilities to bear.

All details preceded by an asterisk (*) are even more optional than the rest.

Hit Dice: as an undead type that you think best represents the temporary host body and/or the power and threat of Death in relation to your setting, system and table (I'm imagining Judge Dredd and Judge Anderson as min. 4th level characters).

As a zombie-type, Juju (3+12) or Lord (6) works; Lich (11) or Mummy (5+1) fit his appearance in the comics.

As a villain, he's at least Vampire/Mind Flayer tier (8+4).

*He can use d12 for hp instead of a d6/d8.

Treat an improvised/untreated corpse host as a Zombie (2 HD).

Armour Class: Unarmoured as Plate (his uniform is equal to Leather, but does not stack).

*Or as undead type for Hit Dice.

Invulnerable Monster: immune to normal weapons, bullets, crits, impales, massive damage effects.

Undead, clearly. *Immune as undead type for HD.

*Immune to charm, sleep, feeblemind, polymorph, cold, lightning, death spells (including reversed healing).

*+2 or better weapon to bypass Invulnerability, and these sever limbs on a crit/nat 20.

Half damage from all attacks.

Attacks with Filthy Claws for d4 hp each vs. metal armour (including the thick animal/monster hide equivalents of Chain and Plate); d6 otherwise.

*Save vs. disease if you've been wounded to see if you contracted Mummy's rotting disease (your preferred iteration).

He can wield weapons, use devices, grapple, throw objects etc. *and Cleaves like a Fighter of equal level vs. low-level opponents.

Grasp Heart: his signature move - phasing his hand into your chest and squeezing. 

Automatic vs. helpless victims or if he rolls 4 more than the number needed to hit (*or three consecutive hits, or a crit) - auto-kill on Death's next action if he wants to (and he really wants to).

*Save each round he holds your heart or take d4 non-lethal hp and 1 Strength damage. He knows if you're lying to him, and can read your surface thoughts if you're below 4th level.

If Death suffers damage in the interim or he chooses to, you are released.

Stench of Death: as a Troglodyte, and if you crit fail, you're sick as if poisoned by a Giant Centipede.

*Make three saves in a row or roll a crit, and you're immune to the effect for the rest of the encounter.

Mournful Charm: as a Vampire, one target per round, by gaze, gesture or communication.

*50% per appropriate time period he cannot resist the urge to pass sentence of death on a helpless target.

*Superhuman Strength: equivalent to an AD&D Vampire (18/76 Exceptional Strength), or your setting/system maximum for humans, or the bonus increment above this.

Making him fully and messily capable of grasping your heart without using his special ability.

You Cannot Kill What Does Not Live: as long as his host body has hit points remaining, it regenerates 1 hp per ten-minute turn.

*Severed extremities do not regrow but can be reattached or replaced, Frankenstein-style.

At 0 hp (or at will), taking a full round, Death abandons the host in gaseous form (as a Vampire). 

One of his catchphrases.
Art: Frazer Irving

Effectively indestructible, this form can use Stench of Death as a touch attack, exercise Mournful Charm, or attempt to possess a new host (automatic vs. helpless target; otherwise use your preferred possession sub-system).

Clerical Turning works like a Holy Symbol vs. Vampires against his gaseous form only.

A dissolve result vs. undead type by HD will drive Death from a host not yet treated with the Dead Fluids, and is no more effective than a Holy Symbol vs. Vampires against his gaseous form.

Vulnerabilities: Takes full normal damage from fire.

As an Invulnerable Monster, he's immune to normal damage, but not non-lethal/secondary effects, so can be pushed, pulled, grappled, entangled, tripped, thrown, disarmed, knocked back, knocked down, skewered and pinned to objects, dismembered, buried in cement, locked in a lead box and dropped into the Marianas Trench etc. 

Effectively helpless for 1 round when changing to gaseous form - this is your best opportunity to stop him getting away and taking a new host.

An interpretation of the comics would suggest trapping him in a Gelatinous Cube is an option.

I don’t know enough about D&D-adjacent psionics to comment specifically, but Judge Death appears to be (normally) vulnerable to psionics (for an entity of his status) - including telepathy, as a sapient being. 

Can be fooled (at least once) by feign death or similar.

Living Hosts are fragile and will deteriorate - mentally, physically and spiritually - the longer Death maintains a hold on them. They share none of Death's immunities/resistances or special abilities, unless/until treated with the Dead Fluids.

Commentary.

More classic catchphrases.
Art: Alex Ronald; Colours: Gary Caldwell.

It's been established that he was once Sidney D'Eath, son of a serial-killing dentist, whose wholesale genocidal tendencies showed long before he turned undead, but there are various other iterations.

