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Brainstorming superhero team liaisons


Mark Rand

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John Harrison, a middle-aged, slightly portly man, is the team's liaison from the federal government. He's a nice guy, and a klutz. Additionally, he has trouble with technology more advance than 1970.

 

Since the Vice President's daughter is living in the city with her grandparents (her parents want to keep her out of the spotlight), and attending high school here, the Department of Homeland Security, the agency the Secret Service is part of, send its own liaison to the team.

 

She's Kate Thompson, a pretty African-American woman. Before coming to the DHS, Kate spent eight years with the CIA as a black bag job expert.

 

What I hope we can come up with are their backgrounds and disadvantages and any powers Kate might have.

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Re: Brainstorming superhero team liaisons

 

She's Kate Thompson, a pretty African-American woman. Before coming to the DHS, Kate spent eight years with the CIA as a black bag job expert.

 

What I hope we can come up with are their backgrounds and disadvantages and any powers Kate might have.

 

Hmmm.....Well, the first things that came to mind re: former "black

bag job expert" were:

 

Lockpicking

Security Systems

KS:Computer Programming (for hacking past firewalls and such)

Bugging

Stealth

Slight Of Hand

 

A possible package to build on is the Cat Burgular package deal on page 35 of DC. It

includes:

 

+2 STR

+4 DEX

+3 INT

Climbing

Concealment

Lockpicking

Security Systems

Stealth

Streetwise

Any 3 of the following -Acrobatics, Breakfall, Bribery, Computer Programming,

Contortionist, Demolitions, Disguise, Electronics, Fast Draw, Forgery, Gambling,

High Society, Martial Arts, Mechanics, Persuasion, Sill Levels, Sleight Of Hand,

Trading, Weapon Familiarity, Background Skill

 

You might also take a look at the Field Agent package deal on page 40 of DC

for some possible ideas......

 

As for powers ? Well, possibly some of these (shamelessly stolen

from http://surbrook.devermore.net/adaptationsassorted/theshadow.html ) :

 

17 Superior Stealth: Invisibility to Normal Sight & Hearing,

Variable Limitation (-1/2)

VL#1: Requires a Stealth Roll (-1/2), Only in shadows/dim

light (-1/4), Wearing dark clothing (-1/4)

VL#2 & #3: Requires a Shadowing or High Society roll

(-1/2), Only in crowds or parties (-1/2)

8 Sudden Departure: Teleport: 10", Only when no one is

looking (-1/2), Only to areas accessible normally (-1/2),

Requires a Stealth Roll (-1/2)

17 Disguse and Acting Expertise: Shape Shift - Group

Humanoids; 0 End (+1/2), Variable Limitation (-3/4)

VL#1: Extra Time: Full Phase (-1/2), Requires an Acting

Roll (-1/2), Fails if examined (-1/2)

VL#2: Extra Time: 1 Turn (-1), IIF, Fragile: Disguise (-1/2)

 

My $.02US. Your mileage might vary.

 

-Carl-

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Re: Brainstorming superhero team liaisons

 

I would limit the liaison to someone who stays out of missions. Let the players run the missions unless it really needs a skill they don't have, and in that case have them escort someone who's only good at that and otherwise needs babysitting.

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Re: Brainstorming superhero team liaisons

 

Well, while I normally abhor "sneaking into GMPC territory" there is something to be said for having help. Recently, my team found themselves in an alternate dimension, where their alternate dimensional selves had a few more points to spend than they did. Among the things they had was a full squad of soldiers at their command as the situation called for it.

 

So we had characters like Lieutenant Zack Markinson, an affable guy who came by his rank the old fashioned way -- he freaking earned it. Still in his early years with the military, he easily distinguished himself early on and was promoted to a platoon leader for the Black Dragon unit (that Chris' character found himself leading).

