CHARACTER CREATION CHALLENGE 2023: Everyday Heroes (4 of 6)

THE GAME: Everyday Heroes (2022)

OK, so, we did three members of the M.A.S.K team so far, and I noticed a pattern in the characters that gave me some pause. There are several characters in the original M.A.S.K. continuity that were certainly products of the 1980s. Ethnic/cultural stereotypes were rampant, and due to the animation practices of the time many of these characters were voiced with exaggerated mannerisms or accents because one voice actor was often doing half a dozen voices for the series. Bruce Sato and Nevada Rushmore stand out in this category among the characters we have not yet covered. On one hand, the M.A.S.K. team did represent a set of diverse cultures, on the other hand, they represented them in much the same way AD&D’s Kara Tur and OA presented Asian cultures through the lens of Saturday Afternoon Kung-Fu Theater. Well-meaning, but in hindsight, a less than informed or culturally sensitive presentation. Aside from this issue, there was also the issue that aside from Matt Trakker, the show delved only shallowly into the backgrounds of most characters, and each of them was a specialist-warrior-spy of generally good alignment. Great for the TV formula of the 80s, but lacking in depth if one wants to break them down into a character write-up that goes further than a blurb on the back of the box. I just got the first trade paperback of the new(ish) IDW M.A.S.K. comic, but since I started with the cartoon representations, I’ll finish these last three characters with the cartoon representations.

A HERO IN SIX STEPS

  1. Concept the Character

  2. Background

  3. Profession

  4. Ability Scores

  5. Archetype and Class

  6. Finishing Touches

Step 1: Concept

Our next candidate is Mechanical Engineer and Design Specialist Bruce Sato. We know Bruce is an expert at crafting the kinds of equipment the M.A.S.K. team uses, and that he’s a toy designer in his civilian job. His name, Sato, is Japanese, but the show tends to lean into the generally Asian stereotypical coding of the 80s- he often speaks with fortune cookie-like pieces of advice for Matt and the rest of the team. "Dig not with the hands when the shovel lies waiting."
That said, he often feels like the second-in-command

Step 2: Background

Bruce is most definitely a Technophile, with his engineering and design expertise. As such, he gains +1 INT, proficiency in Computers and Mechanics, and the There’s an App for That ability. This ability means Bruce always has the latest cell phone. If we’re running M.A.S.K. as a period game in the 80s, I’d totally substitute this for a high-end luggable computer with a modem.

Step 3: Profession

As a toymaker, Bruce will take Trades as his profession. This gets him DEX +1 , and two more +1s. We’ll take INT and WIS. Bruce also gets Arts & Crafts and Mechanics, but since he already has Mechanics, he gets to choose any Skill to replace it. He takes Vehicles. He gets a Wealth of 3, and a toolbelt, tool kit, and a small workshop. He is also Handy - when rolling INT checks to design toys, he rolls with advantage.

Step 4: Ability Scores

We’ll give Bruce average STR and CON, as he’s neither weak nor infirm, but he’s not buff, either. His DEX gets a bit of a bump as he works with his hands, and hand-eye coordination will be important. His most noticeable talents lie in his INT and WIS, so we max both of those out, but that leaves us only 2 points in the pool to spend on CHA. While Bruce is friendly, perhaps his odd sense of humor and strange Sato-isms somewhat offset his otherwise warm personality. When Bruce gets a Feat or two, I would probably bump that CHA up to 12 along the way.

  • STR: 10

  • DEX: 12

  • CON: 10

  • INT: 17

  • WIS: 16

  • CHA: 10

Step 5: Archetype and Class

Bruce is most definitely a Smart Hero. This gives him 1d6 for Hit Points (max 6 at first level) along with a Defense of 13 based on his INT bonus, and 2 Genius Points. These points are used to activate Plans, which function a little like spells in D&D, but are actually nifty tricks and plots the Smart Hero has up their sleeve. Bruce gets 3 Plans to start with. Bruce will be the Engineer Class, which gives him proficiency in DEX and INT saves, and three Skills. He picks up Investigation, Natural Sciences, and Security. Bruce then gets to choose an Expertise, and selects Mechanics. Bruce is proficient in Basic Equipment - something we may need to bump up as he levels - and gets a Mechanic Pack and a Stun Gun, which we ignore in favor of his Lifter Mask.

Bruce gets a Mechanical Companion - could this be Scott’s robot, T-Bob? We also choose the Customize and Cut The Power Plans from the Engineer list.

Now, I will say this - while I like the concept of the Plans, I am more than a bit frustrated by how Engineer and Scientist plans both seem to be rather limited in scope, and some of their abilities won’t fit into many campaigns. I can’t imagine Bruce using many of the plans from the core Archetype list, or the Engineer list. And thinking about making Alex Sector as a Scientist, there are many things there I don’t think he would use, either. This is one small situation in which I think Everyday Heroes may be just a bit too “Action Hero” oriented to represent certain types of hero. But nothing s splatbook full of options won’t fix.

Step 6: Finishing Touches

30ft per round for Movement. Starting Proficiency Bonus is +2. We fill in Passive Perception, and the skill totals. As a Tradesman, he has a Wealth of 3.

Let’s see what we can come up with for Bruce.

  • Motivations: Friendship, like the rest of the M.A.S.K. team, and I’ll throw in Charity. He designs toys because he enjoys the fun they bring to children.

  • Attachments: M.A.S.K. Team - he seems close with Alex, with whom he often pilots Rhino and is a fellow science-type, and is good friends with Matt and his son Scott.

  • Biography: We don’t know a lot about Bruce, aside from the basics. I’d be tempted to write a background for him where he went to M.I.T. and was part of the Tech Model Railroad Club, learning about computers and mechanics in the 60s and 70s along with the computer boom.

  • Beliefs: Once again, we don’t know a lot. Bruce is, as are the rest of the team, generally good-aligned.

  • Role: Bruce seems to be the de-facto second-in-command in most episodes in which he appears, and is a go-to for investigations and technical questions. He and Alex Sector seem to be the scientific backbone of M.A.S.K.

  • Appearance: Bruce has sort black hair, almond eyes, and is often shown wearing a tan-and-orange outfit reminiscent of a flight suit or race driver’s suit.

  • Virtues: Bruce shows himself to be Humble, Resourceful, and Thoughtful

  • Flaws: Again, 80s cartoon hero, so not many flaws.

  • Quirks: Maybe his continuous Sato-isms?

REPEATED NOTE: I can totally see that to do this better, I would need to pound down some of the episodes of the show I haven’t seen in decades. I remember a general sense of most of the characters, but I have a feeling that a general sense is all we got of a number of them.

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