View Full Version : The Benchwarmers: Semi-super heroes
SSgt Baloo
Jan 8th, '07, 12:56 AM
I've always enjoyed populating my Champions worlds with low-powered supers that the PCs can feel superior to, if so inclined. One day I even hope to run a "ground level" heroes campaign, where the PCs aren't the Cosmic heroes who save the world, but low-powered not-so-supers who can take on muggers and gangsters and maybe a lowpowered supervillain -- the sort of criminals the big guns are too busy to deal with.
A few of the more memorable characters (and their descriptions) follow:
Mouse-Man: A normal human who transforms into an anthropomorphic mouse. Think Stuart Little with human (10) Strength.
The Human Ladder: An otherwise normal human with 6" stretching. Great for getting cats out of trees.
Mr. Adamant: Modeled after a LSH character whose name I can't remember, this guy can become almost completely impervious to harm (Armor, EGO DEF & full life support). Unfortunately, while he's invulnerable, he's effectively paralyzed (powers only work while he's simulating death).
The Mechanic: Actually, this character was a barely competant DNPC who believed he was another character's sidekick. He was worth his weight in comic relief. He had a 15-point VPP (OIF: contents of his toolbox) and a +2d6 HA (OIF: toolbox).
Has anyone else got barely super heroes they'd like to share?
assault
Jan 8th, '07, 03:12 AM
I've always enjoyed populating my Champions worlds with low-powered supers that the PCs can feel superior to, if so inclined. One day I even hope to run a "gound level" heroes campaign, where the PCs aren't the Cosmic heroes who save the world, but low-powered not-so-supers who can take on muggers and gangsters and maybe a lowpowered supervillain -- the sort of criminals the big guns are too busy to deal with.
I've always had a soft spot for characters of this type. In fact, I would consider playing one. The trick is that since characters with no powers can be superheroes, so can characters with lame powers.
They can even be members of the big league teams!
[list=1] Mouse-Man: A normal human who transforms into an anthropomorphic mouse. Think Stuart Little with human (10) Strength.
I've got a similar character: a teenage girl who turns into a possum.
Mr. Adamant: Modeled after a LSH character whose name I can't remember,
Stone Boy.
Grimble
Jan 8th, '07, 05:34 AM
Here are some of the Semi-Super heroes I've used as NPCs in various Champions games:
1. Blood-Eye: He could shoot blood from his tear ducts up to 3". This was a PRE ATT and very minor flash if he could hit the targets face. The PC supergroup actually hired him...He was also a great accountant.
2. The Amazing Burn: This guy was disturbed and disturbing! He had a really nice ED EB. He could shoot fire from the palms of his hands. The problem was that he was only partially immune to his own power. Whenever he used this power his hands burned and he was in EXTREME pain. Another problem. He was addicted to pain! He had Regen bought at 1 Body/min only for Fire Dam. He disturbed Heroes and Villians alike.
3. Bobby Snake-Eyes: This guy was average in everything. His Power: 10d6 Luck. Disad: 10d6 Unluck.
4. Meter-Man: Very minor, but most beloved hero in Madison,WI. He was a guy who drove around town on a suped-up moped. He wore a cape and mask and change belt. He had 10 CSL only to throw coins. Anytime he saw a car parked in a spot with an expired meter he would fling quarters into the meter as he drove past. Hunted by the city's Meter Maids!
Feel free to use any and all of these. I'll add more later.
Grimble
Pariah
Jan 8th, '07, 05:37 AM
Nickname: Deke
Build: Like a young Arnold Schwarzenegger. Bulging with muscles. Most people who see him will naturally assume he could bench press a Buick.
Defensive Powers: Ridiculously high PD and ED, full Damage Resistance, full Life Support, Mental Defense, Power Defense, Flash Defense, Knockback Resistance...you get the picture.
Offensive Powers: He had a 15 STR. Other than that, none whatsoever. 3d6 punch, 4.5d6 haymaker (under 4th Ed.).
Movement Powers: None whatsoever. Movement is limited to normal running, swimming, and leaping.
Sensory / Unusual Powers: None whatsoever.
