When I used the alt-universe villain group Klass K in my last campaign my heroes wound up victorious in the final clash but it was a close thing, with a city-wrecking Doomsday Device being disarmed at the very last moment and even then only by accepting a Major Twist. Kommander Konquest escaped on her own, while Kid Klotho, Troublemaker and Twofold were all defeated and arrested but vanished before trial, involuntarily hurled back to Earth-K as their time on the campaign Earth ran out. Musclemind was believed dead, having been chucked into a vat of boiling chemicals when defeated - not that anyone else on the team was sorry to see him go. However, I had plans for that Major Twist, and a good villain never stays dead.
The campaign wrapped up before I got around to working in his return, but I did write up a new form for him as seen below. Turns out the chemicals he fell into were similar enough to the ones that had originally given him his powers that his battered body assimilated them, not only growing in both power and stature but also freeing himself from the dimensional stress issues Earth-K residents normally suffer from. This world was now his to toy with...or would have been, if we were still playing.
Musclemind Maximus
The creature known as Musclemind Maximus was originally native to the Earth-K alternate universe, where he was the sole survivor of biochemical mass casualty event that granted him staggering physical strength backed up by enormous psychic abilities while costing him whatever knowledge and specialized skills he had in his former life. He also developed a textbook case of supervillain megalomania and is now driven largely by instinctual responses backed with an overwhelming sense of superiority.
While formerly a "trainee supervillain" in the Klassroom training program, he never accepted the role and regarded the other Klass K villains as his lackeys - lackeys who ultimately failed him, and will pay for their failure should their paths cross his again. With his further empowerment he no longer cares to rely on such flawed tools, and fully intends to conquer this new Earth through his own might. He might just have the power to do so, since he's now a fifty foot tall juggernaut of unstoppable physical might with cosmic-level mental powers. Only his shaky sanity and poor planning skills stand in the way - and your heroes, of course.
Description: A towering humanoid standing almost fifty feet tall, almost as broad across the shoulders as they are tall and rippling with muscles. They have almost no neck, with their bulging oversized head clearly showing elaborate cortical convolutions beneath their nigh-impenetrable skin. That brain sprawls down the rear of their head and merges, hunchback-like, with the creature's upper spine. A web of arcing purple-white energy crawls across its massive frame. The sexless thing wears nothing but an aura of power. Their voice is a bellowing roar full of brag and bombast, and their telepathy is equally unsubtle.
Gender: Male Age: 22 Height: 49 feet tall Eyes: Icy Blue
Hair: None Skin: Purplish-Blue Build: Inhumanly Massive and Over-Muscled
Approach: Prideful
Archetype: Titan (Status Challenge: Overload Mental Barriers 00 Disrupt Nervous System 0)
Health: 55 + (5 x H)
Powers: Strength d10, Telekinesis d10, Telepathy d10, Momentum d8
Qualities: Close Combat d10, Conviction d10, Fitness d8, Ranged Combat d8, Raving Megalomaniac d8
Status: Titan Challenge Start - d12 / Stage 1 Completed - d10 / Stage 2 Completed - d8
Abilities:
Psychokinetic Tempest (A) Attack multiple targets using Telekinesis. Hinder those targets with your Min die.
Hapless Gnat! (A) Attack using Strength. Use your Max die. The target can either be Hindered using your Max + Mid + Min dice, or be unable to take actions other than using an Overcome to attempt to escape.
You Will Be First To Fall! (A) Attack using Conviction. Use your Max + Min die. Defend against all Attacks against you by other targets until the start of your next turn with your Mid die.
Psychic Crush (A) Hinder using Telepathy. Use your Max die. That penalty is persistent and exclusive.
Mental Barriers (I) Reduce all damage taken by you by 6 (if your status is d12), 4 (if your status is d10), or 2 (if your status is d8 or less).
Upgrades & Masteries (optional, but usually in effect unless recently defeated and still recovering):
Power Upgrade (I) +20 Health. All power dice increase one step in size.
Master of Annihilation (I) If you can cause massive collateral damage without regard for casualties, automatically succeed at an Overcome in a situation where a show of overwhelming force would help.
Tactics
Musclemind Maximus is a solo threat, usually accompanied in a scene only by environmental effects and challenges, including Doomsday Devices he's gotten ahold of or copied after some telepathic spying. Any other villains appearing a scene will be less allies than opportunists, and are as likely to draw his ire as heroes if they attract his attention. In combat, he'll seek to eliminate foes as rapidly as possible while reveling in his own might with a variety of attacks. He'll usually open by using Psychokinetic Tempest to size up his foes. He then selects a key target to cripple with Psychic Crush and then renders them helpless to do anything but make Overcomes to escape with Hapless Gnat! If the victim fails to escape, Musclemind Maximus will attempt to finish them off while ignoring other Attacks with as many uses of You Will Be First To Fall! as required. Otherwise he generally repeats the three-step process as often as he can, relying on his Mental Barriers and high Health to outlast his foes while running out the scene timer.
Musclemind Maximus is fond of building varied dice pools to reflect different ways to use his abilities. For example, Hapless Gnat! might be Strength + Close Combat to represent an actual grab, or Strength + Ranged Combat if he hurls a mass of wreckage that pins the target beneath it. You Will Be First To Fall! might use any power, from Strength or Telekinesis to for a crushing physical or mental grip to Telepathy for an agonizing psychic assault or Momentum to trample a foe into the ground.
His upgrade will almost always be in effect unless he's recovering from a recent defeat, and his mastery reflects his fondness for extortion schemes involving apocalyptic Doomsday Devices.
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