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Venture Brothers Hero?


Susano

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Re: Venture Brothers Hero?

 

But that was really annoying. The others kept trying to kill him--the player' date=' not the character.[/quote']

 

 

Yeah, but the GM gave him a lot of XP for his roleplaying. Too bad he had to go and fall in the volcano before the end of the session. ;)

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Re: Venture Brothers Hero?

 

With Doctor Orpheus' date=' you might want to add the limit to the pool "Only Spells He Has Actually Learned", plus a short list of samples. If the player wants something not there, and he can't point to an example of Doc using it on the show, tell him he'd need to look through the library or speak to Doc's Master to figure it out. It should cut down some of the unpredictability of the pool.[/quote']

 

I was thinking that a good, in character, safety valve for Doc O would simply be to stat-out his tendency to start making speeches at the drop of a metaphysical hat.

 

How best to handle this is beyond my rusty and meagre skills, the two general ideas I'd come up with were either a Psy Lim requiring an EGO role to acutaly cast a spell, or mabye some odd form of a Berzerk where he just starts to rant (instead of anything usefull).

 

I'd also like to 'vote' for the good Doctor's Mentor as one of the funniest characters in the series. I figure any character that can stand out as 'Damn that is just freeky' in that show has to be special.

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Re: Venture Brothers Hero?

 

Comments and feedback welcomed.

 

HENCHMAN #21 - GARY

 

Val Char Cost Roll Notes

13 STR 3 12- Lift 151.6kg; 2 ½d6 [1]

11 DEX 3 11- OCV: 4/DCV: 4

13 CON 6 12-

12 BODY 4 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

8 PRE -2 11- PRE Attack: 1 ½d6

8 COM -1 11-

 

4 PD 1 Total: 4 PD (0 rPD)

4 ED 1 Total: 4 ED (0 rED)

3 SPD 9 Phases: 4, 8, 12

6 REC 0

26 END 0

26 STUN 0 Total Characteristic Cost: 23

 

Movement: Running: 6"/12"

Flight: 7"/14"

Gliding: 6"/96"

Leaping: 1"/2"

Swimming: 2"/4"

 

Cost Powers END

8 Holy $#!%, I can't believe you actually...: +2 Overall (20 Active Points); Only when henching off screen Power loses about two-thirds of its effectiveness (-1 ½)

Notes: #21 and #24 often manage to hench surprisingly well when off screen, stealing from Sgt. Hatred, fixing the Monarch's Cocoon, and even capturing Brock Samson. These skill levels reflect their ability to pull off advanced henching tasks, but only when the camera isn't on them. In play, these skill levels may only be used if the player characters are not in the scene.

10 Murderfly Wings: Multipower, 21-point reserve, (21 Active Points); all slots OAF (-1)

Notes: The Henchmen were unaware that their wings were actually functional until quite recently

1u 1) These really work!: Flight 7", Reduced Endurance (0 END; +½) (21 Active Points); OAF (-1)

1u 2) This changes everything!: Gliding 6", x16 Noncombat (21 Active Points); OAF (-1)

Notes: The Murderflies were able to keep up with and gain on powered aircraft, even if they were dropping like, well, flies.

14 You can be Rocket Boy: Variable Power Pool (Gadget Pool), 12 base + 2 control cost, (18 Active Points); Limited Special Effect Only gadgets available for sale (-1), VPP Powers Can Be Changed Only In Given Circumstance (Only at yard sales, comic book shops, or own closet; -½)

0 1) Second Hand Jet Pack: Flight 6", Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; Jet exhaust causes minor fires and is highly visible; +0) (12 Active Points); OAF (-1), 1 Continuing Fuel Charge lasting 20 Minutes (-¼), Limited Power Weight Limit of 80kg/176 pounds (-¼) Real Cost: 5 [1 cc]

0 2) Hulk Hands: (Total: 5 Active Cost, 2 Real Cost) Armor (1 PD/1 ED) (3 Active Points); Hands Only (-2), OIF (-½) (Real Cost: 1) plus Hand-To-Hand Attack +1 point (2 Active Points); Hand-To-Hand Attack (-½), OIF (-½) (Real Cost: 1) Real Cost: 2 1

