JohnOSpencer Posted April 3, 2003 Report Share Posted April 3, 2003 I am using some generic created superhuman thugs who have no memory and trouble with forming creative thoughts. As the write up goes right now they have a handfull of CSls with their powers and nothing else. Any help would be appreciated. John Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted April 4, 2003 Report Share Posted April 4, 2003 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. Quote Link to comment Share on other sites More sharing options...
Guest cubist Posted April 4, 2003 Report Share Posted April 4, 2003 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!" Quote Link to comment Share on other sites More sharing options...
Mayday Posted April 4, 2003 Report Share Posted April 4, 2003 Cramming. They may study all they like but its not going to 'stick' for long... Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted April 4, 2003 Report Share Posted April 4, 2003 Are you saying created as in grown in a vat or created as in induced powers? Makes a big difference. Quote Link to comment Share on other sites More sharing options...
JohnOSpencer Posted April 5, 2003 Author Report Share Posted April 5, 2003 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 Quote Link to comment Share on other sites More sharing options...
Fur Face Posted April 5, 2003 Report Share Posted April 5, 2003 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. Quote Link to comment Share on other sites More sharing options...
pinecone Posted April 6, 2003 Report Share Posted April 6, 2003 Oratory...whats the point of having super human thugs if they can't talk like profesional wrestlers! Quote Link to comment Share on other sites More sharing options...
AnotherSkip Posted April 6, 2003 Report Share Posted April 6, 2003 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. Quote Link to comment Share on other sites More sharing options...
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