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Re: [ORE] [Progenitor] Gods & G-Men: The Informant

So here's an attempt at statting up a "Made Man" power - I dropped his armor a little bit to accommodate. Based off of the Shaw Monsters and Metal Officers powers from Progenitor, because doing everything with "Attached" seems to be easier than Variable Effect or the like.

Made Man (9) - 2hd - 36 - This power actually creates a new mobster. They all sort of look like the PC creating them in a sort of "recreated from a police sketch" kind of way. It takes him a few moments of concentration to create 'em, and he can only do it once per scene, but they're Permanent so they stick around forever. No separate "Mindless obedience" Useful Quality, so I presume they'll all treat the PC like their Capo to start with but their loyalties can definitely shift.

Attacks: Mass Capacity (+2), Permanent (+4), Slow (-2), Exhausted (-3)

Defends: Mass Capacity (+2), Permanent (+4), Slow (-2), Exhausted (-3)

Useful: Mass Capacity (+2), Permanent (+4), Slow (-2), Exhausted (-3)


Extra Tough (3) - 5hd - 30 - They've got 5 Wound Boxes in every location. I see them as being kind of uniform throughout with more of a crude imitation of anatomy than anything.

Useful: Attached to Made Man (-2), Engulf (+2), Permanent (+4), Self Only (-3)


Hyperstats (Body 3, Coordination 3, Sense 2, Mind 2, Command 2, Charm 1) - 26 Points - They're nimble and strong, and can think for themselves. Not too charming though.

Attached to Made Man (-2)


Hyperskills (Brawl 1, Dodge 1, Drive 1, Intimidate 2, Knowledge (Mafia) 1, Lie 1, Lockpick 1, Stability 1, Stealthy 1, Streetwise 1, Weapon (Pistol) 2, +5 Skill Points) - 18 Points - They've got a basic grounding in criminal skills, and each Made Man will have 5 skill points to customize their particular abilities.

Attached to Made Man (-2)



In addition to the Made Man power, I gave him two powers that deal with them:

Perceive (Made Men) (4) - 5d - 20 points - He can see through the eyes of his Made Men at a distance - roughly the range of Boston to Chicago.

Useful: If/Then (Only through the eyes of Made Men) -1, Booster +4, Fragile -1


Swap with Made Man (3) - 5d - 15 points - Once he's established a link to a given Made Man, he can swap places with him. This takes a few moments and leaves him disoriented upon arrival.

Useful: Attached (Perceive Made Men) -2, Power Capacity (Mass) +2, Booster +4, Slow -2, Loopy -1


Not sure if I'll stick with this for his additional powers or not - I've got no clue if the player in question will *like* a "Make Mobsters" power, but it was cool statting it out nonetheless.


On Thu, Mar 31, 2016 at 2:25 PM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
Jinx is a good alternative to him just being *lucky*. :)

Man, although now I've thought of what I'd call the Minions power if it allows him to summon up DE construct mobsters to work for him...wait for it... Made Men.

I may be unable to resist giving him that power just so I can use that pun. :P

On Thu, Mar 31, 2016 at 11:03 AM, Mark DiPasquale <mrbasselope@gmail.com> wrote:
Sounds like the guy's got a lot of stress and resentment he has to suppress, so my vote is for a portion of it to go towards an uncontrolled Jinx, that targets people he doesn't like, is afraid of, or is frustrated with. Enough bad things happen to people around him, and folks will start connecting the dots, putting him in danger until he can figure out how to focus his ability.

On Thu, Mar 31, 2016 at 11:46 AM, Wade Lahoda <wade.lahoda@gmail.com> wrote:
So some of my players in my Progenitor campaign are wanting me to design their powers. The guy playing the FBI informant asked me to split him up between his usual type (he plays strong and tough guys), and then to "surprise him" with what the rest of his powers are.

They get 350 points on powers, so I figure I'll put 100 points into some combination of armor/extra tough/invulnerability (he wants to be really really resistant to things, but not necessarily super invulnerable to everything, so for once I figure I'll actually build someone with LAR and Extra Tough instead of just stacks of Defends w/ Permanent and Interferes), 100 points into superstrength, and have 150 left to surprise him with.

Problems/psychology wise, the informant is more loyal to the FBI than he is to the mob at this point, though he's obviously in deep to both. Recovering problem gambler. Religious. Lots of acquaintances but few close friends, and a bit of a womanizer. No real family life, I think he feels kind of isolated. Lots of fodder in there to go a few different directions with his "surprise me" powers.

Problem gambler makes it easy to throw in Aces and call it luck. Possibly with a dud power for controlling things of pure luck like games of chance.

The whole dangerous double-life makes it tempting to throw in some kind of invisibility or "I belong here" power.

The lack of family/close friends makes me tempted to give him a Minions power where he can summon his own mob family and generate himself close friends and associates.

It sounds like he'd like to have around four powers in total, so I'll give him the toughness stuff, the super strength, and two other things that might be related or might not.

As always, feel encouraged to pitch in with brainstorming if you desire! :) Otherwise you can just watch me come up with stuff, which may or may not be entertaining for you in turn.

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--
"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde



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"It is absurd to divide people into good and bad. People are either charming or tedious."
-- Oscar Wilde

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