0 3) Genuine Sword in Box: Killing Attack - Hand-To-Hand ½d6 (1d6+1 w/STR) (10 Active Points); OAF Fragile (-1 ¼) Real Cost: 4 1

Notes: Actually using the sword will break the box, thus robbing the sword of re-sale value

 

Perks

3 Well-Connected

1 1) Got it from Sgt. Hatred's Hover Tank: Contact: Sgt. Hatred (Contact has been stolen from by the character, Contact has extremely useful Skills or resources) (2 Active Points) 8-

Notes: #21 has raided Sgt. Hatred's Hover Tank for parts and jet packs.

5 2) You guys kidnapped me when I was fifteen: Contact: The Monarch's Henchmen (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

3 3) Contact: Dr. Girlfriend (Contact has significant Contacts of his own, Contact has very useful Skills or resources) (4 Active Points) 8-

3 4) Contact: The Monarch (Contact has significant Contacts of his own, Contact has very useful Skills or resources) (4 Active Points) 8-

 

Skills

3 Welcome to the Atomic Comic Connection: Trading 11-

3 Runs an online business: Computer Programming 11-

1 The Flight of the Monarch: PS: Tell All Book Author 8-

Notes: Co-Author of "The Flight of the Monarch"

2 KS: Pop Culture Trivia 11-

3 You will totally be flying through some hot chick's window!: Persuasion 11-

The exciting world of henching

2 1) PS: Henching 11-

Notes: Like Tradecraft, but without the cool. Can be used for a shot at almost any skill other than a KS or SS, so long as someone else is giving the orders and the skill relates to performing a Henching Task.

3 2) Fixed the Cocoon: Mechanics 11-

3 3) Cocoon Maintenance: Electronics 11-

4 4) TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, esp Giant Flying Cocoons and Jet Packs

4 5) An Extensive Arsenal: WF: Common Melee Weapons, Small Arms

Notes: The Monarch's Henchmen actually have a fairly wide range of weapons, and can more or less use them. That those weapons are generally useless relates to the Monarch's Guild Contract.

 

Total Powers & Skill Cost: 77

Total Cost: 100

 

50+ Disadvantages

5 Physical Limitation: Heavy (Infrequently, Slightly Impairing)

Notes: Obese, Henchman #21 occasionally finds himself in situations where equipment designed for lighter people just won't work for him.

10 Hunted: The Monarch 11- (Mo Pow, Watching)

20 Social Limitation: Subject to Orders (Frequently, Severe)

10 Psychological Limitation: Dreams of Henching for Himself (Common, Moderate)

Notes: Gary hopes one day to establish himself as his own supervillain

5 Distinctive Features: We're dressed as giant butterflies, of course they'll notice us. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

Notes: Sure, the Henchmen could take the butterfly suits off, but it goes against the very essence of henching.

 

Total Disadvantage Points: 100

 

Background/History: Kidnapped by the Monarch when he was 15, Gary grew up in the Henching life, and really isn't all that bitter about it. He and #24 are the only two of the Monarch's original henchman still serving, and have survived perils (Brock Samson) that destroyed lesser henchmen by the score. After the Monarch's brief stint in prison, Gary was instrumental in rebuilding his organization, and has remained in the top henching ranks ever since. Gary hopes one day to hench for himself, perhaps in the role of The Viceroy or, over the objections of #24, as Jet Girl.

 

Personality/Motivation: Gary is an enthusiastic proponent of scientific villainy and henching, friendly, supportive, and deeply geeky. Henching and supervillainy are addictive to Gary; even twelve step programs haven't helped him to leave the life. Gary's closest frined is #24, though he maintains a reasonably good relationship with other henchmen. Gary has always wanted to be a Jedi, preferably a follower of the Dark Side of the Force.

 

#21 and #24 frequently engage in debates over obscure pop trivia.

 

Quote: Smurfs are mamals!

 

Powers/Tactics: #21 is more competent than he looks; as a fat man in a butterfly costume, that's not difficult. Still, he has published a book, run a small business, recruited a street gang, and repaired a super high tech cocoon. He once even managed to kill the Venture Brothers (accidentally). His henching skills are solid, and off camera he can pull off some fairly impressive tricks. Gary also has access to a surprising number of semi-useful gadgets, mostly scrounged from comic book stores, yard sales, and ebay.

