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Instructors needed, apply within.


Kristopher

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Well, my plotting for the Engleson Academy is going well.

 

Inspired partly by threads such as Killer Shrike's "Enforcer's Inc," and partly by my own shameless need for creative input, if anyone wants to suggest an idea for an instructor, please (please) do so. Anything from a quick idea to a full character is fine.

 

My one condition is that I'd like to avoid the clichés. I'd rather not have a telepathic headmaster or councilor, for example.

 

See also:

 

http://www.herogames.com/forums/showthread.php?t=14814&page=1&pp=15

http://www.herogames.com/forums/showthread.php?t=10102&page=1&pp=15

http://www.herogames.com/forums/showthread.php?t=9789&page=1&pp=15

http://www.herogames.com/forums/showthread.php?t=6160&page=1&pp=15

 

Some of that might not seem very related, but it's there. For example, if you read Crimson's background you'll see a reference to Cerebellum.

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Re: Instructors needed, apply within.

 

Dr. Random- an actual doctor of metabiology and an expert in metahuman battle tactics, he uses his combination of tactics skill, combat skill levels with overall combat and powerful mimic pool power to kick the students' asses with their own powers, thus showing them how effective they can be in battle... :coach:

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Re: Instructors needed, apply within.

 

If you make the headmaster based on a set of Luck powers the entire thing becomes far more itneresting. Instead of a braniac inventor, or he ultimate telepath, or the social mentor of the ages, etc,..etc... you woudl have someone who basically fell into the job.

 

He applied for a loan, and got lucky. Wanted to recruit some people, and just happened to find them. Faced the most powerful villain on earth, and someonehow the villain ended up unconscious and hauled off to super jail... how he is not quite sure, but it might have been the car he slipped out of gear when he climbed into to hide from said villain rolld down the street and knocked the water tower over on top of Captain Magma.

 

And then you have a group of students... a group of heroes.. a group of super powerful beings... looking to someone for strength, and guidance, and experience. And if THEY get lucky, he might pick one or tqwo good teachers to show them the things that he can not.

 

But if he has an uluck effect on others, school is going to be one HELL of a ride.

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Re: Instructors needed, apply within.

 

Well I had a cool concept for a college based hero game a while back but one of the ideas would work for you.

 

Richard†Pops" Zelazny AKA The one-man band.

 

Pops is the janitor he keeps the school facilities spotless repairs the damage caused by over eager students and the obligatory alien invasion tends the grounds and woe betide anyone who tramples his prize roses he has a bad left leg and limps along about his grounds he also helps out helping tutor any students who want to learn music.

 

But Pops didn’t start out as a janitor he started out as a jazz musician in the late 30s unfortunately he got in with a bad crowd. He discovered a love of the ponies. By 1941 his gambling debts left him in dire straights. The bookie he was in debt to gave him a way out. Pops was to acts lookout on a heist at a laboratory. Unfortunately for Pops the heist had been organized by a NAZI agent attempting to steal a revolutionary technology that allowed the instant duplication of any object. The cops showed up Pops ran into the building tow arm his accomplices only to see the scientist behind the project bound and being tortured to reveal the location of the plans for the device.

 

The other hired goons bolted leaving Pops and the nazi agent behind the agent set a bomb.

Pops finally relished what was going on tried to stop the agent but was thrown back into the device triggering it he was infused with strange energies and where there had been 1 of him now there where 12 he set about freeing the scientists while more of him selves tackled the nazi but he had no way to defuse the bomb. Dragging everyone out just in time. The lab was destroyed along with the blue prints. Pops goat out of the rap on the criem with the testimony of the scientists he was considered a hero even this bookie let him off not happy about being duped by the nazi. The device worked though probably too well permanently imbuing Pops with its strange energy he could duplicate himself and his personal effects at will though the copies always faded he was inducted by the government. He worked against the nazis through out the war years thorn following the war became a masked avenger his costume a white tailed tuxedo with black domino mask he carried a selection of music themed gimmicks fighting crime under the guise of the ONE MAN BAND. He retired in the 70s after being shot in an attempted mob hit.

 

Pops is over 80 now he claims that the process has retarded his aging somewhat so he looks only around 60.

 

Has mastered his powers to the point he can create over 100 duplicates create duplicates over short distances and even teleport. Though has not as fit as he once was he still does the work of at least a dozen men around the campus. Of course he doesn’t mention hsipowers to the new students and its considered an in joke abmongst the older students and faculty so many new arrivals wonder who the old guy get’s around so quickly.

 

But his npre summer vactation recital in the rose garden where he takes on the role of a whole orchestra are considred one of the high lights of the school year.

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Re: Instructors needed, apply within.

 

A character idea that I had for an instructor at the Xavier institute. He was a mutant who’s primary ability was he generated a large amount of psychic static. It was very difficult for a telepath to penetrate the field of psychic energy around him in any direction. In Hero System, I would have built him with Mental Defense, UAA, No Range, Explosion, Always On, and a matching Suppress vs. Telepathic Powers, All at the same time, 0 END, Explosion, Personal Immunity, Always On, No Range. He can't actually do anything with all this extra energy he generates. I conceived him early in the Generation-X run, as some one Xavier had discovered earlier, but didn't recruit, due to the powers not being very combat effective. Xavier would have asked him to come to the school as a sort of a hedge against Emma.

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Re: Instructors needed, apply within.

 

giving you a hard time. gotta be done.

