Mutants & Masterminds Mister Sinister


 You don t know it yet, but
you are already mine .
MR SINISTER
Power Level: 21 Concept: Mutant Killer Occupation: Mastermind and Genetiscist
Str Dex Con Int Wis Cha Melee
18 16 20 20 20 18 +10
+4 +3 +5 +5 +5 +4 Atk Bonus
DMG FORT REF WILL Speed Ranged
+13 +13 +3 +22 30 +9
Walking
Save Save Save Save Atk Bonus
SKILLS
Initiative
Bluff (Cha) +9, Computers (Int) +12, Craft electronics (Int) +12,
+3
Intimidate (Cha) +8, Listen (Wis) +21, Profession Geneticist (Wis) +21,
Repair (Int) +12, Science Psychology (Int) +12, Science Biochemistry
(Int) +15, Science Genetics (Int) +17, Science Cloning (Int) +15, Spot DEX
(Wis) +21
Dmg Bonus
+9/+10 L
FEATS
Fist & Blast
CHARACTERISTICS Detect (Mutants), Headquarters, Immunity (aging, disease, poison),
Leadership, Skill Focus (Science Genetics), Iron Will, Indomitable Will,
Real Name: Dr. Nathaniel Essex
Skill focus (Science Cloning), Skill Focus (Science Biochemistry),
DEFENSE
Height: 6 5
Durability
Weight: 285 lb.
17/20
Eyes: Shining Red with no pupils
Hair: Black
Flat Footed
Birthplace: 19th Century London, United Kingdom
POWERS
Group Affiliation: Marauders Leader
Headquarters: Secret base underneath an Orphanage in
Super Strength +5: Sinister has tremendous strength, adding his rank to all Damage with
Omaha, Nebraska.
melee attacks, all Strength based skill checks and Strength checks. Each rank also doubles his
Relatives: Unknown
carrying capacity [Power Stunt: Lethal; Source: Mutation; Cost: 4 pp].
Other Aliases: None
Super Constitution +8: Sinister has incredible stamina and endurance, allowing him to add his
Marital Status: Unknown
rank to Damage and Fortitude saves, for resisting physical harm ranging from attacks to disease,
First Appeared: Uncanny X-Men #221
poison, and environmental hazards. It also increases his Con checks for recovering from damage
[Source: Mutation; Cost: 4 pp].
Super Intelligence +5: Sinister has a very adept intellect allowing him to add his power rank to
all Intelligence checks and all skill checks with Intelligence as their key ability [Source:
HISTORY
Mutation; Cost: 2 pp].
Super Wisdom +15: Sinister has incredible awareness and self control allowing him to add his
Nathaniel Essex was a biologist in Victorian England who
power rank to his Will saves and Wisdom based skill checks [Source: Mutation; Cost: 3 pp].
developed advanced theories on human evolution. A geneticist of
Telepathy +10: Sinister has incredible mental abilities, which at their base level allow him to
unparalleled genius, he foresaw the coming mutations that would
transform mankind. However, his unorthodox experiments
resulted in his ouster from the Royal Society and caused his
WEAKNESSES
wife to shun him. These rejections led him to ally himself with
Apocalypse, an immortal mutant who has witnessed virtually the
Sinister is vulnerable to Cyclops eye-beams, and when making any save against them can apply no
whole of human history. Apocalypse transformed Essex into the
bonus or modifier to the roll, he simply rolls a d20. Why Sinister is so vulnerable to Cyclops
ageless being known as Mr. Sinister.
concussion blasts is unknown, although it was once surmised that they may be related in some
Sinister has conducted numerous experiments in his time. He
way and that that was the reason he was so vulnerable.
operated an obstetrics clinic in New York in the late 19th
century and performed side research on society's deviants. As
Dr. Essex, he influenced the work of Herbert Wyndham, the
PERSONALITY
man who became the High Evolutionary.
Sinister plotted the course of certain gene pools for more than
Mister Sinister is a ruthless man who does not mind destroying peoples lives to gain more power.
a century, discovering that the combination of Scott Summers'
A powerful mutant mastermind, he prefers to work in the background, letting the Marauders do
and Jean Grey's traits would produce a mutant of incredible
his dirty work. An arrogant and confident villain, he expects complete obedience and perfection
power. The future Cyclops was brought to Sinister's orphanage
from his followers. His main goal seems to be to gain mental control over as many mutants as
in Nebraska, and the geneticist collected a blood sample from
possible.
the girl who would come to be known as Phoenix to confirm his
MORE HISTORY VEHICLE
findings. Sinister used that sample when Jean died to create a Vehicle Type: Size: Movement: Hardness:
clone, Madelyne Pryor, who later became the evil Goblin Queen. Armour Bonus: Cost: Features:
Following up on his genetic pursuits, Sinister set in motion the
so-called "Mutant Massacre." A community of mutants who
considered themselves outcasts from society, the Morlocks
lived in tunnels under New York City. Sinister's Marauders
MORE POWERS
annihilated the Morlocks because he considered them
genetically useless.
read minds and project his own thoughts into the minds of others (see .pg 87 for more details).
Sinister first fought the X-Men during the "Inferno" crisis, an
In addition tot his he can also perform the following additional abilities:-
invasion of demon mutants he helped create. He sometimes aids
" Memory Alteration: Sinister can alter a targets memories, deleting or editing them, even
Charles Xavier's team, but for his own reasons. Sinister helped
replacing real memories with false ones. It requires a full round action per memory altered
Gambit save the savage Sabretooth's life, and assisted the X-
and a Telepathy check with a DC of 10. The subject (if unwilling) makes a Will saving throw
Man again when he became trapped in the 19th century; took in