Costume: Green bodysuit with a big red, white, and blue target on the chest.
Real Code Name: Decoy.
OddHat
Jan 8th, '07, 06:29 AM
I've used characters like this for almost twenty years. Always got a kick out of them. A few that show up regularly:
Big Red- 8 foot tall, 600 pound minor brick with a DEX 11 and SPD 2. Reduced need to Eat and Sleep. Owns a trucking company and saves money by doing all the loading and unloading by hand.
Taxi Man- Got a re-write after a similar character showed up in Top Ten and convinced me he could be better, he's the Blind God of Taxi Driver. Shows up and takes you where and when you need to be, anywhere and anywhen. Never leaves his cab except to eat in cheap restaurants. Taxi changes shape to match era, and has changed into a horse drawn cab.
Geo-Dan - Can detect anything under the Earth's surface. That's it; otherwise normal. Works for Exxon finding oil.
Arkham
Jan 8th, '07, 09:41 AM
I've used a good few of these as contestants in the West Coast Supers reality TV show.
Wetboy: Has the power to perspire on command, and then reabsorb the water.
The Bright One: He glows. Very brightly. Blindingly, even. But, he glows all the time. And, well, that's about it.
Lemur-man! Has the power to climb anything, as long as he has a rope and handholds.
Captain Calcium: While drinking a gallon of milk, can make his hair and nails grow to extraordinary length. ( But normal, hair/finger nail strength )
Dr. Time: A theoretical physics professor who, by explaining his theories on time travel, can make 5 minutes seem like 5 hours...
The Vette: Can turn into a Corvette. Can't drive himself though. Or turn back on his own.
Roadrage: The angrier he gets, the faster he drives. Can take a normal econobox up to mach II if he gets really pissed off.
transmetahuman
Jan 8th, '07, 01:31 PM
You can make a benchwarmer with any power in the book, if that's the only superhuman ability he has. Sometimes I develop a campaign idea with a "power premise" that ensures that all superhumans are more or less combat-capable (the chi-dynamo bloodline campaign, or an esoteric martial arts campaign, or the "sports bodies" campaign premise I recently came up with). But if the campaign premise(s) allow for more random abilities, I always figure there are a lot more non-hero, non-villain, non-combatant metahumans around than show up in Marvel or DC. I'm willing to play in someone else's game where the "You've got powers? You have to pick a side!" convention is unquestioned, and like I said some of my campaign ideas were specifically developed to make that convention more reasonable, but when I'm running a random powers campaign I just can't see most of the characters in this thread deciding to Fight Crime - that's a little more silly than I like things. Maybe a one-off loon or over-optimistic/naive hopeful for comic relief, but not one in every third small town.
Now, if we're just talking fun, not-very-combat-useful metas who don't put on costumes and are just trying to make a living, I've got a bunch. :)
Grimble
Jan 8th, '07, 02:06 PM
Out of the 4 Supers I've shared, so far, the only one who "fought crime" is The Amazing Burn. Meter Man was a "Do-Gooder", but the powers-that-be thought of him as a blow to their parking ticket revenue. He'd run from any cops that saw him plugging other peoples meters.
I believe this is just for fun. Populating campaigns with people with not-so-uper powers. Jump in and have fun, transmetahuman!
Grimble
Grimble
Jan 8th, '07, 02:12 PM
Here's another one, from my current game:
Benson: The Bulter of the PC supergroup. Tall, thin older english gentlelman. His only powers are Absolute Time Sense and a minor form of Clairsentience and Teleportation (Only to be behind super just as they are calling for him). He's great as a NPC. The players believe he is more powerful than he is!
Grimble
Pariah
Jan 8th, '07, 03:32 PM
Dr. Time: A theoretical physics professor who, by explaining his theories on time travel, can make 5 minutes seem like 5 hours...
I'm pretty sure I had a class from this guy in college. Quantum Mechanics, I believe. I enjoyed that class so much, I took it twice....
Arkham
Jan 8th, '07, 03:56 PM
Certainly not all of the bench-warmers that have appeared in that game fought crime, at least not before they went on the show. After the show was over, the character who organized it made deals with them in his heroic ID to gadget them up, train them, or team them up with people whos powers would work synchronously.
