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(Organization) The Strange Adventurers


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I picked up the Showcase Presents: Strange Adventures Volume One trade, and noticed that there were an awful lot of men who gained odd abilities through alien contact or scientific flukes. They pretty much all lost them at the end of the story...but what if that wasn't quite the case?

 

THE STRANGE ADVENTURERS (all characters created and trademark DC Comics)

 

Membership: Darwin Jones "Chief of the Department of Scientific Investigation" (leader), Rodney Drake "The World's Mightiest Weakling", Darrin Clure "The Invisible Spaceman", Ken Warren "The Fireproof Man", Hal Worth "The Man Who Grew Wings", John Westbrook "The Human Battery", Paul Browning "The Man Who Couldn't Drown", Bob Fallon "The Escranner", Mark Barrett "The Man With Four Minds", John Gardner "The Mechanical Mastermind" and Charlie Linton "The Man Who Ate Sunshine".

 

Background: In the 1950s, Earth was under constant threat by alien invasions, bizarre catastrophes and mad scientists. Many of these threats were defeated by individual bystanders who just happened to gain special abilities at that point. Most claimed to have lost these abilities, or put them aside, but when Darwin Jones, chief of the Department of Scientific Investigation, looked into the matter, he found that some were in fact not completely powerless. He convinced these men to use their abilities on behalf of the United States to battle further threats to humanity.

 

Purpose: As special agents of the Department of Scientific Investigation, members of the Strange Adventurers are sent to investigate and neutralize unusual threats to humanity or Earth. They do little crimefighting as such, to keep their profile low.

 

Relationships: Many of the Strange Adventurers have never even met each other, communicating only with Darwin Jones. Those that have met seem to get along fairly well, if a bit stiffly--most of them aren't big on showing emotion.

 

The Strange Adventurers are respected by other DSI agents, who are grateful for their assistance in baffling situations. Other law enforcement officials are usually cooperative, if miffed by the Adventurers' habit of not sharing the existence of their powers more freely.

 

While most of their investigations are one-off, the Strange Adventurers have two recurring enemies: Tim Steele, killer robot and King Gorilla, superintelligent ape. Thus far they have not teamed up.

 

Tactics: To be honest, the Strange Adventurers often just stumble across situations that require their special talents and deal with them as best they can. But sometimes, Bob Fallon's Escran ability reveals a catastrophe about to happen, and Darwin Jones sends the most appropriate agent or agents to the scene. Paul Browning, with his inability to breathe air, naturally gets all the ocean-based investigations.

 

Campaign Use: As support for player characters in a 1950s campaign, primarily. They can easily be twisted into an opposition that suppresses any evidence of the paranormal or supernatural on behalf of the government. Transported to the modern day, their white Anglo-Saxon Protestant male uniformity could cause them to be hilariously unable to function in a more diverse culture.

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Re: (Organization) The Strange Adventurers

 

Darwin Jones

 

Player: NPC, created by DC Comics

 

Val Char Cost

10 STR 0

10 DEX 0

10 CON 0

10 BODY 0

14 INT 4

12 EGO 4

12 PRE 2

10 COM 0

 

2 PD 0

2 ED 0

2 SPD 0

4 REC 0

20 END 0

20 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 10

 

 

 

Cost Skill

3 Bureaucratics 11-

3 Climbing 11-

5 +1 with HTH Combat

3 Deduction 12-

2 KS: U.S. Criminal Code 11-

2 KS: World History 11-

0 Language: English (idiomatic) (4 Active Points)

1 Language: Latin (basic conversation)

4 PS: Scientific Investigator 13-

3 Scientist

1 1) SS: Biology 11- (2 Active Points)

1 2) SS: Chemistry 11- (2 Active Points)

1 3) SS: General Science 11- (2 Active Points)

1 4) SS: Geology 11- (2 Active Points)

1 5) SS: High-Energy Physics 11- (2 Active Points)

1 6) SS: Mathematics 11- (2 Active Points)

1 7) SS: Metallurgy 11- (2 Active Points)

1 8) SS: Physics 11- (2 Active Points)

1 9) SS: Psychology 11- (2 Active Points)

2 TF: Helicopters, Small Planes

1 WF: Handguns

Skills Cost: 38

 

