You are someone who has been dealt a bad hand in life, eventually you are a week from being kicked out of your apartment and remember the card for "Henchman for Hire", having no choice and no powers, you head here to make ends meet.
Vironia, a planet three times the size of Earth with a purple sky and blue sea, with five major continents, all directed by the L.O.W.H [Pronounced Low] which stands for League Of Worldwide Heroes, which is run by heroes from across the Globe, with 400 members from across the globe spread between the continents, 100 from each.
The major continents are the following.
Grenalla, the desert country and full of banditry, and a no man's land, even for the toughest of heroes and villains, everyone tends to leave it be and well alone, but if you ever need something, a Grenalla native can likely acquire it for you… for a price, the most dangerous bandit called "Slayer" since anyone they have gone after have ended up decapitated and sent back to the continent they came from.
Aznatoth, a country filled with metropolises, the world's industrial center and where a majority of the world's population lives and works, due to advancements in technology the air quality is quite good despite all of the smog and pollution released from the factories, protected and harassed by many tech famous heroes and villains who populate this continent, the most famous hero here being Mister Construct, a man who can rapidly assemble a car with enough weapons to resemble a war machine in under twelve seconds.
Vernom, while not as industrial-focused as Aznatoth, they are the continent with the largest amount of land, and make up for it with the second largest population, famous for the more standard superpowers such as flight, super strength, super speed, the works, many world-famous heroes come from Vernom, the top-ranking hero here being Miss Trailblazer, a woman with flight, invincibility, super strength, speed and more, said to have circled the globe in 30 seconds or less.
Xenola, the continent of magic, people who commonly ignore the universe's laws and decide to make their own and shatter them again just because they can, instead of having standard Hero ranks like the rest of the world, they have a Hierarchy depending on the power that your spells have, the ranks going from Initiate all the way to the singular Archmage, the most powerful heroic mage on the continent, though no one knows exactly who they are, or even what they look like due to their helmet and enchanted gear constantly obscuring their form, simply called "Master" due to their proficiency in martial and mystical arts.
Finally the continent of Renaissance, a continent that focuses on internal energy like Xenola, but instead of magic they use what they call Ki or Chi, using a variety of techniques that affect the body and soul to go toe to toe with the villains, they are the smallest continent but make up for that with a large number of islands surrounding the country, the strongest hero being called "Xin", an ancient martial artist who has been alive for over 1500 years according to legend, people are unsure if he is ageless, or if instead, it is some sort of technique he is using to retain his youth. You are a young youth, who was dealt a bad hand in life, from a young age you were put through the flawed foster care system, ending up at bad home after bad home, eventually, you dropped out of school and started doing low-level crime, pickpocketing, shoplifting, before you were wounded in the crossfire between a hero and villain.
The ones who saved you were not the heroes or even paramedics, but the villain's henchmen, they took you off to the side and treated you, ending up saving your life.
They learned your story and handed you a card, the card being a basic white one with black text saying "Henchman for hire", how if you want to make good cash, while also somewhat living a normal life, to give them a call.
You stuffed it away, into your pockets, not remembering it until months later when you are about to be evicted in a week and remember the business card, getting a clean and honest job just wasn't paying the bills, especially with your lack of a high school education, not like you have a power like 40% of the world.
So time to turn to a life of crime, you pick up a phone and speak with a robotic voice, telling you to head to a warehouse at 7 PM. Heading to the warehouse, you carefully walk inside, only to see a couple of dozen other people in a line, a man with short black hair, thin glasses and a chiseled face walks over, his grey suit having a small id card saying "Henchman Advisor".
"Welcome, please get in line and we will get you sorted."
He motions at the end of the line and you carefully get into the back of it, so far it doesn't look like a trap, but you can tell there is some sort of hidden danger here, but you are just not sure what.
Eventually, as you approach the counter, there is a woman behind the counter, her green eyes piercing into your own as she slides a form forward.
"Please fill this out and we will get you sorted."
Picking up the pen, you begin jotting down information.
[][Name]
-[] Write-in.
[][Gender]
-[] Male.
-[] Female.