The Bright One got a suit of fiber-optics to channel his intense light into actual effective lasers, the suit providing him defenses as well.
The Vette and Road Rage got teamed up into a special crime-fighting duo, each with a standard issue utility belt and training.
I have a player who wants to retcon Wetboy into someone who was just discovering their powers of water control, including the ability to turn living creatures to dust, if he had to.
Almost any set of actual powers can be tweaked to be useful with the addition of gadgets or training.
Dr. Time is himself looking for someone to fund his time machine.
Kevin Schultz
Jan 8th, '07, 05:47 PM
Castle: 1" teleport, with 8 movable locations (teammates) and Autofire (2x) . As per the name, he can use it to swap people (or things and people) around. Actually a really useful power, if potentially unbalancing.
Shaft
Jan 8th, '07, 07:27 PM
I have a squad of 150-200 pt "Red Shirts" that back up my PCs in a Danger International/Street Level Supers game. Most of them have no powers, but a few of them have low level powers to back up their commando skills (some of them were named after Joes):
Agent Prime DEX 26, all other attributes "normal" for a commando
Lowlight- sniper with natural nightvision.
Deep Six- ex-SEAL w/ Life support: extended breathing, only needs to spend 1 end/minute
Panzer- ex-GSG9, STR 25, all other attributes "normal" for a commando
RunDown- ex-Foreign Legion, w/running 15"
Bad Vibe- ex-SWAT w/danger senseI also had a team of MI-6 agents who were low-profile and had more points in skills than powers:
Broadcast: transmit/receive radio and A/V signals (didn't need a radio to send receive signals
Decipher: Universal Translator, Computer hacker
Mongoose: SPD 8Mind you with their commando/espionage traininig, they were pretty kickbutt, so I wouldn't call them benchwarmers. But they definitely add flavour to the game.
transmetahuman
Jan 9th, '07, 06:28 AM
The Golden Goose: A cross between Element Lad and Matter-Eater Lad, this guy has the power of elemental transmutation - but only inside his digestive system. Normal teeth and mouth, and no real internal protection if he creates something toxic. High levels of the Money Perk, painfully wrought... which is useful for hiring bodyguards against kidnap attempts by wannabe nuclear terrorists.
Ma Bell, aka Switchboard: Actually has a very potent and useful powerset, but her personality makes people utilize it less than they might. She can initiate a telepathic conversation with anyone she's ever met, anywhere, and even keep multiple links active at once. She can only "receive" thoughts deliberately directed at her - but she can (sometimes) do that even if an active link isn't set up. A graying, middle-aged, nosy chatterbox who adores celebrity gossip, she is notorious for not paying attention to time-zone differences (or time of night, for that matter), and for considering anyone who has ever asked her for help or been the least bit friendly to be a lifelong friend that she is justified in calling any time, "just to catch up, dear". Once made a villain in a hostage situation give up, just to get her yammering voice out of his head. If you can give her a little attention, though, she's a genuinely nice woman who is relatively easy to make happy.
Grimble
Jan 11th, '07, 10:29 AM
The Wanderer: He has all the Safe Evironments and Self Contained Breathing and a bunch of useful Survival skills. Also, No Need to Sleep. He wanders the earth. Makes his living taking pictures of some pretty exotic places and sells them to National Geographic. He also writes travel books.
Grimble
Killer Shrike
Jan 11th, '07, 10:57 AM
Lets keep it clean please; supposedly children peruse these forums.
transmetahuman
Jan 12th, '07, 03:18 AM
Lets keep it clean please; supposedly children peruse these forums.
My apologies. I don't think anything that was in there would jeopardize the Adult Conspiracy for even a six year old (and so far the mods seemed to agree), but I've edited it anyway. This thread was meant to be light-hearted fun, and I didn't mean to kill it.
Edit: I've deleted both suggestive posts.
