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[GROUP] Filthy Minions


zakueins

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Members: Captain Jack, Brass Monkey, The Lash, Big Guns, Sister Sinister, and MindSpace.

 

History: It was the perfect con, once you boiled it all down.

 

Most supervillians were so obsessed with the "big picture" that they would forget their own pants if they weren't wearing a one-piece jumpsuit. So, all you had to do was sign on as some filthy minions, and you could steal them blind. Hell, for some of them, you could actually resell them their own gear on eBay, and make a profit twice. Which was what the six con-men (okay, three con-men and three con-women) did. They, of course, stayed away from the big players, but it worked out perfectly. Until one day...

 

They were working with a new supervillian whom called himself "Mister Mister", and had a paranoid streak a mile wide about a "Captain Impossible", which made this run even easier. When they lifted the Mysterious Mystical Artifacts in Glowing Radioactive Goo, protected by Science Not Meant To Be Known By Man, Captain Impossible attacked. And, in that attack, the six were transformed and given super powers.

 

Now, there was a dilemma. They had superpowers, but the villain game had no appeal-and no profit to it. So, what did they do?

 

Became superheros, of course. And, of course, did some "battlefield salvage" for the collector's market...

 

Group Relations: While they aren't quite dysfunctional, the team has a lovely tendency of having all sorts of odd little mental and psychological quirks. Some days, it's the fact that Captain Jack really has a clue on what they should be doing that keeps them from falling apart-or getting hired on with somebody like Foxbat. The best way to put it is that they are a soap opera in all sorts of respects-and everybody has slept with a opposite gendered member at least once (tho The Lash and Sister Sinister do have that video series on the web that is most certainly X-rated...).

 

Tactics: The team actually works pretty well together, with Captain Jack using his teleport ability to harry an opponent, while Brass Monkey is the hand-to-hand combat specialist. The Lash works great with dealing with agents-and some martial arts enemies that just can't stay down. Big Guns will take good shots at a target, using one of his many guns in a deadly salvo of bullets. Sister Sinister is the magic-user of the team and will cheerfully use her spells to "punish" people that are being naughty, and she works well with MindSpace and his mental abilities.

 

Campaign Use: Filthy Minions are a good team if the players really, really need a laugh-and not going up against Foxbat or CLOWN counts. They are, for all of their flaws, a bunch of heroes, and while they'll be trying to negotiate salvage rights during the battle, they will stand tall and firm against a real threat. Some of the great plot hooks means that they can get involved in a battle with VIPER, DEMON, Dr. Destroyer, PSI, Foxbat....

 

Plot Seeds: Standard Plot #1-The Filthy Minions get ahold of an artifact/item that looks ordinary, but a whole bunch of the power players are trying to get ahold of it themselves. Chaos and havoc ensue.

 

Somehow, Ravenwood Academy hires the Filthy Minions for classes on superheroing. Can you say "Sister Sinister and a ruler across knuckles", anyone?

 

Standard Plot #2-The Filthy Minions "lost" something a few years ago that will save the world (very, very soon), and now they have to find it. As fast as they can...

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Re: [GROUP] Filthy Minions

 

Great team concept, but i do want to ask a question.

 

In what way are these people heroes? I mean at best they seem to be fence-sitters.

 

I mean you imply that two of them have an on-line porn site. There is nothing "heroic" about that.

 

Just my observation

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Re: [GROUP] Filthy Minions

 

They're heroic. They'll stop robberies, keep the monsters from eating Sheboygan, and such.

 

Just...they'll try to figure out how to make some money at the same time, too. ("Get your authentic ground monster toenails here!")

 

And, I never said they had a PORN site...just the videos were online. It's amazing what you can find on YouTube... :)

 

Great team concept, but i do want to ask a question.

 

In what way are these people heroes? I mean at best they seem to be fence-sitters.

 

I mean you imply that two of them have an on-line porn site. There is nothing "heroic" about that.

 

Just my observation

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Re: [GROUP] Filthy Minions

 

Truth, I like them better as likeable minions stealing master criminals blind and ensuring no real harm comes to the innocent, than as conniving heroes.

 

I'd gladly set them in a campaign as re-usable villain minions, dropping hints little by little, and seeing how long before the PC heroes caught on.

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Re: [GROUP] Filthy Minions

 

you imply that two of them have an on-line porn site. There is nothing "heroic" about that.

 

 

Hey--who has fought harder than adult entertainers to keep their First Amendment right to free speech from being abridged?

 

And when free speech wins, we all win.

 

It may not be putting yourself in the path of a hatchet-wielding maniac or rushing into a burning building to rescue those trapped inside, but it's heroic nonetheless.

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  • 4 months later...

Re: [GROUP] Filthy Minions

 

Captain Jack

 

Player:

 

Val Char Cost
15 STR 5
21 DEX 33
21 CON 22
18 BODY 16
16 INT 6
20 EGO 20
20 PRE 10
20 COM 5
5/15 PD 2
5/15 ED 1
5 SPD 19
7 REC 0
42 END 0
37 STUN 0
6" RUN02" SWIM03" LEAP0Characteristics Cost: 139

 