In the primary 2000AD timeline, Death is both an apocalyptic supernatural threat and not entirely to be taken seriously. Sometimes works for me - this juxtaposition is a common tonal feature of the Judge Dredd setting. Dead Fluids flow frequently.

Judge Dredd: Lawman of the Future (1995 movie tie-in comic): Death is the undead alternative-universe Judge Dredd (apparently the original idea for the 2000AD archetype). Has a soulgem that powers his suite of special abilities. No Dead Fluids.

Judge Dredd: Final Judgement (2012 movie tie-in comic): He appears to be Sidney D'Eath from the primary (movie) universe, while also being an entity from a parallel universe of perfect entropy. No Dead Fluids, but plenty of stuff I liked.

Batman/Judge Dredd: Judgment on Gotham and Die Laughing: I have finite tolerance for the zany comedy antics of Judge Death in the mainstream 2000AD strip, so these two crossovers are a low point from my perspective. Visually interesting, though. Can't remember if any Dead Fluids.

Fall of Deadworld: Kek-W and Dave Kendall's non-stop parade of death metal album covers, telling the tale of how Death's homeworld was turned into Deadworld - and what the Dark Judges were doing before they turned their attention to the primary 2000AD universe. Absolutely saturated with Dead Fluids.

For Brits of a certain era, compare with Joey Boswell (Peter Howitt, not Graham Bickley) - another black leather-clad sex-symbol who announced himself with 'Greetings'.








Monday, December 4, 2023

Slaine and Ukko for Basic games.

Massimo Bellardinelli

Stats for the duo up to about Dragonheist (before the time-travel and mysticism kicks in). The system is approximately BX/OSE.

Slaine Mac Roth.

Black-haired warped warrior, exile, adventurer, time-traveller, hero, thief, king; analogue of Conan, Cu Cuhlainn, and the Eternal Champion. Celtic barbarian in the time before the Deluge.

Charisma 15, Constitution 18, Dexterity 18, Intelligence 9, Wisdom 11, Strength 18

Fighter 4/ Thief 4 (4d12)

Brainbiter: a stone- or metal-bladed battle- or great-axe. It is Slaine's favoured/ signature/ specialist weapon. It is not a specific axe, except that it's the one he's using.

Wielded one- or two-handed, or thrown - all without penalty. Damage die can be d8, d10 or d12.

Other Weapons: sword, spear, gae bolga, bow and arrow, tathlum. Anything he likes, really - he's strong, skilled and adaptable.

He can dual-wield without penalty. He can also use the Fighter options in the BECMI Companion set, if you like.

He wears a sword in his early career, but always prefers Brainbiter. 

Unarmoured Fighter: does not wear armour or carry a shield; sometimes fights naked. 

Slaine gets +8 AC bonus for his Dexterity. He can still benefit from a shield and/or cover.

At this stage of his life, he will punch you if you even suggest he wears a helmet.

Salmon Leap: Slaine can do a standing jump as high as his own forehead.

Whether he uses it to strike over an opponent's shield (+2 attack bonus), or to dodge an attack (+2 AC/relevant save), he needs to make a successful Dexterity check. 

Usable once per encounter.

Spear Catch: Slaine can pluck a spear from the air and throw it back at his attacker if he has not already made an attack that round. Needs a successful Dexterity check.

Usable once per encounter.

Thief Skills: rarely uses them, except for climbing. 

Slaine probably has no Open Locks or Find/Remove Traps ability, these mechanisms not being part of his cultural background.

His code of honour does not stop him using Backstab/Sneak Attack, Move Silently or Hide in Shadows, but his warrior outlook means he rarely does.

He is illiterate and cannot Read Languages.

Warp Spasm: once per day, at will, for 8 rounds; +4d12 temporary hit points and double-damage.

Treat as ogre-sized.

If 3 HD/3rd level or less, make a Morale Check when being attacked by Slaine during a warp-spasm. 

Bellardinelli again. The first warp-spasm I was to see.

Saving Throws: Slaine saves as a 4th level Fighter normally and as an 8th level Fighter during a warp-spasm.

As a brutal and unimaginative barbarian, he receives a bonus of +4 to saves vs. illusion, fear, madness etc.

Ukko.

Dermot Power.

Slaine's larcenous sidekick, future royal parasite and immortal, companion in adventure and adversity.

His astute mind and artistic talent are keenly focussed on lechery and greed.

Surprisingly courageous for a coward.

