Remember the 90's? Nerd rockers, Kirby Krackle sure do....
Showing posts with label Mastermind Monday. Show all posts
Showing posts with label Mastermind Monday. Show all posts
Wednesday, June 20, 2018
Monday, January 22, 2018
Mastermind Monday - Zombie Centurion (Revised)
Turning Freedom City's Centurion into a flesh eater, ala Marvel Zombies, was one of my first Mastermind Monday posts. I thought I'd flesh out the stats (pun intended) and repost.
Zombie Centurion - PL 15
Advantages: Chokehold, Fast Grab, Improved Smash, Leadership, Power Attack,
Seize Initiative, Startle, Takedown, Tracking
Skills
Close
Combat: Unarmed 4 (+10), Expertise (Journalism) 6 (+8) Intimidation 10 (+13)
Powers
Infecting Bite
Weaken
Stamina 10 (Incurable, Resisted by Fortitude, Progressive) – 31 points
Invulnerability
Impervious
Toughness 18 – 36 points
Super Movement (Array)
Flight 15
(64,000 MPH) - 30 points
Quickness
15, Speed 15 (64,000) - 1 point
Zombie
Immunity
(Fortitude Effects) – 30 points
Offense
Initiative +
2
Unarmed +10, Close Damage 18
Unarmed +10, Close Damage 18
Complications
Fallen Icon: The Centurion remembers
being Earth’s protector and is horrified by his current conditions.
The Hunger: The Centurion must feed on
flesh. The hunger tends to override all other emotions and thoughts.
Language
English,
Latin
Defense
Dodge 10,
Parry 10, Fortitude 15, Toughness 18, Will 15
Power Points
Abilities
72, Powers 121, Advantages 9, Skills 10 (20 ranks) + Defenses 44= 212Points
Monday, January 15, 2018
Mastermind Monday - Superhero
"I don't wanna be a superhero
'Cause I can't save the world
So I'm never gonna get the girl
I just wanna do better
Superhero
'Cause I can't save myself
Much less somebody else
So I gotta do better
Oh oh oh
So I gotta do better
Oh oh oh"
Monday, January 8, 2018
Mastermind Monday - Bat-Ape
Mogo the Bat-Ape
PL 8
PL 8
Strength 6, Stamina 5, Agility 3, Dexterity 2, Fighting 3, Intellect 0, Awareness 3 , Presence 2
Advantages
Beginner's Luck
Skills
Acrobatics 4 (+7), Athletics 4 (+10), Close Combat: Unarmed 4 (+7), Intimidation 4 (+6), Perception 2 (+5), Stealth 2 (+5)
Powers
Ape
Feature 1 (Prehensile Feet)
Growth 2 (Permanent, Innate, -2 defenses included)
Protection 2
Senses 2 (Low-light, Acute Smell)
Bat Cape and Cowl
Protection 1
Movement (Safe Fall)
Offense
Initiative +3
Unarmed +7, Close Damage 6
Initiative +3
Unarmed +7, Close Damage 6
Complications
Animal: He might be very intelligent, but Mogo is still considered just an animal by most.
Naturally Poor Swimmers: Because of his density, Mogo can't swim very well. He takes a -5 penalty to Swimming checks and must spend Extra Effort to keep his head above water.
Defense
Dodge 8 , Parry 8 , Fortitude 8, Toughness 8 (with Defensive Roll), Will 6
Power Points
Abilities 48, Powers 1, Advantages 9, Skills 10 (20 ranks) + Defenses 11 = 79 Points
Monday, January 1, 2018
Mastermind Monday - Thor
More new Mutants and Masterminds content coming soon. Until then, enjoy some nerdy music about my favourite Avenger, the Odinson.
Sulfur has a whole Thor-themed album that you can download for free here.
Sulfur has a whole Thor-themed album that you can download for free here.
Labels:
Marvel Comics,
Mastermind Monday,
music,
Nerdcore,
supers
Monday, December 25, 2017
Mastermind Monday - The Day My Powers Arrived
There are some cool Light City things in the works and I'm also finding myself wanting to get back into Mutants and Masterminds because of the 3rd edition release of Freedom City. Because of this I've been listening to my nerdy supers tunes.
Labels:
Marvel Comics,
Mastermind Monday,
music,
supers
Monday, October 30, 2017
Mastermind Monday - Monster Mash-Up
If you want a fun four colour Halloween hijinks for your Mutants and Masterminds game, Green Ronin is your hook-up. Last week they released a free adventure featuring Scream Queen and Madame Macabre called Monster Mash-Up. It’s 11 pages of supernatural fun (12 if you count the credits and legal info). You can snag it here. I've read through it and it seems like a lot of fun. When I do finally put my cape back on and run some M&M, this session will be a part of my series.
By the way, that may happen sooner rather than later if I can get Emerald City and Freedom City in print.
By the way, that may happen sooner rather than later if I can get Emerald City and Freedom City in print.
Labels:
Holiday,
Horror,
Mastermind Monday,
Mutants and Masterminds,
review,
supers
Monday, July 14, 2014
Mastermind Monday - Etiliox, Imp Trickster
Today's Mastermind Monday features statistics and bit of background on the impish companion of Avarialus. These statistics are for Eti during the 1860's. After helping Avarialus ascend back to Heaven, Eti made his play for power in Hell and rose high in the infernal ranks. One day I'll write up his modern stats, but today he's just an imp in coyote's clothing.