TheRavenIs
Jan 12th, '07, 05:32 PM
We had a C that one of our GM's made once. George, the maintance man. Power was that he had max Damage Reduction to everything, invisiable Force Field that was well beyond the range of any hero or villian, all the immunities and safe enviroments, plus didn't have to eat or sleep. He's one offensive ability wasn't even under the C's control, he either absorbed the damage to heal himself or deflected it; both where GM controled.
Most dangerous janitor in the world, he became the teams ace in the hole, saved them once by just walking into the fight.
Badger
Jan 12th, '07, 11:55 PM
Castle: 1" teleport, with 8 movable locations (teammates) and Autofire (2x) . As per the name, he can use it to swap people (or things and people) around. Actually a really useful power, if potentially unbalancing.
I've been thinking of an idea for a villain with a chess-motif going on. Have to benchmark this in the event I ever get around to it. :thumbup:
Note: Gah!! I meant bookmark not benchmark. Oy!!!
SSgt Baloo
Jan 13th, '07, 12:22 AM
Having thought it over, I suppose my "escaped laboratory animal" character was a semi-super. His main offensive power was a fully invisible ego attack. The SFX were that he could psionically stimulate the sleep centers of an opponent's brain. He had a 1 pip HKA that, with STR, could be boosted to 1/2 D6 (he had 10 STR). His primary defense was that he was, y'know, a cat! He was small and furry and cute and if a villain were fighting the hero group the cat was part of, some stray cat would not have been the first thing he'd start shooting at.
The other PCs knew by his behavior that there was something "odd" about the cat, but they really had no clue (even if their players knew the cat's entire story). They (the characters) thought that maybe the cat was a harbinger of good luck (or something). In any case, the other characters would've ganged up on any character who threatened to harm their cat (lucky for me!)
Of course, if a villain had caught on, the cat would have to rely on his small size, quick movement, and high DEX to save his life. Most villains could've reduced him to a small explosion of blood, violin strings, and orange fur with a well-placed shot.
transmetahuman
Jan 13th, '07, 01:10 PM
How about a paraplegic speedster, in a wheelchair?
transmetahuman
Jan 13th, '07, 09:13 PM
Someone mentioned Flatman recently, and I remember a similar old Atom foe - the 2-D Man or something like that. Which makes me think of the guy who is midway between the Atom (shrinks in 3 dimensions) and that guy (shrinks in one dimension):
The Stick: With the miraculous power to shrink in two spatial dimensions, The Stick decided to fight crime... but basically just fell down a lot.
SSgt Baloo
Jan 14th, '07, 08:05 AM
The Stick: With the miraculous power to shrink in two spatial dimensions, The Stick decided to fight crime... but basically just fell down a lot.
You beat me to it! I was just going to post an idea for "Stick Figure Man" and solicit write-ups. Rep to you!
BC001
Jan 16th, '07, 01:16 AM
How about a paraplegic speedster, in a wheelchair?
That was already done in one of Aaron Alston's scenario modules "Bad Trip for Dr. Drugs" or something like that. It was a teen hero style setting from way back in first or second edition days with stats for Champions and Superworld. One of the prefab heroes was a speedster in a wheelchair.
Whitewings
Jan 16th, '07, 11:18 AM
Someone mentioned Flatman recently, and I remember a similar old Atom foe - the 2-D Man or something like that.
I not only remember him, I have the issue where he first appears. He was an early "sympathetic villain," in that he committed his crimes to save "Not only my life, but the lives of others! For in the debris I also found the radiation source, transmuted into a new form of cobalt! With it, I was sure I could find a cure for leukemia!" But without equipment he doesn't have and can't legally obtain in time, he'll be... gone. He's shrinking just like Ray Palmer, though very slowly, "dwindling away to nothingness." At the end of that issue, the scientists at S.T.A.R. Labs manage to halt his shrinking, and the courts have agreed that the best recompense he can make to society is to continue his leukemia research with the new metal.
Grimble
Jan 16th, '07, 11:54 AM
The Doctors Forester: A scientist at a super-science research facility (Very similar to DCs S.T.A.R. Labs) trying to build teleportaion pads. He built two test pads. One on each side of his lab. Late one night Dr. Forester was sure he had everything right. He stepped onto the 1st pad and turned it on. It worked! He was on the other pad facing the wall. Turning around he saw himself on the first pad staring at him.