 

Jaqueline Wong is the leader of the Broken Angels, a flight of Black Dragons (a nomenclature accident -- Chris' character is "The Black Dragon," and the larger, badder insertion vehicles are also called "Black Dragons," and their smaller light-assault versions, "Little Dragons.") I had named the vehicles without any thought to the PC sub-plot naming thing. Anyway.

 

"Jack" is a former Yakuza member, gang banger, gun slinger. She's the ultimate bad girl -- and evidently dated this universe's Zane (Chris' Character). So in a sense, all of these characters are 'liaison' types, but none of them are "so good" that they overshadow the characters. They're all soldiers, basically. Even if they have a skill the PCs don't (such as Chopper Pilot) the PCs are still handling their direction. So those are my two coppers.

 

I think.

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Re: Brainstorming superhero team liaisons

 

While Kate goes with the team on missions, most of the time she'll stay with the police. The only times she doesn't are 1) when the team works with the Secret Service, 2) when other DHS are agents present, and 3) when they need her field agent/cat burglar skills. In the last case, she's in black from head to toe.

 

Oh, there is one other liaison. Richard Spaulding represents the city. He's a 33 year old African-American lawyer and aide to the mayor. Unlike the other liaisons, he doesn't live in the mansion.

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I was fine up until the ghost and the grandma. Then you sort of jumped the shark again.

 

The team's base is a fastness, therefore ghosts are possible.

 

Would it be better if I used another relative and a real nurse that prefers a white uniform and, possibly, cap to scrubs?

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Re: Brainstorming superhero team liaisons

 

I see no problem with a ghost in the base, can be fun, especialy if the ghost has interesting backstory that can get the players into trouble...

 

might not make it the nurse per say, more of a mischievious or tragedirian would be better imo, but no problem there, and hell if you make it the nurse it gives a logical reason for her to where the white nurse uniform you seem to like =)

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Clearly I don't know what a Fastness is which is what's causing my confusion. I have no problem with ghosts (dude, do you read my material?!) I'm just looking at genres and thematics. That's sort of my deal.

 

If this is a straight up Dark Champions game, then yes -- a cap & scrubs is infinitely preferable. However. Since I don't know what a Fastness is, I may need additional data to understand the premise.

 

I still submit that we don't need yet another relative hanging around -- unless you make her really, really interesting.

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Re: Brainstorming superhero team liaisons

 

Clearly I don't know what a Fastness is which is what's causing my confusion. I have no problem with ghosts (dude, do you read my material?!) I'm just looking at genres and thematics. That's sort of my deal.

 

If this is a straight up Dark Champions game, then yes -- a cap & scrubs is infinitely preferable. However. Since I don't know what a Fastness is, I may need additional data to understand the premise.

 

I still submit that we don't need yet another relative hanging around -- unless you make her really, really interesting.

 

A fastness is a term for a mage's sanctum. In comics, they generally either are bigger inside than out, have a variable floor plan, or both. Some have gates, some have ghosts, either friendly or not, and the decor is weird.

 

It'll actually be a four-color game, but I posted the thread here because the liaisons are dark champions characters.

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... if you make it the nurse it gives a logical reason for her to where the white nurse uniform you seem to like =)

 

I've noticed an amazing attention to detail concerning the uniforms that female characters wear all the time in a lot of Mark's posts. Could this be taken as a psych lim (on their parts, of course) or is it a preference of Marks?

 

I'm not complaining, hell all the female NPCs in my campaigns wear stockings and garter belts*, it's just that no one but them ever finds out about it...

 

 

 

(* Joking!)

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Re: Brainstorming superhero team liaisons

 

I've noticed an amazing attention to detail concerning the uniforms that female characters wear all the time in a lot of Mark's posts. Could this be taken as a psych lim (on their parts, of course) or is it a preference of Marks?

 

I'm not complaining, hell all the female NPCs in my campaigns wear stockings and garter belts*, it's just that no one but them ever finds out about it...

 

 

 

(* Joking!)

 

Maybe.

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Re: Brainstorming superhero team liaisons

 

I'm considering a different John and Kate. Here's the new version.