Eti, Imp Sidekick
The imp Etiliox served for a millennia as the chief jester of the demon lord Zast. A clever and patient fiend, he bided his time. A fool in the eyes of his master, he was beneath contempt. This allowed him to gather information on Zast's schemes.The demon lord's plot to overthrow Heaven and Hell with the archangel Neros proved to be the perfect time to make his move.
Slipping free of Hell, Etiliox took the form of a coyote and came to the aid of the fallen angel Avarialus. Though the angel had no reason to trust Eti, he went along with his plans anyway, seeing no other option.
Though he's currently working against Hell, Eti is no hero. He's a demon through and through. Still he does find his angelic companion charming.
Eti, Imp Sidekick
The imp Etiliox served for a millennia as the chief jester of the demon lord Zast. A clever and patient fiend, he bided his time. A fool in the eyes of his master, he was beneath contempt. This allowed him to gather information on Zast's schemes.The demon lord's plot to overthrow Heaven and Hell with the archangel Neros proved to be the perfect time to make his move.Slipping free of Hell, Etiliox took the form of a coyote and came to the aid of the fallen angel Avarialus. Though the angel had no reason to trust Eti, he went along with his plans anyway, seeing no other option.
Though he's currently working against Hell, Eti is no hero. He's a demon through and through. Still he does find his angelic companion charming.
Etiliox - PL 4
Strength 1, Stamina 2, Agility 1, Dexterity 1, Fighting 3, Intellect 2, Awareness 1 , Presence 1
Advantages
Defensive Roll 2, Jack of All Trades
Skills
Close Combat: Claws 2 (+5), Deception 4 (+5), Expertise: Magic 4 (+5), Perception 4 (+5), Stealth 4 (+9)
Powers
Claws (Strength-based damage 3) - 2 Points
Wings (Flight 2, 8 MPH, wings) - 2 Points
Fiendish Immunities (Immunity - Acid Damage, Aging, Cold Damage, Fire Damage, Poison, Disease) - 18 Points
Fiendish Senses (Senses - Darkvision) - 2 Points
Imp Frame (Shrinking 4 - Innate , Permanent) - 5 Points
Animal Form (Morph 2 - Small animals) - 10 Points
Wings (Flight 2, 8 MPH, wings) - 2 Points
Fiendish Immunities (Immunity - Acid Damage, Aging, Cold Damage, Fire Damage, Poison, Disease) - 18 Points
Fiendish Senses (Senses - Darkvision) - 2 Points
Imp Frame (Shrinking 4 - Innate , Permanent) - 5 Points
Animal Form (Morph 2 - Small animals) - 10 Points
Offense
Initiative +1
Claws +5, Close Damage 3
Initiative +1
Claws +5, Close Damage 3
Complications
Enemies: Eti's master and his servants will stop at nothing to see the imp punished for his betrayal.
Uneasy Alliance: Eti knows that Avarialus doesn't trust him, which shows that the angel isn't as foolish as most of his kind.
Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 2/4 (with Defensive Roll), Will 3
Power Points
Abilities 26, Powers 39, Advantages 2, Skills 9 (18 ranks) + Defenses 7 = 83 Points
Monday, June 30, 2014
Mastermind Monday - Avarialus, Fallen Gunslinger
I know Mastermind Monday posts are few and far between. Its not that I'm not in a supers mood, I've been watching and reading all sorts of supers things, I just haven't had many original characters come to mind.
This is a character that's been in my head for years, though I've only recently fleshed him out more. Avarialus is the angelic father of Wandering Nephil and grandfather of Kid Nephil. Avarialus is an ancient angelic warrior, however during the mid 19th century he became embroiled in a plot to overthrow Heaven and was turned into a mortal and banished to earth. The stats below represent him during that period. I tried to keep his stats similar to some of the western heroes in the DC Adventures Universe book (such as Batlash). If you want his stats angelic stats just use Wandering Nephil's stats and bump him up a 2 Power Levels.
Also, I have a theme song for Avarialus, Bobaflex - Bury Me With My Guns On.
Complications
This is a character that's been in my head for years, though I've only recently fleshed him out more. Avarialus is the angelic father of Wandering Nephil and grandfather of Kid Nephil. Avarialus is an ancient angelic warrior, however during the mid 19th century he became embroiled in a plot to overthrow Heaven and was turned into a mortal and banished to earth. The stats below represent him during that period. I tried to keep his stats similar to some of the western heroes in the DC Adventures Universe book (such as Batlash). If you want his stats angelic stats just use Wandering Nephil's stats and bump him up a 2 Power Levels.
Also, I have a theme song for Avarialus, Bobaflex - Bury Me With My Guns On.
Daniel Avery/Avarialus
The gunslinger, Daniel Avery, did not begin his existence as a mortal. A warrior angel of the Hosts, he fought for centuries on the side of truth and justice. This earned him many enemies.
During the 1860's these forces conspired with an ambitious archangel, Neros to destroy the warrior. Neros and his demonic allies slaughtered a party of Earthbound angels and framed Avarialus for their murder. For this supposed crime he was stripped of his angelic essence and cast down into the mortal realms (specifically the American southwest).
The fallen angel would not have survived long if not for the intervention of the imp, Eti. The demon (in the form of a coyote), warned the warrior of an ambush planned by demonic rivals (the same rivals that allied with Neros). Eti then lead the man to an ancient angelic relic hidden in the desert. The item, an ancient weapon, took the form of modern weapons when the former angel reached for them, a pair of twin colt revolvers.
