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Mindfire (PL 11 NPC Villain)

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Character Name: Mindfire

Power Level: 11 (183/183 PP)

Trade-Offs: +2 Toughness/ -2 Defense

Unspent Power Points: 0

In Brief: Sociopathic psionic.

Alternate Identity: Emma Jeffries

Identity: Secret

Birthplace: Emerald City

Occupation: Powered Muscle for hire

Affiliations: none

Family: Michael Jeffries (father, deceased)

Age: 22

Gender: Female

Height: 5’ 4â€

Weight: 100 lbs

Eyes: Green

Hair: Red

Mindfire is an attractive woman in her early twenties with long red hair and green eyes. When using her powers, her eyes glow yellow/orange. Her costume is a skintight bodysuit of red and black with a yellow flame burst on the front.

Power Descriptions:

Mindfire is a psionic, and not a subtle one. She is both telepathic and telekinetic, but the manifestations of power are always accompanied by a ghostly fire-like effect. This distinctive psionic signature is reflective of her sadistic personality. Her telepathy is blunt and brutal, so when she enters others’ minds, it’s a painful process unless she really concentrates. She would love to master mind control, but despite her best efforts all she’s managed to develop is the ability to draw out the target’s worst fears.

History:

Emma Jeffries is the daughter of Michael Jeffries, wealthy philanthropist and mob lawyer. The senior Jeffries was responsible for keeping numerous organized crime figures out of jail, but to his great frustration, was never admitted further into the families. Behind closed doors, he took his frustration out on his wife and child. At nine years old, Emma was shipped off to the first of the high-priced boarding schools that were her home from then on. A year after she left, Emma’s mother committed suicide. After that, she felt little connection to her father and knew him mainly as the man who controlled the purse strings and who beat her at his whim. She learned early on how to manipulate the dangerous men around her and became hyper-aware of her surroundings, so nothing would surprise her – successful survival strategies for someone in her situation. When Daddy learned about her role in the disappearance of her many “pets†and the violent beatings she had inflicted on friends who’d angered her, she was moved from the boarding schools to secure, discreet mental hospitals. She was being moved from one such facility to another in the back of a limo when the route came a little too close to ground zero of the Silver Storm.

Her psionic abilities literally exploded into being. They shredded the limo and the men around her. After recovering enough self-control to work through what had happened and what she could do, Emma made her way home and showed Daddy just how unhappy she was with him. Her explanation took some time and he didn’t survive it.

Freed from her previous life, Mindfire immediately put knowledge of her father’s former associates to use in order to hire herself out as super-powered muscle. She’s expanded her client list since then, but not her goals – money and fun and plenty of people to inflict pain upon are all she really wants and she indulges those whims as she likes.

Personality & Motivation:

Mindfire’s personality is a dangerous mix of frustrated entitlement, a lifetime of rage, and complete indifference to the value of human life. She projects a flirtatious exterior and maintains enough self-control to operate in everyday life, but her temper is always there, just below the surface. The only real enjoyment she derives from life since her transformation is using her powers to cause pain and suffering, or to flaunt them to prove she’s superior to whomever she’s dealing with; in short, she’s a classic sociopath.

Powers & Tactics:

Mindfire has a number of painful or destructive abilities to use against opponents. While able to delve into the minds of others to read their thoughts, or project mental messages to others, the use of those abilities is painful to the subject.


Complications:

Motivation – Thrills & Safety: Mindfire had an abusive upbringing and she seeks to make herself safe from potential threats. She’s also a bit of an adrenaline junkie.

Sadist: Mindfire loves exerting her power over others and can get so wrapped up in it that she doesn’t pay attention to what’s happening around her.

Temper: Mindfire has a short fuse. She was abused during her childhood – and surrounded by even greater violence. She has a violent temper that often gets the best of her. She can go from calm to murderous in an instant, especially when she feels helpless, powerless, or belittled.