 

Nemesis

 

phys. ed. & martial arts instructor.

 

powers- adaptive physique. his strength, toughness, speed, etc. change to match who ever he is fighting.

 

I like the idea, but I'd probably have to use a different name. I don't think the players would react appropriately to the name, given the past usage.

 

I also like the Dr. Random idea for an instructor.

 

Duplicating groundskeeper...interesting. Not sure he exactly fits the atmosphere.

 

I like the anti-telepathic character idea, but I don't know if I have a use for him right now. Something to keep in mind.

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Re: Instructors needed, apply within.

 

One of the instructors could be a vanquished supervillain that has the instruction of young superheroes as a condition of his parole, or something like that.

 

I cannot claim this idea as my own, however -- I stole it from Dr. Devious vs. Lincoln High, a webcomic based on a similar concept.

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Re: Instructors needed, apply within.

 

If the instructor is a NPC, a precog would drive students nuts!

 

Imagine a teacher who knew what crap you were going to pull before you pulled it, could evaluate your strengths and weaknesses before you began a project, and knew what choices you would make before you made them.

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Re: Instructors needed, apply within.

 

giving you a hard time. gotta be done.

 

Nemesis

 

phys. ed. & martial arts instructor.

 

powers- adaptive physique. his strength, toughness, speed, etc. change to match who ever he is fighting.

"The Mod", my entry for the Name the Hero Contest for the Hero who turned out to be Stalwart was based around this concept -- a super-athelete w/ a MP of characterisitc boosts in flexi-slots.

 

I dont think I can post him however as all the Name the Hero Contests became the property of DOJ as I understand it.

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Re: Instructors needed, apply within.There are a few characters I posted in the Character Posting thread that could be turned to this purpose with a background tweak or two and maybe a disadvantage or perk here and there.http://www.herogames.com/forums/showthread.php?t=3205&page=1Heres Ferrous; he could be easily used as a Chemistry or even (heh) a Metal Shop teacher with a bit of tweaking:Inspired by (but not a conversion of) the Colossus thread:

Combat Information Page

Character Name: Ferrous

Alternate Identities: Alan Greer

Player Name: NPC

attachment.php?attachmentid=5229
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
65 STR 10 25 65/90 22- / 27- HTH Damage 13d6/18d6 END [3/5]
18 DEX 10 24 18 13- OCV 6 DCV 6
40 CON 10 0 40 17-
20 BODY 10 20 20 13-
15 INT 10 5 15 12- PER Roll 12-
15 EGO 10 10 15 12- ECV: 5
25 PRE 10 15 25 14- PRE Attack: 5d6
16 COM 10 3 16 12-
             
             
20 PD 13 0 20/45   20/45 PD (0/20 rPD)
20 ED 8 0 20/45   20/45 ED (0/20 rED)
4 SPD 2.8 12 4   Phases: 3, 6, 9, 12
25 REC 21 8 25  
80 END 80 0 80  
80 STUN 73 7 80    
8" Running 6 4 8"    
2" Swimming 2 0 2"    
13"/6 1/2"" Leaping 13 0 13"/18" 133 Total Characteristics Points
attachment.php?attachmentid=3160
EXPERIENCE POINTS
Total earned: 150
Spent: 150
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 500
MOVEMENT
Type Total
Run (6) 8" [16" NC]
Swim (2) 2" [4" NC]
H. Leap (13") 13"/18"
V. Leap (7") 6 1/2"/9"
APPEARANCE
Hair Color:  Metallic Red
Eye Color:  Green
Height:  6' 10"
Weight:  800 lbs
Description:
Composed of flexible reddish metal, Ferrous has mettalic green eyes and his hair is a darker metallic red than his skin. His already impressive physique from before his accident has been tremendously increased, and despite his great weight he moves as gracefully as a normally fit athletic man. He has taken to wearing a blue tabard-like costume made from a practice jersey (lacking numbers or name).

DEFENSES
Type Amount Notes
Physical Defense 20/45 Current BODY:
Res. Phys. Defense 0/20  
Energy Defense 20/45 Current END:
Res. Energy Defense 0/20  
Mental Defense 0 Current STUN:
Power Defense 0  
COMBAT INFORMATION
OCV: 6 DCV: 6
 
