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WYWTS - Villainy Codex III - Send In The Clowns


tiger

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21 hours ago, steriaca said:

I don't expect him to be a hand to hand expert or such. I do expect him to have some major tport tricks. I also expect him to do things like tieing some heros boot laces together and such. I expect him to be a skilled locksmith. An expert climber. An expert pickpocket. I expect him to have a minor Gadget Pool.

 

And pies. Don't forget the pies.

I have to say that it is a little scary how you can know some of the things I'm doing too.  And he left the tail at home today

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Merry Andrew, The Fool.

 

Honestly, I don't know what to add to Andrew. Prehaps a NND Transformation attack which works on machines, requires tools and time. But that's it. He has a nice VVP already, and can do a lot with the VVP and gimmicky machines to do what they normally can not.

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April Foolmaker.

 

I never liked her Mind Control ability. Basically, Mind Control seems to mean for a group which is supposed to be light hearted. So instead, I think she should be a robotics expert, with her "puppets" being small robots. She should have a small Gadget Pool to supplement her abilities and make up for her lost of mind control. She could also have Cyberspace powers also.

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51 minutes ago, tiger said:

Thing to remember too is that this is the new CLOWN and some of the old group didn't get the call back. I haven't decided if I'll give the new groups and then include those retired, vacationing at Stronghold  or not call back as well or just the new group

You only need to stat the "new CLOWN", but a paragraph or two of what happened to some of the old members would be cool.

 

Popgun should be stated, if only that he could always excape prison and come gunning for CLOWN, regardless of who runs it.

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In memory of: Slapstick. One of the original three CLOWNs and the oldest. He retired and passed away in his sleep.

 

Or, at least, it seems to be that way. It could be a more cosmic joke which makes it seem so, but it's not. Anyway, enjoy your time resting up Slapstick. You will be missed.

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The most important thing about CLOWN is that they are not supposed to be your normal, run 9f the mill supercrooks. They don't rob banks. They frown at property damage. They have a heart and a concess. They just don't like the law protecting corprate slimeballs, who they believe this slimeballs need to be taken down a peg or two. CLOWN exists to say "The Empirer has no clothing on."

 

The rouster of the group this needs to be around "how can s/he help in a prank" then "how can s/he handle her/him self in combat". Not that they should lack combat skills and powers. But combat for CLOWN should be the last resort.

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8 hours ago, steriaca said:

You only need to stat the "new CLOWN", but a paragraph or two of what happened to some of the old members would be cool.

 

Popgun should be stated, if only that he could always excape prison and come gunning for CLOWN, regardless of who runs it.

Dunno if he'll ever get out but Deadman made a awesome image of him in Heromachine

Popgun.jpg

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In favor of Merry Andrew.

 

Basically, Merry Andrew should still be active in CLOWN. Sure, he could be grooming Fox of Crime into being the next leader, but he's not done yet.

 

1 ) Andrew created the group in the first place.

 

2 ) Andrew is the heart and soul of the group.

 

3 ) Andrew has the technical knowledge to pull off many of the groups pranks. In fact, he might be the only one in the group who can.

 

Now, for against Andrew.

 

1 ) Andrew kinda enforces the midevil jester feal to much.

 

2 ) His no kill/no harm policy might be viewed as old fashion. Or mark him as a coward.

 

3 ) Let's face it, he is getting old. He been around since the early 80's, at least.

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20 hours ago, steriaca said:

3 ) Let's face it, he is getting old. He been around since the early 80's, at least.

True but, Peter Parker & Bruce Wayne have been around since the 60s and still are young. So don't really see the need to change who's who for this project. Am working on another project that will have the son of the original show up.

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4 hours ago, tiger said:

True but, Peter Parker & Bruce Wayne have been around since the 60s and still are young. So don't really see the need to change who's who for this project. Am working on another project that will have the son of the original show up.

It's called a floating timeline.

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Well, the CLOWN partition of the show is finished. Well, that is the background and such is finished coming in a little over 10,000 words. Still have to finish up the characters and their backgrounds and such. Of course finished will also mean I will change my mind on one or forty things and edit this and that. Just the way it goes.

 

Then time to work on IMP will be next

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Ok. What does IMP need? More killers, of course. But exactly what type? Funny kills, of course.