Abilities: 0 + 6 + 10 + 2 + 8 +4 = 30PP

Strength: 10 (+0)

Dexterity: 16 (+3)

Constitution: 20 (+5)

Intelligence: 12 (+1)

Wisdom: 18 (+4)

Charisma: 14 (+2)

Combat: 4 + 18 = 22PP

Initiative: +3

Attack: +2

Grapple: +2

Defense: +9 (+5 flat-footed)

Knockback: -11

Saving Throws: 3 + 6 + 10 = 19PP

Toughness: +13 (+5 Con, +8 Forcefield, +8 Impervious)

Fortitude: +8 (+5 Con, +3)

Reflex: +9 (+3 Dex, +6)

Will: +14 (+4 Wis, +10)

Skills: 52R = 13PP

Bluff 12 (+14, +16 w/ Attractive)

Diplomacy 12 (+14, +16 w/ Attractive)

Kn: Streetwise 8 (+9)

Notice 10 (+14)

Sense Motive 10 (+14)

Feats: 3 PP

Attractive

Connected

Taunt

â€Equipment 0PP = 0EPâ€

Powers: 10+6+16+64 = 96 PP

Fiery Telekinetic Wings Flight 5 [250 mph] [10PP]

Psi-Active Sense 5 (Ranged Radius Acute Extended Mental Awareness) [6PP]

Psychokinetic Aura Forcefield 8 (Extra: Impervious) [16PP]

Psionics Array (51PP Array; Feats: Dynamic Alternate Power 6; Dynamic Base Power) [64PP]

DBP: Telekinetic Torture Damage 10 (Extras: Duration: Concentration; Perception Range; Alternate Save: Fortitude; Feats: Precise) {51/51}

DAP: Telepathic Intrusion Mind Reading 11 (Extras: Sensory Link; Free/Move action), Linked to Feature (painful to the target unless Mindfire imposes the Distracting flaw) {45/51}

DAP: Bug Room Emotion Control 11 (Flaw: Limited to Fear only) {11/51}

DAP: Telekinetic Attack Telekinesis 11 (Extra: Perception, Damaging) {44/51}

DAP: Telekinetic Field Blast 11 (Extra: Burst Area (55’), Selective; Feat Precise) {45/51}

DAP: Telepathic Speech Mental Communication 3, Linked to Feature (painful to the target unless Mindfire imposes the Distracting flaw) {4/51}

DAP: Telepathic Torture Damage 10 (Extras: Duration: Concentration; Perception Range; Alternate Save: Will; Feats Precise){51/51}

Drawbacks: 0

DC Block

ATTACK               RANGE       SAVE          EFFECT

Unarmed              Touch       15/Toughness  Bludgeoning Damage

Telekinetic Torture  Perception  25/Fortitude  Telekinetic Damage

Telekinetic Attack   Perception  26/Toughness  Telekinetic Damage

Telekinetic Field    Ranged      26/Toughness  Burst Area

Telepathic Torture   Perception  25/Will       Psychic Damage 

Totals: Abilities (30) + Combat (22) + Saving Throws (19) + Skills (13) + Feats (3) + Powers (96) = 183/183 Power Points

Copyright Notice: Mindfire, including the above history, personality, powers and image are all contained in the Mutant & Masterminds Threat Report,©2012 Green Ronin Publishing, LLC.

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Here is the 2ed build for Mindfire (who is from the 3ed Threat Report). Like many villains (and heroes) in the M&M books, she has more power points than her PL.

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Not a build we'd approve for a PC, of course, but this is a bad dude! Er, lady.

Normally we prefer to put Mind Reading outside the main array, as with the construction Doc uses on his builds like the Vampire Psion or the Psi-Soldier, but that's much less of an issue for an NPC: as long as the GM doesn't abuse her Mind Reading powers, it should be something scary!

What game effect do you want her Awareness to have? I think you may be looking for a different power.

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She is not a build I would make :)

I can certainly increase the action for her Mind Reading back a little higher.

Her Awarness is Mental Awarness, which I have always understood to allow a character with the power to be able to detect others using mental powers.

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OK, so you do want her to have Mental Awareness itself? That's fine, I was just checking.

We've raised the cost of Mental Awareness per our house rules (since otherwise it was a little too cheap) so Mental Awareness itself currently costs 2 PP. (so you'd need to spend one extra PP to have the effects you currently have).

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Ah, sorry, missed that when I tried to check if any of her powers were changed by a house rule. Have corrected.

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