 

They worked for a special Justice Department bureau (neither PRIMUS nor the FBI) before joining the DOSPA.

 

He's a dapper, but clumsy, bureaucrat with a degree in accounting. She's an elegant, blue-eyed blonde third-generation cat burglar. He's nearsighted and wears glasses. She's highly skilled and cool under pressure.

 

They met six years ago when his bureau set her up and he became her handler. Now, they have a five year old daughter that's hooked up to a respirator and is under a nurse's care.

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SEE? SEE?

 

Now THAT is interesting. It can give either or both of them all sorts of reasons to go out (or stay home). You can have some PC try and take her away from him (depending on how deep her loyalty runs), the sickly character makes sense and while a bit of a bludgeon, used sparingly can be a great drive for a plot element.

 

Nicely done.

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...and if you still want a supernatural element, you can have the respirator daughter appearing in the hallways occasionally - or is that a ghost? Or an illusion? Or an astral form? (The nurse wouldn't be related to a certain Ms. A. Harkness, would she?) Many potential plot hooks there.

You may want to decide just how she ended up on the machine. A normal disease, for which they keep searching and hoping for a cure? Perhaps by criminal/supervillain action, or an accident involving criminal/police (e.g., a stray bullet) or supervillain/superhero blunder? Such things will certainly affect the attitudes and psychlims of the couple, even if they try to hide it.

 

In any case, this is something best held in the background for a while, maybe with hints and occasional fleeting events. In any case, the PCs are likely to ask questions, so if there's a cover story, have that ready.

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Re: Brainstorming superhero team liaisons

 

SEE? SEE?

 

Now THAT is interesting. It can give either or both of them all sorts of reasons to go out (or stay home). You can have some PC try and take her away from him (depending on how deep her loyalty runs), the sickly character makes sense and while a bit of a bludgeon, used sparingly can be a great drive for a plot element.

 

Nicely done.

 

Thank you.

 

This thread is connected to one on the team's mansion. It's at http://www.herogames.com/forums/showthread.php?t=57981.

 

Since Kate's a trained field agent, she's the one that goes with the team. She'll stay with the police unless her skills are needed.

 

Each bedroom in the mansion has an attached 10 x 10 foot room for holding stuff. Kate and John's holds her burglar gear. The one accessable from both the nurse's bedroom and their daughter's holds medical supplies and equipment.

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...and if you still want a supernatural element, you can have the respirator daughter appearing in the hallways occasionally - or is that a ghost? Or an illusion? Or an astral form? (The nurse wouldn't be related to a certain Ms. A. Harkness, would she?) Many potential plot hooks there.

You may want to decide just how she ended up on the machine. A normal disease, for which they keep searching and hoping for a cure? Perhaps by criminal/supervillain action, or an accident involving criminal/police (e.g., a stray bullet) or supervillain/superhero blunder? Such things will certainly affect the attitudes and psychlims of the couple, even if they try to hide it.

 

In any case, this is something best held in the background for a while, maybe with hints and occasional fleeting events. In any case, the PCs are likely to ask questions, so if there's a cover story, have that ready.

 

Cool stuff.

 

I like the astral form idea. No, the nurse isn't related to Agatha Harkness.

 

The daughter name is Molly. Her medical condition is from an illness, possibly due to a birth defect.

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This is the joy of an open-ended "the daughter is ill, we'll figure out the details later as 'whatever will make the plot more interesting' presents itself" vs. a closed "i've already designed all this you guys watch these great NPCs!" system. Here, it's well laid out. It really is a great first effort, Mark. Rep for taking our collective advice.

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Re: Brainstorming superhero team liaisons

 

This is the joy of an open-ended "the daughter is ill' date=' we'll figure out the details later as 'whatever will make the plot more interesting' presents itself" vs. a closed "i've already designed all this you guys watch these great NPCs!" system. Here, it's well laid out. It really is a great first effort, Mark. Rep for taking our collective advice.[/quote']

 

I thank you for your kind words and rep.