Combat Skill Levels: +1 with HTH Combat
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
268 Body Of Metal: (Total: 280 Active Cost, 268 Real Cost) Armor (20 PD/20 ED) (60 Active Points); Visible (-1/4) (Real Cost: 48) plus Knockback Resistance -4" (Real Cost: 8) plus +30 STR, Reduced Endurance (0 END; +1/2) (45 Active Points) (Real Cost: 45) plus +7 PD (Real Cost: 7) plus +12 ED (Real Cost: 12) plus +30 CON (Real Cost: 60) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) plus Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus LoW (-4) for Normal Defense (Real Cost: 4) plus LoW (-4) for Resistant Defenses (Real Cost: 4) plus LS (Eating Character does not eat; Immunity All terrestrial diseases and biowarfare agents; Immunity All terrestrial poisons and chemical warfare agents; Longevity Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping Character does not sleep) (Real Cost: 50)
13 Ferrous Powers: EC, 26-point powers
16
1) Magnetic Repulsion: (Total: 45 Active Cost, 22 Real Cost) Missile Deflection (Bullets & Shrapnel) (15 Active Points); Only Works Against Ferrous Attacks (-1), Costs END (Only Costs END to Activate; -1/4) (Real Cost: 7) plus At Any Target (30 Active Points); Only Works Against Ferrous Attacks (-1) (Real Cost: 15)
1
14
2) Magnetic Field Awareness: Spatial Awareness (Touch Group), +4 to PER Roll, Increased Arc Of Perception (360 Degrees), Range, Tracking (41 Active Points); Only to detect things with Ferrous Metal or Iron Content (Includes red-blooded creatures however; -3/4), Costs END (Only Costs END to Activate; -1/4)
4
4
3) Magnetic Compaction: DI (11,600 kg mass, +25 STR, +5 PD/ED, -5" KB) (25 Active Points); Increased Endurance Cost (x5 END; -2), Visible (-1/4)
10
24
4) Magenetic Attraction: Telekinesis (25 STR), AOE (4" Radius; +1), Selective (+1/4) (84 Active Points); Only to Pull Things To Self (-1), Only Works On Ferrous Metals (-1/2), No Range (-1/2)
8
9
5) Interference: Change Environment 4" radius, -4 to Radio Group PER Rolls (24 Active Points); No Range (-1/2)
2
348 Total Powers Cost
PERKS
Cost  Name
1 Liked By Cops In Home Town: Reputation: Works With Police In Home Town (A small to medium sized group) 14-, +1/+1d6
1 Total Perks Cost

SKILLS
Cost  Name
5 +1 with HTH Combat
7 Inventor 14-
6 KS: Metallurgy (INT-based) 15-
18 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
15 DF: Big Hulking Metal Guy (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Superhero Circles)
15 Enraged: When Taunted (Uncommon), go 11-, recover 11-
10 Phys. Lim.: Heavy (800 lbs) (Frequently, Slightly Impairing)
10 Phys. Lim.: Limited Manipulation Due To Large Metal Hands (Frequently, Slightly Impairing)
15 Phys. Lim.: Must Always Exert At Least 30 STR (Frequently, Greatly Impairing)
10 Psych. Lim.: Hates His Freakish New Form And Gets Angry When It Inconveniences Him (Uncommon, Strong)
10 Reputation: Crackpot Inventor, 14- (Known Only To A Small Group)
10 Susceptibility: Strong Magnetic Fields, 1d6 damage per Turn (Uncommon)
25 Unluck: 5d6
10 Vulnerability: 2 x BODY Magnetic Attacks (Uncommon)
10 Vulnerability: 2 x Effect Magnetic Powers (Uncommon)
10 Vulnerability: 2 x STUN Magnetic Attacks (Uncommon)
150 Total Disadvantages Cost
Height: 6' 10" Hair: Metallic Red
Weight: 800 lbs Eyes: Green
Appearance: Composed of flexible reddish metal, Ferrous has mettalic green eyes and his hair is a darker metallic red than his skin. His already impressive physique from before his accident has been tremendously increased, and despite his great weight he moves as gracefully as a normally fit athletic man. He has taken to wearing a blue tabard-like costume made from a practice jersey (lacking numbers or name).
Personality: Alan is a mildly self-centered man whose primary motivation is finding a cure for his state. He doesnt mind the benefits of his power, but he hates that he cant have a normal life anymore. He's not very heroic, just practical. He tends to use just enough energy to get the job done, and tends to cut corners rather than do things by the numbers. But when he's taunted, insulted, or not taken seriously he has a tendency to go off the deep end and can be quite dangerous on those occasions.
Quote:"Just quit while youre ahead, fella. Lets not make this any more painful than it has to be."
Background: Alan Greer was a talented specialist in metallurgy. He wasn't a boy-genius or anything of that sort, he grew up in the normal fashion playing little league and playing with his friends, went to high school where he played as a lineback on the football team and was a king in metal shop where his ability to make little gizmos was much remarked upon, and went to state college on a moderate sports scholarship. He got into metallurgy kind of by accident; there was a cute girl named Deborah Whaite that Alan was determined to date despite her repeated rejections; she wanted more than some football jock. So Alan started taking any class she was in, which mostly involved a lot of science classes. Alan wasn't stupid by any means, though he had a tendency to cut corners in his studies much as in his normal life, and he soon found he enjoyed the subject matter, particularly when it involved metal. There was just something facinating about it; he would often learn the theory behind things he had done in metal shop in highschool, and could really relate to it.

 

Pretty soon, thoughts of Deborah were put aside as he got deeper into his studies. He finished he four years and managed to scrape together enough money working odd jobs and chasing financial aid scholarships to stay in school, pursuing a higher degree. This was driven by a strange discovery he had made working after class in one of the student labs. The University had acquired a chunk of a strange metal sample taken from a meteor rock that fell to earth several years previously. The metal, called Ferinium by the team that initially studied it, had many of the qualities of Iron, but also was similar to quicksilver in that it had a liquid-like solidity. Many scientists had studied it but eventually not been able to figure out any practical use for the substance. Alan however had noticed a strange reaction when the Ferinium was exposed to magnets and had rigged up an ersatz magnetic field generator from some equipment laying around the lab. He learned how to use magnetic fields to shape and direct Ferinium, but couldnt think of any useful purpose for it; he was determined however. He even wrote a lengthy paper about it that was published in several scientific journals, complete with several theories about what it might be used for, but it was not well recieved -- everyone that knew anything about Ferinium knew it was just a curioisity and nothing more.

