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Matt Frisbee

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Everything posted by Matt Frisbee

  1. Re: How to handle RKA? How do I handle a player who only wants to play characters that give me a headache? I tell them to go play in someone else's campaign. YOU ARE THE GM -- IT IS YOUR GAME AND YOUR RULES. If you have a player who can't make a character suitable for your campaign guidelines, give 'em the hook. Give the person an explanation, sure. Tell him or her that if he or she wishes to revamp his or her character to fit in with the rest of the group, you'll be happy to help him or her. If he or she wishes to play a different character (within reason), you'll work with him or her. But if he or she is digging in his or her heels, tell the person that when he or she is running a campaign, he or she can make the rules, but you are the GM and therefore if he or she really didn't want to play, he or she shouldn't have wasted everyone's time trying to ramrod in an unworkable character. Period. Yeah, that tactic has cost me some players but it has also saved me a lot of headaches. Personally, I think I'm ahead in the game. Matt "Not-afraid-to-put-his-foot-down" Frisbee
  2. Re: What's in a Name? Doctor Fun got his moniker during the happy-go-lucky 1960's when recreational pharmacology was at its peak. The job prospects for a laboratory chemist with experience in biochemistry were bright then. The money rolled in and the good times rolled into the early 70's, when his luck finally ran out. The federal authorities raided his lab and he got to spend the rest of the 20th Century in a federal prison. But that didn't stop him from making drugs, of course. His focus shifted to whatever chemicals and materials he could obtain from the institution. Soon, he was doing a brisk trade once again, paying off guards to look the other way with the magic mixtures he cooked up which bypassed the urine and blood tests they were required to take. A model prisoner, they called him, and instead of 50 years to life, he was out after 25. The organized crime scene was different these days, but they came to appreciate his ability to cook up new formulas with common chemicals. Nobody else could do what could, the transformation of toxic chemicals into pure bliss and aching, reflexive need -- that potent cycle of pleasure and pain that is the armature of addiction. Let the good times roll... Dr. Fun is a low powered metahuman with the ability to transform chemicals just by applying his will to them. He cannot create something that isn't there -- he still needs the building blocks to put the molecules together. But, if he went on a shopping trip for some basic chemicals, say water and sugar for example, he could create a rudamentary explosive mixture or ethyl alcohol. His ability is limited by his knowledge of chemistry, biochemistry and pharmaceuticals; but he also has an excellent memory and has extensively studied the chemical formulas of millions of compounds and their properties. In short, if the PC's are trying to track down that new designer drug making the rounds in the hometown, their investigations may lead them to right to an aging chemist with superpowers -- Doctor Fun. Hopefully, that was worth the time. And the thread continues with: EPICENTER
  3. Re: Original Supervillain Groups -- Get Creative! Great stuff, everyone! Here's another one of mine: Stormfront This group of weather-themed supervillains were all part of the same chain gang when they were caught off-guard in an intense thunderstorm mixed with the emergence of a chaos storm from another dimension. Each absorbed some of the power of the storm and the group broke free with their newly aquired powers. Later they discovered that none of their powers would work unless they were within 100 meters or so of their fellow supervillains! Together, they are a force of chaos and destruction bent on making themselves rich. Membership: Deluge -- A water-themed energy projector with the ability to telekinetically manipulate water as well. He can also create fog to obscure the group's activities when stealth is in order. Hailstone -- The team's resident brick has a frosty appearence when his power manifests which offers protection from damage. He also has the ability to fire off fist-sized chunks of ice at great velocity. Microburst -- A telekinetic able to manipulate objects with blasts of wind. He also can fly and has multiple energy blasts of wind which can destroy structures and knock people off of their feet. Stormrider -- The mysterious stranger who joined the group during the storm who has mentalist powers. The others are beginning to suspect that she is a creature of the dimension from where the chaos storm originated. Thunderstike -- A martial artist with teleportation power who never seems to strike twice in the same place. Is also able to fire off blinding and deafening bolts of lightning from his hands. All of the characters of this group have the disadvantage that their powers will not work when any of them is more than 100 meters (50 game inches) from the others.
