Mad Brew Labs

Better Gaming by Design

Supersize Me: Mad Brew the Villain

Posted by Mad Brew On April - 10 - 2009

Vulcan Stev, a fellow member of the RPGBN, proposed an internet meme where all the bloggers created superhero versions of themselves.  Well, quite honestly, I could never take up the role of vigilante, vengeance maybe, but nothing interested with any kind justice.

So I decided to supersize myself into a villain (or an anti-hero at best) using the awesome Mutants & Masterminds 2nd edition rules.  It probably best fits my personality anyways.

Mad Brew, the Infernal Engineer

Mad Brew is obsessed with researching the universal theory of Apeirogon, the god worshipped by the Church of the Radiant Polyhedron.  Once the theory is codified and proven, he will unleash his ultimate creation upon the masses, and they will make him their patron saint.

Long ago, the entity known as Mad Brew, successfully transplanted his brain into a massive armored construct and discarded the limits of his human shell of flesh.  Now he never tires, never needs to sleep (though his lack of sleep may be magnifying his insanity), and can crush those who oppose with little effort.

Over the years, Mad Brew has surrounded himself with a small army of clockwork creations to assist him in the laboratory of the Crawling Tower, an immense mobile automaton that is currently idling in the frozen wastes of the north.

Real Name: Michael Brewer

PL: 16 {254 pp}

Abilities:

  • STR: 0 [30] (+10)
  • DEX: 0 [10] (+0)
  • CON: — (+0)
  • INT: 30 (+10)
  • WIS: 12 (+1)
  • CHA: 16 (+3)

Skills:

  • Craft [Chemical] 12 (+22)
  • Craft [Electronic] 12 (+22)
  • Craft [Mechanical] 12 (+22)
  • Disable Device 12 (+22)
  • Intimidate 16 (+19)
  • Knowledge [Technology] 12 (+22)
  • Sense Motive 12 (+13)

Feats:

  • Attack Focus [Melee] (8)
  • Eidetic Memory
  • Equipment (5)
  • Fearsome Presence (6) [DC 16; 30ft.]
  • Inventor
  • Master Plan
  • Minions (24)
  • Startle
  • Ultimate Effort [Ultimate Craft Check]
  • Ultimate Effort [Ultimate Technology Check]

Powers:

  • Radiation Control 20 {43pp}
      – Alternate Powers:
             + Drain Constitution 13 (Extras: Ranged, Disease)
             + Disintegration 10
      – Power Feats: Accurate
  • Mind Shield 6 {6pp}
  • Immunity 30 (All Fortitude Effects) {30pp}
  • Device 18 {72pp}
      – Armored Body
             + Enhanced Strength 30
             + Enhanced Dexterity 10
             + Protection 20 (Extra: Impervious [+1] 15)
             + Flight 6
      – Attack Specialization [Radiation] (3)

Combat:

  • Attack +4 (+12 Melee, +12 Radiation Blast) [Unarmed +10, Radiation Blast +20]
  • Defense 20 (15 flat-footed)
  • Init +0

Saves:

  • Toughness +20 (15 Impervious) (20 flat-footed)
  • Fortitude +NA
  • Reflex +0
  • Will +12 (+18 vs. Mental)

Equipment: The Crawling Tower {22ep}

  • Size: Awesome
  • Toughness: 20
  • Features:
      – Communications
      – Computer
      – Defense System
      – Dock
      – Fire Prevention System
      – Hanger
      – Holding Cells
      – Isolated
      – Laboratory
      – Power System
      – Security System
      – Workshop

Drawback: Involuntary Transformation {5pp}

  • When Armor is disabled
  • Uncommon Occurrence
  • Major Intensity

Abilities -2 + Skills 22 (88 Ranks) + Feats 49 + Powers 151 + Combat 28 + Saves 11 – Drawbacks 5 = 254pp

Minions: Mad Brew has an army of clockwork automata: 16 clockwork spiders that share the stats of Thugs (p. 226) and two large steam-powered guardians that share the stats of bears (p. 230).

This character build was based off the Atomic Brain build posted by MDSnowman on the Atomic Think Tank (the official Mutants & Masterminds forum).

Listening to: Stabbing Westward – Darkest Days – Haunting Me

Gestalt: The Hero Within
Gestalt: The Hero Within

Gestalt: The Hero Within is an original campaign world, written by Scott Bennie, for use with either the 5th Edition Hero System or Mutants & Masterminds 2nd Edition (along with the Ultimate Power sourcebook). It is a mammoth book; with the PDF weighing in at just shy of 350 pages and it’s published by Black Wyrm Games.

Many gamers avoid the short stories many game supplements include to set the atmosphere and tone of the game, yet this is usually the first thing I read when evaluating any material. Why? Well it establishes what kind of game the designer(s) was aspiring to create. This is especially true of campaign settings, where the aesthetics are the primary objective of the product. I think Gestalt: The Hero Within hit its mark.

The introductory fiction for Gestalt is titled In Mourning and chronicles the origin of a super called Lament, who is the Gestalt (or archetype) of Eternal Grief. The tale of her origin, dealing with her gestalt abilities, and learning to master them is very graphic and definitely sets the mood for the campaign world. Lament’s story is a hard look at how superhumans (known as gestalts) of Gestalt-Earth are the living embodiment of their archetype.

The world is recommended for experienced GMs and players, and after reading about Lament, I agree. Not because Lament’s origin is rather graphic, but because I feel only mature gamers could take advantage of Gestalt’s true potential as an exploration of the human psyche. Gestalts are the personification of the human condition, and that is where the strength of the material lies. Of course, that being said, a campy style campaign could still probably fit right at home on Gestalt-Earth, I just think it would be under using the material.

Gestalt brings a unique (or at least I haven’t encountered it before) origin for superhuman powers. The source of all gestalt abilities stems from a source called the Gestalt Dimension, which is a realm where the collective minds of humanity generates large amounts of psychic energy. This psychic energy is the power source for all Gestalts, of which there are three types: Pure, Bonded, and Chain.

Pure Gestalts are being spawned completely from the Gestalt Dimension is pure psychic energy contained in purely fabricated forms (usually human). Bonded Gestalts are humans that have merged with psychic entities and serve as the entity’s link to the world. Chain Gestalts are humans created by other Gestalts, are usually controlled by the creating Gestalt. Most gestalts were created during one five Gestalt Waves. These waves of pure psychic energy originated from the Gestalt Dimension and tore through the world creating superhumans in its wake.

The Gestalt world is described as “a serious campaign world with a lot of really dark places, some really light moments, and a lot of genuine weirdness.” It doesn’t focus on any single age of comics (Golden, Silver, etc.), but takes what worked best from each and uses it. Gestalt-Earth is a super-heavy world, but one where many gestalts remain unnoticed (such as the Gestalt of the Perfect Cucumber Salad). There are those that where tights, and those who don’t, and most normal people fade into the background.

Gestalt: The Hero Within includes chapters on character creation, history, new heroes & villains, extraterrestrials, the Gestalt Dimension, Gestalt influence (entertainment, politics, educations, space, space, technology, public opinion, and religion), and even two adventures. If the world of Gestalt sounds interesting to you, I recommend that you head over to Black Wyrm Games and download the Gestalt Player’s Guide for free (it’s under the Extras tab)and take the setting for a test drive.

Want to learn more about Gestalt? Read on…

Drop by Black Wyrm Games today!

Listening to: Nine Inch Nails- Starfuckers, Inc. – The Fragile, Right

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