Mr. Furious
Fighting — Poor (4)
Agility - Poor (4)
Strength — Good (10)
Endurance — Typical (6)
Reason - Typical (6)
Intuition - Good (10)
Psyche - Poor (4)
Health: 24
Karma: 20
Resources: Poor (4)
Popularity: Feeble (2)
Name: Roy Fury
Occupation: Junkyard Worker
Identity: Secret (because no one really cares who he is)
Group Affiliation: The Mystery Men
Power Category: Altered Human
Height: 5’ 9’’ Weight: 180 lbs
Powers:
* Adrenalin Surge; When Mr. Furious gets really angry, he can make a Psyche FEAT roll to go into a rage which lasts 1-5 rounds. If a white result, he gets a +1 CS to Fighting and Agility. On a green result, he gets a +2 CS to Fighting and Agility and a +1 CS to Endurance. On a yellow result, Fighting, Agility, Strength and Endurance all become Excellent. On a red result, Fighting, Agility and Endurance become Excellent, but his Strength becomes Remarkable.
Talents:
Martial Arts B - +1CS to Fighting ability when engaged in unarmed combat.
Contacts:
The Mystery Men, Doctor A. Heller
History: Roy is an average guy working in a dead-end job, who suffers from an extremely violent temper. Deciding to put this to some good use, he became the hero Mr. Furious, which means he now has to act angry all the time, even when he isn't, in order to maintain his image.
The Shoveler
Fighting - Good (10)
Agility — Typical (6)
Strength — Good (10)
Endurance - Typical (6)
Reason - Typical (6)
Intuition — Poor (4)
Psyche Typical (6)
Health: 32
Karma: 16
Resources: Poor (4)
Popularity: Feeble (2)
Name: Edward Stanley Belarsky
Occupation: Tunnel construction worker
Identity: Secret
Group Affiliation: The Mystery Men
Power Category: Human
Height: 5’ 11’’ Weight: 190 lbs
Powers:
* None
Equipment:
* Protection Vest: A baseball catcher’s vest that provides Typical (6) protection from blunt attacks.
* Shovel: His Fighting and Strength become Excellent (20) when using a shovel. He is able to make a FEAT roll with the shovel to block incoming attacks providing its material strength Remarkable (30) protection on the Blocking Attack column. He uses a trowel as well, as a sort of back-up weapon that will do Good (10) damage.
Talents:
Blunt Weapons: +1CS to hit when attacking with any weapon that resolves attacks on the Blunt Attacks column of the Battle Effects Table.
Contacts:
The Mystery Men, Doctor A. Heller
History: Eddie, a somewhat hen-pecked hero who wears his son's baseball vest and kneepads for protection. Although his wife would prefer he didn't go out trying to be a hero and stay out so late, she admits he is a great father and husband. He is fond of saying, "God's given me a gift. I shovel well. I shovel very well."
The Blue Raja
Fighting - Feeble (2)
Agility - Good (10)
Strength - Typical (6)
Endurance - Typical (6)
Reason - Good (10)
Intuition - Typical (6)
Psyche - Typical (6)
Health: 24
Karma: 22
Resources: Poor (4)
Popularity: Feeble (2)
Name: Jeffrey
Occupation: Sales assistant in a high class bridal shop, cutlery section
Identity: Secret (because no one really cares)
Group Affiliation: The Mystery Men
Power Category: Human
Height: 5’ 10’’ Weight: 170 lbs
Powers:
* None
Talents:
Thrown Weapons: (Cutlery; Forks and Spoons) +1CS to his Agility.
The Blue Raja can throw cutlery with Excellent (20) accuracy. He won't use knives though. He can toggle switches and use a ricochet for non-line for sight targets using the Shooting column of the Battle Effects Table. His accurate range is 3 areas. Regular attacks do Typical (6) damage.
Contacts:
The Mystery Men, Doctor A. Heller
History: Still living with his mother, the effete superhero The Blue Raja puts on an English accent and fights crime with forks and spoons.
Invisible Boy
Fighting Typical (6)
Agility - Typical (6)
Strength - Typical (6)
Endurance - Typical (6)
Reason - Typical (6)
Intuition - Typical (6)
Psyche - Good (10)
Health: 24
Karma: 22
Resources: Poor (4)
Popularity: Shift 0 (0)
Name: Unknown
Occupation: High School Student
Identity: Secret (because no one really cares)
Group Affiliation: The Mystery Men
Power Category: Mutant
Height: 5’ 6’’ Weight: 150 lbs
Powers:
* Intangibility/Invisibility: If no one is looking at Invisible Boy (including Invisible Boy) he becomes intangible as well as invisible for one round. To stay in this state he can make a Psyche FEAT roll each additional round until someone (including himself) looks at him.
Talents:
Artist, Student
Contacts:
The Mystery Men, Doctor A. Heller
History: Years of being ignored allowed the youth known as Invisible Boy to develop the power of invisibility. When the Mystery Men needed to strengthen their line-up, he was one of the first recruits. His popularity is Shift 0 because everyone ignores him.
