Once a powerful hero in his own right, Alpha Male has since became a twisted perversion of the world "Hero". Mutated into a monster by some unknown force, he now roves the world as a force of destruction, with no path to his violence.
Height: 6'2", Weight: 227 lbs.
Hair: Silver, Eyes: Blue (one white)
Alpha Male (M&M)
Concept: Hero Turned Twisted Abberation
Str 35/+12 Dex 16/+3 Con 30/+10 Int 12/+1
Wis 15/+2 Cha 13/+1
Saves: Tough +20 , Fort -, Ref +3, Will +2
Skills: Acrobatics 4 (+7), Intimidate 10 (+11), Notice 7 (+9), Search 7 (+8)
Feats: All-Out Attack, Blind-fight, Chokehold, Diehard, Distract, Fearless, Fearsome Presence 3, Improved Grab, Improved Grapple, Improved Initiative, Move-by Action, Power Attack, Takedown Attack
Powers: Additional Limbs (Tentacles) 2, (Innate, Split Attack), Elongation 3 (Linked to Additional Limbs [+0]), Flight 7 (1,000 MPH), Immunity (Life Support, Fortitude Effects) 39, Protection 10 (Impervious [+1]), Super-Strength 8, Super-Senses 6 (Danger Sense, Ultravision, X-Ray Vision)
Combat: Attack +10, Defense 20, Damage +12 (punch), Initiative +7
Attributes 61 + Skills 7 (28 ranks) + Feats 15 + Powers 102 + Combat 40 + Saves 0 = 225 pp
For Champions Stats, click Here.
Hope everyone has a safe and sweet Halloween. Well, at least all the GMs ... Muwahahahah!!
No one knows where it came from. It kills without mercy and is almost unstoppable. In the past, it seemed content on hunting teenagers and delinquents in the woods, but in more recent years, its taken to hunting in cities and going on killing sprees. The last time it was seen was Halloween of '07, it wandered into Freedom City and was barely stopped by the combined might of The Freedom League and the hero Foresight. But it's been "taken care of" in the past. Only time will tell when the Harvester will rise
Learning about The Harvester
Last Halloween, there was something called The Harvester that attacked the Freedom League. DC 20
The working theory is that something summoned the creature and brought it to Freedom City. DC 25
After it was defeated, it was given a proper burial in hopes of letting it rest in peace.
Abilities: Str 20/+5, Dex 14/+2, Con 20/+5, Int 10/+0, Wis 12/+1, Cha 15/+2
Combat: Attack +10, Defense +8, Initiative +2
Saves: Toughness +11/+5, Fortitude –, Reflexes +2, Will +7
Skills: Climb 2 (+12/+7), Intimidation 9 (+11), Notice 4 (+5), Search 4 (+4), Stealth 5 (+7),
Survival 4 (+5)
Feats: Attack Specialization (Soulreaver), Critical Strike, Diehard, Fearless, Fearsome Presence 5, Improved Critical (Soulreaver), Improved Grab, Improved Grapple, Instant Up, Power Attack, Rage 2, Startle, Takedown Attack, Track
Powers: Device (Judgement Scythe) 2 (Indestructible, Restricted 3), Device (Soul Reaver Sickle) 7 (Indestructible, Restricted 3), Enhanced Strength 10, Immoveable 5 (Unstoppable [+1]), Immunity 33 (Aging, Critical Hits, Fortitude Saves), Mind Shield 10, Protection 10 (Impervious 8 [+1]), Regeneration 28 (Bruised/Unconscious: no action, Injured/Staggered: 1 rnd, Disabled: 1 rnd, Resurrection: 1/rnd; Persistent, Regrowth; True Resurrection [+1]), Super-Sense 2 (Detect People), Super-Strength 4
Judgement: Strike 8 (Mighty), Elongation 1
Soulreaver: Strike 5 (Mighty), Drain (Wisdom) 12 (Slow Fade 10; Linked to Strike [+0])
Abilities 31 + Skills 7 (28 ranks) + Feats 19 + Powers 184 + Combat 36 + Saves 0 = 277
7th Son of a 7th Son: One of the players is a decendent of someone who wiped out the magicians. Now, in the present day, the Harvester has found this information and zeroed in on the character. How can his team mates stop an unstoppable killing machine?