 

Campaign Use: Comic relief henchman. Could be built on far fewer points if he didn't have to pay for his equipment and contacts.

 

Appearance: Out of costume, a young Kevin Smith. In costume, fat man in a butterfly suit.

 

Character by Jackson Public and Doc Hammer. Character sheet by Robert Dorf, 2007.

 

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Re: Venture Brothers Hero?

 

Absolutely awesome job' date=' Oddhat. :)[/quote']

 

Thanks. :)

 

The wings were a weird issue. At first it looked like they only allowed for very slow flight, yet in the canyon duel the "Murder Flies" were keeping up with aircraft. Best way to do that in HERO seemed to be with a high NCM, and the optional "matching velocities" approach to aerial combat (two flying objects at the same velocity attack one-another as if both had their full CV, rather than both attacking at an OCV of 0). I used Gliding instead of Flight as that's what it looked like; that may need to be tweaked.

 

In play, the I Can't Believe You Actually levels would come into play when you cut away from the Henchmen. They get an order, say "Repair the fortress", and you cut to the main characters; when you cut back, the Henchmen get to make their rolls to repair the fortress with the I Can't Believe You Actually levels figured in. The levels aren't available for scenes in which the Henchmen are actually on camera.

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Re: Venture Brothers Hero?

 

I haven't seen every episode of Venture Brothers' date=' so I may have missed something, but if you want to get technical, what 21 used at the yard sale was not a weapon. Why bother buying weapon familiarity for a toy?[/quote']

 

Because if it was a real lightsaber he would have known how to use it? :D:D:D

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Re: Venture Brothers Hero?

 

And #24, a bit harder to do than #21.

 

HENCHMEN #24

 

Val Char Cost Roll Notes

10 STR 0 11- Lift 100.0kg; 2d6

14 DEX 12 12- OCV: 5/DCV: 5

10 CON 0 11-

10 BODY 0 11-

10 INT 0 11- PER Roll 11-

10 EGO 0 11- ECV: 3

10 PRE 0 11- PRE Attack: 2d6

8 COM -1 11-

 

3 PD 1 Total: 3 PD (0 rPD)

3 ED 1 Total: 3 ED (0 rED)

3 SPD 6 Phases: 4, 8, 12

4 REC 0

20 END 0

20 STUN 0 Total Characteristic Cost: 19

 

Movement: Running: 6"/12"

Flight: 7"/14"

Gliding: 6"/96"

Leaping: 2"/4"

Swimming: 2"/4"

 

Cost Powers END

8 Holy $#!%, I can't believe you actually...: +2 Overall (20 Active Points); Only when henching off screen Power loses about two-thirds of its effectiveness (-1 ½)

Notes: #21 and #24 often manage to hench surprisingly well when off screen, stealing from Sgt. Hatred, fixing the Monarch's Cocoon, and even capturing Brock Samson. These skill levels reflect their ability to pull off advanced henching tasks, but only when the camera isn't on them. In play, these skill levels may only be used if the player characters are not in the scene.

2 Why would you even say that?: +5 PRE (5 Active Points); Limited Power Defensive use only (-1)

Notes: #24 supports #21 in confronting Brock briefly at the Yard Sale when it looks like they have a chance, menaces Brock with an unloaded gun, and handles himself pretty well in the assault on the Guild. He's a bit braver and more level headed than the average Henchman.

10 Murderfly Wings: Multipower, 21-point reserve, (21 Active Points); all slots OAF (-1)

Notes: The Henchmen were unaware that their wings were actually functional until quite recently

1u 1) These really work!: Flight 7", Reduced Endurance (0 END; +½) (21 Active Points); OAF (-1)

1u 2) This changes everything!: Gliding 6", x16 Noncombat (21 Active Points); OAF (-1)

Notes: The Murderflies were able to keep up with and gain on powered aircraft, even if they were dropping like, well, flies.