With the imp's help, Avarialus (adopting the name Daniel Avery) now wanders the west as a bounty hunter, serving the cause of righteousness, attempting to thwart the earthly schemes of Neros.
The gunslinger, Daniel Avery, did not begin his existence as a mortal. A warrior angel of the Hosts, he fought for centuries on the side of truth and justice. This earned him many enemies.During the 1860's these forces conspired with an ambitious archangel, Neros to destroy the warrior. Neros and his demonic allies slaughtered a party of Earthbound angels and framed Avarialus for their murder. For this supposed crime he was stripped of his angelic essence and cast down into the mortal realms (specifically the American southwest).
The fallen angel would not have survived long if not for the intervention of the imp, Eti. The demon (in the form of a coyote), warned the warrior of an ambush planned by demonic rivals (the same rivals that allied with Neros). Eti then lead the man to an ancient angelic relic hidden in the desert. The item, an ancient weapon, took the form of modern weapons when the former angel reached for them, a pair of twin colt revolvers.
With the imp's help, Avarialus (adopting the name Daniel Avery) now wanders the west as a bounty hunter, serving the cause of righteousness, attempting to thwart the earthly schemes of Neros.
Daniel Avery - PL 6
Name: True name is unpronounceable by mortal lips, the closest translation is Avarialus
Strength 3, Stamina 3, Agility 2, Dexterity 2, Fighting 5, Intellect 2, Awareness 3 , Presence 4
Advantages
Attractive, Defensive Roll 4, Improved Initiative 1, Languages (Latin, Enochian), Quick Draw, Ritualist, Tracking
Skills
Athletics 2 (+5), Expertise: Magic 6 (+8), Insight 6 (+9), Intimidation 2 ( +6), Investigation 2 (+4), Perception 2 (+5), Persuasion 2 (+6), Ranged Combat: Pistols 6 (+8), Sleight of Hand 2 (+4), Stealth 2 (+4)
Powers
Veritas and Aequitas (Blast 5, Affects Insubstantial [full effect]) - 12 points
Offense
Initiative +6
“Veritas and Aequitas” +8, Ranged Damage 5
Initiative +6
“Veritas and Aequitas” +8, Ranged Damage 5
Unarmed +5, Close Damage 3
Complications
Enemies: Avarialus chief enemy is the archangel, Neros. In addition, he has made many enemies among the immortal evils.
Motivation- Redemption: Avarialus primary goal on Earth is to stop Neros scheme and prove his innocence to the Hosts.
Uneasy Alliance: Avarialus doesn't trust the imp Eti, but has teamed up with the demon to bring down the demons that caused his fall.
Uneasy Alliance: Avarialus doesn't trust the imp Eti, but has teamed up with the demon to bring down the demons that caused his fall.
Language
English, Enochian, Latin
Defense
Dodge 6, Parry 6, Fortitude 6, Toughness 2/6 (with Defensive Roll), Will 6
Power Points
Abilities 48, Powers 12, Advantages 11, Skills 16 (32 ranks) + Defenses 11 = 98 Points
Monday, June 9, 2014
Mastermind Monday - Kid Nephil
The teen wonder, Kid Nephil is a legacy, the son of the Wandering Nephil and the former femme fatale Ms. Direction. Ryan never met his father. Raised by his mother, Ryan grew up with stories of his father's heroism and has aspired to prove he's worthy of the Nephilim line. Ryan never doubted his purpose in life. As soon as he could lift his fathers blade he began to train. He inherited his fathers wings, divine fortitude, and empathic healing. In addition, like his mother, he's immune to illusions. Like his father, he learned the tongue of his angelic forefathers and studied magic. At the age of 15, he (reluctantly) received his mother's blessing, took the name Kid Nephil, and began his heroic career.
Kid Nephil - PL 10
Name: Ryan
Avery
Strength 3,
Stamina 4, Agility 4, Dexterity 4, Fighting 5, Intellect 2, Awareness 3,
Presence 4
Advantages
Attractive, Beginner's Luck, Inspire I, Interpose, Jack-of-all-Trades, Languages (Latin, Enochian), Quick Draw, Ritualist
Skills
Acrobatics 4
(+8), Close Combat: Swords 5 (+10), Expertise: Current Events 2 (+4) Expertise: Magic 5 (+7), Investigation 4 (+6), Persuasion 10 (+14)
Powers
Bloodline
Sense
Feature 1 -
Can detect Avarialus' bloodlines - 1 Point
Martyr’s
Healing
Healing 10
(Empathic) – 10 points
Nephilim
Flight 10
(Wings) – 10 points
Protection 6
– 6 points
Regeneration
6 – 6 points
“Smiter”
Strike 7
(Penetrating 7, Removable, Strength Based) - 12 points
Offense
Initiative
+4
“Smiter” +10, Close Damage 10 (Penetrating 7)
“Smiter” +10, Close Damage 10 (Penetrating 7)
Unarmed +5,
Close Damage 3
Complications
Enemies: Kid Nephil's family has been fighting evil for centuries. During this time they've made many enemies.
Legacy: Kid Nephil's father was a great hero, loved by many. He feels a great burden to live up to his father's name.
Motivation-
Doing Good: Kid Nephil’s purpose in life is to make the world a better place.
Language
English,
Enochian, Latin
Defense
Dodge 10,
Parry 10, Fortitude 10, Toughness 10, Will 10
Power Points
Abilities 58, Powers 51, Advantages 8, Skills 15 (30 ranks) + Defenses 18 = 150 Points
Monday, May 26, 2014
Mastermind Monday - Chuck, Ape of A.E.G.I.S.