Grudge Match: As a child, one of the character's NPCs was involved in an attack by The Harvester. Now an adult, the killer has come back to finish them off while with the hero's secret ID.
His Soul is MINE!: A magic wielding villain has bonded the little will that the Havester has to his control. Recently, the killer's been commiting odd crimes (bank robberies, museum raids, etc). How will the heroes counter the killer in time to find out who's really behind the thefts?
Reborn: Something has awakened the Harvester again. Once again invading the city proper, the creature begins stealing arcane artifacts. The PCs gather to battle it, but the creature only attacks if provoked. Who's behind the rebirth? And why do they want the artifacts?
Harvester is a creation of DT Butchino. M&M is owned by Green Ronin Games.
I normally don't work with other companies' characters ... but over at The Atomic Think Tank they've started a "Project Redesign" thread with Spider-Man. So I had an idea that you'll see to your right. Kind of fun ... I may have to stat him out sometime and give him a full history OHotMU style.
I call him Spider-Man of Earth 2671. Points to those who know why that Earth is significant.
So, if you haven't heard about this, you must be living in a cave without internet access. Click it ... watch it ... love it :) I know I do.
Now when is Whedon going to do some Firefly webisodes? Huh?
Oh ... and more from me on the way. Been a bit busy IRL.
Book of Magic
Written by D.T. Butchino, Joseph Carriker, Steve Kenson, Steven Marsh, and Aaron Sullivan
Format: 128 pages, softback
A Manual of Mysterious Magics!
By the Shining Sigil of Sirrion! The Book of Magic is the complete Mutants & Masterminds sourcebook on the Arts Arcane, all that is magical and mysterious. It is a guide to comic book magic, providing everything players and Gamemasters need to run games based on magical comics ranging from light-hearted to dark post-modern and everything in-between.
The focus is on magical characters and settings, but with an eye towards integrating these characters and elements into a more general superhero series. In the pages of the Book of Magic you'll find:
- Six new hero archetypes and seven new villain archetypes, along with numerous supporting cast, minion, and creature archetypes, all ready for use; a complete cast of characters!
- Eleven styles of magic and dozens of spells and magical items for mystic heroes and villains, from the All-Revealing Light of Abbridon to Yig's Inexorable Transformation, from the Abyssal Trident to the Wishing Ring.
- The mystic secrets of the Freedom City setting, including cosmology, history, heroes, villains, creatures, magical items, and more! Plus eight mystic series frameworks to give you starting points for your own magical M&M game!
Plus a history of magic in comics, mystical dimensions, character creation, adventure creation, series advice, and more! Learn the secrets of superheroic sorcery from the Book of Magic and...
Make your M&M magical!
Worlds of Freedom
Authors: Scott Bennie, Dwayne Butchino, Shawn Carman, Christopher McGlothlin, and Aaron Sullivan
Format: 128 pages, softback
Infinite worlds, infinite possibilities: Freedom City is an eminently adaptable setting and this book proves it! Worlds of Freedom presents many visions of Mutants & Masterminds' most famous metropolis, from the Revolutionary and Civil War eras to the distant future, from parallel Earths where the Axis won World War II to a world of funny cartoon animals, and more! Worlds of Freedom expands the usefulness of the Freedom City campaign setting and takes your heroes to infinite worlds of adventure!
In Books of Magic, I wrote the Dimensions chapter and in Worlds of Freedom, I worked on the Freedom Beyond section. Both were great projects and look incredible. Many props to my fellow authors and a special thanks to Steve and the gang at Green Ronin for letting me work on some great books.
