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Skills for a Superhuman Thug


JohnOSpencer

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Most skills that involve motor functions (martial arts, acrobatics, TF: bicycle) aren't really related to higher thinking skills all that much. Depending exactly what sort of background you've settled on for these guys (what their lives were like before the lobotomy) any Agility skills or Combat skills should be fair game.

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Guest cubist

Although you may want to avoid having them have Combat Driving or Combat Piloting- imagine that Scene:

"Dammit! Who's flying this thing?!"

"One of my Zombie Henchmen..."

"Uh, I'm getting out now!"

"But we're at 20,000 feeet..."

"I don't care!"

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Originally posted by BNakagawa

Are you saying created as in grown in a vat or created as in induced powers?

 

Makes a big difference.

 

Created. The process destroys most of the mind, to the point that they have trouble making their own decisions beyond "Who do I hit next?"

 

John

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Super Powered Thugs

 

If you want to be really nasty, give them a skill based VPP, which can change based upon drinking from a vial that has memories implanted. So, if they come across a hero they've seen before, all you need to say is "if you see Nighthawk, drink this". The drink could then give them an incredible Acrobatics skill, so Nighthawk can't hit them. Once the players recognize how nasty these vials can be, maybe they can target the vials.

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Originally posted by pinecone

Oratory...whats the point of having super human thugs if they can't talk like profesional wrestlers!

 

 

Shouldn't sounding like a Wrestler be a _failed_ Oratory roll?

 

 

Anyways here are the Glib Skip suggestions:

 

Remove all everyman skills (for the points if not done so allready)

Teamwork

PS: Thug

KS:Thug Work

Concealment(staying _out_ of everyones way)

Gambling (gives them something to do in the off hours)

Survival

Security Systems(operations thereof)

talent:resistance 4 points (believes self knows nothing of value)

most at an 8-

11- at best.

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