 

Guys who drop anvils on people. Guys who drop banana peals which cause people to fall off cliffs. You already have a girl specialises in deathtraps (considering the business, and the situation, Goldberg style deathtraps). So, who else?

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1 hour ago, steriaca said:

Ok. What does IMP need? More killers, of course. But exactly what type? Funny kills, of course.

 

Guys who drop anvils on people. Guys who drop banana peals which cause people to fall off cliffs. You already have a girl specialises in deathtraps (considering the business, and the situation, Goldberg style deathtraps). So, who else?

Actually as it stands right now IMP has 6 members, might be more by the time I finish the CLOWN characters and start on IMPs background :D

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Question: Tiger, do you have Hero System Martial Arts book? If you do, I can create a good "Stooge-Fu" mock up. If not, then I might have to pick and choose with the martial manuvers in the back of Champions Complete till I can get a basic "Stooge-Fu", then use powers for the eye poke power, and prehaps for the Hair/Ear/Nose Pull (which would be a Grab, +STR to Shove in HSMA).

 

Fist Game is a triggered attack based on a block. Curly Shuffle is a passing strike. Curly's Circle Kick is a No Range, Area Of Effect Physical Blast with Personal Immunity. Beddybye Bop is... something (ideally a hit to the head wich will knock out the target).

 

Oh, and speaking of pies (The Three Stooges are known for the flying pie gag), how are you incorporating Fox of Crime's closeness with GRAB? A simple contact with the group? Is he watched by them?

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On 2/8/2018 at 6:14 PM, steriaca said:

Question: Tiger, do you have Hero System Martial Arts book? If you do, I can create a good "Stooge-Fu" mock up. If not, then I might have to pick and choose with the martial manuvers in the back of Champions Complete till I can get a basic "Stooge-Fu", then use powers for the eye poke power, and prehaps for the Hair/Ear/Nose Pull (which would be a Grab, +STR to Shove in HSMA).

Have the PDF, been debating on doing the Print-On-Demand thing though

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Working on the basic manuvers for Stooge-Fu now.

 

Here is what I came up with so far.

 

Block/Stand There And Take It/Fist Game, Stage 1

1/2 Phase

4 Points

+2 OCV

+2 DCV

Block, Abort

   The main defense in Stooge-Fu is to block attacks. Either by putting a limb in the way of the attack, or simply standing there and taking the attack. It also simulates the start of the Fist Game (where Mo blocks an attack with his own fist, then uses the momentum generated to counterattack).

 

Curly Shuffle

1/2 Phase

4 Points

+2 OCV

-2 DVC

STR +v/10; FMove

  Curly and Shemp slap there heads, make dog noises or whoos, then charge head first into the target.

 

Hair Yank/Ear Yank/Nose Pull

1/2 Phase

4 Points

+0 OCV

+0 DCV

Grab 1 Limb (hair, ear, or nose), STR+10 to Shove

  Mo grabs the victim by the hair, ear, or nose and leads the target to a new location against the target's will.

 

Here's Five/Fist Bop

1/2 Phase

5 Points

-2 OCV

+1 DCV

STR +4d6 Strike

  A simple strike with either a slap if the hand or a closed fist in a circle motion.

 

I'm Not Moving

1/2 Phase

4 Points

+0 OCV

+0 DCV

STR +15 to resist Shove; Block, Abort

  When a Stooge-Fu user doesn't want to go anywhere, nothing can make him move.

 

Let's Get Out Of Here

1/2 Phase

5 Points

N/A OCV

+4 DCV

Dodge, All Attacks, Abort; FMove

  Normally defense is standing there and taking the attack, but Stooge-Fu users can run away also. Usually ungracefully, but it works.

 

Mo's Stinging Slap

1/2 Phases

4 Points

+2 OCV

+0 DCV

1d6 NND (nerves on the face) Strike

  Would you believe there are clusters if nerves on the face which hurt when slapped just so?

 

Pick Two

1/2 Phase

4 Points

-1 OCV

-1 DCV

4d6 Sight Flash

  Prehaps the most infamous Stooge-Fu manuver. Two fingers. Two eyes. And the fingers meet the special area above the eyes which forces the eyelids to close.

 

 

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