Some years prior to Session 1, Spike had been a rising member of the Red Dragon Crime Syndicate where he was partnered as a sweeper and enforcer along with his then best friend, Vicious. Badly injured after a shoot-out in the slums on Mars, Spike stumbled to the home of Julia, who was at that time Vicious' girlfriend. The pair fell in love while she nursed him back to health. Spike decided to leave the syndicate and elope with Julia. Realizing that his best friend had essentially gone soft and fallen for his girlfriend, Vicious gave Julia a painful ultimatum: either murder Spike or Spike and Julia would both face death for her betrayal. Although the specifics of the incident are unclear, Spike apparently managed to fake his own death by engaging in a gunfight alone in a church against a rival syndicate; this allowed him to drop off of the Red Dragons' radar. He waited for Julia so they could escape and be free, but she never showed.
One of the recurring themes surrounding Spike's character is how he views himself and his life. He claims that one eye - his right one, the prosthetic - can only see the present, and the other - the left, his real eye - can only see the past. This is revisited by a close-up on Spike's left eye every time he has a flashback of his life before coming aboard the Bebop. He seems to regard his false death as real in some way, saying that after that day, he had "merely been living a dream". (During Session 25 when Spike has a flashback of the last time he saw Julia, the close-up shows both Spike's eyes, perhaps implying that his future and past are now the same.)
Spike's attitude of living in a "dream-like" existence is displayed by his careless behavior and his nonchalant attitude towards dangerous or outright fatal situations. One quote that exemplifies this is in Session 1, when Catalina tells Spike that she is not sure if he is joking or not, to which he responds that he "gets that a lot".
Some time after his "death", Spike met the former ISSP cop turned bounty hunter Jet Black, and the two men became partners. Spike moved onto Jet's ship, the eponymous Bebop and the two men worked together for about three years before being joined by the other crew members.
In the final episode Spike and Julia pick up where they left off in their plans to escape Red Dragon, enlisting Annie's help — only to find that Vicious' goons have gotten there already. After laying Annie to rest, they fight their way out, but Julia is shot and killed. Spike returns to the Bebop for one last meal with his family and is confronted by Faye for his final decision he realizes he cannot continue to run from his past and must confront it before he then storms Red Dragon's headquarters. Killing several gangsters he gradually shoots his way to the Vicious chamber with a bit of assistance from Shin, he makes it to the top floor, severely wounded but alive ,where he and Vicious confront each other for a final time.
Spike and Vicious duel. In the heat of their brawl, both weapons are simultaneously knocked out of each others hands. Spike with Vicious's katana in hand and Vicious clutching Spike's Jericho 941, Spike saying, "Julia is dead… Let's end it all." and Vicious retorts "As you wish." Both slide their respected weapons back to one another, and as Spike shoots, Vicious runs his blade across his abdomen. Vicious falls dead. Spike stumbles out of Vicious' chamber, clutching his side and bleeding profusely, and begins to descend a long staircase as several gangsters stare in awe and a bright light fills the room. Spike then raises his right hand, positioning his fingers to resemble a gun, says "Bang" and collapses dying from the blood loss. Then the credits begin to roll with the stars as a background. Nearing the end of the credits a bright red star on the horizon fades out, symbolizing that a life has ended.