Cost Perk

10 Follower: Bodyguard/Assistant (50 pt base)

12 Fringe Benefit: Federal/National Police Powers, Security Clearance, Top Man

5 Money: Well Off

1 Reputation: The man to go to with baffling scientific mysteries (A large group) 8-, +1/+1d6

Perks Cost: 28

 

 

Total Character Cost: 76

 

Pts. Disadvantage

5 Hunted: Media 8- (Less Pow, NCI, PC has a Public ID or is otherwise very easy to find, Watching)

20 Psychological Limitation: Curious (Very Common, Strong)

15 Psychological Limitation: Must defend America, humanity, Earth (Common, Strong)

Disadvantage Points: 40

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

APPEARANCE

Hair Color: Black, slightly wavy

Eye Color: Brown

Height: 1.80 m

Weight: 80.00 kg

Description:

Darwin Jones is a Caucasian male in his late thirties or early forties. His slightly wavy hair is cut conservatively, but he has a thin mustache. As a government official, Chief Jones wears conservative business suits of a superior quality.

 

BACKGROUND

Much of the following is speculation: Darwin Jones was named after Charles Darwin, the naturalist most famous for propounding the theory of natural selection. From an early age, he showed a strong interest in science, and holds at least one degree in a scientific field. Like many young scientists, Mr. Jones was tapped for government work during World War Two. But unlike many other scientists, Darwin showed both an ability to navigate the government bureaucracy and an aptitude for detective work.

 

After the war, Mr. Jones joined the newly created Department for Scientific Investigation, formed in reaction to various science mysteries uncovered during the previous few years. He quickly rose to become head of the DSI, which position he still held as of 1956.

 

PERSONALITY

While not a particularly innovative person, and producing no original research, Darwin Jones is naturally curious, and has a wide-ranging interest in science. As part of the DSI, Mr. Jones is determined to protect America, humanity and Earth (in that order) from threats brought about by the misuse of science or paranormal catastrophes.

 

Darwin Jones is a bachelor and likes to relax with a cigarette, though he never smokes on duty. His best friend is his bodyguard/assistant Tom.

 

QUOTE

"Think of it, Tom--Two planets threatened--by a single match!"

 

POWERS/TACTICS

Darwin Jones has no superhuman abilities or unusual skills, but is possessed of a keen mind and a wide array of scientific knowledge. In addition, he has the resources of the Department of Scientific Investigation at his disposal. He generally carries a small pistol when in the field, though he prefers not to use it if he can avoid violence.

 

Chief Jones is a very hands-on investigator, who will personally look into interesting cases, though he will delegate specialized tests to the appropriate technicians. He likes to be on hand for the capture of the perpetrator of any science crime, thus he's a familiar face to the public.

 

CAMPAIGN USE

As the head of the DSI, Darwin Jones is a good patron or contact in a 1950s game. With some modifications, he could easily be moved to other time periods. His "hands-on" tendencies may need to be scaled back to avoid stepping on the player characters' story role. He could also be a decent Hunted for alien or mad science types. To make Chief Jones more powerful, increase his Science Skill rolls and perhaps give him access to the fantastic devices his department has confiscated for study.

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Re: (Organization) The Strange Adventurers

 

Rodney Drake

 

Player: NPC, created by DC Comics

 

Val Char Cost

7/47 STR -3

13 DEX 9

13 CON 6

8 BODY -4

10 INT 0

10 EGO 0

10 PRE 0

10 COM 0

 

1/9 PD 0

3/11 ED 0

3 SPD 7

4 REC 0

26 END 0

19 STUN 0

 

6" RUN 0

3" SWIM 1

1"/9" LEAP 0

Characteristics Cost: 16

 

Cost Power

48 Gravity Increase: Density Increase (11,500 kg mass, +40 STR, +8 PD/ED, -8" KB), Reduced Endurance (0 END; +1/2) (60 Active Points); Limited Power Power loses about a fourth of its effectiveness (no extra leaping; -1/4)

Powers Cost: 48

 