 

Angry at the snide and unkind comments that now came his way, Alan stormed into the lab in a rage and started beating on his magnetic field generating apparatus, trying to break it. In the process the power switch way knocked into high power and a field was generated that resulted in the Ferinium sample being literally launched at the enraged Alan coating his face, and then flowing like liquid into his throat. Now choking to death, Alan stopped his flailing to clutch at his throat, standing there being innundated by the magnetic field generator all the while. Soon he passed out from lack of oxygen, but when he woke up was shocked to find that somehow the Ferrinium had impermeated his body and turned his body into a solid flexible metal, with vast strength and strange magnetic and density control powers.

 

After adjusting to the initial shock of his new state, to include leaving school and hiding himself away from everyone for a while until he could adjust to his new state, he realized that a normal life is beyond him now and he must decide what to do with hiself. He considered super-villainy, but decided that while he is strong and tough he doesnt have any powers that would make him well suited to not getting caught, and he doesnt want to sit in prison for the rest of his life. So, more out of practicality than anything he decided that he would become a superhero and join a team so that he can have a base to live in and maybe a decent lab so he can research for a cure for his condition. Setting off on the right foot he waited around with a police scanner for a couple of weeks waiting for something big, and finally got his chance with a big bank robbery, which he ran down to and stopped, easily defeating the robbers who had holed up with some hostages after he pulled the guns from the robbers hands using his Magnetic Attraction ability.

 

He announced to the admiring press thereafter that his name is Ferrous and that he is looking for a superhero team to join, and has received several offers but most have been from crackpots or bushleagers so far. Alan's pretty sure his abilities put him in the big leagues, or at least in the realm of consideration, but his main criteria is a team with a base he can live at -- he cant afford to pay his rent without a job forever. In the meantime he tries to get involved in larger crime scenes, helping the cops out and making a name for himself.

Powers/Tactics: Ferrous is composed of a strange metal substance that is very similar to Iron in its composition, but which is flexible rather than rigid. In addition to having vast strengths, comprehensive resistance to most forms of damage, and no biological processes to speak of Ferrous als has several abilities revolving around magnetics and the ability to magnetically condense his body at the molecular level, becoming a little smaller but much denser and stronger for short periods of time. He can make himself aware of ferrous objects around himself by detecting their magnetic attraction to him, can disrupt radio emmissions around himself, and selectively attract ferrous items to himself. When he uses these magnetic powers characters with Radio and Energy based Detects sense "black spots" of magnetic interference around him, but people without such senses feel the hair raise up on their bodies and can see the objects being moved towards him of course.
Campaign Use: Ferrous is a useful character to throw together with some other loose NPCs to make a background Superteam out of. Or perhaps his rent money runs out and finally, without any income, Ferrous turns to crime just to make a living.
Character created with Hero Designer (version 2.18)
and here is Showdown; with a little bit of tweaking he could be a an employee of PRIMUS or some other agency asigned as a liason.
Combat Information Page

Character Name: Showdown

Alternate Identities: Jonathan Brooks

Player Name: Killer Shrike

attachment.php?attachmentid=5229
CHARACTERISTICS CHARACTER IMAGE
Val Char Base Points Total Roll Notes
25 STR 10 15 25/45 14- / 18- HTH Damage 5d6/9d6 END [2]
25 DEX 10 45 25 14- OCV 8 DCV 8
25 CON 10 30 25 14-
25 BODY 10 30 25 14-
18 INT 10 8 18 13- PER Roll 13-
25 EGO 10 30 25 14- ECV: 8
25 PRE 10 15 25 14- PRE Attack: 5d6
20 COM 10 5 20 13-
             
             
5 PD 5 0 5/14   5/14 PD (0/9 rPD)
5 ED 5 0 5/14   5/14 ED (0/9 rED)
6 SPD 3.5 25 6   Phases: 2, 4, 6, 8, 10, 12
10 REC 10 0 10  
50 END 50 0 50  
50 STUN 51 -1 50    
10" Running 6 8 10"/20"    
5" Swimming 2 3 5"    
10"/5"" Leaping 5 5 10"/34" 218 Total Characteristics Points
attachment.php?attachmentid=3168
EXPERIENCE POINTS
Total earned: 250
Spent: 250
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 600
MOVEMENT
Type Total
Run (6) 10"/20" [20"/40" NC]
Swim (2) 5" [10" NC]
H. Leap (5") 10"/34"
V. Leap (3") 5"/17"
Gliding 0"/10" [0"/10" NC]
Swinging 0"/6" [0"/12" NC]
APPEARANCE
Hair Color:  Dirty Blonde
Eye Color:  Blue
Height:  6' 6"
Weight:  220 lbs
Description:
Jonathan is an extremely fit and atheletic large man in his mid-30's. He has dirty blond hair and a light beard framing extremely attractive features, and deep blue eyes. He moves with the grace and balance of a trained martial artist, and just looks more suited to combat fatigues than a suit and tie. Though he has had a hard life, you couldnt tell it by looking at him. In his "professional attire", he wears a skin tight dark blue body suit with boots, fighting gloves, and no mask, as his identity is publicly known. He wears a golden PRIMUS Eagle-badge on his left breast, but without the PRIMUS insignia.