Charisma 8 (16), Constitution 13, Dexterity 18, Intelligence 13, Wisdom 8, Strength 8

Dwarf/Thief 5 (5d8)

Non-combatant: except for the odd Backstab/Sneak Attack, Ukko will not engage with enemies and will retreat to a safe distance or cower behind Slaine.

Unarmoured: he gets a +4 AC bonus for his Dexterity.

He also gets a +2 AC bonus vs. adult human-sized (or larger) opponents, as long as he does not make an attack in the same round.

Can still benefit from a shield and/or cover; frequently does.

Thief Skills: Ukko is an especially accomplished Thief, and has higher skill % because of this.

  • Climb Walls 91%
  • Find/Remove Treasure Traps 50%
  • Hear Noise 1-3 on d6
  • Hide in Shadows 45%
  • Move Silently 60%
  • Open Locks 60%
  • Pick Pockets 60%

Dwarf Abilities: Ukko has the Basic Dwarf abilities of detecting construction tricks, detecting room traps, and listening at doors (1-2 on d6).

Dwarves in Slaine's world don't have infravision.

Ukko after using his Charisma/ Mike McMahon.

Charisma: as a Dwarf, Thief, sidekick and known con-artist, Ukko is viewed with contempt and suspicion wherever he goes.

He uses the higher Charisma value when dealing with Dwarves, Thieves, drunkards and rubes.

Saving Throws: Ukko always use the most advantageous saving throws of Dwarf or Thief.

He gets a +2 save vs. curses, taunts and humiliation.

Further Complexity.

Ba5ec Slaine: You will need to look up some 5e D&D, where you start out as heroes not zeroes.

Give Slaine the following Fighter abilities: Great Weapon Fighting, Second Wind, Action Surge (which he can use to have a warp-spasm), Martial Archetype - Champion with Improved Critical and Remarkable Athlete.

He also gets the following Barbarian abilities: Unarmoured Defence (CON bonus added to AC), Danger Sense, Reckless Attack, Path of the Berserker (bonus attack when warp-spasming).

Only comparable heroic characters get these extras - everyone else has to stick to the rules. Ignore anything that's incompatible with the target system.

(Slaine already has some benefits of the 1e AD&D Barbarian)

Slaine the King: He's now a 9th level Fighter and he can use his warp-spasm twice a day, for a total of 18 rounds.

If he's also Ba5ec Slaine, he gets additional abilities as a 9th level Fighter and Barbarian in 5e.

I toyed with modelling him after a 1e AD&D Bard - he becomes more mystical in his kingship and beyond. Also not a terrible plan for Gandalf.

Ba5ec Ukko: he can have the non-fighting abilities of a 5e Rogue of the same level.

Commentary.

Older edition D&D is surprisingly resistant to producing the heroic characters it is claimed to be based on, and has to break its own rules for most iterations.*

Obviously, I'm exhibiting my own bias and interpretation here:

Gray Mouser and Cugel have to be 10th level Thieves so that they can use magic. While this might work for Cugel, Gray Mouser's spell-casting comes much earlier in his career - he starts out as a wizard's apprentice.

Conan and Fafhrd both have to have Thief and/or Ranger levels because the Barbarian class doesn't yet exist, and still won't be a great fit when it does.

Is Elric that accomplished a swordsman or sorcerer without his ring and sword and ancestral demonic pacts? He is a pawn in a cosmic game (also, to a lesser degree, the Mouser and Fafhrd), not master of his own fate - he doesn't need hit points if the higher powers don't want him to die until they see fit.

* And later edition D&D feel/look like they tried to address this - it's a criticism of 5e vs. OS, for instance. It's legitimate to draw on those later editions, particularly as they're broadly mechanically compatible and mostly freely available, and I treat The Game like Lego plus off-brand compatible blocks, rather than a 3D printer.

As well as spotlighting 5e as a source, there's also:

  • 1e and 2e AD&D to boost Ukko's Thief skills (racial and high Dexterity bonuses).
  • AD&D for Ukko's Dexterity bonus to AC.
  • 1e AD&D Unearthed Arcana for the Slaine's (Barbarian) hit dice and Dexterity bonus to AC.
  • 2e's Celts Historical Reference, for Slaine's Salmon Leap and Spear Catch feats (without the WP and NWP requirements).

The idea is that these kinds of celebrities should be more powerful than the PCs, but not so much that they utterly outclass them. As long as the players are participants rather than spectators, it should be fine.

Slaine's warp spasm could be a whole sub-system, but here it's just the druidic animal growth spell. Another possibility: use the AD&D enlarge spell, with warped Slaine as an Ogre (stats a bit too close to the regular Slaine in this iteration) or a Giant depending on how powerful his rage was.