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Help Me Build A Super-Spy Team


jackalope

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I'm trying to put together a team of Super Spies. Sort of Black Ops Super Team, but not assassins or bad guys in any sense. Just quiet, and stealthy, and not in the public eye.

 

I'm starting from a base of two characters: Blink Dog - the teleporter/martial artist from my campaign; and Trasformi - a Mystique clone. I want a six person roster.

 

So I have this;

Infilitration/Retrevial Expert (Blink Dog - Russian - Mutant - Former Russian Mafia Thief)

Social Engineering/Subterfuge Expert (Trasformi - Italian - Mutant - Former Con Artist)

 

I'm thinking this group should be international, possibly all mutant, possibly all with non-violent criminal backgrounds.

 

How should I fill out this roster? I know I need a combat expert or two, and Wolverine seems a natural choice to clone, but I'm sure you see why I'm loathe to do it. And I need a mentalist - possibly the team leader, or is that too obvious?

 

But what else? Any suggestions?

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Guest WhammeWhamme

Re: Help Me Build A Super-Spy Team

 

You already have a MA.

The combat specialist should thus be a weaponsmaster; perhaps a gadgeteer type. This is also a good choice for team leader.

An Illusionist is always useful for this kind of team. (All of the above together is a fairly logical combination)

 

A Cyberpath (perhaps also the Telepath) goes a long way; knowledge is power.

 

Telekinetic, or similiar, abilities can help a lot. This could also be a good place to put the combat effectiveness.

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Re: Help Me Build A Super-Spy Team

 

In a world where magic is real, a good spy team needs an Occultist; that character will also be a good dumping ground for all of the extra language and history skills. Since you're thinking on X-Men lines, an Illyana Rasputin type Telleporter and Dimenion traveller Occultist might fit well.

 

A forger comes in very handy for a spy team, and that character makes a good gadgeteer as well. If you want him/her to be a Mutant, the afinity for technology can be the mutation.

 

One pure brick is also always a plus. For a Spy Team, the Stealthy Brick (MP includes Compound Power: DI+Extra Str+Force Field in Slot 1, Compound Power: Desolid+ Invisibility in Slot 2) always works; Blackstar can be your base, tweaked to fit.

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Re: Help Me Build A Super-Spy Team

 

Well the obvious thing every spy team needs that no ones mentioned is a driver/pilot some one able to drive just about anything to get them into the target zone and out again. How about a stunt man great driver and pilot good in a fight some acting skills and knowledgeable about how to set up a con,

 

You could also make him the team brick either do the doom patrol robot man thing and have him horribly injured and given a cyborg body (also gives you your cyberpath perhaps) or have him just be invulnerable in a Luke Cage kind of way bullet proof skin and regeneration perhaps.

 

Some other ideas

Dr john smith OSS

England’s premier occultist secret agent during WW1&2 sworn nemesis of the Thule society trapped in a mystical artifact in his final battle with a nazi mystic in the closing days of the war now he is re awakened still battling occult forces. An elder statesman riding herd on the new generation (something strange happened to him in the final battle and he is hiding a dark secret)

 

L337

Teen hacker beyond compare even before his mutation activated now he can literally talk to machines and see radio waves, he sleep walks cannibalizing junk technology to builds strange devices he sees in dreams. Really obnoxious and cocky

 

Blood Rose.

 

A Romany (gypsy) girl blessed with precognition her whole family was killed by a neo-nazi firebomb.

She escaped but was seriously injured by the flames while she was recovering in hospital she vowed revenge.

When she had recovered she began traveling the world and learning a range of martial arts especially knife based arts. She has a short-range precognitive ability that allows her to perceive and react top her opponent’s moves even before they make them.

 

Still a beautiful woman despite the extensive scaring down her left side in combat she tends to wear black leather that shows off the damage and the intricate tattoo across her right side a twisting mass of black thorn covered branches ending in blood red roses each of the blood red roses that form it is a member of the neo-nazi gang that she has hunted down and maimed. There are eleven roses and space for 2 more the final one will go right over her heart.