  4. Re: The Bureau of Special Investigations - long Fantastic write-up, Dominique! That is certainly rep worthy in my opinion! Equipment and Base write-ups would definitely be welcome, but don't knock yourself out. Matt "Feelin'-pretty-stretched-myself" Frisbee
  5. Matt Frisbee

    Merc

    Re: Merc Not a bad idea. Unfortunately, if my PC's ever found out about this organization, they'd have it leveled in the space of a game session! Actually, though, that wouldn't make a bad adventure... Matt "Still-liking-the-idea" Frisbee
  6. Re: A Day in the Life Of... Everyday situations... I usually include some time during the session where the characters have to deal with their secret identities, but I usually limit it to the first hour or so, especially if the characters haven't immediately grabbed the plot hook and ran with it. I also fill time to the end of the session if the characters wind up finishing the final battle faster than I expected. Current subplots running in my campaign -- 1) One of the supporting cast of supers is suffering through some changes in her powers and has sought out one of the PC's for assistance. 2) The DNPC of another character is facing the failure of his business and is asking one of the PC's for financial assistance to prop the company up until he can "turn things around." 3) Yet another character is working through the rough spots in his relationship with his girlfriend, now that she knows that he's a superhero. 4) And the last PC of the group has started dealing with a fanboy who wants desperately to be a superhero and is starting to be a danger not only to himself, but everyone around him as well. Sorry you don't get more opportunities to play out the issues, Alice. The best sort of campaign for that is a solo venture, which I've always enjoyed running. Matt "Always-makes-the-characters-suffer-for-the-disadvantages" Frisbee
  7. Re: Power Armor 'themes' One of my personal faves in the battlesuit category was a magical suit of armor which granted special abilities to the wearer, along with a group of magical weapons (bought as a multipower). The whole thing was pretty much a Thor ripoff with a few bells and whistles since the whole thing could be summoned up with a magical incantation. Matt "Always-happy-to-put-my-two-cents'-worth-in" Frisbee
  8. Re: Sharing the Campaign ideas you can't use... yet Having just run my eyes through the Allies supplement again after letting it languish on the game book shelf for a while, and spending some time reviewing the "Team Zen" supers, I was thinking that having the characters being members a team of corporate superheroes would be an interesting twist. It would have a cyberpunk feel where the characters wouldn't necessarily like each other, which always makes for some interesting character dynamics if the the group of players is mature enough to handle it. Plus, the characters could always be heroes on their own time, doing the whole crimefighting thing when their other demands would let them. I think it would require some seriously tight campaign background material just to keep continuity working, but it is a nicely structured framework for characters who really want to go professional. Hmmm...I might have to plumb the depths of that idea tonight... Matt "Contemplating-the-possiblities" Frisbee
  9. Re: Adventure Modules Adventure Modules? Ah, what a wonderful trip down memory lane! Actually, I wish they would make something like the old Challenges For Champions supplement -- short and sweet adventure outlines with gobs of characters and other creatures ready for adaptation to one's own game universe. I still use stuff out of that supplement for my campaigns. Matt "Still-livin'-in-the-4th-Edition-universe" Frisbee
  10. Re: Robot with an adamantium shell? Point taken, KS -- I guess I was doing it 4th Ed style. So I guess I'm hopelessly old school. Matt "Still-lovin'-the-dog-eared-softcover" Frisbee
  11. Re: Robot with an adamantium shell? If that's the case, then it's a fairly easy build. Let's see...don't know what power level you're playing with this one, so I'll just go obscene and then you can scale it back to whatever level you want. An interesting way to do this is to buy the armor as a shield with Missile Deflection power with the advantage of difficult to dispell. Just make sure to give the character a decent speed, and then add more speed with the limitation "Can only missile deflect on added phases" say for a (-1/2) limitation; also buy bonus combat skill levels for Missile Deflection. This should work against all but the those opponents who have the ability to drain powers or speed, and it won't work against Area of Effect attacks. The straight build is 30 PD / 30 ED Armor with the advantages of Difficult to Dispel (+1/4) and Hardened (+1/4) for a total of 135 Active Points. For every additional level of Hardened, add 22.5 Active Points. Add to this 75% Resistent Damage Reduction for both physical & energy attacks with the same package of advantages, making a total of 180 Active Points for that part. That makes the straight build cost 315 Active Points. To make sure some smart aleck doesn't drain off your armor, buy around 30 points of Power Defense with the advantages of Difficult to Dispel and Hardened (45 Active Points) with the limitation "Only protects Armor" which should be worth a (-1) limitation, making this added layer worth (22.5) 23 real points, for a total build cost of 338 real points and 360 Active Points. That work for you? If you want to make it more fair to the players, lower the armor and power defense values a bit. Matt "Went-to-the-munchkin-side-kicking-and-screaming" Frisbee