[][Appearance]
-[] Write-in or provide a picture.
[][Age]
-[] 19-22.
[][Country]
-[] Pick one of four from the spoiler below.
Aznatoth: Start with a random tech-based item that you are capable of using, and start with the trait "Tech Inclined" giving you a +10 to any Tech check.
Vernom: Start with a random item from this region that you are capable of using, and gain the trait "Another face in the crowd" giving you a +10 to any stealth check, and more likely to get away with a crime if caught.
Xenola: Start with a random magic item from this region that you are capable of using, and gain the trait "Magical Mind" gaining a +10 check to any Research or Magic check.
Renaissance: Start with a random Ki/Chi item from this region that you are capable of using, and gain the trait "Basic Martial Training" gaining a +10 to any Unarmed or Melee check.
Main Weapon:Glaive Deals 3d12 slashing damage [minimum 12]. When fighting melee vs someone else, they can not hit you and have to beat your Melee skill to get into close range to hit you, unless they have a similar weapon. If they get close enough to hit you, take a -20 to hit them. Obvious. Durability of 200/200.
Side Arm 1: Powder Pistol: Deals 6d10 damage, range of 250 meters. Holds 10 bullets. Loud. Holdout. 0/10 bullets. Durability of 75/75.
Side Arm 2: Powder Pistol: Deals 6d10 damage, range of 250 meters. Holds 10 bullets. Loud. Holdout. 0/10 bullets. Durability of 95/95.
Head:
Torso: Black long sleeved shirt: 50/50 durability. +2 to Stealth in dark areas or at night.
Arms: Gauntlets w/ hard-light shield: When worn, unarmed is raised from 1d4, to 2d8. Battery of 2,000/2,000. When attacked, gain a +10 to not take damage, subtracting the damage from the hard-light shield if it is needed, if damage is over 80 damage, the shield fails to protect you, and the remaining damage hits you. Holdout. Durability of 800/800.
Legs: Black jeans: 50/50 durability. +2 to Stealth in dark areas or at night.
Boots: Regular sneakers 50/50.
Accessory 1: Auto charger: A device that is powered by magic, will charge any handheld device in a matter of seconds.
Accessory 2: Sewer Worker Bracelet: Lets you access any public manhole cover in Veranad.
Accessory 3: Smoke Grenade x3
Accessory 4:
Accessory 5:
Magical Mind: Gain a +10 to any Magical or Research checks, +20 on any Magical Research checks.
Fighting Expert [Melee weapons]: Adds 1 damage dice when you land an attack, gain a +10 to hit with any melee weapon.
S is strength, P is perception, E is Endurance, C is Charisma, I is Intelligence, A is agility, L is luck.
Health is Endurance * 100.
Defense lowers all damage done to you.
To land a hit is Agility+Trait+Skill.
Weapon damage is stated on the weapon, unless modified by some trait.
Max stats for a Base Human is 10 except for Luck.
When a skill reaches 25/50/75/100 you gain a trait, or at 50 and 100, a choice of two traits and you have to select one of them.
If you fall to 0 HP, you are not "Dead" but only "Knocked out", if your HP rises to at least 1 you wake up, if you fall to twice your total HP [Example -600/600.] You are considered Dead. And the quest will end. If an attack is made on a knocked-out opponent, any damage dealt is double, and auto crits making it x4 damage.
[X] Ah... The Addams' Family
-[X][Name]
--[X] Fred Addams
-[X][Gender]
--[X] Male.
-[X][Appearance]
--[X] Mr. Fred?
-[X][Age]
--[X] 22.
-[X][Country]
--[X] Xenola
Always good to have that new quest smell when it's from Gat
Edit: Also as guessed, much as the above is going for a gifted and smart man down on his luck... I'm going straight for an Addams' family vibe. Because when being a mook, why not be at least in honor a member of the Addams' family? Certainly the type of family to hope for.
This quest is a 100% original world, your entire goal is to raise through the ranks, and try to earn enough money for retirement, maybe picking up a husband/wife along the way.
Might as well get this out of the way now before people ask.