I posted Chuck on here last year. At some point I accidentally deleted him. I found the write-up on my Tumblr page though, so I thought I'd repost him.
Charles “Chuck” Furook- PL 8
Age: 28
Strength 5*, Stamina 4, Agility 4, Dexterity 4, Fighting 6, Intellect 4, Awareness 3, Presence 1
Advantages
Benefit 1 (A.E.G.I.S. Agent), Defensive Roll 4, Equipment 3, Improved Grab, Improved Hold, Improved Initiative 1, Prone Fighting, Quick Draw, Uncanny Dodge
Skills
Athletics 6 (+11), Close Combat: Unarmed 6 (+12), Deception 4 (+5), Intimidation 2 (+7), Investigation 4 (+8), Perception 4 (+7), Ranged Combat (Guns) 6 (+10), Stealth 2* (+8), Technology 2 (+6), Vehicles 2 (+6)
Powers
Apelantean Augmentation- Feature 1 [Ability to Swim] (1 Point)
Chimpanzee- Extra Limbs 1 [Prehensile Feet, Innate], Senses [Lowlight Vision, Acute Smell], Shrinking 4 [Innate, Permanent] {10 points}
Equipment (15 Points)
Heavy Revolver [Ranged Damage 4] (8 Points)
Commlink [Feature 1, Communication Link) (1 Point)
Digital Recorder [Feature, Audio and Visual Recording] (2 Points)
Wrist-Comp [tools, Technology] (1 Point)
Highly Adaptable Multi-Tool [Feature::Tool] (2 Points)
Handcuffs [Feature: Restraints] (1 Point)
Offense
Initiative +8
Heavy Revolver +10, Damage 4
Unarmed + 12 , Damage 5
Complications
Not my Jurisdiction: Chuck is from an Earth populated by intelligent apes and monkeys. He’s still trying to get the hang of life among humans.
Prejudice: Despite the fact that he is a highly intelligent and well trained secret agent, Chuck is constantly being underestimated and being brushed off as “just some stupid monkey.”
English
Defense
Dodge 8*, Parry 8*, Fortitude 8, Toughness 4/8 (with Defensive Roll), Will 8
*Bonuses from Shrinking already factored in.
Power Points
66 Abilities + 11 Powers + 14 Advantages + 18 (36 ranks) Skills + 11 Defenses = 120 Total
Origin: Charles “Chuck” Furook is a native of Earth-Ape, an Earth similar to Earth-Prime, but inhabited by intelligent primates, instead of humans. Chuck followed in his family’s footsteps and became a street cop. He eventually made his way to detective, before being recruited by A.E.G.I.S. (Ape Elite Government Intervention Service). He proved to be an exemplary agent..Eventually he was made A.E.G.I.S. liaison with the Primate Patrol. It was while on a mission with the powered primates that he found himself transported to Earth Prime.
Upon his arrival to Earth-Prime he was picked up by agents of this world’s version of A.E.G.I.S. He spent several months in the organizations custody. For reasons unknown, Chuck and Director Powers hit it off and became friends. After helping the agency out a few times, Powers has even given Chuck probational agent status.
Monday, April 28, 2014
Mastermind Monday - Nymphetamine
Mastermindmind Monday is back (after a brief hiatus) and today I give you a wild card in the New Punvese, the beautiful and sometimes villainous Nymphetamine.
Nymphetamine
In the metahuman community, nearly everyone knows about No Capes. Located in a pocket dimension, the club serves as neutral ground for the heroes and villains of the world. Perhaps even more famous than the club, is it's beautiful owner, Nymphetamine.
No one knows her true name or age, but the mutant vixen known as Nymphetamine has been active since the mid sixties. Originally a villain, she used her powers to excite sexual desire in others to amass a small fortune. Eventually deciding the life of a villain was too dangerous, she decided to convert her "summer home," a pocket dimension gifted to her by her former lover Doctor Phobos into a night club for metahumans.
Though she is a mutant and has no supernatural powers, Nymphetamine is often accompanied by troupe of succubi minions. The creatures seem to be attracted to her sexual energy. These ladies often run her clubs and various legitimate businesses.
She has made several allies and several enemies among the metahuman population. She's recently take interest in her former foe, Wandering Nephilim's son, Kid Nephilim. She sometimes comes into conflict with Devilfish, when the aquatic gangster tries to get is fins into her business.
Nymphetamine - PL 10
Strength 2, Stamina 6, Agility 6, Dexterity 6, Fighting 5, Intellect 4, Awareness 6, Presence 10
Advantages:
Benefit (Wealth) 4, Attractive 2, Defensive Roll 4, Improved Initiative
Skills:
Acrobatics 4 (+10), Deception 6 (+16), Expertise: Criminal 10 (+14), Expertise: Streetwise 10 (+14), Expertise: Current Events 10 (+14) Insight 10 (+16), Investigation 10 (+14), Persuasion 6 (+16)
Powers
Immortal (1 Points): Immunity: Aging
Love Me (12 Points): Affliction 12 [Resisted by Will: Dazed, Stunned, Controlled]
Offense
Initiative +10
Unarmed +5, Damage 2
Complications
Queen of Lust: While most of the time she is a legitimate business woman, Nymphetamine is seen as a debauched harlot and corrupter of the innocent.
Jilted Lovers: Nymphetamine has several former lovers among the superhero and super villain community that would like nothing better than to see her fall.
