Day 16: Doctor Sooth (II), Supervillain for B.A.S.H.
A change of pace. I'll try to make a supervillain organization, using B.A.S.H (ultimate edition).
Doctors Without Boundaries is officially called the League of Crime, but since Krimson Karnage came up with the nickname, it has stuck. Because supervillains love to call themselves doctor this and that, right? No end of fun.
DWB is a group of supervillains who have banded together in the hopes of seeing more success in their dastardly endeavors. Strength in numbers and so forth. At the moment they’re debating what sort of dastardly deed they should commit, and why.
Doctor Sooth II (20 pt character)
Marcus Aurelius Brown is the legacy supervillain Doctor Sooth. His father Julius Brown was the original, the grandstanding menace to law and order that people remember. At home Julius was a petty tyrant, moody and perfectionistic, demanding things he couldn’t live up to himself. Not in a million years. To be perfectly honest it was a relief when he was in pokëy.
He did do a few successful jobs, but squandered the takes on psionic amplifiers and broadcast hypnosis devices.
With such a reverse role model, it might seem odd that Marcus has chosen to follow in his dad’s footsteps. Well, Marcus did try the legit life, but he was thrown out of college for cheating. Being a more anonymous criminal never really seemed to work. Someone would always discover his legacy and expect all sorts of miracles, So, now he’s Doctor Sooth. A Doctor Sooth who doesn’t fuck up everything he touches.
Of course Marcus isn’t entirely rid of his father, even though the old man died when his telekinesis crown failed and a cement mixer fell on his head. Marcus is cursed (or blessed) with prophetic dreams in which his father attempts to impart cryptic wisdom from beyond the grave. Granted, the dreams are not infrequently useful, but why must they always feel like Dennis the Menace as envisioned by David Lynch?
Motivation: Marcus is determined to be a better supervillain than his dad. This means genuinely bringing home the bacon, and as such he is in favor of schemes that make economic sense. He’s aware that nowhere near as powerful as the other members of DWB, but he also knows that he is VERY useful. Who really needs someone who can level a skyscraper with their fists anyway?
BRAWN 1 AGILITY 2 MIND 3
Defense x2, Mental Defense x3
Damage x1 (h2h)/x3 (ranged)
Soak x1 Hits: 100
Powers
Mental Passenger (Level 1)
Marcus can see through the eyes and hear through the ears of the subject of this Power. If the target is unwilling, he must make a mental attack roll against them and succeed by 10. If he succeeeds, his presence is unnoticed.
Prophetic Dreams (Level 1)
Marcus can see into the past and future, but only while he is dreaming. Marcus’ dad always appears in these dreams, as a hectoring schoolmaster or a propeller-beanie-wearing little shit of a kid. Often the nature of the insights imparted is somewhat vague or metaphorical. They’re definitely annoying.
Telepathy (Level 3)
Marcus can read another’s thoughts and broadcast his own. Telepathy has a base range of 10
Squares (50 feet) or visual range, whichever is farther.
Special Enhancement: Psychic Switchboard: Marcus can allow anybody whose mind he can contact to contact one another, acting as a psionic conduit between them.
Uncanny Intuition (Level 2)
Even when Marcus forgets the specifics of his prophetic dreams, they often surface as hunches when he’s confronted with an important choice.
Anytime he must choose between limited options, the Narrator will eliminate one wrong option for him. Thus, given a choice between two things (like heads or tails), he chooses correctly 100% of the time.
Skills
Physical: Escapology (Improvising), Stealth (Evading Security)
Mental: Deception (Detect Deception, Manipulation), Streetwise (Gut Feeling).
Advantages: None
Disadvantages: None
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