Spike Spiegel CL 11
Medium Human scoundrel 6 / scout 3 / bounty hunter 2
Force 11; Dark Side 0
Init +13; Senses Perception +12
Defenses Ref 31 (flat-footed 25), Fort 26, Will 24
hp 100; Threshold 31
Speed 6 squares
Ranged slugthrower pistol +11 (2d6+5)
Base Atk +8; Grp +11
Atk Options Acrobatic Strike, Combat Reflexes, Point Blank Shot
Special Actions Disruptive, Familiar Foe +1, Fortune's Favor, Keen Shot, Walk the Line
Abilities Str 15, Dex 16, Con 16, Int 13, Wis 14, Cha 15
Talents Fortune's Favor, Disruptive, Walk the Line, Disruptive, Walk the Line, Acute Senses, Keen Shot, Nowhere to Hide
Feats Acrobatic Strike, Combat Reflexes, Improved Damage Threshold (x1), Martial Arts I, II & III, Point Blank Shot, Skill Training (x2), Vehicular Combat, WP (pistols, rifles, simple)
Skills Acrobatics +13, Deception +12, Gather Information +12, Initiative +13, Perception +12, Pilot +13, Stealth +13, Survival +12
Possessions slugthrower pistol, pistol clip (x3)
Captain Malcolm Reynolds
Medium Human scoundrel 4 / soldier 5 / gunslinger 3
Force 12; Dark Side 0
Init +13; Senses Perception +14
Languages Basic, Trade Language
Defenses Ref 19 (flat-footed 16), Fort 27, Will 27
hp 120; Threshold 32
Speed 6 squares
Ranged slugthrower pistol +13 (2d6+7)
Base Atk +11; Grp +13
Atk Options Combat Reflexes, Mighty Swing, Point Blank Shot, Precise Shot
Special Actions Coordinated Attack, Disruptive, Fortune's Favor, Indomitable, Knack, Lucky Shot, Quick Draw, Shake it Off, Trusty Sidearm +1
Abilities Str 14, Dex 14, Con 16, Int 14, Wis 16, Cha 17
Talents Fortune's Favor, Knack (x1), Lucky Shot, Disruptive, Lucky Shot, Disruptive, Indomitable (x1), Tough as Nails
Feats Armor Proficiency (Light, Medium), Combat Reflexes, Coordinated Attack, Extra Second Wind (x1), Improved Damage Threshold (x1), Martial Arts I, Mighty Swing, Point Blank Shot, Precise Shot, Quick Draw, Shake it Off, Skill Training (x1), WP (pistols, rifles, simple)
Skills Deception +14, Endurance +14, Gather Information +14, Initiative +13, Perception +14, Persuasion +14, Pilot +13
Possessions slugthrower pistol, blast helmet and vest, hip holster, pistol clip (x2)
The Yautjaa fictional extraterrestrial species featured in the Predator science-fiction franchise, characterised by their trophy hunting of other dangerous species for sport, including humans. For more information, please see Predators.
Ability Modifiers: +4 Strength, +2 Constitution, -1 Dexterity, -2 Wisdom, -3 Charisma. Yautja have tremendous strength and hardiness, but aren't known for their personalities.
Medium Size: As medium-sized creatures, Yautja have no bonuses or penalties due to their size.
Speed: Yautja base speed is 6 squares.
Expert Hunters: Yautja are exceptional hunters and may take 10 with Survival rolls to track opponents down even when distracted or threatened.
Resilient: A Yautja regains hit points at double the normal rate (see Natural Healing, page SWSE148).
Skills: Yautja are expert brachiators, granting a +5 to Climb and Acrobatics rolls when using trees as a form of movement.
Automatic Language: Yautja
Yautja Weaponry & Armor
Below are a sample of the weapons and equipment the Yautja use.
Cost 5,000 Armor Bonus to Ref Def - Armor Bonus to Fort Def +2 Max Dex Bonus +5
Weight 3kg Availability Restricted
This light helmet offers little protection for the Yautja, but rather offers him a bevy of sensor suites to hunt his prey. The main sensors allow the wearer to use regular vision, thermal, electric, and a friend/foe setting that allows for the identification of weaponry. The helmet also offers a computerized targeting array that grants its user a +2 attack with ranged weaponry.
Cost 10,000 Weight 2 kg
Typically reserved for hunts against quarry which shoot back, the cloaking device provides the Predator with active camouflage, bending light around the wearer and projecting a semi-transparent image in front of the Predator, rendering it partially invisible. In game terms, while active, the cloaking device allows the Yautja to Take 10 with Stealth rolls even if distracted or threatened.