Languages: English
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10/6, Will 10
Power Points
90 Abilities + 13 Powers + 11 Advantages + 33 Skills (66 Ranks) + 17 Defenses= 164
Nymphetamine
In the metahuman community, nearly everyone knows about No Capes. Located in a pocket dimension, the club serves as neutral ground for the heroes and villains of the world. Perhaps even more famous than the club, is it's beautiful owner, Nymphetamine.
No one knows her true name or age, but the mutant vixen known as Nymphetamine has been active since the mid sixties. Originally a villain, she used her powers to excite sexual desire in others to amass a small fortune. Eventually deciding the life of a villain was too dangerous, she decided to convert her "summer home," a pocket dimension gifted to her by her former lover Doctor Phobos into a night club for metahumans.
Though she is a mutant and has no supernatural powers, Nymphetamine is often accompanied by troupe of succubi minions. The creatures seem to be attracted to her sexual energy. These ladies often run her clubs and various legitimate businesses.
She has made several allies and several enemies among the metahuman population. She's recently take interest in her former foe, Wandering Nephilim's son, Kid Nephilim. She sometimes comes into conflict with Devilfish, when the aquatic gangster tries to get is fins into her business.
Nymphetamine - PL 10
Strength 2, Stamina 6, Agility 6, Dexterity 6, Fighting 5, Intellect 4, Awareness 6, Presence 10
Advantages:
Benefit (Wealth) 4, Attractive 2, Defensive Roll 4, Improved Initiative
Skills:
Acrobatics 4 (+10), Deception 6 (+16), Expertise: Criminal 10 (+14), Expertise: Streetwise 10 (+14), Expertise: Current Events 10 (+14) Insight 10 (+16), Investigation 10 (+14), Persuasion 6 (+16)
Powers
Immortal (1 Points): Immunity: Aging
Love Me (12 Points): Affliction 12 [Resisted by Will: Dazed, Stunned, Controlled]
Offense
Initiative +10
Unarmed +5, Damage 2
Complications
Queen of Lust: While most of the time she is a legitimate business woman, Nymphetamine is seen as a debauched harlot and corrupter of the innocent.
Jilted Lovers: Nymphetamine has several former lovers among the superhero and super villain community that would like nothing better than to see her fall.
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10/6, Will 10
Power Points
90 Abilities + 13 Powers + 11 Advantages + 33 Skills (66 Ranks) + 17 Defenses= 164
Labels:
Mastermind Monday,
Mutants and Masterminds,
Punverse
Monday, April 14, 2014
Mastermind Monday - Devilfish
Devilfish (X'vtim Marsh)
I'm going to make you sleep with the fishes is a horrifying threat in the New Punverse, when you have to deal with the likes of Devilfish and the Sea Devils. The deep one gangster is the great grandson of the founder of the Sea Devils and the son of the elder deep one (and priest of Cthulhu), Father Dagon. Unlike his religious (and inhuman) father, X'vtim has a love for the finer things in life. Unless getting his hands dirty, he's rarely seen without a Cuban cigar and fresh-custom tailored suit. Unlike most of his brethren, he's quite charming, something even his enemies acknowledge.
Devilfish currently controls most of the vice on the eastern coast of the US. He has connections/spies hidden among the Atlantean population and it's rumored that a prominent aquatic hero is actually his son, when means that he's connected to the Atlantean throne.
Devilfish - PL 10
Strength 10, Stamina 10, Agility 6, Dexterity 4, Fighting 10, Intellect 4, Awareness 4, Presence 4
Advantages:
Diehard, Favored Environment (Aquatic), Power Attack
Skills:
Athletics 6 (+16), Expertise: Criminal 10 (+14), Expertise: Streetwise 4 (+4), Expertise: Current Events 6 (+12) Intimidation 10 (+14), Stealth 8 (+14), Vehicles 4 (+5)
Powers
Deep One Hybrid (13 Points): Immunity: Drowning, Senses 1 (Low-Light Vision), Movement 1 (Environmental Adaptation: Aquatic), Swimming 10 (500 MPH)
Offense
Initiative +4
Unarmed +10, Damage 10
Complications
Daddy Issues: Devilfish is the son of Father Dagon and an unfortunate human. Unlike his Chtulhu worshiping father, Devilfish likes the material world.
The Innsmouth Look: Like other deep one hybrids, Devilfish has amphibious features. They can be concealed if he sticks to the shadows and wears things like trench coats and wide brimmed hats.
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10
Power Points
104 Abilities + 13 Powers + 3 Advantages + 24 Skills (48 Ranks) + 10 Defenses = 154
Labels:
Mastermind Monday,
Mutants and Masterminds,
Punverse
Monday, April 7, 2014
Mastermind Monday - The Sea Devils
While I don't want to get too crazy in the mythos for my homebrew setting, I would like a touch of it.
The Sea Devils
Based in Boston, the Sea Devils have terrorized New England in one way or another since colonial days. Founded by the Erik Marsh in the early days of America, the gang was originally a religious cult that sought to awaken slumbering Cthulhu. To gain resources and spread influence, they used their amphibious heritage to become smugglers. Eventually they branched into other vice and many among the family lost sight of their original mission. This suited the elders, who rather liked the opulent life-style crime gave them.
The modern organization only pays lip service to Father Dagon and Cthulhu. They are led by the deep one gangster, Devilfish. Despite operating in different cities, they often clash with NYC's Demon and his partner Kid Goblin. It should be noted that there is a silent minority that seeks to return the organization to its original purpose.