  12. Re: Robot with an adamantium shell? Okay, my gut response to this question was "Great, another munchkin build," but now that I've turned my mind to it a bit, the point becomes rather moot. The issue here is what limits are in place for the campaign this robot is going to playing in? With that being said, it could be adamantium, kevlar, transparent aluminum or a force field that protects the robot and it wouldn't really matter. This becomes a munchkin build if it attempts to get around the game's established limits. So far as materials are concerned, why adamantium? Does it have other inherent advantages besides being really hard? If it granted the robot other forms of protection or had other inherent abilities (i.e. other powers, talents, skills, etc.) then it is an issue. Can this material cause problems for the robot (i.e. be the cause of disadvantages for the character)? Once again, that would make the material an issue. Does your GM have house rules concerning the material? Or is this just something you think would be neat for the robot concept regardless of the ramifications? And on a more basic level as a GM, I've always had problems with players who wanted to play robots (along with androids and aliens, too) because they usually had a very weak character concept to go with it, thinking that all they would have to do is fight and the disadvantage points for being alien to the rest of society would be enough. In the other cases, it was a shameless attention grab by a player because they would always interrupt the flow of the game with one of their "I am not familiar with that concept" routines when their character was free associating and using slang just a scene before. Sorry, I'm venting, and this isn't meant to be personal, Snake. It just seems that the concepts of offense and defense are so very basic to the game that anyone with enough talent to come up with such a cute animated .gif for an avatar shouldn't be having issues like this. As was mentioned by other posters on this thread, it will probably take a presentation of the character concept to validate the effort (to my mind). Matt "Don't-call-me-a-curmudgeon" Frisbee
  13. Re: Telekinesis and Martial Arts Hi Kirby (and congratulations on becoming a parent), Responding to your (hopefully) good-natured nitpicking: 1) This guy is always invisible, whether he is using the other powers or not. When he sleeps, however, he can't sustain the images, though he still remains invisible. As for his mental invisibility, this was necessary to keep certain characters of the hero group from finding out the whole thing is a sham too soon. Maybe I'm misreading the question? 2) Your basic assumption on this point is correct. This was done primarily to keep certain members of the hero group I'm running right now from seeing through the "disguise" too quickly. 3) It is my feeling that somebody who is always invisible would earn the disadvantage just because it would interfere with his or her life enough for it to be an issue. It is my opinion that an invisible person is also invisible to himself or herself, unless he or she has an enhanced sense which would compensate for it. (Shadowplay does not. He also has a few other psychological issues that would also tend to play this up). 4) The way I interpret Susceptability (instant) is that it can only be applied once per phase. So if multiple people discover him at the same time, he takes a single 3d6. If people discover him in seperate scenes, then each discovery is 3d6. The analogy I use is someone who is embarassed -- aren't you more embarassed by the first person who discovers you than a whole crowd (which more along the lines of humiliation)? Just my thought, at any rate. Thanks for your input -- I think I'll ask Mr. Long about being able to do some sort of Mental Ventriloquism where your thoughts would seem to come from somewhere else... Matt "Always-tweaking-the-villains" Frisbee
  14. Re: Telekinesis and Martial Arts By popular demand... Shadowplay Characteristics VAL STAT PTS 18 STR 8 20 DEX 30 15 CON 10 12 BODY 4 18 INT 8 10 PRE 0 10 COM 0 5 PD 1 5 ED 2 4 SPD 10 7 REC 0 30 END 0 30 STUN 1 ---------------- Points 90 Powers Cost Item 35 Elemental Control: Illusionary Powers (35-pt. Reserve) 43-a Invisibility to Sight & Mental Groups with No Fringe; 0 END, Persistent (+1); Always On (-1/2) [0] (The Shadowplayer is never seen.) 43-b Images to Sight, Hearing & Smell/Taste Groups with -4 to PER; 1" Radius; 0 END (+1/2) [0] (The puppet is always the center of attention.) 39-c Telekinesis (STR 18) with Fine Manipulation; AE 1 hex (+1/2); 0 END (+1/2) [0] (The Shadow Magic that brings the puppet to life.) 40-d Clairsentience with Sight, Hearing & Smell/Taste Groups; 0 END (+1/2) [0] (The true mastery allows the Shadowplayer to become the puppet.) 