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Re: Help Me Build A Super-Spy Team

 

L337

Teen hacker beyond compare even before his mutation activated now he can literally talk to machines and see radio waves, he sleep walks cannibalizing junk technology to builds strange devices he sees in dreams. Really obnoxious and cocky

 

:lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:

 

L337! That's too funny.

 

Thanks for the great ideas guys, some of these will definetely get used.

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Re: Help Me Build A Super-Spy Team

 

The Mask of Justice or Argus' "sees all" power suite is a useful tool for spies and counterespionage types. Add a really high Cryptography roll, Speed Reading and Eidetic Memory for the fellow who can read the secret documents inside the safe just by staring at it for a minute.

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Re: Help Me Build A Super-Spy Team

 

Actually i was thinking of a gadgeteer with a lot of equipment built for spying on the enemy. Like using maybe the bug-sized drone who flys in a relays info with super-small camera. An archer might not be bad either. Or some such infiltrator who is a master of killing silently. Perhaps a guy who kills with wire?

A super-tracker could be useful. With plenty of mutant enhanced senses.

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Re: Help Me Build A Super-Spy Team

 

Curious, freakboy, is L337 supposed to be a Cyberpath (description seems to imply that IMO).

 

Anyway, for my contribution:

 

Dodge: Tommy Dodge was a former stunt man, stunt driver and pilot in Hollywood. He was always in demand, as he had a seemingly highly reselient body that never got hurt, and boundless amount of energy. Until one day an exploding buiding prematurely detonated just seconds before the scene was to be shot. Unfortunately Tommy was near, fortunately his legendary resilency shown through as he manage to duck for cover just before the explosion.

Note: Anyway basically his senses were what saved him. His vision, hearing and sense of smell basically to be exact had mutated. He was a mutant after all (how do you think he had a superstong body?) Now he has the vision of an eagle, sense of smell of a bloodhound, and hearing of a bat.

 

These new enhanced senses obviusly made living in the bustle of Hollywood a bit tramatic. He decided to leave and return home where his mother lived in the NW. His maternal granfather, the local healer at the reservation, helped teach him how to keep control of his new found powers. He decided to stay and live in the wilderness, he became an expert at tracking, thanks to his senses, and what he learned as a boy tracking game when on hunts. Though he did withdraw from using rifles (too noisy). He became a masterful archer, and a premiere expert knife thrower. Eventually he was drawn back by another member of the group to join up. Yadda. Note: He would have some of the talents of a super-tracker, archer, knife wielder, combat driver and pilot and possibly some brick ability. More a jack of all trades to make it simple.

 

In any case, I tried doing this on short notice, I dont particularly like doing the stereotypical Native American thing (and also why I didnt give him a superhero name). But it would seem to fit I guess.

Background sometimes arent a strong point for me.

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Re: Help Me Build A Super-Spy TeamThe need for an Occultist made sense to me, and I wanted him to be a mutant, and be somewhat useful in a fight, so I came up with this guy. I hate the name, but was stuck for anything else. He'd go by his real name more often than not anyway, since he doesn't bother with a costume. He's equal parts Spider Jersulem, Dennis Quaid's character from Dreamscape, and First Level Mage.Suggestions/comments appreciated.Mister MorpheusPlayer: NPC Occultist

