Marcus Impudite Posted February 9, 2015 Report Share Posted February 9, 2015 Basically, a scale of 0 to 10. The low end (the 0s) would be those who are so dreadfully incompetent that they are scarcely fit to be "mall cops." The mid-point of the scale (roughly the 4s and 5s) would be those who are skilled enough to find employment with local banks and armored car companies. Last but certainly not least, the high end of the scale (the 10s) would be the elite security agents that only the wealthiest individuals and organizations could afford to have on payroll. Based on the above, about where do the security guards your characters usually encounter fall on the scale? Quote Link to comment Share on other sites More sharing options...
drunkonduty Posted February 9, 2015 Report Share Posted February 9, 2015 Roughly 2-5. But then, the PCs are rarely ever in any sort of contention with rent-a-cops. I can think of one time they had to sneak past a security guard to get into a corporate HQ to find the bad guy. Unless you're counting VIPER security guards, which I guess we should. Those ones range from 5-10 depending. Quote Link to comment Share on other sites More sharing options...
Christopher Posted February 9, 2015 Report Share Posted February 9, 2015 A clear 10 would be the Mantis Soldiers from Antihero For Hire: http://antihero.keenspot.com/d/20040324.html Even the protagonist is scared of them. http://antihero.keenspot.com/d/20040503.html The worst part is one thing, however: If any mantis guard (regardless of rank) does not manage to catch an superhero/supervillain/protagonist, he get's augmented into a super tailored specifically to overcome that super and kill him. If they fail again, they get turned into a even more powerfull superhuman being. Rinse, Repeat. So they are clear 10's, with an option to become recurring villains. Quote Link to comment Share on other sites More sharing options...
Outsider Posted February 10, 2015 Report Share Posted February 10, 2015 For any security personnel you really need two ratings. Rating one : Potential for engaging threats Rating two : Potential for noticing threats Rating two is probably the more important, since someone who notices threats can at least trigger an alert, waking up the engagement guys, even if they're an unarmed little old lady themselves. Quote Link to comment Share on other sites More sharing options...
pinecone Posted February 10, 2015 Report Share Posted February 10, 2015 Basically, a scale of 0 to 10. The low end (the 0s) would be those who are so dreadfully incompetent that they are scarcely fit to be "mall cops." The mid-point of the scale (roughly the 4s and 5s) would be those who are skilled enough to find employment with local banks and armored car companies. Last but certainly not least, the high end of the scale (the 10s) would be the elite security agents that only the wealthiest individuals and organizations could afford to have on payroll. Based on the above, about where do the security guards your characters usually encounter fall on the scale? 2, but its OK, the heroes find so many ways to get caught that it works out just fine. Quote Link to comment Share on other sites More sharing options...
Greywind Posted February 10, 2015 Report Share Posted February 10, 2015 Depends on whose security we're talking about. Quote Link to comment Share on other sites More sharing options...
Grailknight Posted February 10, 2015 Report Share Posted February 10, 2015 I always refer back to the Evil Overlord. "Any members of my Evil Legions who cannot hit a man-sized target at 20 feet will be used for target practice." Quote Link to comment Share on other sites More sharing options...
massey Posted February 13, 2015 Report Share Posted February 13, 2015 Security personnel of any level are generally ineffective against superheroes/supervillains. Quote Link to comment Share on other sites More sharing options...
Cassandra Posted February 16, 2015 Report Share Posted February 16, 2015 A Mastermind needs minions to carry out their evil schemes, but he also has to be careful about how powerful they are. If he picks one that is too powerful or clever, he might find himself betrayed by them. There is historic precedent for this. Saddam Hussein turned down offers from the Soviet Union to train his Air Force officer for fear they would become Communist and overthrow him. If we're looking at the cost in game terms, the cheapest version of a minion would be a normal with a 40 Active Point OAF Weapon (Real Cost 20 Points), and a ES: RPT, OAF: Radio (-1), for a total cost of 25 Points. This version cost 5 Points each using the Follower rules you could by 500 of them for 50 Points. The problem with them is they have 2 PD/ED, and a OCV/DCV 3. This is the option Emperor Palpatine went with in the Star Wars Universe. If the Emperor is built on 250 Points he uses FB: Head of State to control the Empire, and spends 50 Points on the Stormtroopers. He would spend another 50 Points for a 250 Points version of Darth Vader, who has the Mind Control, Telekinesis, and HKA LIght Saber. Quote Link to comment Share on other sites More sharing options...
Greywind Posted February 17, 2015 Report Share Posted February 17, 2015 "Intelligence is too high. Almost normal." ~ Taskmaster Avengers #196 Quote Link to comment Share on other sites More sharing options...
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