 

No doubt we'll put our heads together again and come up with wonderful ideas and characters.

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Re: Brainstorming superhero team liaisons

 

Cool stuff.

 

I like the astral form idea. No, the nurse isn't related to Agatha Harkness.

 

The daughter name is Molly. Her medical condition is from an illness, possibly due to a birth defect.

 

Or... they THINK it's a birth defect, but what they don't know about that hospital is... (that's a late-game plotline but one that should be seeded early on -- I can explain in detail what I mean if you like).

 

Also see: "Born with a crippling birth defect, Molly has been forced to spend much of her young life in her own mind. A mind that is desperately searching for someone, or something to connect too, and is getting stronger everyday." Ala Professor X; while her body is wasting, her Astral Projection/TK/etc. gets that much stronger. This is a hitch-hike on Monster's idea (and repping j00, if I can M).

 

Then, later, you can introduce her to a new set of PCs as a new 'uber NPC' -- "And 35 years later, the old haunted mansion etc. etc." -- the "haunting" is Molly. The mansion remains a secret operations base. The new PCs pick up the mantle and pieces from the end of their original characters story arc. Lots of ways to have fun with a character of this type, and RPing her in her youth (note: RPing children is HARD, at least for me) will give you a clear idea of what kind of leader she'll be as an adult.

 

Sorry, I could go off on a total tangent here. :P

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Re: Brainstorming superhero team liaisons

 

I had this idea today and decided to float it here.

 

Kate isn't a beautiful blue-eyed blonde. She's a beautiful African-American woman instead.

 

Also, Molly isn't her daughter, but she is John's. While carrying Molly, John's wife became hooked on drugs. The marriage was annulled, and custody of Molly was given to John.

 

Due to the drugs in his former wife's system, she's a vegetable and Molly's lungs are unable to fully inflate by themselves. Thus, the respirator, or medical ventilator.

 

John and Kate live in a two room suite of a mystical mansion, complete with gates to pocket realities. One, in their bedroom, leads to the 10 x 10 foot room that houses Kate's burglar gear. The other, in the living room houses the three bedroom suite occupied by Molly and her nurse, Melissa McReady. There's one room for each of them. The third contains extra medical equipment and supplies.

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Now that you've got the allies worked out, it's time to put some effort into the enemies. Figure out who the players are up against, give them some personality.

 

In many ways allied NPCs are a sideshow. The game's about the players. Keep the focus on them and give them lots of hooks to work with. One of the most helpful things I've found is to never define anything until I need to. That lets me twist the plot to whatever will move the game forwards.

 

You probably can't share your plots if your players read here, but it's a good idea to come up with a few, especially if you can get multiple hooks to interrelate. (Without forcing.)

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Re: Brainstorming superhero team liaisons

 

Now that you've got the allies worked out, it's time to put some effort into the enemies. Figure out who the players are up against, give them some personality.

 

In many ways allied NPCs are a sideshow. The game's about the players. Keep the focus on them and give them lots of hooks to work with. One of the most helpful things I've found is to never define anything until I need to. That lets me twist the plot to whatever will move the game forwards.

 

You probably can't share your plots if your players read here, but it's a good idea to come up with a few, especially if you can get multiple hooks to interrelate. (Without forcing.)

Well, they aren't the only allies in the house. There are other human ones as well as ghosts and animals.

 

Marie Anders succeeded her mother as the mansion's housekeeper. Her grandmother was housekeeper before her mother.

 

Elaine Davis, the administrator, always wears gloves. They hide the fact that the skin on her hands resembles a snake's.

 

The daughter of a wealthy family, Mariko Yamamoto, the team's technical manager and handywoman, races cars for fun.

 

Caroline Gray, R.N., the team's nurse, is the ghost of a nurse who died in 1964.

 

The ghosts of a group of Japanese office ladies handle all the clerical needs for the heroes and their staff.

 

Elaine's pet, Puff, is a three foot long, green, fire-breathing dragon.

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