Deep One Hybrid Toughs - PL 5
Strength 4, Stamina 4, Agility 1, Dexterity 1, Fighting 4, Intellect 1, Awareness 1, Presence -2
Equipment: brass knuckles, light pistol, cell phone
Advantages:
Diehard, Equipment 2, Favored Environment (Aquatic)
Skills:
Athletics 6 (+10), Expertise: GM's Choice 4 (+4), Expertise: Criminal 4 (+4), Expertise: Streetwise 4 (+4), Expertise: Current Events 2 (+2) Intimidation 6 (+8), Stealth 2 (+3), Vehicles 4 (+5)
Powers
Deep One Hybrid (2 Points): Immunity: Drowning, Senses 1 (Low-Light Vision)
Offense
Initiative +1
Unarmed +4, Damage 5
Light Pistol +1, Ranged Damage 3
Complications
Call of Cthulhu: The toughs feels the "pull" of the sea. Few things can force a hybrid to leave a coastal area. In addition, the thug will full a connection to nearby deep one communities. This pull must be resisted daily with a Will resistance check (DC 20).
The Innsmouth Look: Deep one hybrid toughs appear fish-like. They typically have scales, webbed fingers, and frog/fish/squidlike features, and/or gills. For this reason, many thugs wear clothing that will conceal their features and stick to the shadows.
Languages: English
Defense
Dodge 4, Parry 4, Fortitude 5, Toughness 4, Will 3
Power Points
28 Abilities + 2 Powers + 4 Advantages + 16 Skills (32 Ranks) + 6 Defenses = 56
-------
Next week I will give details on the villainous Devilfish.
The Sea Devils
Based in Boston, the Sea Devils have terrorized New England in one way or another since colonial days. Founded by the Erik Marsh in the early days of America, the gang was originally a religious cult that sought to awaken slumbering Cthulhu. To gain resources and spread influence, they used their amphibious heritage to become smugglers. Eventually they branched into other vice and many among the family lost sight of their original mission. This suited the elders, who rather liked the opulent life-style crime gave them.
The modern organization only pays lip service to Father Dagon and Cthulhu. They are led by the deep one gangster, Devilfish. Despite operating in different cities, they often clash with NYC's Demon and his partner Kid Goblin. It should be noted that there is a silent minority that seeks to return the organization to its original purpose.
Deep One Hybrid Toughs - PL 5
Strength 4, Stamina 4, Agility 1, Dexterity 1, Fighting 4, Intellect 1, Awareness 1, Presence -2
Equipment: brass knuckles, light pistol, cell phone
Advantages:
Diehard, Equipment 2, Favored Environment (Aquatic)
Skills:
Athletics 6 (+10), Expertise: GM's Choice 4 (+4), Expertise: Criminal 4 (+4), Expertise: Streetwise 4 (+4), Expertise: Current Events 2 (+2) Intimidation 6 (+8), Stealth 2 (+3), Vehicles 4 (+5)
Powers
Deep One Hybrid (2 Points): Immunity: Drowning, Senses 1 (Low-Light Vision)
Offense
Initiative +1
Unarmed +4, Damage 5
Light Pistol +1, Ranged Damage 3
Complications
Call of Cthulhu: The toughs feels the "pull" of the sea. Few things can force a hybrid to leave a coastal area. In addition, the thug will full a connection to nearby deep one communities. This pull must be resisted daily with a Will resistance check (DC 20).
The Innsmouth Look: Deep one hybrid toughs appear fish-like. They typically have scales, webbed fingers, and frog/fish/squidlike features, and/or gills. For this reason, many thugs wear clothing that will conceal their features and stick to the shadows.
Defense
Dodge 4, Parry 4, Fortitude 5, Toughness 4, Will 3
Power Points
28 Abilities + 2 Powers + 4 Advantages + 16 Skills (32 Ranks) + 6 Defenses = 56
-------
Next week I will give details on the villainous Devilfish.
Labels:
Mastermind Monday,
Mutants and Masterminds,
Punverse
Monday, March 31, 2014
Mastermind Monday - Marxman
My goal for Mastermind Monday is to slowly build up a roster of npc's for my own Mutants and Masterminds universe, the New Punverse (don't ask). I feel like starting with a retired hero/villain (depending on your nation of origin), the Marxman.
![]() |
| A younger, angrier Marxman |
Marxman
Anton Maksimov was born shortly after the end of WWII, the son a of a sniper. He inherited his father's strong build and keen eyesight. As a teenager he left home to be trained as a part of the Molotok [Hammer] (and its secret sister team the Cepn [Sickle]). He served the teams in a scout and support capacity as the adventurous archer, Marxman. Active primarily through the Silver and Bronze Ages, Anton served in his Motherland for many years before becoming disillusioned with the USSR and its brutal methods. With the help of his former foes in the Guard, he defected to the United States, settling in NYC.
Despite his desire to retire in peace, Anton has had to take up his bow a few times and aid the heroes of Earth.
Despite his desire to retire in peace, Anton has had to take up his bow a few times and aid the heroes of Earth.