3 +1 PER with all senses -------------------- 203 Points for Powers No Talents or Perks Skills Points Item 9 Acting 14- 5 Concealment 14- 5 Contortionist 14- 9 Disguise 14- 9 Oratory 14- 9 Shadowing 14- 5 Stealth 14- 9 Ventriloquism 14- 17 Comic Book Martial Arts (4) Punch (+0 OCV, +2 DCV, 6 1/2 d6) (5) Kick (-2 OCV, +1 DCV, 8 1/2 d6) (3) Throw (+0 OCV, +1 DCV, 4 1/2 d6 + v/5) (1) Martial Arts Usable with Telekinesis & Unarmed (4) +1 DC for Martial Attacks (figured in) ---------- 77 Points for skills 370 Total Points for Characteristics, Powers & Skills Disadvantages = 200 + Points Points Item 10 Destitute 10 Enraged if someone discovers the "person behind the puppet." (Unc, Go 14-, Rec. 11-, Enraged only) 20 Normal Characteristics Maxima 10 PHY: He's always invisible (kinda like being blind, but while you can see where you're going, you can't see your hands or feet) (Frequently, Slightly) 15 PSY: Code vs. Killing (Common, Strong) 15 PSY: Occasionally forgets what's real and what isn't (Uncommon, Total) 10 PSY: Prankster (Common, Moderate) 10 PSY: Treats his "Puppets" as if they were real people (Common, Moderate) 15 Secret Identity (Charlie Waters, transient) 15 Susceptable to having his true nature discovered (it shatters the illusion he lives in) (Uncommon, 3d6 Stun, Instant) 30 Villain Bonus 10 Vulnerability to illusions other than his own (Uncommon, x2 Effect) ----------- 370 Total Points Background (brief) Charlie Waters was an only child whose favorite game was "let's pretend." But, since he lived alone and mom and dad were never home, he started making imaginary friends for himself. Little did his very busy parents realize that Charlie's imaginary friends were actually visible to others besides Charlie. As Charlie got older, the imaginary friends became more real to him than his own self image. As he faded away, his images began being mistaken for real people. Now Charlie lives as a shadow, pretending to be other people to complicate their lives while he hides in the most inaccessible places watching his very own shadowplay, a spectator to other lives. Recently, Charlie has started masquerading as a supervillain, so he can embarass superheroes and other supervillains, too. The fun has really only just begun! Hope you like it! Matt "Typing-his-pudgy-fingers-off" Frisbee
  15. Re: Who Protects Them? In the Frisbeeverse -- Supers started showing up in the game universe in the early 1990's, and most of them were supervillains. For a while, the public watched them in lurid fascination, like the Depression Era bank robbers Bonnie & Clyde and John Dillinger. The first heroes started making a dent in the mid 1990's, but were poorly coordinated. The first attempt at taking over the United States government occurred in 1994. The second was in 1995 and the third was in early 1997. After that, the US Government got busy with legislation to respond to what the states had been clammoring for -- The Metahuman Registration Act and the creation of the Bureau of Metahuman Affairs. The primary reason for the MRA was to have a pool of Metahumans to call on should there be a national emergency (such as a supervillain attempting to take over the government). The primary goal of the BMA was to coordinate the activites of Metahumans and law enforcement agencies at all levels. Through this route, the BMA could point those metahumans interested in working directly with the government to the appropriate agencies with independent documentation of what the individual could do, while getting those metahumans with troublesome or debilitating powers the medical and psychiatric treatment they needed, or associating those supers who wished to fight crime with the various legal agencies they would need to deal with on a regular basis. For the registered metahuman, the advantages are 1) limited federal police powers, 2) immunity from being sued as a result of the reasonable actions taken to protect the life and property of others, 3) assistance in interacting with other parts of the federal government, and 4) federal protection of the identies of crimefighters. The downside is that the government knows who you are and can find you if there is a national emergency or a high-priority situation where the timely use of your powers could save life or reduce suffering. Most of the registered metahumans have no problem with this, since the reason they became superheroes in the first place was to help people. Since the MRA went into effect, only 4% of the estimated metahumans in the United States have registered, and only about half of those are actively fighting crime. The reason the federal government is willing to assume the liability of metahuman activities is that while metahuman crime goes up when registered metahumans are active in an area, normal criminal activity takes a nosedive, more than making up the difference. Do federal agencies have metahumans on the payroll in my game universe? Yes, but most of them are fairly low-powered (less 150 character points). The great equalizer is that the superhumanly smart inventor types are working for the government and making equipment which is starting to give normal law enforcers and military members a fighting chance of standing up to a coordinated onslaught. Whether it will do any good remains to be seen, but ever since the MRA was passed, nobody has tried to take Washington DC by force... Matt "Rubbin'-his-head-from-considering-all-the-permutations" Frisbee