The Spleen
Fighting - Poor (4)
Agility - Good (10)
Strength - Typical (6)
Endurance - Typical (6)
Reason - Typical (6)
Intuition - Typical (6)
Psyche - Typical (6)
Health: 26
Karma: 18
Resources: Poor (4)
Popularity: Feeble (2)
Name: Unknown
Occupation: Unemployed
Identity: Secret (because no one really cares)
Group Affiliation: The Mystery Men
Power Category: Altered Human (Cursed)
Height: 5’ 9’’ Weight: 160 lbs
Powers:
* Stunning Gas — The Spleen is able to use his flatulence to knock out foes. He can use this attack up to 2 areas away and will automatically affect everyone in that space. Targets must roll on the Effects Table Stun? Result.
Talents:
Occult Lore; Gypsies
Contacts:
The Mystery Men, Doctor A. Heller
History: As a child the Spleen was rude to an old Gypsy woman, trying to pass off his own flatulence as hers. So she cursed him, making his emissions extremely potent, to the extent where they can knock people out.
The Bowler
Fighting - Typical (6)
Agility - Typical (6)
Strength - Typical (6)
Endurance - Typical (6)
Reason - Typical (6)
Intuition - Typical (6)
Psyche - Typical (6)
Health: 24
Karma: 18
Resources: Poor (4)
Popularity: Feeble (2)
Name: Carol
Occupation: College Student (Un-enrolled)
Identity: Secret (because no one really cares)
Group Affiliation: The Mystery Men
Power Category: Human
Height: 5’ 5’’ Weight: 120 lbs
Powers:
* Possessed Bowling Ball: This Remarkable (30) item is home of the spirit of Carmine the Bowler, the greatest bowler that ever bowled in Champion City. It is able to fly 8 areas a round and make a Charging FEAT Attack. The Bowler is incredibly accurate with the crystal bowling ball that contains her father's skull. She is made even more accurate by the fact that her father is perfectly capable of directing the ball when he feels like it, causing it to fly through the air and alter course like a guided missile. The ball is pretty well indestructible. Carmine seems to communicate with his daughter telepathically.
Talents:
Bowling, Student
Contacts:
The Mystery Men, Doctor A. Heller
History: With a superhero for a father, you know a child is going to have issues. The Bowler is the daughter of the late, great Carmine the Bowler, a hero who used a bowling ball with deadly accuracy in the fight against crime. But he was murdered by Tony P. of the Disco Boys, Carmine's ghost pestered his daughter to take up the mantle and avenge his death. She had his skull encased in a crystal bowling ball, and joined the Mystery Men. Eventually she succeeded in catching up with Tony P., and her father did the rest. Now, according to their deal, she can go back to grad school.
The Sphinx
Fighting - Typical (6)
Agility - Typical (6)
Strength - Typical (6)
Endurance - Typical (6)
Reason - Typical (6)
Intuition - Good (10)
Psyche - Excellent (20)
Health: 24
Karma: 36
Resources: Poor (4)
Popularity: Good (10)
Name: Unknown
Occupation: Works at a Mexican eatery, bussing tables
Identity: Secret (because no one really cares)
Group Affiliation: The Mystery Men
Power Category: Human
Height: 5’ /’’ Weight: 120 lbs
Powers:
* Psychic Slice; Guns: The Sphinx is able to use his mind to slice guns made of materials of Remarkable Strength or less. He merely has to make a successful Psyche roll for an adjacent area and -1 CS for each additional area. He can affect up to 20 firearms.
Talents:
Law Enforcement, Wrestling (Mexico)
Contacts:
The Mystery Men, Doctor A. Heller
History: The Sphinx was a mysterious crime-fighter from down south, and his never ending fortune cookie advice helped forge the Mystery Men into an efficient team of heroes. The Sphinx was a combination detective and wrestler back in the 1960s. He concealed his true identity behind a cryptic metal helmet and 'moonlights' as a bus boy in Champion City's top taco stand.
Doctor A. Heller
Fighting - Poor (4)
Agility - Typical (6)
Strength - Typical (6)
Endurance - Typical (6)
Reason — Remarkable (30)
Intuition - Excellent (20)
Psyche - Good (10)
Health: 22
Karma: 60
Resources: Excellent (20)
Popularity: Typical (6)
Name: Doctor A. Heller
Occupation: Inventor
Identity: Known
Group Affiliation: The Mystery Men
Power Category: Human
Height: 6’ 1’’ Weight: 190 lbs
Powers:
* None
Talents:
Electronics, Engineering, Physics, Repair/Tinker
Contacts:
The Mystery Men, Doctor A. Heller
History: Doctor A. Heller isn't a member of the team, but rather an ally, a weapons designer who is willing to lend his newest devices to the team in their fight against evil. His business cards lists him as a; Weapons Designer, Innovator, Inventor, World Changer, as well as Aromatherapy, Laser Hair Removal, Carnival Rides and Chicken Rentals. He also likes to go to retirement community parties for the ladies.
Edited 4 time(s). Last edit at 10/26/2012 07:21AM by MWDarkAge.