View Full Version : The Villainous Mastermind Repetoir
Kristopher
Nov 10th, '03, 12:12 PM
What sort of knowledge skills would you give a villainous mastermind? The character in question is entirely built on his Characteristics (most in the range between normal and truly superhuman), skills, talents, and equipment. He's directing a team of younger mutant supervillains, and is himself an expert on mutations and other sources superpowers. Currently, he has the following (along with all the technical Skills such as Electronics, Mechanics, and Systems Operation):
KS: Law Enforcement Agencies
KS: Secret Societies
KS: Superhumans
SS: Genetics
SS: Superpower-ology (???? on a better name)
ChuckB
Nov 10th, '03, 03:46 PM
Maybe:
Analyze: Mutant Powers
SCI: genetics
SCI: physiology
SCI: mutations
KS: recent mutants coming out of the closet
KS: super-powered indivduals
Vondy
Nov 10th, '03, 03:56 PM
PS: Evil Matermind
PS: Maniacal Laughter
PS: Sanctimonious Gloating
KS: Rules Evil Masterminds Always Forget
KS: Melodramatic Hollywood Quotes
Contact: Death Trap Designer
Follower: boot licking toady
Supreme Serpent
Nov 10th, '03, 05:09 PM
Streetwise might come in handy.
Bribery, Bureaucratics, Persuasion.
KS: Plot leads
KS: Dramatically Appropriate Trivia
AK: Hideouts/safehouses
PS: Fake Own Death
Kristopher
Nov 10th, '03, 05:31 PM
I seem to be getting some tongue-in-cheek answers here...
Chuckg
Nov 10th, '03, 06:01 PM
I always thought that the most valued skills a career supervillain could have were...
KS: Prisons and Prison Procedures
KS: Stronghold
After all, he *knows* he's gonna have to bust out of jail at some point in his career anyway... might as well be prepared.
(Contact: Stronghold Guard at the 'highly reliable' level don't hurt none either.)
Space Cadet
Nov 10th, '03, 06:25 PM
Originally posted by Kristopher
What sort of knowledge skills would you give a villainous mastermind? The character in question is entirely built on his Characteristics (most in the range between normal and truly superhuman), skills, talents, and equipment. He's directing a team of younger mutant supervillains, and is himself an expert on mutations and other sources superpowers. Currently, he has the following (along with all the technical Skills such as Electronics, Mechanics, and Systems Operation):
KS: Law Enforcement Agencies
KS: Secret Societies
KS: Superhumans
SS: Genetics
SS: Superpower-ology (???? on a better name)
Okay, as far as a name for the fifth skill on your list goes, why
not call it something like "Metaphysiology" or "Paranormal Bi-
ology"?
As far as other skills to give your Villainous Mastermind are con-
cerned, I'd give him Knowledge Skills in the following: Business,
Economics and International Finance. Why, you ask? Well, unless
the VM plans on sending his flunkies out to commit high-profile
robberies -- the kind that inevitably attracts the attention of the
main hero group in your campaign, and which in turn leads to
the obligatory a$$-kicking of the villain group -- he's going to need
some means of bankrolling his nefarious schemes. With these
particular skills, the VM could (through intermediaries) set up
a number of legitimate "front" companies whose profits (or a
portion thereof) he could use to buy the necessary equipment
and/or minions for his secret HQ.
I'd also give him some level of skill in Psychology (he's going to
need it in order to deal with whatever ego-driven quirks his
super-team members may exhibit).
Space Cadet :D
Dr. MID-Nite
Nov 11th, '03, 12:18 AM
Hmmmm....I'd give the mastermind:
Deduction- For using the info he gets with his other skills.
Conversation- To manipulate people into giving up valuable info.
Oratory-To keep the minions in line.
I'd probably add some skill enhancers too(scientist,jack of all trades, etc)
Lots of contact, favors, and so forth.
Rob
death tribble
Nov 11th, '03, 04:18 AM
It all really depends on their background and education and drive.
To cover up shortcomings they may have subordinates with the skills they lack. So if they are a physical weakling they may have a mid to heavy brick to carry out the beatings.