Val Char Cost
13 STR 3
18 DEX 24
13 CON 6
10 BODY 0
18 INT 8
23 EGO 26
30 PRE 10
10 COM 0
4/10 PD 1
4/10 ED 1
5 SPD 22
10 REC 8
60 END 17
30 STUN 6
6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 132
Cost Power END
13 Dream Mastery: Multipower, 60-point reserve, Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4); all slots Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Sleeping Targets Only (-1), Mutant Power (-1/4)
2u 1) Dream Alteration: Mental Illusions 12d6 6
2u 2) Dream Convention: Mind Link , Any Willing Target, Any distance, No LOS Needed, Number of Minds (x64) 0
2u 3) Dream Revelations: Telepathy 12d6 6
2u 4) Dream Scan: Mind Scan 6d6, Cumulative (144 points; +1) 6
2u 5) Dream Suggestions: Mind Control 12d6 6
See Through The Mind's Eye, all slots Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Extra Time (1 Turn (Post-Segment 12), Only to Activate, Character May Take No Other Actions, -3/4), Mutant Power (-1/4)
1 1) Dream Reading: Detect Dreams 13- (Mental Group) 0
3 2) +6 PER with Mental Group 0
3 3) +8 versus Range Modifier for Mental Group 0
3 4) Analyze with Mental Group 0
3 5) Discriminatory with Mental Group 0
3 6) Increased Arc Of Perception (360 Degrees) with Mental Group 0
3 7) N-Ray Perception (Mental Group) 0
6 8) Targeting with Mental Group 0
12 Spellcraft: Variable Power Pool, 10 base + 2 control cost, VPP Powers Can Only Be Changed With Spell Books (-1/2), Limited Class Of Powers Available Slightly Limited (Only Magic; -1/4); all slots Variable Limitations (requires -1 worth of Limitations; (Incantions, Gestures, Etc.); -1/2)
0 1) Cat's Eye: Nightvision; Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4), Costs Endurance (Only Costs END to Activate; -1/4) Real Cost: 2 1
0 2) Alter Self: Shape Shift (Sight Group); Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 4 1
0 3) Friends: +10 PRE; Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 4 1
Equipment
12 1) Bulletproof Vest & Trenchcoat: Armor (6 PD/6 ED); OIF (-1/2) 0
26 2) Pair of .45 Automags: Ranged Killing Attack 2d6, 4 clips of 12 Charges (+0), Autofire (2 shots; +1/4), Armor Piercing (+1/2); OAF (-1) [12]
2 3) Concealed Holsters: +1 with Concealment; IIF (-1/4)
1 4) Spring Loader: +1 with Fast Draw; OIF (-1/2)
3 5) Spring Loader Surprise: Lightning Reflexes: +6 DEX to act first with .45 Automags; OIF (-1/2), Requires A Fast Draw Roll (-1/2)
1 6) Sunglasses: Sight Group Flash Defense (3 points); OAF (-1) 0
3 7) Concealed Video Camera: Eidetic Memory; IAF (Sunglasses; -1/2)
21 8) Dream Induction Serum: Drain STUN 3d6, Uncontrolled (+1/2), Continuous (+1); OAF Fragile (Syringe; -1 1/4), 4 Continuing Charges lasting 1 Turn each (-1/2), Concentration (1/2 DCV; -1/4), Inaccurate 1/2 OCV (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [4 cc]
Powers Cost: 129
Cost Martial Arts Maneuver
3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike
4 Quick Shot: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC
4 Offensive Shot: 1/2 Phase, -1 OCV, -1 DCV, Range +0, Strike, +4 DC
1 Weapon Element: Handguns
Martial Arts Cost: 12
Cost Skill
3 +3 with .45 Automags
3 Analyze: Magic 13-
3 Breakfall 13-
3 Bureaucratics 15-
3 Combat Driving 13-
3 Concealment 13-
3 Conversation 15-
3 Deduction 13-
3 Fast Draw 13-
3 Linguist
1 1) Language: Arabic (basic conversation)
0 2) Language: Czechoslovakian (basic conversation)
1 3) Language: Greek (basic conversation)
0 4) Language: Hebrew (basic conversation)
1 5) Language: Latin (basic conversation)
0 6) Language: Sanskrit (basic conversation)
0 7) Native Language (idiomatic; Literate) (4 Active Points)
2 PS: Occultist 11-
3 Persuasion 15-
3 Scholar
1 1) KS: Alchemy 11-
1 2) KS: Astrology 11-
1 3) KS: Black Magic 11-
1 4) KS: Ceremonial Magic 11-
1 5) KS: Demonology 11-
1 6) KS: Journalism 11-
1 7) KS: Language Arts 11-
1 8) KS: Magic Items 11-
1 9) KS: Occultism 11-
1 10) KS: The Occult World 11-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 15-
2 Survival (Urban) 13-
0 TF: Two-Wheeled Motorized Ground Vehicles
1 WF: Handguns
Everyman Skills
0 1) AK: London 8-
0 2) Acting 8-
0 3) Climbing 8-
0 4) PS: Journalist (Everyman Skill) 11-
0 5) Paramedics 8-
0 6) TF: Small Motorized Ground Vehicles
Skills Cost: 66
Cost Perk
5 Contact (Contact has extremely useful Skills or resources) 11-
1 Fringe Benefit: Basic 8- Contact (Publisher)
2 Fringe Benefit: Concealed Weapon Permit
1 Fringe Benefit: Press Pass
2 Reputation: Occult Writer/Journalist (KS: The Occult World) 11-, +2/+2d6
Perks Cost: 11
Val Disadvantages
5 Distinctive Features: Tattoos (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)
25 Hunted: DEMON 8- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Harshly Punish)
5 Money: Poor
15 Psychological Limitation: Antisocial and Mean (Common, Strong)
15 Psychological Limitation: Obsessed with the Paranormal (Common, Strong)
15 Psychological Limitation: Protect the Innocent (Common, Strong)
10 Reputation: Troublemaker, 11-
10 Distinctive Features: Mutant (Not Concealable; Always Noticed and Causes Major Reaction; Detectable Only By Technology)
20 Watched: Police/Law Enforcement 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)
15 Social Limitation: Public ID (Frequently, Major)
5 Dependence: Cigarettes Incompetence: -1 to Skill Rolls and related rolls per time increment (Very Common, 1 Hour)
10 Physical Limitation: Smoker (Frequently, Slightly Impairing)
Disadvantage Points: 150