Do not expect to get powers in this quest, whatever plans you make are going to have to rely on your brains and smarts, you are meant to be a Henchman after all.
Figuring out weaknesses everyone has one, even the supposedly invincible ones have one.
As you are a base human, you are never going to be able to make super-advanced tech, meaning you are going to have to rely on raiding labs or giving it to smarter minions to make it for you, assuming you don't call in some favors or use blackmail on someone.
Next vote is about where you are sent, and who you work for, as well as your skills, each region not counting the desert region have 3 villains you can work for, each having pros and cons.
Example in Xenola there is Killsword, an old-school dark knight villain who loves to monologue looks rather edgy but a rather lax villain who is one to show that the Old Times are not forgotten just yet.
Auto charger: A device that is powered by sucking magic out of the air, will charge any handheld device in a matter of seconds.
Jotting down the information one by one, I begin filling it out, while also signing the waiver saying how they are not responsible for any injuries or potential death, I know I am desperate.
It is a bit noisy but considering the large open area and all the people here I am not surprised.
Name, Fred Addams.
Born on October 19th, 2152 of the PE [Powers Era]
Gender is, male of course, but some of these people might be shapeshifters and as such whatever they wish to be at that second.
Black hair and Black eyes, perhaps the closest thing actually making me seem like I have powers, though considering I have seen neon pink eyes before mine don't stand out that much.
Height of 5' 10''
Blood type of AB
A few other bits of information and… done on the front, is there anything else?
Flipping it over, I notice a second section and it is about my life skills, thinking it over I begin to write my experiences down.
[][Skills]
-[] Pick three from this list, they will start at 15 instead of 0.
[][Stats]
-[] You have 38 points, all stats start at 1, max of 10, except for Luck.
Handing over the form back to the woman she looks it over before nodding her head.
"Alright then sir, go ahead and take a seat and wait to be called."
Sitting down on a metal folding chair, my thoughts start to wander, I hope they accept me, I don't have any other options at the moment.
After what feels like hours, but I know is about thirty minutes, a man speaks my name causing me to stand up in a small hurry.
"This way please."
Following them, they are quick to take me into a small office space and sit behind a desk, I sit in the only open chair and they begin speaking.
"I don't know who you are, and I don't know your story and I don't care, I will make this brief, you are going to be a henchman for a supervillain, you signed the waiver so you fully know what you are getting into, now let's see what villains are hiring, from there you can take your pick."
He begins typing on his keyboard, and soon enough a piece of paper is printed, reaching over he plucks it out of the machine before setting it on his table and sliding it towards me.
"Take your pick, but keep in mind this might not be everything, this is just from our research mind you."
A bit of a spazz, and all new to the supervillain business, Tinker is a villain who… well tinkers, they take existing designs and can seemingly improve them, they have taken a gun and turned it into a laser pistol with nothing but some wires and an orange.
Pros:
Fresh, not many know who they are, bigger heroes will leave you alone.
Grateful for any help, should be easy to rise in rank if you stay loyal to them.
Flaws:
Not well established, you have to earn every bit of fame yourself.
Noted to be impatient.
Likely to be caught if their plans are not carefully taken care of.
Might not be able to pay you on time due to how green they are.
An ex-sports driver turned villain, they know cars and they know them well.
Pros
Very fast getaway vehicles.
Very good garage for Mechanics.
Has a lot of connections due to their past as an ex-sports driver.
Flaws
Rather Predictable, most of his crimes are based around vehicles.
Not very good gear, he believes that his cars are nigh unbeatable.
No one knows who exactly Calculator is, just that they try to plan for every single tiny detail and what can and will go wrong, having plans within plans, a highly respected villain, seems to be a hidden mastermind.
Pros
Well established.
Has very good plans that rarely need to be adjusted.
Known to have excellent medical insurance for their henchmen.
Pays very, very well when their plans are successful.
Neutral
No singular HQ, you are communicated by the Calculator personally, has multiple safehouses each with a different benefit.
Flaws
Very strict, expect to be fired if you go outside their plan without success.
Heroes know who the Calculator is expect more experienced Heroes to show up if they figure out it is their crime.
Not the brightest, but he is very durable and very strong physically.