Different strokes for different folks. Take Dr Doom and Magneto. Doom has inventing skills and diplomatic immunity; Magneto has raw power and contacts in the mutant world.
Supreme Serpent
Nov 11th, '03, 04:51 AM
Originally posted by Kristopher
I seem to be getting some tongue-in-cheek answers here...
Well, I think some of these are coming from those of us that don't feel that every single facet of a villain/NPC, especially a master villain, needs to be on the character sheet. If you come up with a great plot that requires your mastermind to be a bonsai expert, what are you going to do? Not run the plot? I'd just add it on as needed. The story is the important thing. Don't worry about the details on the master villain's KS skills - just rough outlines and general ideas, fill in as needed.
Pattern Ghost
Nov 11th, '03, 05:09 AM
Bureaucratics, for manipulating the system.
Bribery, ditto.
SS: Political Science, ditto
Breakfall, because I like the letter "B" and it's good to have.
KS: Superheroes (if it's that type of world)
Tactics, an essential for a master strategist
PS: Instructor/Teacher: for training the minions.
SS: Anatomy
SS: Physiology (could combine w/Anatomy)
SS: Metahuman/Mutant Anatomy and Phsyiology
SS: Genetics
SS: Biomechanics or Biophysics (need to know how the body works mechanically so you can beef it up. Sort of the way architects know how much stress parts of buildings can handle)
Systems Operation: To run lab stuff and for hacking (oops, you already have this one)
Computer Programming: ditto
Cryptography: for making and breaking codes, maybe for hacking.
Security Systems: for securing base and infiltrating others' facilities (a skill that lackeys can be taught too)
Contacts out the wazoo.
Kristopher
Nov 11th, '03, 08:23 AM
Originally posted by Supreme Serpent
Well, I think some of these are coming from those of us that don't feel that every single facet of a villain/NPC, especially a master villain, needs to be on the character sheet. If you come up with a great plot that requires your mastermind to be a bonsai expert, what are you going to do? Not run the plot? I'd just add it on as needed. The story is the important thing. Don't worry about the details on the master villain's KS skills - just rough outlines and general ideas, fill in as needed.
My concern in asking is to make sure I'm not missing anything obvious. I plan to post the entire bunch of characters here when I'm done with them, so I want to get them right and not have any "duh" moments.
Crimson Arrow
Nov 11th, '03, 11:59 PM
When I am building a scientist character, I tend to give them the main science, plus subsidiary ones.
In your case, I would give him SS: Biology. This might only be at 11- or might be INT-based.
Then, I would give him more specific skills either INT-based or INT-based with some extra points spent to increase the roll. The ones Pattern Ghost has come up with are good choices.
I always think it's a bit odd to see a character with SS: Genetics at 19-, but not the slightest idea of how photosynthesis works, for example.
If he's going to be building all sorts of wonderful equipment (possible from your description of him including Electronics and Mechanics), he would benefit from engineering/electrical engineering Sciences. Inventor might be appropriate, as might Weaponsmith. These are not exactly essential, but are a logical extension of a super-scientist Master Villain.
BNakagawa
Nov 12th, '03, 12:33 AM
Psych!
Your mastermind needs Psychology. In order to be a good leader when you aren't imbued with the power cosmic or whatever sfx you use for enough power to trivially fry any of your underlings, you need to know how to push the right buttons.
You need to know when somebody needs a pat on the head or a kick to the rear. You need to know the proper ratio of carrot to stick and you need to know the different offsets for your team leader, your rebel, your rank and file. You need to be a good judge of character and you need to keep your finger on the pulse of your team. You need to know when to make a move and when to stick with your current personnel. And when it's time to make changes, you need to communicate this to your underlings so it builds confidence rather than erode it.
You need to study the leaders who get people to overachieve. Bill Parcells needs to be your role model. (I would consider Dick Vermeil, but you said villainous mastermind)
Given that villains commonly employ underlings who aren't entirely sane, I would also put some points into KS: Abnormal Psychology.
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