Base Points: 200Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 350

Height: 5' 10" Hair: Bald
Weight: 162 lbs Eyes: Green
Appearance: Israel is a white male in good athletic condition. He is bald (shaved), and has many tattoos and piercings. He wears a long black trenchcoat, a clearly visible bulletproof vest, and carries two pearl handled .45 automags.Personality: Israel is a mutant, but he really tries to downplay that fact. His power - the ability to enter into a dream trace from which he can affect the dreams of others - is secondary to his self identity. He is, first and foremost, an occultist. He sees himself as a fearless explorer of the outer limits of human awareness. His primary motivation is to learn more about the occult and the paranormal. He writes books and articles to support himself, without much luck.

 

Israel has spent enough time poking through people's deepest darkest dreams that he has come to really loathe humanity on a fundamental level. He is an extremely cynical and jaded man, but he has a heart of gold buried under his tough, rude exterior. he can't stand to see the innocent suffer, and will always try to help out those in need.

Quote:"In dreams I walk with you. In dreams I talk to you. In dreams you're mine - all of the time. We're together in dreams. In dreams." (sung softly and menacingly as he administers the dream induction serum)Background: Israel Bailey was born to a normal, if somewhat left-leaning, working class family in London around 1968. He began manifesting his powers at a young age, but was not recognized as a mutant until he was an adult. Believing his powers to be paranormal in origin, Israel developed an intense interest in the occult.

 

He became involved with the punk scene, and radical politics, but mostly he was obsessed with occultism. He studied journalism and language arts in college, gained some mastery of several languages, and doggedly pursued knowledge of the occult aroudn the world. he has written several books - best sellers in the genre, though that means relatively little - on topics as wide ranging as the Prague Alchemist to Demonolists of the 16th century.

 

Over the years, his pursuits brought him into conflict with DEMON several times, and he has written a few exposes of their activities. After one narrow escape from death at DEMON's hands, Israel took to carrying a pair of guns at all times, and a bulletproof vest.

Powers/Tactics: Israel prefers to talk his way through bad situations, and hates violent confrontation. That doesn't mean he can't fight - he woudl just rather not. But considering his temperment, it's not surprising that he has gotten into scuffles with others. That's why he carries two .45 automags, which he is quite proficient with.

 

Israel is a mutant, and has the ability to enter into a dream trance (in which can sense the minds of others, but not any physical objects). From this dream trance he can seek out other dreamers and enter into their dreams. While there he can control the nature of the dream, implant suggestions, and uncover secrets. Any sleeping target can be affected - even if not currently dreaming, they are close enough that Israel can trigger the start of a dream.

 

Additionally, Israel has mastered some simple magical spells. He must study and memorize spells from his large colelction of spell books, but once memorized they can be cast repeatedly.