Cost Power END
50 Davy Jones's Walk: Teleportation 20", x2 Increased Mass, x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Must Pass Through Intervening Space (-1/4) 2
45 Vibroblade: Killing Attack - Hand-To-Hand 3d6 (3 1/2d6 w/STR), Reduced Endurance (0 END; +1/2), Armor Piercing (+1/2) (90 Active Points); OAF (Sword; -1) 0
5 Too Sauced Up To Care...: Damage Resistance (5 PD/5 ED) 0
5 REALLY Too Sauced Up To Care: Power Defense (5 points) 0
15 Hideously Sauced Up...: Physical Damage Reduction, Resistant, 25% 0
15 Let's Face He's Gone...: Energy Damage Reduction, Resistant, 25% 0
37 Cannot Die By Any Means: Healing BODY 4d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (130 Active Points); No Conscious Control (-2), Self Only (-1/2) 0
20 Armored Jacket: Armor (10 PD/10 ED) (30 Active Points); OIF (-1/2) 0
Powers Cost: 192

 

Cost Martial Arts Maneuver
5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort
5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4 Martial Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
4 Martial Disarm: 1/2 Phase, -1 OCV, +1 DCV, Disarm; 25 STR to Disarm roll
4 Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
4 Martial Strike: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
5 Offensive Strike: 1/2 Phase, -2 OCV, +1 DCV, Weapon +4 DC Strike
5 Takeaway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, 25 STR to take weapon away
4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, 25 STR
Martial Arts Cost: 40

 

Cost Skill
7 Acrobatics 15-
7 Acting 15-
7 Breakfall 15-
3 Bribery 13-
5 Analyze: Style 13-
3 Bureaucratics 13-
10 +2 with HTH Combat
3 Concealment 12-
3 Contortionist 13-
3 Conversation 13-
3 Deduction 12-
3 Defense Maneuver I
3 Disguise 12-
3 Forgery 12-
3 High Society 13-
3 Interrogation 13-
3 Scholar
1 1) KS: Fencing (2 Active Points) 11-
1 2) KS: The Martial World (2 Active Points) 11-
1 3) KS: The Superhuman World (2 Active Points) 11-
4 Language: Spanish (idiomatic)
3 Lipreading 12-
3 Lockpicking 13-
7 Oratory 15-
10 Two-Weapon Fighting (HTH)
9 Persuasion 16-
2 PS: Appraise 11-
3 Security Systems 12-
3 Seduction 13-
13 Sleight Of Hand 18-
3 Stealth 13-
3 Streetwise 13-
3 Tactics 12-
3 Teamwork 13-
5 WF: Common Melee Weapons, Small Arms, Off Hand
Skills Cost: 149

 

Cost Perk
1 Contact 8-
1 False Identity
3 Vehicles & Bases
Perks Cost: 5

 

Cost Talent
3 Ambidexterity (-2 Off Hand penalty)
3 Absolute Time Sense
3 Bump Of Direction
4 Double Jointed
3 Lightsleep
3 Simulate Death
6 Combat Luck (3 PD/3 ED)
Talents Cost: 25

 

 

Total Character Cost: 550

 

Val Disadvantages
15 Hunted: Captain Impossible 8- (Mo Pow, Capture)
15 Psychological Limitation: Pirate's Code Of Honor (Common, Strong)
15 Hunted: Mister Mister 8- (Mo Pow, Harshly Punish)
10 Vulnerability: 2 x STUN Electrical-based attacks (Uncommon)
10 Vulnerability: 2 x BODY Electrical-based attacks (Uncommon)
30 Vulnerability: 2 x Effect Alcohol (Very Common)
5 Reputation: A Scoundrel That'll Steal Your Heart and Wallet, 8-
10 Enraged: When He Is Restrained (Uncommon), go 11-, recover 14-
20 Social Limitation: Secret ID (Frequently, Severe)
5 Rivalry: Professional (Lystrada; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry)
15 Dependent NPC: Younger Sister Elaine 11- (Normal)

Disadvantage Points: 150

 

Base Points: 200

Experience Required: 200

Total Experience Available: 200

Experience Unspent: 0

 

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Re: [GROUP] Filthy Minions

 

Truth, I like them better as likeable minions stealing master criminals blind and ensuring no real harm comes to the innocent, than as conniving heroes.

 

I'd gladly set them in a campaign as re-usable villain minions, dropping hints little by little, and seeing how long before the PC heroes caught on.

 

 

Truth I kind of did too, although the current idea is most awesome.

 

The current group strikes me as very bronze age. Quirky with human foibles, but still heroes. Who doesn't want to make some money? And superheroing ain't cheap. They'd fit well as extras in a Watchman game.

 

Maybe some ideas for powering them down a bit. Then they still pose as minions, but will foul up a villain's (and hero's) plans when the time is right.

 

They may also leave clues for a hero group to find. They don't really want to hurt anybody, and as long as they get to make some cash, they don't care if the heroes win in the end.

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Re: [GROUP] Filthy Minions

 

Thoughts on Captain Jack:

5 Too Sauced Up To Care...: Damage Resistance (5 PD/5 ED) 0

 

I like this.

 

37 Cannot Die By Any Means: Healing BODY 4d6, Can Heal Limbs, Resurrection, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (130 Active Points); No Conscious Control (-2), Self Only (-1/2)

 

For an NPC, OK. Maybe even OK for a player. The GM designates when the character comes back. It's not much different that rolling up a new character... as long as you're back for the next play session and have a character to run.

 

But in general this strikes me as abuse, and wouldn't work with less than totally mature players. Big red stop sign for me here.

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Re: [GROUP] Filthy Minions

 

Hey--who has fought harder than adult entertainers to keep their First Amendment right to free speech from being abridged?

 

And when free speech wins, we all win.

 

It may not be putting yourself in the path of a hatchet-wielding maniac or rushing into a burning building to rescue those trapped inside, but it's heroic nonetheless.

 

 

You just want to see their video dont you? :tsk:

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