Elite Black Guard Training

Maneuver OCV DCV Notes

3 I'm just taking you back to your room -1 -1 Grab Two Limbs, 20 STR for holding on

4 Come on, get off me! +0 +0 25 STR vs. Grabs

4 Serpentine! -- +5 Dodge, Affects All Attacks, Abort

 

Perks

6 I only have a GED, it was this or the army: Contact: The Monarch's Henchmen (Contact has useful Skills or resources), Organization Contact (x3) (6 Active Points) 8-

5 Contact: The Monarch (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

5 Contact: Dr. Girlfriend (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own) 8-

10 Powder Blue Nissan Stanza: Vehicles & Bases

Notes: Use two or four door vehicle write up from TUV

 

Skills

2 Smurfs lay eggs!: KS: Pop Culture Trivia 11-

1 PS: Mill Worker 8-

1 PS: Tell All Book author 8-

The exciting world of henching

4 1) PS: Henching 13-

Notes: Like Tradecraft, but without the cool. Can be used for a shot at almost any skill, so long as someone else is giving the orders and the skill relates directly to performing a Henching Task. #24 seems better at Henching than most of the other Henchmen.

3 2) Helped repair cocoon: Mechanics 11-

3 3) Helped repair cocoon: Electronics 11-

4 4) TF: Common Motorized Ground Vehicles, Science Fiction & Space Vehicles, including Jet Packs and a flying cocoon

4 5) An Extensive Arsenal: WF: Common Melee Weapons, Small Arms

Notes: The Monarch's Henchmen actually have a fairly wide range of weapons, and can more or less use them. That those weapons are generally useless relates to the Monarch's Guild Contract.

 

Total Powers & Skill Cost: 81

Total Cost: 100

 

50+ Disadvantages

10 Hunted: The Monarch 11- (Mo Pow, Watching)

20 Social Limitation: Subject to Orders from The Monarch (Frequently, Severe)

5 Distinctive Features: Adult man in a butterfly costume. (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15 Psychological Limitation: Enjoys the henching lifestyle, loyal to the Monarch (Very Common, Moderate)

 

Total Disadvantage Points: 100

 

Background/History: A high school dropout and laid off mill worker, #24 has found a career in Henching that suits him. One of the Monarch's two longest serving Henchmen (along with #21), #24 is surprisingly capable. Among other things, he released a deadly tarantula into the bed of Doctor Venture, participated in the (accidental) death of the Venture Brothers, co-wrote a tell all book, helped repair the cocoon, helped recruit a street gang, and received a temporary promotion to Dr. Henry Killenger's elite Black Guard.

 

#24's closest friend is #21. The two have seriously discussed going into the villain business together, though at the moment #24 is more comfortable working for the Monarch.

 

Personality/Motivation: #24 often seems more grounded and down to earth than #21. He has no real ambitions, takes orders well, and seems content to spend the rest of his life as a second banana. He does genuinely like being a Henchman; the cool outfits, the cool gear, the camaraderie, and the steady paycheck. That he's fairly good at it helps.

 

When arguing pop culture trivia with #21, #24's personality quirks become more obvious. Among other things, he's certain that Smurfs are insects.

 

Quote: You have no idea how ruthless the Monarch needs to be!

 

Powers/Tactics: #24 is really a pretty good Henchman. A combat veteran, he's not a bad shot, and knows how to keep himself out of danger. His elite Black Guard Training makes him moderately effective at manhandling prisoners. He's also competent at basic repair and field work. On the other hand, faced with a foe who can't be taken down with a few darts, he'll likely run away.

 

Campaign Use: Comic relief henchman. His DEX may be higher than it needs to be (he could probably get by on an 11 DEX), but the character was in part designed for a convention game, and I wanted him to be able to hold his own, briefly. So, he gets the veterans DEX. The "Elite Black Guard Training" was also included more for the convention game than anything else; he was a Black Guard, and subduing prisoners without hurting them seemed like an appropriate skill for Killenger to have shared.

 

Appearance: Out of costume, Seinfeld with a unibrow (tall, dark haired and thin). In costume, just another man in a butterfly suit, though he also has a cleft chin. Sounds like Ray Romano.

 

Character by Jackson Publik and Doc Hammer, Character Sheet by Robert Dorf, 2007

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