The good doctor actually built a duplication pad. He now has Duplication (Can not recombine, 1 exact duplicate). They call themselves The Doctors Forester, and have been legally ruled as seperate people. They both work for the research lab and are still trying to build a working teleporter.
Grimble
assault
Jan 16th, '07, 01:25 PM
That was already done in one of Aaron Alston's scenario modules "Bad Trip for Dr. Drugs" or something like that. It was a teen hero style setting from way back in first or second edition days with stats for Champions and Superworld. One of the prefab heroes was a speedster in a wheelchair.
"Bad Medicine for Dr Drugs". A dual-statted Superworld/Champions module from Chaosium.
It was by Ken Rolston, not Aaron Allston.
The guy in the wheelchair had a 3 SPD. He had pretty fast movement though. One of the other guys in the team was more like a traditional speedster.
I'm kind of fond of that module. It's "plot" consisted of three unrelated episodes that the GM was expected to somehow string together, and the characters in it were rather absurd, but still, somehow, it has an aura of coolness...
It might be worth revisiting as a Teen Champions scenario.
Houston GM
Jan 17th, '07, 10:27 AM
I was toying with a "benchwarmer" supergroup concept for a while. The best character I came up with was...
Olfactor:
Discriminatory Smell, Tracking Smell, Ranged Smell, Targeting Smell, +PER to Smell Group
Shape Shift for Smell Group only
Images for Smell Group only
when I'm running a random powers campaign I just can't see most of the characters in this thread deciding to Fight Crime - that's a little more silly than I like things.
The guy is a crimefighter, but primarily on an investigative level. He can smell a meth lab a mile away. He can find drug dealers and users. He can track fugitives.
Benchwarmer Group concept:
(In a "recent origins" universe) the benchwarmers used to be sidekicks in superhero-sidekick duos. The U.S. government decided to form their own team, so they invited all the superheroes to join it ... but they weren't interested in the "weak" sidekicks.
However, the sidekicks were more valuable than they appeared to be. They were the investigative half of their respective pairs. When the ex-sidekicks form their own team, they're not nearly as laughable as people expect.
Grimble
Jan 17th, '07, 10:53 AM
Olfactor:
Discriminatory Smell, Tracking Smell, Ranged Smell, Targeting Smell, +PER to Smell Group
Shape Shift for Smell Group only
Images for Smell Group only
The guy is a crimefighter, but primarily on an investigative level. He can smell a meth lab a mile away. He can find drug dealers and users. He can track fugitives.
The 4ED book had a guy called Proboscus as one of the "Power Examples". I built him as a detective type NPC. He had Dist Feature: Huge nose.
Grimble
dustytomes
Jan 21st, '07, 07:42 PM
The Fisher King: A high school drama teacher turned crime fighter. He's a good fencer, has a small gadget pool(mostly various hooks for his pole) and he's an amazingly good fly fisher w/ a high tech fencing-rod(a fly rod he can fence with). He dresses like a musketeer except he his all these little fly hooks in his big floppy hat and his Cavalier boots are rubber hip waders.:rofl:
Matt Frisbee
Jan 21st, '07, 08:55 PM
Benchwarmers? Okay...
Splatter Jack -- This unusual villain had the ability to telekinetically manipulate paint (as well as inks and dyes) so long as they were still in a fluid state. Ranged attacks via full paint cans, flash attacks with the liquid stuff, and a cosmetic transform (with an area of effect) since he would make graffiti and artworks with his power. His backstory had him painting the house of a neophyte magician and blundering into the pentagram with a full bucket of paint at exactly the wrong moment...
Mr. Boredom -- This minor league villain had the perfect tone of voice for a featureless monotone that would (in the space of a minute or two of his rambling monologue) put everyone within earshot asleep. He was using the bit on subway passengers to pick their pockets and slip off the train at the next stop. After he finally got caught, he shortened his prison stay by helping quell agitated prisoners with his power. He wasn't quite reformed, but he mostly stayed out of trouble by working as a drug-free tranquilizer for patients at the local hospital...
