Powers and Abilities
The Drummer has a peculiar relationship with data and information. He can talk to machines and tell them what to do ; he can sense flows of information (of any nature) in an instinctive way and get impressions about it ; and he’s a natural anti-surveillance device.
He also seems highly intelligent (although he’s nuts), and the upper limits of his computers and telecoms skills have yet to be determined – his skills at computer and telecoms engineering, hacking, phreaking and so on are presumably superhuman.
Like the rest of the Planetary team, not much is known about the Drummer’s past or how she received his metahuman abilities – in fact, he’s the most enigmatic one. It is only known he joined Planetary after Wagner did.
Planetary is an organization that seeks to unravel the secret history of the 20th Century ; as far as we know, it is entirely a support and intelligence operation, with only one field team – always made up of three metahumans. At present they are Elijah Snow, Jakita Wagner and The Drummer.
Led by a shadowy figure known as “the Fourth Man”, they seem primarily opposed by an organization called Artemis, which is led by “the Four”; four unimaginably-powerful post-humans who traveled into space in 1961 as part of a shadow-government cold war operation.
The Drummer dresses in ordinary clothes, with a strong 70s theme in style and colors, and a slightly nerdish aspect. He has short sideburns, and a short goatee. He often drinks Coke from those small glass bottles (but named Whak for copyright reasons), and always has a pair of drumming sticks, which he constantly spins in his fingers – when he’s not absent-mindedly drumming on the floor or some nearby object.
The Drummer is nuts, but not in a massively obvious or disadvantageous manner – in fact weird would be a better description. He dislikes physical danger intensely due to a bad experience with a past Planetary mission – he’ll stay behind with the choppers on most missions. He really shines when information involved, or during missions briefings (he does all the research and preparation).
The Drummer tends to consider people he doesn’t know as slow-witted. He also has an habit to reduce everything to a key word, so Jakita generally ask him “What’s the word, Drums ?” to get information.
“The Drummer. First name The, second name Drummer.”
“You’ll regret being so damn abusive when the electric UFO gods transphase in from dimension ten to appoint me manager of the Universe.” [pause] “I said that aloud, didn’t I ?”
“Learning curve’s steep on this one, so keep focused. The word is rockets.”
DC Universe History
The concept behind Planetary has three important points :
- there is a secret history of the superhuman and fantastic, purposefully hidden
- a vast conspiracy is responsible for this – and purposefully isolates humanity from the wonders and terrors that are actually present on Earth
- this secret history is a strangely twisted history of the comic books themselves, and their iconic characters and events, but strangely warped and somewhat sinister
Thus, introducing Planetary and its field team in your campaign (DCU or otherwise) means you have decided there is a “secret history” and hidden wonders and dangers in the world. These can be relatively minor, or you could go for the “everything you know is a lie” approach. An adventure involving Planetary could thus cast a strong doubt on an aspect of the universe your players took for granted.
For instance, a strange, alien sanctum where the character find the embalmed corpses of the JLA, as of 1968. Or a slightly odd villa in the Rockies where Bruce Wayne’s parents are enjoying their retirement. Or photographs of Kennedy in Dallas, shaking hands with an impressive-looking hero group in front of a cheering crowd and numerous press photographs – all of the group’s members being complete unknowns to the characters. Basically, twist the campaign world away from what it was supposed to be, and suddenly make it unknown.
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Game Stats — DC Heroes RPG Print Friendly
|Dex: 03||Str: 02||Bod: 03||Motivation: Thrill of Knowledge|
|Int: 09||Wil: 06||Min: 04||Occupation: Crypto-Archaeologist|
|Inf: 04||Aur: 03||Spi: 05||Resources: 10|
|Init: 016||HP: 035|
Powers: Analytical smell/tracking scent: 08, Obscure (all): 10, Telepathy: 10
Bonuses and Limitations:
- Analytical smell/tracking scent works on data, not odors (+1)
- Telepathy only works with computers (-1) and allows for use of his ludicrous Scientist (computers) skill
- Obscure is Always On (+2) and has an Area of Effect around the Drummer (+1)
Skills: Scientist (computers): 11
Advantages: None known yet.Connections: Planetary (High)
Drawbacks: MPI, MIF of danger
Source of Character: Planetary, published by Wildstorm
Helper(s): Roy Cowan, Hartley Holmberg