MARTIAL ARTS MANEUVERS
Cost  Maneuver
5 Close Quarters Fighting: 1/2 Phase, +0 OCV, +1 DCV, Abort, +20 STR to Escape, Response to Grab
4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 / 11d6 Strike, Must Follow Block
5 Flying Dodge: 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove
5 Flying Grab: 1/2 Phase, -2 OCV, -1 DCV, Grab Two Limbs, 35 STR / 55 STR for holding on; FMove
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, 40 STR / 60 STR vs. Grabs
5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, 35 STR / 55 STR to Disarm; FMove
5 Passing Strike: 1/2 Phase, +1 OCV, +0 DCV, 5d6 / 9d6 +v/5; FMove
5 Passing Throw: 1/2 Phase, +0 OCV, +0 DCV, 5d6 / 9d6 +v/5; Target Falls; FMove
42 Total Martial Arts Cost

DEFENSES
Type Amount Notes
Physical Defense 5/14 Current BODY:
Res. Phys. Defense 0/9  
Energy Defense 5/14 Current END:
Res. Energy Defense 0/9  
Mental Defense 5 Current STUN:
Power Defense 5  
COMBAT INFORMATION
OCV: 8 DCV: 8
 
Combat Skill Levels: +1 with DCV , +2 Overall , +3 with Martial Arts , +3 with DCV (15 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4) , +4 with Block (20 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
Close Quarters Fighting 1/2 +0 +1 Abort, +20 STR to Escape, Response to Grab
Counterstrike 1/2 +2 +2 7d6 / 11d6 Strike, Must Follow Block
Flying Dodge 1/2 -- +4 Dodge All Attacks, Abort; FMove
Flying Grab 1/2 -2 -1 Grab Two Limbs, 35 STR / 55 STR for holding on; FMove
Martial Block 1/2 +2 +2 Block, Abort
Martial Escape 1/2 +0 +0 40 STR / 60 STR vs. Grabs
Passing Disarm 1/2 -1 -1 Disarm, 35 STR / 55 STR to Disarm; FMove
Passing Strike 1/2 +1 +0 5d6 / 9d6 +v/5; FMove
Passing Throw 1/2 +0 +0 5d6 / 9d6 +v/5; Target Falls; FMove
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

POWERS
Cost  Power END
20 Super Atheletics: MP, 30-point reserve, (30 Active Points); Requires An Atheletics Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4), 4 Continuing Charges lasting 1 Minute each (-1/4)
3m
1) Super Athleticism: +20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points); No Figured Characteristics (-1/2), Not For Lifting (-1/2)
3m
2) Stunning Blow: Hand-To-Hand Attack +3d6, Reduced Endurance (0 END; +1/2), NND ([Equally Common Defense]; Lack Of Weakness on Defenses covering head, or any innate rPD protecting the head; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2), Requires An Atheletics Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
4m
3) Super-Punch: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/2)
6m
4) Super-Strong Legs Leap: Leaping +20" (5"/29" forward, 2 1/2"/14 1/2" upward), Reduced Endurance (0 END; +1/2) (30 Active Points)
6m
5) Super-Strong Legs: Running +10" (10"/20" total), Reduced Endurance (0 END; +1/2) (30 Active Points)
12 Hit Him In The Gut -- Hes Weak There: Negative Combat Skill Levels (-2 to opponent's DCV), Reduced Endurance (0 END; +1/2), IPE (Fully Invisible; +1) (25 Active Points); Only Vs Opponent Which Find Weakness Has Succeeded Against (-1)
25 Unerring Strikes: Find Weakness 12- with Related Group of Attacks
PRIMUS Surplus Shield Bracers, all slots OIF (Shield Bracers; -1/2), Arrangement (-1/4)
8
1) Hyper Deflection: Missile Deflection (Bullets & Shrapnel) (15 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
8
2) Deflection: +3 with DCV (15 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
11
3) Deflection: +4 with Block (20 Active Points); OIF (Shield Bracers; -1/2), Arrangement (-1/4)
4
4) Pulse Shield: FF (8 PD/8 ED) (16 Active Points); 3 Continuing Charges lasting 1 Extra Phase each (-1), Limited Coverage [61-180] Degrees (Only on the same horizontal Level; -3/4), OIF (Shield Bracers; -1/2), Arrangement (-1/4)
13
5) Pulse Blast: EB 8d6 (vs. ED) (40 Active Points); 3 Charges (-1 1/4), OIF (Shield Bracers; -1/2), Arrangement (-1/4)
37 PRIMUS Surplus Equipment: VPP (Gadget Pool), 30 base + 7 control cost, (45 Active Points); Restrainable (Kept from reaching Belt of Gadgets) (-1/2), VPP Can Only Be Changed Between Adventures (-1/2); all slots IIF (Some Form Of Gadget; -1/4)
0
1) Swingline: Swinging 6", Reduced Endurance (0 END; +1/2) (9 Active Points); IIF (Grapnel Spool; -1/4) Real Cost: 7
0
2) Omni-Chute Generator: Gliding 10" (10 Active Points); No Noncombat Movement (-1/4), IIF (Omni-Chute Generator On Back Of Belt; -1/4) Real Cost: 7
0
3) Radio Sensors: High Range Radio Perception (Radio Group) (12 Active Points); IIF (Ear Bud & Throat Mike; -1/4) Real Cost: 9
0
4) Ultra-Belt: Force Field (5 PD/5 ED/5 Mental Defense/5 Power Defense) (20 Active Points); 1 Continuing Charge lasting 1 Minute (-1), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -1/2), OIF (Ultra-Belt Shield Generator; -1/2) Real Cost: 7
160 Total Powers Cost
PERKS
Cost  Name
15 Sanctioned: Contact: PRIMUS (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact), Organization Contact (x3) (15 Active Points) 8-
3 Sanctioned: Fringe Benefit: Federal/National Police Powers
1 Reputation: Dangerous Martial Artist (The Martial Arts World) 14-, +1/+1d6
19 Total Perks Cost
TALENTS
Cost  Name
15 Combat Sense 13-
18 Combat Luck (9 PD/9 ED)
33 Total Talents Cost