Advantages:
Accurate Attack, Assessment, Benefit (Ambidexterity), Connected, Contacts, Defensive Roll 6, Fearless, Improved Aim, Improved Critical (Bow), Improved Disarm, Improved Initiative, Language (English), Leadership, Uncanny Dodge
Skills:
Acrobatics 6 (+8), Athletics 8 (+9), Close Combat: Unarmed 6 (+11), Deception 6 (+8), Insight 8 (+13), Intimidation 8 (+10), Investigation 6 (+7), Perception 8 (+13), Ranged Attack: Bows 8 (+13), Stealth 8 (+13), Treatment 6 (+7) Vehicles 6 (+11)
Powers
Acrobatic Training (4 Points): Movement 4 (Safe Fall, Swinging)
Bow and Arrows (1 Points) - Device: Easily Removable
Alternate Power: Exploding Arrows: Damage 5 (Burst)
Offense
Initiative +6
Arrows +13, Damage 5
Exploding Arrows +13, Damage 5 (Burst)
Ghost Arrows +13 Damage 5 (Affects Insubstantial)
Unarmed +11, Damage 3
Complications
![]() |
Rade Šerbedžija my Marxman fancast |
Languages: Russian, English
Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 8/2 , Will 8
Power Points
50 Abilities + 19 Powers + 19 Advantages + 42 Skills (84 Ranks) + 17 Defenses = 148
Labels:
Mastermind Monday,
Mutants and Masterminds,
Punverse
Monday, March 24, 2014
Mastermind Monday - Omega, Lord of Terminus
Omega, Lord of the Terminus
Quote: "Let your universe howl in despair, for I have returned."
Advantages
Assessment, Benefit 10 (Lord of Terminus), Diehard, Fearless, Improved Initiative, Takedown
Skills
Close Combat: Unarmed 15 (+20 ), Deception 8 (+12), Expertise [Tactics] 8(+12), Insight 8 (+13), Intimidation 16 (+20) Perception 6 (+11), Ranged Combat: Cosmic Energy 19(+20) Technology 8 (+12)
Powers
Cosmic Energy (Ranged Damage 23[Homing], Alternate Power: Blast 15 [Ricochet, Split], Alternate Power: Dazzle 23 [Visual], Alternate Power: Transform 9 (Any Matter) ) - 49 Points
I Am Oblivion (Immunity [Life Support, His Own Powers]) - 11 Points
Omega Armor (Protection 4 [Impervious 12], Comprehend 2 [Languages], Flight 7 [250 MPH]) - 20 Points (due to Removable)
The Terminus Touches All (Teleport [16 Million Miles, Portal]) - 128 Points
The Terminus Touches All (Teleport [16 Million Miles, Portal]) - 128 Points
Offense
Initiative +5
Unarmed +20, Close Damage 23
Ranged +20, 23 Ranged Damage (Homing)
Ranged +20, 15 Ranged Damage (Ricochet, Split)
Ranged +20, 23 Ranged Damage (Homing)
Ranged +20, 15 Ranged Damage (Ricochet, Split)
Complications
Weakness: If Omega's armor is damaged his stats will decrease by a cumulative -1 every five rounds.
Arrogant: Omega refuses to acknowledge that anyone is as powerful as he is. This overconfidence has led to his defeat in the past.
Defense
Dodge 8, Parry 8, Fortitude 20 , Toughness 24, Will 20
30
30
Power Points
Abilities 126+ Powers 208 + Advantages 15 + Skills 44 (88 Ranks) + Defenses 30= 423 Total points.
Background: No one knows the true origins of Omega, and those that even know of his existence whisper his name cautiously, lest they draw the attention of the Lord of the Terminus. He has ruled over his dimension, the oblivion outside of reality for untold eras. His ultimate goal is to bring all of creation under the sway of the Terminus.
_________________________________
Omega is a beast. He's basically Thanos/Darkseid. I'm not sure I statted him out properly, but I think my conversion is close. The teleport power is the thing I'm really not sure about, seems a bit off, but I'd use it for plot purposes anyway.
And there you have it, the return of Mastermind Monday.
Background: No one knows the true origins of Omega, and those that even know of his existence whisper his name cautiously, lest they draw the attention of the Lord of the Terminus. He has ruled over his dimension, the oblivion outside of reality for untold eras. His ultimate goal is to bring all of creation under the sway of the Terminus.
_________________________________
Omega is a beast. He's basically Thanos/Darkseid. I'm not sure I statted him out properly, but I think my conversion is close. The teleport power is the thing I'm really not sure about, seems a bit off, but I'd use it for plot purposes anyway.
And there you have it, the return of Mastermind Monday.
Thursday, March 20, 2014
The Beginning is the End Is the Beginning
I want to start by saying how excited I am that Lusus Naturae has been funded! It still has 23 days to go and it would be great to see it reach its stretch goal and get the full color treatment. Rafael has posted a pdf sample of one of the monsters on the Kickstarter's page.
I will be taking part in the April A-Z Blogging. I hope to nail down my theme and prep some posts soon. I'm leaning towards supers. Which leads me to an announcement.
This blog started out as a place for me to post my ideas for my own Mutants and Masterminds setting. If you look at my posts, I think I have more M&M posts than anything else. For a long time I did a regular M&M feature, Mastermind Monday. Starting this coming Monday, I plan on bringing that back. And this new start, will begin with the ultimate ending... Omega, Lord of the Terminus!!!
After Omega makes his appearance, I plan on posting original characters, gadgets, and minions.
Monday, July 15, 2013
Mastermind Monday - Fashion Monster
Today's character for Mastermind Monday was inspired by a strange (but super catchy) J Pop song my friend has got me addicted to. Next week I will stat out her boyfriend, the heroic otaku Kappa.