  16. Re: Hostile Intent I thought it was an excessively good write-up (and I tried to Rep you for it, BTW, but I'm new), I think the angle my characters would have to take is to take out small parts of the organization until they attracted some attention from the heavy hitters, and then get the fight of their lives from the reserves. After they lick their wounds, they'd probably try to fight this group with brains as well as brawn (which is always something I reward). Like I said before, this a great write up and I do intend to use this group in my campaign, with your permission, of course, when the characters have built up enough experience to start doing things on a worldwide stage. Matt "Lickin'-his-chops-for-the-conflicts-to-come" Frisbee
  17. Okay, this was a stupid concept, so please accept my apologies for wasting everyone's time on it. Matt "Still-plugging-away" Frisbee
  18. Re: This week on "Champions"... Sunday 7:00 pm Bay City Rollers -- "Lexiconis Dementia" Fresh from their capture of Mayhem and Raging Bill; Artemis, Firehawk, Longbow and Paragon race against time to save a prominent educator from the vengeful clutches of Bay City's newest supervillain! But how can they find him when the only witness to the abduction can only speak in gibberish and the only other clue is four lines of nonsense in a newspaper ad?
  19. Re: Telekinesis and Martial Arts I've been following this thread with some interest, so allow me to chip in my two pennies... Currently, I have a supervillain called Shadowplay who has invisibility (always on), the power to create really good images which also affect hearing and smell/taste groups (with a really high skill in Ventriloquism), then employs telekinesis with fine manipulation as the image's "Strength" and ability to attack. In addition, the character has Clairsentience with hearing & smell/taste groups so he can actually "experience life from the image's point of view." Yes, the character has gobs of disguise, oratory, acting, mimicry, etc., so he can literally create an image of virtually anyone. Anyway, I wound up buying martial arts for this character "usable with Telekinesis and unarmed" for one extra point. (4th Ed.) I'm hoping to throw my players for a loop when they let this guy have it and he either a) doesn't react at all to their powers, or fakes getting smacked around but never goes down. I made the character exactly as strong as his telekinesis (partly to get the correct values to print on the character sheet, partly as a reflection of the character concept). Does it sound like I've missed anything here? Or would I need to post a character sheet? Thanks for the indulgence. Matt "Always-looking-for-constructive-criticism" Frisbee
  20. Re: Secret Origins: Champions Mechanon in the Frisbeeverse: Like the original concept, one of the PC's was actually instrumental in creating this supervillain. It started innocently enough with the superhero Quad (think Dr. Octopus without as much ego) assisted some of his students with a self-directing robot which could use a prototype AI to negotiate itself through multiple environments. Enter a cyberkinetic and electrical themed supervillain by the name of Arc, who managed to hack the software of the robot and use it against Quad in a battle. Eventually, Quad manages to get the robot shut down again and then soundly thrashes the supervillain and gets him hauled off to the local SuperMax. Later, the students are attempting to resurrect their project when it "goes out of control" and escapes the university robotics lap with extra computers and batteries in tow. On the way out stops by a high-energy lab at the school and procures a potentially dangerous weapon -- a high-wattage laser and its power source. Then the robot seems to disappear for a while, despite the heroes' best efforts. The heroes investigate a "break-in" at a super-computer chip manufacturing facility a couple of days later, and discover enough clues to point to the robot again -- and the terrifying realization that it is getting smarter and more heavily armed with each passing day. They eventually track it down at an abandoned factory site and it takes their combined might to destroy the Techno-Frankenstein. After the fight is over, however, they find that over 100 special sets of chips which the robot created have been shipped to various locations all over the world, along with a multiple-angle video of their fight with the robot... And so begins the plague known as Mechanon! Matt "Still-lovin'-the-big-dark-story-arcs" Frisbee
  21. Re: What's in a Name? I'm guessing you're from around the Quad-Cities area, just with this choice of high school names... Matt "Grew-up-in-Quad-Cities-USA" Frisbee
  22. Re: Advice on GMing superhero campaigns? Congratulations, BDH! If you've been GM-ing for "something like 25 years," then whatcha worrying about? If you have the 5th Edition Champions genre book, check out the section at the beginning about what makes the Superhero genre different from every other one. Aaron Alliston is far more eloquent about the subject than I could be, and I heartly reccommend anyone thinking about running (or playing in) a superheroic campaign to read it. The only thing I would add to that is remember that pacing in a superhero game is crucial -- never let the action bog down too much or give players more than adequate time to think. Matt "Working-on-my-own-campaign-at-work" Frisbee
