Not all comic book characters are endowed with cosmic powers or mutant abilities. Some are normal men and women whose skills and expertise place them above the norm. The Special Training character is one such example (see Physical Training and Hardware for two others). These are characters who are truly exceptional in their field - savants and individuals with extraordinary natural talent. Like most savants, they tend to excel in one particular area. An aptitude that comes almost as effortless and natural as breathing. More than this, some have taken that expertise and have decided to use it outside its usual area. They have molded their skills to fit the bizarre life style of the superbeing, whether crime-fighter or criminal.
As superhumans, these Special Training characters must use their skills and ingenuity to triumph over an opponent. To do so, their special "gifts" may not be enough, so most will collect an arsenal of special equipment, concealed weapons and gimmicks to help them keep their edge. Still, their real strength lies with their knowledge, Special Training and ingenuity. Although not endowed with cosmic powers or strange mutant abilities, these characters can be as deadly and dangerous as any superbeing one might encounter.
Players need to pick one or roll on the following random table.
If the player is not happy with or comfortable with one of the Special Training categories, making a random roll is pointless, and he or she should simply pick the most appealing one.
The Ancient Master is a truly different character, and as such, may be a little awlovard for the inexperienced player. This is an adult, often an old man, who has devoted his entire youth to training in the martial arts and physical perfection. The last several decades have been spent in a Tibetan Monastery or similarly remote retreat, mastering the combat arts to the exclusion of all else. During this time, he or she has taught many others and has led a happy and fulfilled life. However, it is time to see the world. Thus, the character has ventured beyond the austere walls that have been his home these many years to explore the modem world. A world that seems to be as deadly and chaotic as the stories he has heard.
As a disciple of discipline and order, the Ancient Master has decided that his place is here "in the eye of the storm," to bring peace and harmony to the chaos ravaged, modern world. As a champion of order and light, one could hardly expect anything else. The modern world is his new home, and despite its strange customs, rituals and technology, the Ancient Master feels strangely at peace. Yes, he muses, "My place is here. This is my destiny." And so it is.
Determine the character's eight attributes as usual. If even after physical skill selections, the character's physical attributes are low, raise them to the following levels: P.S. 19, P.P. 19, P.E. 20. Speed can remain where it is. If adjusted as noted above, do not add a bonus die to these exceptional attributes, they are final.
Add 2d4 to the M.A. attribute because the character is trustworthy and radiates confidence, compassion and strength of character. On the other hand, he can be quite intimidating when angry or during a fight, or if of an evil alignment. A low I.Q. is okay; wisdom and intelligence are often strangers.
Actual Age: Roll percentile dice on the table below. Regardless of physical appearance, the Ancient Master is as healthy and physically fit as an athlete half his age, and tends to look 15- 20 years younger than he really is.
Time in the modern world: Roll percentile on the table below to determine how long the Ancient Master has been in the modem world.
Player Note: Remember that this character is not familiar with the customs or technology of the modern world, so in many regards he should be played with a certain amount of naivete, innocence and curiosity. This should not be interpreted as stupid. He or she understands human nature, and while helshe may show one the benefit of the doubt, the character is not likely to be fooled by treachery, caught completely off-guard, walk into a trap unawares, or do stupid things - although he or she may like to "play" the fool or weak, senile old person.
Level of Experience: 1d6+3 - unlike most other characters who should start at first level experience, the Ancient Master is already experienced, at least in the ways of philosophy and fighting arts, see Skill & Education, below.
Hit points: Hit points times the number of levels of experience (1d6 per level), +6d6 additional points acquired through body hardening exercises and spiritual enlightenment. S.D.C.: 3d6x10 +6d6 and P.E. attribute number, plus those from physical skills.