SKILLS
Cost  Name
5 +1 with DCV
20 +2 Overall
9 +3 with Martial Arts
10 Bare-Handed Brawling: Two-Weapon Fighting (HTH)
2 Sanctioned: KS: Federal Criminal Law 11-
2 Sanctioned: KS: Federal Criminal Procedure 11-
11 Super Athleticism: Power 15-
3 Acrobatics 14-
3 Analyze: Combat 13-
3 Breakfall 14-
3 Bureaucratics 14-
3 Climbing 14-
3 Combat Driving 14-
3 Combat Piloting 14-
3 Deduction 13-
10 Defense Maneuver I-IV
3 Interrogation 14-
3 Inventor 13-
3 Lockpicking 14-
3 Paramedics 13-
3 Security Systems 13-
3 Stealth 14-
3 Streetwise 14-
3 Systems Operation 13-
5 TF: Common Motorized Ground Vehicles, Parachuting, Advanced, Parachuting, Basic, Small Motorized Boats, Two-Wheeled Motorized Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Teamwork 14-
128 Total Skills Cost

DISADVANTAGES
Cost  Disadvantage
10 DF: Martial Arts Style (Not Concealable; Noticed and Recognizable; Detectable By Uncommonly-Used Senses (Analyze))
10 Hunted: Ankylosaur 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
10 Hunted: Lazer 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Hunted: PRIMUS 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
10 Hunted: Shadowdragon 8- (Less Pow, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
25 Hunted: War Machine 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
15 Psych. Lim.: American Patriot (Common, Strong)
5 Psych. Lim.: Code of the HERO (Uncommon, Moderate)
10 Psych. Lim.: Driven To Atone For Shady Past (Uncommon, Strong)
10 Reputation: Former Mercenary, 11-
10 Rivalry: Professional (Martial Artists; Rival is More Powerful; Group Rivalry; Seek to Outdo Rival; Rival Unaware of Rivalry)
10 Soc. Lim.: Public ID (Occasionally, Major)
10 Vulnerability: 2 x BODY Suprise Attacks (Uncommon)
150 Total Disadvantages Cost
Height: 6' 6" Hair: Dirty Blonde
Weight: 220 lbs Eyes: Blue
Appearance: Jonathan is an extremely fit and atheletic large man in his mid-30's. He has dirty blond hair and a light beard framing extremely attractive features, and deep blue eyes. He moves with the grace and balance of a trained martial artist, and just looks more suited to combat fatigues than a suit and tie. Though he has had a hard life, you couldnt tell it by looking at him. In his "professional attire", he wears a skin tight dark blue body suit with boots, fighting gloves, and no mask, as his identity is publicly known. He wears a golden PRIMUS Eagle-badge on his left breast, but without the PRIMUS insignia.
Personality: Showdown, despite all his hard knocks, still loves his country. He feels a lot of guilt over the time he spent as a Merc and feels the need to atone for his past by serving his nation honorably. He always seeks to be the best at whatever he does but this isnt a compulsion, its just somthing he naturally accomplishes. However he does get very competitive with other martial artists and revels in the chance to fight skilled HtH opponents.
Quote:"Kudo's for trying, but I'm still going to take you down."
Background: Jonathan Brooks was born on a military base hiden away in the backlands of Utah. Jonathan's mother had left his father when he was three, but his father had won custody after proving her to be an incompetant mother. His father was first a Major and eventually a Colonel in the Army involved in a highly-compartmentalized Top Secret weapons project. Jonathan grew up on the base with a mere handful of other military brats, attended the post school, and had very little contact with the outside world due to the remoteness of the location and the security protocols that restricted his father's movements. With little to do to fill the time, Jonathan took up learning martial arts at a very young age, training at the base dojo with the frequently revolving members of the elite MP guard unit asigned to the post. He didn't learn any particular traditional style, instead picking up commando-style combat techniques from the hardened soldiers.

 

As Jonathan grew older his athleticism became readily apparant as being top-flight. He acceled at every physical endeavor he attempted and could pull off feats to rival those of Olympic Level Atheletes and world record setters. By the time he was 18 he could run the Obstacle Course and Combat Conditioning Course faster than any of the best soldiers on the base, could bench as much weight as the strongest lifters in the gym, and outfight any man or woman on the post. In addition to being a physical phenom, Jonathan was also blessed with uncommonly good looks and this inevitably would be his downfall.

 

The base was commanded by General McGavin, and like all good base Generals, McGavin had a beautiful daughter, named Melody, who also happened to be about the same age as Jonathan. The General was a widower, and being ill-equipped to raise a daughter he sent her away to boarding school or to stay with aunts, but in her 18th summer she came to stay with daddy for a few months before starting college. Once she saw Jonathan doing his morning O-Course run soon after arriving it was only a matter of time before matters came to a head.

