Kristopher Posted November 10, 2003 Report Share Posted November 10, 2003 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) Quote Link to comment Share on other sites More sharing options...
ChuckB Posted November 11, 2003 Report Share Posted November 11, 2003 Maybe: Analyze: Mutant Powers SCI: genetics SCI: physiology SCI: mutations KS: recent mutants coming out of the closet KS: super-powered indivduals Quote Link to comment Share on other sites More sharing options...
Vondy Posted November 11, 2003 Report Share Posted November 11, 2003 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 Quote Link to comment Share on other sites More sharing options...
Supreme Serpent Posted November 11, 2003 Report Share Posted November 11, 2003 Streetwise might come in handy. Bribery, Bureaucratics, Persuasion. KS: Plot leads KS: Dramatically Appropriate Trivia AK: Hideouts/safehouses PS: Fake Own Death Quote Link to comment Share on other sites More sharing options...
Kristopher Posted November 11, 2003 Author Report Share Posted November 11, 2003 I seem to be getting some tongue-in-cheek answers here... Quote Link to comment Share on other sites More sharing options...
Chuckg Posted November 11, 2003 Report Share Posted November 11, 2003 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.) Quote Link to comment Share on other sites More sharing options...
Space Cadet Posted November 11, 2003 Report Share Posted November 11, 2003 Re: The Villainous Mastermind Repetoir 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 Quote Link to comment Share on other sites More sharing options...
Dr. MID-Nite Posted November 11, 2003 Report Share Posted November 11, 2003 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 Quote Link to comment Share on other sites More sharing options...
death tribble Posted November 11, 2003 Report Share Posted November 11, 2003 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. Quote Link to comment Share on other sites More sharing options...
Supreme Serpent Posted November 11, 2003 Report Share Posted November 11, 2003 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. Quote Link to comment Share on other sites More sharing options...
Pattern Ghost Posted November 11, 2003 Report Share Posted November 11, 2003 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. Quote Link to comment Share on other sites More sharing options...
Kristopher Posted November 11, 2003 Author Report Share Posted November 11, 2003 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. Quote Link to comment Share on other sites More sharing options...
Crimson Arrow Posted November 12, 2003 Report Share Posted November 12, 2003 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. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted November 12, 2003 Report Share Posted November 12, 2003 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. Quote Link to comment Share on other sites More sharing options...
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