Pros
Friendly boss, many positive reviews from other Henchmen.
Tends to break out of prison all the time.
Great physical training.
Flaws
Rather rundown HQ
Boss, not the brightest, Henchmen have to do all the heavy thinking.
Tends to be treated more as hired muscle.
A woman who uses fire elemental powers, known to have a short temper at times.
Pros
Strong boss
Intimidating Boss
Makes sure you are paid on time
Flaws
Short temper, might get burned if not die if she has a "Meltdown"
Fire is easily countered.
Henchman outfits are known to be heavy and slow due to the fireman theme.
A gravity-based villain who always wears protective gear, it is said if it is punctured their power becomes uncontrollable though this is just a rumor.
Pros
Well established, has connections.
Pays well.
Great research labs.
Flaws
Plans are predictable, tend to be space-themed.
Known to kill henchmen in a fit of rage with their gravity power.
Said to be bipolar.
One of our oldest clients, Killsword is a friendly boss and still believes in the Golden Age of Heroics, they use their armor they personally forged back in the day to cause general mayhem while having the time of his life.
Pros
Knowledgeable, Killsword has been around for a long time, he knows what is and isn't successful.
He isn't taken very seriously.
Cares more for his henchmen than he does himself.
Cons
Boss believes in the Golden Age, will try to monologue, and as such younger heroes might not care for it and attack anyways, or take advantage of the monologue to do their plans.
He never kills any hero, even if he has the sword at their neck.
Very predictable due to how long they have been around.
A demon who enjoys the finer things in life.
Pros
Very rich, can always pay you.
Will only fire you, not kill you.
Excellent gear for Henchmen.
Flaws
Very lazy, doesn't do much crime.
Everyone knows who he is and how he is untouchable due to his wealth.
Crimes tend to be based around abducting the same woman to try and get her to marry him.
A shapeshifter who is both yet also neither male nor female.
Pros
Very hard to track down, HQ is very well hidden.
Good equipment for henchmen.
Good training for social skills.
Flaws
Very bipolar, can be happy one minute, and burying a dagger in your stomach the next.
Has very strange magic no one knows of.
Be expected to do a lot of acting and acrobatics that may lead to death, no one knows why the Trickster does anything.
A weak ice spirit, who is not all that bright having be released from an ancient seal in the modern era, still growing into their power.
Pros
Not that well known.
Ice powers are not that well known in Renaissance.
Cares for all of her henchmen very well, not many of them either.
Power will grow with time.
Cons
Is very ignorant about modern society.
Is still very new to the whole villain thing.
No established HQ or any even safehouses.
Power grows with time.
A five-year-old demon who is watched over by their caretakers, son of two very powerful and ancient demons.
Pros
Very rich, very influential.
Caretakers are the ones who tend to plan everything, very skilled.
Lots of knowledge about magic ki and chi.
Flaws
Prone to temper tantrums due to their age.
Very childish crimes at times.
Parents are very protective.
Oni is a large and strong brute, who uses a large Kanbo, standing at 20 feet tall he is intimidating as well as smart, his goal is to conquer the continent and will do any means to do so.
Pros: Well established.
Intimidating Boss.
Great physical training.
Pays very well, and in gems and gold usually.
Access to other demonic entities as well as free healing due to them.
Cons:
Failure is not an option and rumored he eats his henchman.
Well, known so expect more well-established heroes to find you doing crimes and stopping you.
Not the best research division when it comes to tech.
Hmm… there is a lot to consider here, I am honestly not sure who to pick, I have to consider this carefully after all.
"Once you have selected one of the bosses, we will ship you to free to their location and where to meet up with them, after that your orientation will start, take your time and I will answer any questions that you have."
AN: If any questions are asked, I will act as the person behind the desk and answer any questions if they can find the information.
Edit: Reasoning here... Well. Multiple bases with differing benefits, for why Calculator, and noted to have plans that generally go well. Also may or may not be for the Morticia parallels. Beyond that, main focus into being intelligent and charismatic as seen, with a slight bit of skill at some melee weaponry. Beyond that, should go well I believe at least?