Fashion Monster
PL: 10
Real Name: K'rai Pam'yu
Quote: “I will not go back. These are my friends. This is my home now.”
Strength 10, Stamina 10, Agility 3, Dexterity 1, Fighting 6, Intellect 0, Awareness 5, Presence 5
Advantages
Powers
Complications
Fashion Monster
PL: 10
Real Name: K'rai Pam'yu
Quote: “I will not go back. These are my friends. This is my home now.”
Strength 10, Stamina 10, Agility 3, Dexterity 1, Fighting 6, Intellect 0, Awareness 5, Presence 5
Advantages
Attractive, Beginner's Luck. Die Hard, Hide in Plain Sight, Interpose
Skills
Close Combat: Unarmed 6 (+12 ), Deception 10 (+15), Expertise: Music 8 (+8), Expertise: Popular Culture 8 (+8), Persuasion 7 (+12). Stealth 10 (+13
Powers
Grue Physiology (Morph 3 [Humanoids]) -15 Points
Flight (Flight 9, 1000 MPH) - 18 Points
Psychic (Mindreading 5) - 10 Points
Offense
Initiative +3
Unarmed +12, Close Damage 10
Complications
Alien: FM is a rogue grue. If her people or most citizens of Earth discovered her whereabouts or true nature she would be mistrusted and hunted.
Naive: FM is still learning Earth culture and customs. Unfortunately for her, most of what she learns comes from watching JPop and anime that she is exposed to from her boyfriend, Kappa.
Japanese
Defense
Dodge 10, Parry 10, Fortitude 10, Toughness 10, Will 10
Power Points
Abilities 60 + Powers 43 + 5 Advantages + Skills 26 (42 Ranks) + Defenses 16 = 150 Total points.
Background: K'rai Pam'yu was commissioned as an infiltrator by the Grue Unity and was a part of the Grue invasion of 2004. However, her landing pod was damaged and she remained in stasis. Oblivious to her surroundings she was confined to her pod until she was discovered almost ten years later by the young Japanese vigilante, Kappa. The young hero took the unconscious alien back to his small apartment. Waking with no memories of who she was or why she was on Earth, K'rai was a blank slate. Scanning the young man's mind she found herself touched by kind spirit. Instinctively using her Grue physiology she took a form similar to the pop stars the young man obsessed over. Having no where else to go she stayed with the young hero and the two grew close. Eventually her memories started returning but enamored by the freedom of her new life (and Kappa) she has decided to abandon her original mission and use her abilities to defend her new home.
Background: K'rai Pam'yu was commissioned as an infiltrator by the Grue Unity and was a part of the Grue invasion of 2004. However, her landing pod was damaged and she remained in stasis. Oblivious to her surroundings she was confined to her pod until she was discovered almost ten years later by the young Japanese vigilante, Kappa. The young hero took the unconscious alien back to his small apartment. Waking with no memories of who she was or why she was on Earth, K'rai was a blank slate. Scanning the young man's mind she found herself touched by kind spirit. Instinctively using her Grue physiology she took a form similar to the pop stars the young man obsessed over. Having no where else to go she stayed with the young hero and the two grew close. Eventually her memories started returning but enamored by the freedom of her new life (and Kappa) she has decided to abandon her original mission and use her abilities to defend her new home.
Monday, July 8, 2013
Monday, June 24, 2013
Mastermind Monday - Adam WarRock

WarRock aka Adam Warrock- PL 8
Quote: “I am a space man. I am an alien. I've traveled light years, a homo sapien. A middle finger for all the cats who hated him.. 'Cuz I'm a beast bitch grrrr, Invader Zim.”
Strength 3, Stamina 4, Agility 4, Dexterity 4, Fighting 6, Intellect 5, Awareness 5, Presence 4
Advantages
All-Out Attack, Attractive, Diehard, Eidetic Memory, Fearless, Grabbing Finesse, Improved Initiative 2, Improved Trip, Instant Up, Take Down, Uncanny Dodge
Skills
Acrobatics 4 (+8), Athletics 2 (+5), Close Combat: Unarmed 6 (+12 ), Deception 4 (+8), Expertise: Law 4 (+9), Expertise: Music 6 (+11), Expertise: Popular Culture 6 (+11), Perception 4 (+6), Persuasion 6 (+11), Sleight of Hand 4 (+8), Stealth 4(+8) ,Technology 2 (+7)
Powers
Glam Hand (Strike 5, Penetrating 5 Feature: Hands glow when in use [11 points])
Khannate Light Combat Suit (Leaping 2, Protection 5, Removable [5 points])
Offense
Initiative +12
Unarmed +12, Close Damage 8 (Penetrating 5)
Complications
Emo: WarRock's emotions often get the better of him.
Enemy: The Star Khan is aware that he and WarRock share the same bloodline. Though he sees him as insignificant for now, the Khan still sees him as a loose end to be tied up.
Languages
English
Defense
Dodge 7, Parry 7, Fortitude 8, Toughness 9, Will 8
Power Points
Abilities 70 + Powers 16 + Advantages 12 + Skills 26 (52 ranks) + 13 Defenses = 137
Kheshig warned Eugene that one day the Star Khan would send someone for him. He implored the young man to train in the warrior arts and prepare for the eventual confrontation with his cousin’s forces. Gaining a new lease on life, Eugene quit his job at a local law firm and took to the road. He now travels the world testing his skills and thrilling crowds with his seamless blend of independent hip hop and pop cultural sensibility as Adam WarRock..
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