and adds it to the DC. A failed check means the attempted alteration fails and the subject
the mutant Threnody and provided her with devices to control
gains +1 on Will saves to resist further alterations. The DC is the Telepathy check total
her energy releases; and returned Courier, a messenger with
used to make the alterations. Note if he has a chance to work on someone when they are
the ability to control every molecule in his body, to a more
young, or while they are unconscious for a long period of time, he can put mental restraints
human state. In almost every case, however, Sinister exacts a
on them so that they cannot use their powers against him. This requires a Telepathy check
price very costly to the soul.
with a base DC of 20, with the subject (if unwilling) adding their Will save to the DC as
When the High Evolutionary activated a satellite that stripped
usual, if successful they cannot then use their powers against sinister unless they can first
all Homo superior of their mutations, Essex, who had come to
make a Will save DC 30 to overcome this restraint.
support his student's work, revealed himself as Sinister and
" Energy Blast Psionic: Sinister can mentally project bolts of pure psionic force at his
modified the beam to mutate every human on Earth, hoping to
enemies at up to Normal range, this requires a ranged attack roll, which if successful does
create an entire planet of lab subjects. Soon after, the
power rank damage.
mysterious Neo attacked many of Sinister's facilities.
" Force Field: Sinister can surround himself in a protective field, which adds a bonus to
damage save equal to his power rank.
" Astral Projection: Sinister can separate his astral form from his physical body, sinking it
into a deep coma allowing his astral form to move about freely. His astral form is invisible
and incorporeal, immune to physical harm and the effects of the environment, and able to
pass freely through physical objects. In astral form he can move freely in any direction,
unaffected by gravity. His speed is equal to (power rank x 5) and his sprint speed doubles
for every rank. While in Astral form he can become visible at will and speak telepathically
to people, he can use mind affecting powers on others while astral but at no rank higher than
his Astral projection power (for more details see Astral projection p. 63)
" Paralysis: Sinister can mentally render a target paralysed if he can succeed at a normal
ranged attack. If successful the target must make a Will save (DC 10+ power rank), if the
check fails the target is paralysed. As a half action the target can attempt an additional
Will save each round with a cumulative +1 bonus per round. A successful save meaning the
target can act normally on the following round. If Sinister concentrates on maintaining the
paralysis, the target does not gain a bonus to Will saves to break the paralysis. A paralysed
DEVICES target stands rigid and helpless, unable to move or act physically, but may take purely mental
actions.
[Extra: Memory Alteration, Energy Blast, Force Field, Astral Projection, Paralysis; Source:
Mutation/Psionic; Cost: 7 pp].
Regeneration +6: Mister sinister is capable of regenerating, thereby allowing him to heal very
rapidly, regaining power rank in stun and lethal hits every minute (ten rounds), in place of the
normal stun hit all characters recover. Spread this recovery out over the ten rounds. Sinister
also adds his regeneration rank as a bonus to Constitution checks to recover from being
unconscious and to his Fortitude saves to avoid dying and for stabilising. If disabled Sinister
gets a Constitution check on the following round to recover, with a bonus equal to power rank. If
this check fails he must wait a day to attempt to recover again, but get his regeneration rank as
a bonus on all recovery checks. Sinister can also use his regeneration to regrow lost limbs or
HEADQUARTERS organs by making a Regeneration check (DC 20), however he only receive one attempt per
organ/limb to do so.
His Headquarters has the following facilities:- Communications,
[Flaws: Limited Does not function vs Cyclops eye beams; Extra: Regrowth; Source: Mutation;
Computer, Concealment, Defence System, Fire Prevention
Cost: 2 pp].
System, Gym, Holding Cells, Infirmary, Laboratory, Living
Shapeshift +4: Sinister can transform his body into different people of roughly the same mass
Space, Power System, Security System, Workshop
by taking a free action to do so. He adds his power rank as a bonus to Disguise checks when he
uses his shapeshift to imitate a particular person. He will only return to his normal form when he
wills it, and does not return to normal form when stunned or knocked out.
[Flaws: Limited People only; Extra: Continuous; Source: Mutation; Cost: 2 pp].
VILLAIN POINTS
11
NOTES


Wyszukiwarka

Podobne podstrony:
Mutants & Masterminds Nightcrawler
Mutants & Masterminds Venom
Mutants & Masterminds Punisher
Mutants & Masterminds Hero Archetypes
Mutants & Masterminds 1e to 2e Conversion Guide
Mutants & Masterminds Symbiote Spiderman
Mutants & Masterminds Freedom City Encyclopedia
Mutants & Masterminds Superline Index
Masterboy Mister?eling
Mutants & Masterminds Annual 1 Legacy Preview
Mutants & Masterminds Iron Man
Mutants & Masterminds Grendel
Mutants & Masterminds Archetypes Demon
Mutants & Masterminds Multiple Man
Mutants & Masterminds Character Record Sheet
Mutants & Masterminds The Four Magics
Mutants & Masterminds FAQ
Mutants & Masterminds Mystique
Mutants & Masterminds Mastermind s Manual Checklist

więcej podobnych podstron