Campaign Use: 
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Re: Help Me Build A Super-Spy Team

 

Yeah l337 is a cyber path I thought an even more obnoxious version of drummer from Planetary combined with forge or the guy from Ex machina. The dream thing is in part from the 1985 kids movie called Explorers staring Ethan Hawke and River Phoenix where a bunch of kids build a space ship from junk after dreaming the plans for its key systems.

 

So think obnoxious teenage kid armed with kludged together gizmos and the ability to make machines do his bidding

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Re: Help Me Build A Super-Spy Team

 

i liked trhe concept so much i just had to build her so heres BLOODROSE

 

BloodRose

 

Val** Char*** Cost

16** STR 6

23** DEX 39

17** CON 14

15** BODY 10

16** INT 6

20** EGO 20

18** PRE 8

18** COM 4

*

4** PD 1

3** ED 0

5** SPD 17

6** REC 0

34** END 0

32** STUN 0

* 0

6"** RUN 0

2"** SWIM 0

3â€** LEAP 0

 

125

Cost Power END

20 Precognitive dodging: +4 with DCV

20 Precognitive awareness: +4 with HTH Combat

15 Precognitive reactions: Lightning Reflexes: +10 DEX to act first with All Actions

10 Second sight: Retrocognitive, Precognitive Clairsentience (Sight Group And Normal Hearing) (65 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Precognition/Retrocognition Only (-1), OAF (tarot deck; -1) 6

20 Danger Sense (self only, in combat, Function as a Sense, Intuitional) 20-

20 Luck 4d6

 

11 Weapon belt: Multipower, 30-point reserve, (30 Active Points); OIF (-1/2); all slots OAF (-1), Real Weapon (-1/4)

1u 1.Throwing blades: Killing Attack - Ranged 1d6+1, Autofire (3 shots; +1/4), 12 Recoverable Charges (+1/4) (30 Active Points); OAF (-1), Costs Endurance (-1/2), Real Weapon (-1/4), Range Based On Strength (-1/4) 3

1u 2.Collapsible baton: Hand-To-Hand Attack +6d6 (30 Active Points); OAF (-1), Hand-To-Hand Attack (-1/2), Real Weapon (-1/4) 3

1u 3. Combat knife: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR) (30 Active Points); OAF (-1), Real Weapon (-1/4) 3

14 Armor (8 PD/8 ED) (24 Active Points); OIF (-1/2), Real Armor (-1/4)

133

 

 

Cost** Skill

Acting 13-

3 Analyze: Combat 12-

3 Break fall 14-

3 CuK: neo nazi groups 12-

10 Defense Maneuver I-IV

3 Fast Draw 14-

3 KS: knife fighting 12-

3 Lock picking 14-

3 Paramedics 12-

3 PS: fortune teller 13-

3 Security Systems 12-

3 Sleight Of Hand 14-

3 Stealth 14-

3 Tactics 12-

3 Streetwise 13-

4 WF: Common Melee Weapons, Small Arms

56

 

Cost** Martial arts

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, 7d6 Strike, Must Follow Block

4 Nerve Strike: 1/2 Phase, -1 OCV, +1 DCV, 3d6 NND

4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort

4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 36 STR to Disarm

4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, 7d6 Strike

8 +2 HTH Damage Class(es)

4 Weapon Element: Blades, Clubs, Empty Hand, Off Hand

36

 

Val** Disadvantages

10 Distinctive Features: extensive scars and tattoos (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)

20 Enraged: NAZIs (Uncommon), go 14-, recover 11-

25 Hunted: extreme rightwing groups 11- (Mo Pow, NCI, Harshly Punish)

20 Hunted: interpol 11- (Mo Pow, NCI, Mildly Punish)

20 Psychological Limitation: protect innocents (Very Common, Strong)

15 Psychological Limitation: can't stand bigotry (Very Common, Moderate)

10 Reputation: scourge of neonazis, 11- (Extreme; Known Only To A Small Group)

10 Susceptibility: temporal distortion, 2d6 damage Instant (Uncommon)

 

Disadvantage Points: 150

 

I think her precognative abilities could be cheaper but im not sure how to do that

I'd like to give her a bunch of languages and a few more martial manouvers

 

any suggestions?