Cost Martial Arts Maneuver

3 Jab: 1/2 Phase, +1 OCV, +0 DCV, 3d6 / 2d6 Strike

5 Defensive Block: 1/2 Phase, +1 OCV, +3 DCV, Block, Abort

5 Turtle Jab: 1/2 Phase, +1 OCV, +3 DCV, 1d6 / 0d6 Strike

4 Fancy Footwork: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort

4 Hook: 1/2 Phase, +0 OCV, +2 DCV, 3d6 / 2d6 Strike

3 Uppercut: 1/2 Phase, +0 OCV, +1 DCV, 1d6 / 0d6 +v/5, Target Falls

Martial Arts Cost: 24

 

Cost Skill

12 +4 with Martial Maneuvers

3 KS: Boxing 12-

2 PS: Student 11-

Skills Cost: 17

 

Cost Perk

1 Reputation: "The World's Mightiest Weakling" (State-wide) 8-, +1/+1d6

4 Contact: Professor Milton (Contact has useful Skills or resources, Good relationship with Contact) 11-

3 Fringe Benefit: Special Agent of DSI

Perks Cost: 8

 

 

Total Character Cost: 113

 

Pts. Disadvantage

5 Distinctive Features: Unusually skinny (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

5 Physical Limitation: Cannot use powers unless has been electrically charged that day (Infrequently, Slightly Impairing)

15 Psychological Limitation: In love with Wilma (Common, Strong)

15 Psychological Limitation: Must not use powers for personal gain (Common, Strong)

5 Unluck: 1d6 (Heavy weight)

Disadvantage Points: 45

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

APPEARANCE

Hair Color: Blond, wavy

Eye Color: Blue

Height: 1.70 m

Weight: 45.00 kg

Description:

Rodney Drake is a Caucasian male in his mid-twenties, extremely skinny and clean-shaven. He dresses in casual business suits or black swim trunks.

 

BACKGROUND

Rodney Drake has been unusally skinny ever since he hit adolesence. Despite his general physical fitness, Rodney was unable to add muscle mass to his body. In college, Rodney boxed, and did quite well, but there wasn't a future for someone as light as he was in the sport. His scrawnyness and mild-mannered personality left Rodney easily bullied.

 

But one day, being humiliated in front of his girlfriend Wilma by a muscleman at the beach snapped something, and Rodney decided to put a full effort into gaining weight. It was not going well until a passing scientist, Professor Milton, offered to try an experiment to make Rodney heavier. The "Gravity Battery" made Rodney weigh much, much more by increasing his personal gravity, with no change in his appearance. Once he'd gotten used to the effects, Rodney challenged the beach bully to a wrestling match in front of Wilma, and handily won, explaining to his sweetheart afterwards how the trick was done.

 

Rodney then went on to perform various acts of "strength" for charity, billed as "The World's Mightiest Weakling." He had gotten something of a swelled head about his abilities, and Wilma left him over his grandstanding. Rodney was saddened, and resolved that the one remaining charity event he was already scheduled for would be his last. As it happened, this was an exhibition boxing match against much larger opponent Dynamite Davis. Realizing that his weight gave him an unfair advantage, Rodney deliberately missed his blows, while dodging all of Dynamite's punches so that the larger man wouldn't injure himself. After several rounds of fancy footwork, Rodney had tired Dynamite out and was able to knock him out with a light tap.

 

Afterwards, Rodney explained his decision to Professor Milton, who revealed that the "gravity battery" had not been functioning when Rodney "charged up" before the fight; so he'd won it on skill and determination alone. Wilma, who'd regretted her hasty decision to break up, returned just in time to hear this conversation and make up with Rodney.

 

(Speculative) While Rodney had never intended to use his powers again, he soon discovered that his body had been permanently altered by the "gravity battery". Any sufficiently large electrical charge enabled him to once again increase his weight, and he learned to control the effect to be as heavy as he wanted. Darwin Jones, chief of the Department of Scientific Investigation, tracked Rodney down and offered him a position as a Strange Adventurer. After consulting with Wilma, Rodney agreed.

 

PERSONALITY

Rodney is a mild-mannered fellow, but enjoys positive attention. Notably, he's not motivated by wealth, having given all proceeds from his brief show-biz career to charity. He is most concerned about keeping Wilma's good opinion of him.

