The Mystery Men

Posted by MWDarkAge 
The Mystery Men
October 25, 2012 11:34AM
avatar
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.
Re: The Mystery Men
October 25, 2012 11:40AM
avatar
As a clarification, this is my interpretation of their make-ups from the 1999 MOVIE of the same name. Although based on the Dark Horse comic, the movie heroes were quite different.

Enjoy
Re: The Mystery Men
October 25, 2012 03:00PM
avatar
Welcome to the forum Darkage, thanks for the postings
Re: The Mystery Men
October 25, 2012 04:32PM
avatar
Nice, although Mr Furious DID have a super-power. When he did truly give in to his rage he did gain enhanced physical capabilities including super-strength and was able to handle a jump that would have injured other people.

"A shared universe, like any fictional construct, hinges on suspension of disbelief. When continuity is tossed away, it tatters the construct. Undermines it."

-- Peter David

[www.classicmarvelforever.com] - Nightmask Character Sheet

[www.classicmarvelforever.com] - Paragon Character Sheet

[www.schlockmercenary.com] - The Gospel of Uncle Ben

[www.furaffinity.net] - Website of Marvel Comics Artist Rusty Haller. R.I.P

'Reality is very disappointing.' - Jonathan Switcher from Mannequin

Be Courteous: Remember to quote who you're replying to so everyone knows who and what you were responding to.
Re: The Mystery Men
October 26, 2012 02:04AM
avatar
Nightmask,

You're right. I have updated Mr. Fury. Although I wouldn't call it "super-strength," he did become more competent in his natural abilities and I hope I captured the feel of the altered state.
Re: The Mystery Men
October 26, 2012 04:39AM
avatar
Very nice!


Dare I hope that a certain character from the movies might be coming soon?

...Cassanova Frankenstein?
Re: The Mystery Men
October 26, 2012 09:32AM
avatar
Casanova Frankenstein
Fighting - Typical (6)
Agility - Good (10)
Strength - Typical (6)
Endurance - Typical (6)
Reason — Remarkable (30)
Intuition — Excellent (20)
Psyche - Excellent (20)

Health: 28
Karma: 70
Resources: Amazing (50)
Popularity: Incredible (40)

Name: Casanova Frankenstein
Occupation: Mad Scientist
Identity: Known
Group Affiliation: Leader of The Disco Boys
Power Category: High Technology
Height: 5’ 10’’ Weight: 150 lbs

Powers:
* None

Equipment:

* Micro Gadgets/Weaponry worn on fingers;
Left Hand
- Sub-micronic Laser; Index finger, Good Range (4 areas) and does Excellent (20) damage.
- Miniature electro-magnetizing override key; Middle Finger, used on all doors in his mansion and can unlock any door/security system with Incredible (40) precision.

Right Hand
- Micro-displacement holographic projector; Pointer finger; will create an Incredible (40) duplicate holographic image of Casanova within 2 areas.
- Miniature scanning electron analyzer; Middle finger, +2 CS to detect energy levels, gasses, and molecular compounds.
- Micro-poison fingernail application needle; Ring finger, stores and applies poison to his elongated pinky fingernail.
- Elongated razor sharp pinky fingernail can easily cut materials of Poor strength or less. It can also deliver poisons on a successful Edged attack.

* Psychotropic Bacterium dart launchers; in his footwear. Successful attack causes the target to immediately roll on the Kill? column.

* Cold fusion ultra sonic neuro stunner drink stirrer; freezes a target doing Incredible (40) damage and can also keep a drink cold.

* Chloroform deploying portable enticement snare; Stun? column attack knocks a target unconscious.

Talents:

Biology, Chemistry, Electronics, Engineering, Micro-circuitry


Contacts:

The Susies (Assassins from the East), The Suits, The Furriers, The Frat Boys, The Not So Goodie Mob and Dr. Annabel Leek

History:

Casanova Frankenstein is a mad criminal genius, armed with a variety of deadly gadgets. His little fingernail is extremely sharp and apparently potentially deadly. He once kept Champion City in a grip of fear, controlling several gangs such as the Disco Boys, sending them to carry out his evil machinations. Eventually after a series of epic battles, the heroic Captain Amazing captured him, and he was sentenced to be imprisoned in an insane asylum, where he has spent the last twenty years.

“To beat him, you must have more than forks and flatulence.” — The Sphinx
Re: The Mystery Men
October 26, 2012 06:24PM
Hey it's my favorite superteam!

Sad we never got a sequel for it, or for Unbreakable.

Still, thanks for the cool write-up DarkAge, and welcome to the board.
Re: The Mystery Men
October 27, 2012 02:29PM
avatar
I fleshed out The Bowler a little more and her stats are below.

The Bowler
Fighting - Typical (6)
Agility - Good (10)
Strength - Typical (6)
Endurance - Typical (6)
Reason - Excellent (20)
Intuition - Typical (6)
Psyche - Good (10)

Health: 28
Karma: 36
Resources: Poor (4)
Popularity: Good (10) (as daughter of Carmine the Bowler)

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:
* None

Equipment:
* Possessed Bowling Ball: This item is home of the skull and spirit of Carmine the Bowler, a deceased superhero and the greatest bowler that ever bowled in Champion City. The ball is pretty well indestructible and Carmine can communicate with his daughter telepathically. It is able to make a Charging FEAT Attack as well as Blunt FEAT Attacks and has the following stats;

Fighting - Remarkable (30)
Agility - Good (10)
Strength - Remarkable (30)
Endurance - Remarkable (30)
Reason - Excellent (20)
Intuition - Typical (6)
Psyche - Excellent (10)

Health: 100
Karma: 36

Powers:
* Fly; Good (10) 8 areas per round

* Body Armor; Remarkable (30) vs Physical and Energy attacks.

* Invulnerable to toxins, disease, poison, and fire, cold and radiation based attacks are reduced by its power rank Remarkable (30)

* Telepathy; Excellent (10) rank


Talents:

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. He was found at the bottom of an elevator shaft riddled with bullet holes. The official cause of death was that he had fallen down the shaft onto some bullets and was ruled accidental. In reality, 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 by the guys at the pro-shop, and joined the Mystery Men.

The Bowler is incredibly accurate with the crystal bowling ball that contains her father's skull and spirit. 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.

She longs for the day when she can avenge her and go back to grad school.
Re: The Mystery Men
October 28, 2012 08:54AM
avatar
awesome write-ups! smileys with beer

~This is an imaginary story (which may never happen, but then again may) about a perfect man who came from the sky and did only good...
 
Sorry, only registered users may post in this forum.

Click here to login

Heroes Currently Online

Persons Hiding Behind Secret Identities: 8
Record Number of Persons Hiding Behind Secret Identities: 1815 on March 02, 2024


TSR is a registered trademark owned by TSR Inc. TSR inc. is a subsidiary of Wizards of the Coast, Inc., a division of Hasbro, Inc.
Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and © of Marvel Characters, Inc. and are used without permission.
Names(s) of character(s) and the distinctive likeness(es) thereof are Trademarks and © of DC Comics and are used without permission.
This site is not intended to make money. It provides resources to players of a game no longer being produced.