Matt "Comic-relief" Frisbee
P.S. -- I'm feeling very Satanic right now! Post # 666! :)
SSgt Baloo
Jan 21st, '07, 08:56 PM
Olfactor:
Discriminatory Smell, Tracking Smell, Ranged Smell, Targeting Smell, +PER to Smell Group
Shape Shift for Smell Group only
Images for Smell Group only
The guy is a crimefighter, but primarily on an investigative level. He can smell a meth lab a mile away. He can find drug dealers and users. He can track fugitives.
That description reminded me of a character from the 1960s Alvin Show. Sam Valiant, Private Nose was featured in one episode (he looked sort of like those big-nosed guys with the bushy moustaches from the Pink Panther cartoons). If I remember correctly, he wore a trench coat, fedora, and dark glasses. He seemed to be blind, but compensated for it with his terrific sense of smell.
SSgt Baloo
Jan 21st, '07, 09:08 PM
Splatter Jack
Excellent concept, but I like the next one better.
Mr. Boredom
Could you imagine Ben Stein as this character?
http://www.geocities.com/cyrano_jones.geo/Devil.gif
dustytomes
Jan 22nd, '07, 04:19 PM
Timmy Thomson: A 9 year old with a small Cumulative Mind control with the set effect of "must haymaker pre attack Timmy and Shout SHUT UP!" Little Timmy must ask endless pointless questions for the duration of the power.:doi:
SSgt Baloo
Jan 22nd, '07, 10:01 PM
Timmy Thomson: A 9 year old with a small Cumulative Mind control with the set effect of "must haymaker pre attack Timmy and Shout SHUT UP!" Little Timmy must ask endless pointless questions for the duration of the power.:doi:
By this I shouldn't suppose you ever plan to have children then?
Grimble
Jan 23rd, '07, 01:03 PM
Roland,The headless Thompson Gunner: He is a headless undead army grunt with a Thompson sub-machine gun. He appears on battle fields across the world, fighting the good fight. Nobody knows where he goes when not in combat.
Grimble
SSgt Baloo
Jan 23rd, '07, 10:09 PM
Roland,The headless Thompson Gunner: He is a headless undead army grunt with a Thompson sub-machine gun. He appears on battle fields across the world, fighting the good fight. Nobody knows where he goes when not in combat.
Actually, he goes to undead night school. He hopes that when he gets his degree, he might, at last, get a head.
http://www.geocities.com/cyrano_jones.geo/Shadey.gif
Grimble
Jan 24th, '07, 07:00 AM
Actually, he goes to undead night school. He hopes that when he gets his degree, he might, at last, get a head.
http://www.geocities.com/cyrano_jones.geo/Shadey.gif
The Egg thread has you stuck on lame word play jokes,huh?
Blue Jogger
Jan 24th, '07, 07:52 PM
A few of my favorite semi-supers:
Paul Benson: Had the power of Growth. The first +10 STR (to 8 feet) had 0 END, Persistant. The next +10 STR (up to 16 feet) had x2 END. The final +10 STR (25 feet tall) was horribly painful (x2 END, Charges that took a week to recover, Side Effect: Took 3D6 STUN due to Oxygen debt). :eek:
Armature: A guy whose power armor was a fancy forklift with mechancial arms. Stairs was his biggest weakness. "But without the suit, I wouldn't be Armature!"
Blinker: Speedster Teleporter, Always On (unless wearing a belt inhibitor), Extra Mass (x32). Part of "Two Mutants Will Move You"
Beamer: Long Distance (x32) Teleporter. (Could also summon small tagged objects like wallets to his hand.) The other half of "Two Mutants will Move You" When Blinker and Beamer worked together, they could together move large objects over long distances.
Matt Frisbee
Jan 25th, '07, 12:45 AM
Another couple of low-powered annoyances from my campaigns...
Scrapyard -- At the start of a fight, he was barely superhuman brick with a home-built set of combat armor for a costume. Problem was, he had absorption power which fed into his Strength. Players eventually learned that they had to dog pile on this guy to the exclusion of everything else to take him out of the fight before he became a major problem. He started avoiding this problem by jumping off of moderately high buildings to pump his Strength...