  23. Re: Original Supervillain Groups -- Get Creative! Hey Everyone! Great groups so far, so I hope nobody minds if I lift a few for my own campaign? There's no need to stop now, so since everyone has been so generous, it's time I chipped in again! Junkyard Dogs This was a band who used to practice in a junkyard where (unknown to anyone) there was radioactive and biological wastes. While playing a particularly rippin' set, some of the containers broke open, exposing the group. The net result was that all of the group got super powers (and considerably more talented) and became a national sensation. The dark side is that all of the members now considered themselves outcasts, having lived among the poor and needy, and decided to "help" them by committing Robin-Hood-styled crimes and engaging in "socially conscious" acts of sabotage and rebellion. Among their fan base, the band members are heroes, but most people don't know that they have super powers. They can be played as either misguided youth or manipulative masters of their own destinies, depending on your particular campaign's theme or mood. Current Membership: Juryrigger -- A female take on Dr. Heller from Mystery Men who uses an array of weapons and gadgets which are unique takes on existing technology. Her only superpower, aside from having slightly superhuman reflexes and dexterity, is her super-intelligence. She is the mastermind of the group while Lightshow (the character with the most Presence) is its leader. Lightshow -- A male take on Marvel's Dazzler character who can manifest light from sound energy. Not only could he create blinding flashes and photonic blasts of power, he could also create images which, when combined with his great Presence, could influence large audiences. However, like the Marvel character, this power would only last as long as the beat went on, so he usually carried a high-powered boombox (built by Juryrigger) on his person for his capers. Roadie -- A male brawler who can duplicate himself into five people who are highly skilled at making coordinated attacks and have mind links with the other duplicates. I described him as being extensively tattooed and pierced, and when he seperates, the tatoos become warped and twisted while the piercings move to unusual places on the duplicates. Scrapyard -- A male brick who has mounted pieces of metal into his skin to form a crude (but effective) form of armor. As with the others, everyone thinks it is just a costume job with a bunch of stage tricks to simulate his great strength. Scratch -- A female cat-person (everyone just thinks it's a make-up and costume job) with martial arts, incredible reflexes and various cat-like abilities, including a set of claws. Hopefully, this band isn't too similar to Roadkill, but that was my take on the supervillains as a music group. Keep those ideas rolling in! Matt "Working-on-next-week's-adventure-already" Frisbee
  24. Hi, Since this is my first attempt at starting a thread, somebody stop me if this has been done before now on these discussion boards. Basically, I would like people to post their favorite original supervillain groups. You don't have to post all the character sheets or anything extensive, I'm just interested in a theme (if there is one) and the membership. The only condition is that none of the characters can be from a published supplement (though I understand if one of more of the characters shares a name with one which has been published because I do that all of the time). To give you an example of what I'm looking for on this thread, I'm including one of my personal favorites as a guideline. Here's hoping that there are a bunch of responses! Child's Play This is a low-powered supervillain team which employs bizarre takes on childhood games and toys. They all have at least two combat skill levels of coordinated attacks with other teammembers. The group tends to hire out as muscle for normal criminal organizations with a "superhero problem" and as cannon fodder for supervillain organizations. Current Membership: Dodgeball - Male energy projector able to summon a variety of spherical energy weapons with a variety of special effects. Double Dutch - Female gadgeteer who employs a combat jump rope as both a shield (force field) and a no range weapon. Hopscotch - Female Savate expert with teleportation powers which are both based on her acrobatics ability. The Kite Fighter - A male hit-and-run brawler who flies and swoops on his enemies, but only after finding a tethering point for his power. Mind Games - Female mastermind and leader of the group who employs variations on brain teasers to distract and confound her opponents. Pogo - Male brawler who uses a specially-designed pogo stick for a martial art based on move-bys. Red Rover - Male brick whose specialty is the move-through attack. (Ring Around The) Rosey - Female energy projector with a no range explosion attack that causes nearby victims to "all fall down." I hope to hear from you creative types in the near future! And thanks in advance for taking the time. Matt "Swift-kick-to-the-gamer-gene" Frisbee
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