 

QUOTE

"That was the last charge I'll take, Professor! It gives me an unfair advantage over others! It's like cheating!"

 

POWERS/TACTICS

Rodney is able to increase his personal gravity, making himself super-heavy. His strength increases proportionately, allowing him to move normally while heavy, but with no visible change to his musculature. Sometimes, his increased weight will cause problems with soft ground, weak furniture and the like. To use this power, Rodney must have charged himself with electricity that day. He's also a skilled boxer.

 

A mild-mannered fellow, Rodney will try to solve problems without resorting to violence.. Failing negotiation and reason, Rodney will pull his punches and attempt to do minimum damage to his opponents, though he isn't so fussy about property damage.

 

CAMPAIGN USE

Rodney Drake is the closest thing the Strange Adventurers have to a "brick" and a martial artist brick at that. Thus he will be sent on missions that would seem to require great strength. He will not hunt anyone unless ordered. To make Rodney more powerful, allow him to reduce his local gravity as well, allowing him great Leaping ability or even Flight. To make him less powerful, reduce the amount he can increase his weight by.

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Re: (Organization) The Strange Adventurers

 

Darrin Clure

 

Player: NPC, created by DC Comics

 

Val Char Cost

12 STR 2

12 DEX 6

12 CON 4

10 BODY 0

13 INT 3

10 EGO 0

10 PRE 0

10 COM 0

 

3/9 PD 1

3/18 ED 1

2 SPD 0

4 REC 0

25 END 1

22 STUN 0

 

6" RUN 0

2" SWIM 0

2" LEAP 0

Characteristics Cost: 18

 

Cost Power

21 Vibratory Powers: Elemental Control, 52-point powers, (26 Active Points); all slots Limited Power Power loses about a fourth of its effectiveness (EC stops working when Force Field reduced to 0 by ablation; -1/4)

20 1) Vibrates at a frequency that can't be seen or heard: Invisibility to Sight Group and Normal Hearing , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) (66 Active Points); Limited Power Power loses about half of its effectiveness (Cannot be turned off while EC is active; -1)

10 2) Vibratory Field: Energy Blast 3d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Invisible to Normal Hearing, and Sight Group (+3/4) (52 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only works on non-rigid objects, cannot be turned off while EC is active; -1 1/2)

10 3) Vibratory Field II: Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2), Persistent (+1/2), Damage Shield (Offensive; +3/4), Invisible to Normal Hearing, and Sight Group (+3/4) (52 Active Points); Limited Power Power loses about two-thirds of its effectiveness (Only vs. rigid objects, cannot be turned off while EC is active, not vs. objects with powerful electric currents running through them; -1 1/2)

18 4) Vibratory Field III: Force Field (6 PD/15 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Invisible to Normal Hearing, and Sight Group (+3/4) (58 Active Points); Ablative BODY Only (-1/2), Limited Power Power loses about a fourth of its effectiveness (Electrical damage is doubly effective for ablation purposes; -1/4)

Powers Cost: 79

 

 

Cost Skill

2 Animal Handler (Canines) 11-

2 CK: Rocket City 11-

3 Combat Piloting 11-

2 KS: Space Program Scientists 11-

3 Navigation 12-

2 PS: Astronaut 11-

3 PS: Test Pilot 12-

1 TF: Combat Aircraft, Early Spacecraft

Skills Cost: 18

 

Cost Perk

5 Contact: Dr. Elaine Barrows, Vibratory physicist (Contact has useful Skills or resources, Very Good relationship with Contact) 11-

7 Fringe Benefit: Federal/National Police Powers, Pilot's License, Security Clearance

3 Reputation: First man to circle the moon and return (World-wide) 14-, +1/+1d6

Perks Cost: 15

 

 

Total Character Cost: 130

 

Pts. Disadvantage

20 Dependent NPC: Meteor, faithful dog 14- (Normal)

5 Physical Limitation: Must be exposed to cosmic radiation to activate powers (Infrequently, Slightly Impairing)

15 Psychological Limitation: Protective of children (Common, Strong)

Disadvantage Points: 40

Base Points: 100

Experience Required: 0

Total Experience Available: 0

Experience Unspent: 0

 

 

APPEARANCE

Hair Color: Black, wavy

Eye Color: Brown

Height: 1.84 m

Weight: 86.00 kg

Description:

Darrin Clure is a Caucasian male in his late 20s-early 30s. He's well-built, with a squarish jaw. His usual outfit is his pilot's garb; bomber jacket, ascot, loose trousers and military boots.