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Re: Help Me Build A Super-Spy Team

 

any suggestions?

 

16** STR 6

17** CON 14

16** INT 6

 

Goodman says this is wrong. Goodman says end your stats on 3 and 8 to take advantage of rounding. DO AS GOODMAN SAYS!!! DO AS GOODMAN SAYS!!! DO AS GOODMAN SAYS!!! DO AS GOODMAN SAYS!!! DO AS GOODMAN SAYS!!! DO AS GOODMAN SAYS!!! DO AS GOODMAN SAYS!!! ::smack:::

 

Sorry. Got carried away there.

 

 

10 Second sight: Retrocognitive, Precognitive Clairsentience (Sight Group And Normal Hearing) (65 Active Points); Extra Time (1 Minute, Character May Take No Other Actions, -1 3/4), Concentration, Must Concentrate throughout use of Constant Power (0 DCV; Character is totally unaware of nearby events; -1 1/2), Precognition/Retrocognition Only (-1), OAF (tarot deck; -1) 6

 

As a GM I'd want Vague and Unclear (-1/2) tossed in there. As a person who uses the Tarot on occasion, I'd demand it.

 

Otherwise, great character. May I use her?

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Re: Help Me Build A Super-Spy Team

 

yeah the stats are a prduct of me trying to scrape off 12 points to get her to 350 I didnt want to ditch any skills as she was short of those already same with martial arts and her powers where as compact as I could get them.

 

feel free to use her

I was considering swapping the tarot deck for OIF suitable divination tools so she can use tea leaves, runes or palmistry if she wanted.

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Re: Help Me Build A Super-Spy Team

 

I was considering swapping the tarot deck for OIF suitable divination tools so she can use tea leaves' date=' runes or palmistry if she wanted.[/quote']

 

"So, you're a superhero huh?

 

"Yes, that's right."

 

"And what is you can do?"

 

"I read tea leaves."

 

"No, really, what do you do."

 

"I told you, I read tea leaves."

 

"C'mon, no, really, what do you do?'

 

"Dammit! I READ TEA LEAVES!!!"

 

:lol:

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Re: Help Me Build A Super-Spy Team

 

Mentalist idea.

Migrane, egyptian, raised in the chaos and noise of Cairo.

Powers untrained and barely controlled. Other mentalists experience headaches and nausea in his presence. And Migrane can focus that effect so it extends to non-mentalists. Other powers could be shareable mental defence which unfortuneatly gives the subject a headache. Minor Telepathy with the same side effect. And /Or images/mental Ill only to cloud vision to simulate the bizzare light effects and wandering blind spots that one gets when in the grip of a major migrane.

I see the migrane effect as an int drain linked to an ego attack. When you are in the grip of a migrane it becomed difficult to think and light or sound or any sensory input can become quite painful. The int drain sims this quite effectively. You also tend to become VERY tired hence the ego attack.

 

I know you are not too fond of drain attacks so i suppose mental illusions/mind control could be made to dupe the effects.

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  • 4 weeks later...

Re: Help Me Build A Super-Spy Team

 

I built my world's premiere spy team based on the off-handed comment on Fox Force Five from Pulp Fiction. They're all normal, with one semi-exception, but uber-skilled.

 

Jacqueline (Jackie) DeRay is sort of like Doc Savage but not quite that obscenely skilled. She's a master of languages and has immense contacts, perks, and favors. She also has mastery over most modes of transportation. She's the leader/brains of the outfit.

 

Sherrie Smith is a master knivesperson and their weaponsmith on the McGuyver sort of side. She's also an escape artist/contortionist type and their best infiltrator/sneaky person.

 

Tawana "Boom Boom" Brawley is their demolitions and special weapons woman. She's also their chief scientist.

 

Marie LeSabre is their seduction-oriented interrogation and information expert. She's also extremely well-connected. Remarkably gifted at social engineering/hacking.

 

Wendy Li is the world's greatest "human" martial artist and the only significantly mutated member (though she doesn't know it) of the group in that she's almost impossible to hit as her reflexes are Matrix-like.

 

I have the character roughs but no great write-ups like Enforcer84. They're a regular part of my campaign.

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