Combi Stick Size L Cost 5,000 Damage 2d8* Stun Damage - Weight 6kg Type B/S Availability R
Wrist Blades Size M Cost 3,000 Damage 2d6 Stun Damage - Weight 2kg Type S/P Availability R
*Combi Stick damage ignores DR
Plasma Caster Size S Cost 3,000 Damage 3d10 Stun Damage - Weight 5kg Type E Availability R
Shuriken Size S Cost 2,000 Damage 3d6 Stun Damage - Weight 3kg Type S/P Availability R
Smart Disk Size S Cost 2,000 Damage 3d6 Stun Damage - Weight 2kg Type S/P Availability R
All weapons are treated against the Xenomorphs' acidic blood.
Medium Adult Male Yautja Scout 4
Init +2; Senses Perception +4, various visions (see Optics Helmet above)
Defenses Ref 18 (flat-footed 13), Fort 17, Will 16
hp 48; Threshold 17
Speed 6 squares
Melee Unarmed +7 (1d6+6) or
Melee Wrist Blades +7 (2d6+6) or
Ranged Plasma Caster +5 (3d10+2)
Base Atk +3; Grp +7
Abilities Str 18, Dex 14, Con 15, Int 12, Wis 14, Cha 11
Talents: Acute Senses, Expert Tracker
Feats Exotic Weapon Proficiency (Plasma Caster, Wrist Blades), Point Blank Shot, Precise Shot, Shake It Off, Weapon Proficiency (Pistols), Weapon Proficiency (Rifle), Weapon Proficiency (Simple)
Skills Climb +6, Endurance +4, Perception +4, Stealth +4, Survival +4
Possessions Comm Device, Cloaking Device, Optics Helmet, Plasma Caster, Wrist Blades
The alien, also called the xenomorph, is a fictional parasitoid extraterrestrial species that is the antagonist of the Alien film series. For more information, please see Alien. Because of their adaptive nature, the stats below represent a standard warrior.
Large Beast 8
Init +6; Senses Perception +6
Defenses Ref 14 Fort 15 Will 12
hp 75; Threshold 20
Immune mild, moderate and severe radiation, vacuum
Speed 8 squares
Melee 2 Claws +6 (1d6+8) and
tail +6 (1d8+8) and
bite +6 (1d8+8)
Fighting Space 1 square; Reach 1 square
Base Atk+6 ; Grp +10
Abilities Str 18 Dex 18 Con 20 Int 2 Wis 14 Cha 12
Feats Power Attack, Skill Training (Initiative, Stealth)
Skills Initiative +8, Perception +6, Stealth +3
Acidic Blood - If exposed to the blood of a Xenomorph, a target receives 1d6 damage every round until treated. This damage is considered Persistent on the Condition Track. A successful Treat Injury check (DC 20) is required to halt the damage. In some cases, Xenomorphs have used this to their advantage, splashing targets with their own blood. In such cases, it should be treated as an attack with +6 to hit and having a range of 1 square. In many cases, large quantities of the blood has been used to melt metal in floors and doors.
Ambush - A Xenomorph deals +2d6 points of damage with its natural weapons against a flat-footed opponent.
Blind - The spittle from a Xenomorph is also mildly acidic, often causing blindness in those struck in the eyes by it. To perform this, the Xenomorph must be within 1 square of their target and make an attack where the target receives a +10 bonus to their Reflex Defense. If successful, the target moves 3 steps down the Condition Track.
Why a Reboot?
I've always wanted to use this blog for more than just random musings. I've got some ideas for things that will be coming up in April and a regular schedule of events.
What Kind of Events?
I have a few serials that I'll be writing, regular art here, as well as over at my deviantART gallery, and some stats for the stuff in my serials. I'll still have some random craziness as well, but I'd like to keep the ideas flowing and such.
So stay tuned ... April's around the corner and the info will be coming up soon!