 

BACKGROUND

Darrin Clure was a successful test pilot when he was tapped for the space program, and was lucky enough to be selected as the first man to circle the moon and return. The mission was successful, but what Darrin did not know is that an unusally high cosmic radiation belt caused a strange vibratory pattern in the ship, and eventually in himself.

 

When the spaceship landed, it appeared to be empty. The scientists who investigated found themselves knocked about by an unseen force, but could find no trace of Darrin. Meteor, Darrin's dog, had also entered the craft and was acting erratically. In reality, Darrin was right there, but vibrating at a frequency that made him invisible to sight and normal hearing. It also made attempting to touch anything an exercise in frustration.

 

After the scientists discovered the odd vibratory frequency of the ship, Clure decided to consult Rocket City's expert on vibratory physics, Dr. Elaine Barrows. Although Darrin was able to attract Dr. Barrows' attention by having Meteor perform simple tricks, he was unable to find any way of directly communicate with the physicist. Then they received word that Dr. Barrows' young niece (who lived with her) was deathly ill.

 

A medical doctor was summoned, as a heavy storm blew in. He discovered that the niece would need an immediate operation, with no time to get her to a hospital. Fortunately, Dr. Barrows had some medical training and was able to act as assistant. But as the storm outside got worse, it snapped a power line, punging the house into darkness. Realizing that the little girl could die, Darrin rushed out and grabbed the power lines to connect the current, hoping his vibrations would protect him. Amazingly, the wires did not get mangled by his vibrational field like everything else he'd touched.

 

The lights came on, the operation was a success, and then Dr. Barrows noticed a man lying in the street near the live wires. She took the man inside, and when he awoke the story was revealed. Apparently, the large dose of electrical current had overcome the vibrations, returning him to visible.

 

(Speculation) Later, it was discovered that additional exposure to large doses of cosmic radiation would activate Clure's odd vibrations again. Darwin Jones asked him to become a Strange Adventurer.

 

PERSONALITY

Darrin Clure is a brave man who loves flying and exploration, but is not the sort to get a big head from his celebrity. He is very protective of children, willing to risk his life on even the off chance that it would save a kid.

 

He also loves his dog, Meteor. Darrin enjoys a cigarette as a reward after a hard day, but never smokes while on duty.

 

QUOTE

"Good gosh, Elaine, do you realize what this all means?"

 

POWERS/TACTICS

When his powers are activated, Darrin Clure's body vibrates at a frequency that makes him invisible and inaudible to normal hearing. (Dogs and other beings with ultrasonic hearing can hear him just fine.) The vibratory field around his body shatters rigid objects, and pushes non-rigid ones away. It can also protect him from damage, to a certain degree. Unfortunately, the powers all are on full effect when they're on, and can only be turned off by running a powerful electrical currtent through Darrin, slowly wearing down the field.

 

Darrin considers his powers something of a hassle, and will avoid activating them unless absolutely necessary. Sadly for him, most of his missions are based on his stealth capability, and require him to go invisible at some point. Even then, he will avoid violence, or using his powers to do harm, whenever possible.

 

CAMPAIGN USE

Darrin Clure is the stealth expert of the Strange Adventurers, and also a handy team pilot. He may also be encountered in scenarios centered around the space program. He will not hunt anyone unless ordered.

 

Meteor is a small, light-furred spaniel. He knows several basic tricks that Darrin taught him, but is otherwise a perfectly normal dog.

 

If Darrin needs to be more powerful, increase the damage on his Damage Shields, but allow him to control how much damage they do. To make him less powerful, remove the "No Fringe" from his Invisibility, and the "Invisiible Effects" from his damage shield.

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Re: (Organization) The Strange Adventurers

 

I agree...very nice indeed' date=' but could ya add the "Code name" for each someplace? (Or did I fail my spot roll?)[/quote']

 

They don't have code names as such. The "code names" in the membership list are either the titles of the stories they appeared in or a description of what they do.

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