 

Melody was no shrinking violet; she was somewhat experienced in the ways of the world and of men and women. Jonathan, for all his physical accomplishments, most decidedly was not. So as the winsome General's daughter made every effort to happen to be someplace where they might bump into one another on the small post, it wasn't long before she had him wrapped around her little finger. Over the next month Jonathan became thoroughly infatuated with Melody and eventually things got pretty involved between them. This all went largely under the radar until General McGavin came home early from his office one day in late July and was much suprised to find a partially clothed Jonathan in the process of getting ready to go out a window and his precious daughter less than partially clothed on the couch.

 

The General was not amused.

 

Melody was sent off to live with an aunt for the remainder of the summer, but Colonel Brooks suffered the most for the General's lack of amusment, essentially being forced into an early retirement after receiving about the worst FitRep possible on his next review, given by the General personally. Colonel Brooks, ret., was slightly embittered by having his promising career flushed by his son's indiscretion and turned to booze, but only after kicking Jonathan out of the house. Without any place to go, and pretty sure he wouldnt go far if he joined the Army as he had planned to do (theoretically after going to college), Jonathan revised his plans and joined the Marines as an enlisted man as he had no degree. Jonathan opted for the infantry, and did extremely well in the Corps finding it challenging but rewarding, and he picked up rank meritoriously several times. After making sergeant in a quick 5 years he went for a Force Recon trial and easily passed it. He reupped and served a tour with FORRECON working in several localities around the world.

 

Finally he ended up in Somalia, part of the I Marine Expeditionary Force occupying the Mo (Mogadishu). Taking part in Joint Task Force operations with other SOF (Special Operaions Forces), Jonathan's team was eventually part of an operation intended to capture several "Tier 1" Somalis. The mission started off well but quickly went off the reservation when a band of Somali Technicals arrived unexpectedly and overrode the teams postion. It would be difficult to say who was more startled, but in the ensuing firefight the team's leader was shot in the head, leaving Staff Sergeant Brooks, aka Jonathan, in command.

 

After quickly killing the Technicals without sustaining further casualties beyond a couple of flesh wounds, Jonathan decided to execute the mission despite the incident and pressed forward into the now-alerted hiding place of the targets. Fierce fighting broke out and several more Marines were wounded, but the mission was successful as Jonathan himself pushed through the last hallway between him and the quarry, taking a shoulder wound in the process. In the post analysis however it was decided that Jonathan should not have ordered the mission to proceed as the element of surprise had been lost, which was indicated in the mission plan as an abort clause. In a complete mistrial of justice he ended up before a court martial for violation of the rules of engagement and was summarily given an Administrative Discharge "For the good of the Service" -- not a Dishonorable or Bad Conduct Discharge, but pretty insulting nonetheless.

 

This was simply too much for Jonathan. All he'd ever done was try to serve his country and nothing had come of it but punishment and aggravation. Angry, the 26 year old returned to Africa and became a mercenary, selling his highly honed skills and freakish physical abilities to the highest bidder. He worked as a mercenary for the next 7 years and eventually came into contact with many of the top-level mercs in the field, and coming to be known as Showdown. Unlike most of the others he wasnt in it to make a name for himself, he was just angry and trying to make a living. However, as time passed his anger faded and he realized he was not happy working as a mercenary; many of the causes he was paid to support sickened him, and many of his fellow mercenaries were loathesome individuals.

 

Finally he was hired by a wealthy but mysterious businessman who later turned out to be a representative of the Warlord's organization, as part of a crackteam of top-talent mercs including Lazer, Ankylosaur, and Shadowdragon for a mission in America. Jonathan took the job because the money was too good to pass up, but had misgivings; all of his mercenary endeavors to that date had taken place in third world countries. The mission was to infiltrate a PRIMUS base in New York City itself and steal a single container, the contents of which they were being paid extra not to ask about. Complete and detailed schematics were provided, along with guard schedules and personality dossiers of all the principals assoicated with the installation. It all looked like a cake walk; in and out with no expected obstacles.

 

But Jonathan had misgivings. Taking down governments in some craphole in the middle of Africa or one of the 'Stans was one thing, but messing around with the American Government? Despite his own personal grudges against the Armed Services, Jonathan just couldnt stomach it -- his patriotism was too deeply engrained. So he managed to contact PRIMUS and tell them of the planned robbery in return for immunity. When the mission occured it all went as planned until the team was deep into the PRIMUS base, and then the trap was sprung! PRIMUS Agents popped out of the woodworks and Jonathan turned on Shadowdragon. The other three mercs scotched the mission and managed to fight free of the building thanks to Shadowdragon's darkness abilities, but ever since they have all borne a grudge for Jonathan, and the Warlord was none to pleased either.

 

After the raid was foiled, Jonathan was taken in to custody for questioning. He didnt have criminal record and had voluntarily reported the potential crime, so he wasnt in any trouble, but he was definitely suspect. After PRIMUS officials were sure he was on the level, they began to consider his inquiry regarding becoming a PRIMUS Agent. He didnt have a college degree so he couldn't be an Agent, but he could become a sanctioned crimefighter and take part in PRIMUS's Special Activities program for crimefighters that work very closely with PRIMUS beyond merely being sanctioned. Jonathan agreed to this, and spent the next 3 years traveling to various PRIMUS bases in the pursuit of various cases, basically acting as an unpaid resource for PRIMUS. Jonathan quickly proved his worth and was allowed some unofficial perks, like being fitted out with some older-model "surplus" devices that R&D "didn't need anymore"; wink wink nudge nudge.