Frizbee -- A disc tossing pain in the butt who contracted out to every criminal organization in the game universe. One of his discs was a teleportation against others at range that would "vorp" the unlucky target 15 game inches straight up...
Matt "The-twisted-GM" Frisbee
jkwleisemann
Jan 26th, '07, 03:53 PM
Deus Ex - Massive VPP, all powers must be bought Usable As Attack, with the limitation 'cannot be used by self.'
He walks around, finds people in dire need, and forces a largely random gadget into their hands before running for cover.
tkdguy
Jan 27th, '07, 01:26 AM
Heh. I once had a character who was a second stringer. He was a paraplegic mentalist, but he kept his super powers secret. He just "happened to be there" whenever trouble started and somehow escaped injury.
He was also a pacifist (although he stunned a few people with Ego Attack), which seemed to annoy the other players a bit. My line of thinking was, his motivation was to protect people. Beating up the bad guys was a secondary concern.
Has anyone checked out Stuperpowers? It has some wacky powers that would be perfect for the heroes. Warning: Some of the powers would be classified as "adult content."
SSgt Baloo
Jan 27th, '07, 10:21 AM
Heh. I once had a character who was a second stringer. He was a paraplegic mentalist, but he kept his super powers secret. He just "happened to be there" whenever trouble started and somehow escaped injury.
He was also a pacifist (although he stunned a few people with Ego Attack), which seemed to annoy the other players a bit. My line of thinking was, his motivation was to protect people. Beating up the bad guys was a secondary concern.
Excellent concept. Repped.
Has anyone checked out Stuperpowers? It has some wacky powers that would be perfect for the heroes. Warning: Some of the powers would be classified as "adult content."
Never heard of it before this moment. What is it and where might it be found?
Grimble
Jan 27th, '07, 11:00 AM
Stuperpowers is a goofy, thin softcover RPG. You should be able to find it at your local gaming store (or have them order it).
Grimble
tkdguy
Jan 28th, '07, 04:35 PM
Here's (http://www.wingnutgames.com/SPD.html) a site where you can buy the book. You can also download the quick start rules (I seem to be having trouble with that though), and look at a few sample powers.
Chris Goodwin
Jan 28th, '07, 08:08 PM
Back in August of '99, I wrote up the Mystery Men and posted them to rec.games.frp.super-heroes.
My own contribution (whose stats are posted in the same vicinity as the Mystery Men):
The Goalie. Truly awesome hockey player, has a Martial Art form based around hockey, plus Missile Deflection and a ranged attack (shooting pucks at people). Wears a Kevlar hockey suit plus a goalie mask with a bright yellow smiley face sticker on it (this last was the result of frightening a small child who'd seen the Friday the 13th movies too many times; thinking quickly he bought the sticker from a nearby vendor and slapped it onto his mask). He drives around in a jet black AMC Pacer.
Here (http://groups.google.com/groups/search?ie=UTF-8&oe=UTF-8&q=%22mystery+men%22+OR+%22the+goalie%22+author%3AG oodwin+group%3Arec.games.frp.super-heroes&qt_s=Search) is a Google search that will take you right to the writeups for all of them (4th edition), including the Goalie. The "take 2" versions are post-feedback changes, but the background bits are in the originals. You'll want to look at both sets.
Matt Frisbee
Jan 31st, '07, 01:21 AM
Here's another couple of would-be supervillains --
Paisley -- This light manipulating metahuman was completely human in every other way, except for his power to permanently change the color of any (human sized or smaller) object. Paisley also had a streak of nasty in his soul and would use his power to create potentially lethal situations that would attract the attention of heroes while he would do a smash and grab robbery nearby...
Mistress Moron -- This villainess had the power to make people around her stupid (via an AE INT drain) to the point that stealing things was pretty easy. After a few highly embarassing incidents with political figures in the campaign city, the police no longer let her near city officials or other VIP's....
Matt "Filling-in-the-corners-of-the-super-universe" Frisbee
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