 

During this time Jonathan achieved an Associates Degree via night classes and extention courses using his GI Bill money. He applied for full induction to PRIMUS again, but the Director himself flew out to meet him in Chicago, where he happened to be at the time. The Director had a proposal for Jonathan; to go out and recruit competent hereos willing to work hand-and-glove with PRIMUS as part of a new unoffical task force. There would ideally be several smaller teams organized regionally that would be allowed to use PRIMUS bases as centers of operation, semi-officially of course, and if all went well in Congress to get approval for it, eventually they would all be added to the PRIMUS ToE as an official branch of the organization. Jonathan jumped at the chance and is now traveling the nation looking for candidates for this (somewhat sketchy) new group. The Director provided him with a list of a few other heroes who have worked closely with PRIMUS in the past or present, but before approaching any of them Jonathan wants to get at least a few new joins under his belt first -- see what he has to work with, so to speak.

Powers/Tactics: Jonathan is a supremely fit "super athelete" who was demonstrated a number of unlikely feats in his time. However, he does not detect as a mutant or any form of metahuman on any of the scanners PRIMUS has available. Some analysts conjecture that, like many "super" martial artists, he subconsciously taps into some form of energy, called Chi by many practitioners of Martial Arts. But whatever the cause, "Showdown" is a very capable physical phenom, with impressive martial arts and raw athleticism.

 

He also is equipped with some "surplus" hi-tech equipment unofficially given to him by PRIMUS, most significantly including a matched set of bracers that contain integrated force field generators that allow a number of effects. He also has a collection of "useful gear" stowed in an equipment built. The exact contents of the belt vary based on whatever PRIMUS has recently seen fit to toss his way, but are typically in-case-of-emergency type "spy-toys".

 

Finally Showdown has been around in his day, and is exceptionally skilled in a lot of areas, including his martial arts. He is a resourceful man with a lot of tricks up his sleeve.

Campaign Use: Showdown can be used to organize a team of PCs in a semi-official PRIMUS Sactioned group, slapping them together, getting them all sanctioned, and then leaving them in place to do the right thing while he goes off to form up another group.

 

Or maybe the director is up to something. The whole thing might seem a bit fishy if looked at too closely.

 

Or he could be part of a powerful team of PRIMUS aligned super types that might show up if a PRIMUS presence a little more serious than a Silver Avenger is needed.

Character created with Hero Designer (version 2.18)
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Re: Instructors needed, apply within.

 

I'm not sure if I like the idea of exposing a bunch of kids to a known villain. Can you honestly see a real school allowing a convincted criminal do his work release as a teacher?

Well, I am not sure I would trust a world-class mastermind with the job, but then, if he was captured and allowed himself to fall under a judges order to teach high school, he's not really world-class mastermind, is he? The really world-class villains always have an escape plan.

 

A lieutenant or assistant villain will do just as well, especially if the school is short-staffed for some other reason. Of perhaps the judge does not like the school, and wants something to happen with the villain teacher to allow him to shut it down. The school, being a decent, law-abiding institution, would never decline the order of a federal judge (that would only incur the judges wrath), so they would take in the new teacher, and do whatever they could to keep an eye on him.

 

Of course, I think it would play better for the occasional light-hearted moment, where the young students giving the beaten bad guy fits, to the point that he exclaims something like, "I was THIS CLOSE to having the entire east coast as my mindless slaves, and I cannot get SunStar to turn in his homework on time!" Or, "I will fail you all before the day is though, oh yes! MWAHAHAHA!"

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Re: Instructors needed, apply within.

 

Well' date=' I am not sure I would trust a world-class mastermind with the job, but then, if he was captured and allowed himself to fall under a judges order to teach high school, he's not really world-class mastermind, is he?[/quote']

 

I am reminded of Ostrander's SUICIDE SQUAD arc where Kobra -- one of the most feared and cunning terrorists in the entire DCU -- allowed himself to be captured by a second-string Israeli superteam...

 

... so that his stay in an Israeli maximum-security prison would let him have a chance to spend lots of time talking with Dybbuk, the experimental AI that said Israeli superteam had runnings its base. (And which was, of course, continually monitoring Kobra's cell.)

 

Between his normal genius and gift for manipulation, and some carefully preplanned memetic warfare, Kobra had the thing going rogue inside of 72 hours.

 

Moral of the story -- sometimes, the supervillain wants to be in your custody. And so sometimes, you don't want him to be there.

 

Likewise, a mastermind type might very well let himself get captured, so as to get himself a chance to recruit his own teenaged Brotherhood of Evil Mutants. Especially if he set this up with the judge beforehand... *cue Bribery roll*

 

 

 

Oh, here's another idea in the same vein...

 

... how carefully are you screening the students? It would suck if some charismatic and hyperintelligent teenaged aspiring would-be mastermind... somebody like, oh, Kevin Poe (from the Millennium City sourcebook, the leader of the New Purple Gang)... got himself a slot in your student body, so as to have a chance to make friends and influence people in his super-powered peer group...

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Re: Instructors needed, apply within.

 

Letting a villain in custody teach classes sounds exactly like something that would go on at an academy for super people. Xavier has done it before. Or were all the villains he had teaching "reformed"? Well, reformed villain would be just as cool. But one in custody at the school would be a great source of story fodder. You could keep him in a Hannibal Lector type cage at the back of a classroom and have him teach Super Villain Tactics or something. Or he could have free reign of the school and be the first person blamed whenever something goes wrong. I like it.

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