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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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<blockquote data-quote="Davies" data-source="post: 8554443" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: purple">Mephistopheles</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-DM6qDQj/0/69207a24/S/azra-wheeler-mephistopheles-S.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><em>Art by <a href="https://www.artstation.com/azraelion" target="_blank">Azra Wheeler</a>.</em></p><p></p><p>The first time that the Entropic known as Mephistopheles, then recently Ascended, traveled to the World More Grim, it was something of an accident. Having stumbled across a portal linking that world to the Pyt of Entropy, he passed through it out of simple curiosity, and so encountered one Johann Faust, an alchemist and magician native to the world on the other side. It amused him to travel with the peripatetic scholar for some time, until it so happened that Faust blew himself up in an alchemical experiment. Mephistopheles was not responsible for that event, and was actually a bit saddened. But such was the fate of all mortals, eventually, and at last he returned to his own reality, shortly after the local Ascendant indicated that he was unwelcome.</p><p></p><p>Centuries passed in which Mephistopheles pursued the goals of the Sphere of Entropy with what his fellows (those who were not bitterly jealous, at least) had to admit was style and grace, seeming to only care about his schemes. The truth was that he often found excuses to peer across the dimensional vortex at that strange other world, keeping it always in his thoughts. While he might at first have entertained ideas about corrupting it, as expected of an Entropic, he started to find himself taking relatively little joy in his work. It was just the same thing, over and over again, and increasingly he found himself wanting something new.</p><p></p><p>So, about a decade or so ago, he figured out how to transfer his home plane from the Pyt to one of the mystical dimensions surrounding the World More Grim, with the assistance of one of the more powerful Ascendants of Creation. (Removing an enemy piece from the board counts as a victory however you do it, after all.) Having done so, Mephistopheles relocated himself as well. He arrived in the city known as Chicago, amazed by how much the species of this world had done in so short a time.</p><p></p><p>While Merlin came after him almost immediately, Mephistopheles eventually managed to persuade the local that he had no interest in challenging his authority, and was only after a bit of harmless entertainment. Merlin exacted a binding pledge that he would assist in defending the world from any threats that came from beyond it, to which the Entropic calmly surrendered. He has occasionally sought out ways that he might free himself from that pledge, but mostly so that he might have that option available to him if it becomes clear that he must fight a losing battle. Regardless, he has not found any method other than returning to his original reality, which might be beyond his abilities.</p><p></p><p>Mephistopheles is certainly not a hero, but is not exactly a villain, either. He enjoys encouraging people to indulge in their worst instincts and accompanying them as they do, but also enjoys bringing about the ruination of those whose actions, however amusing, cause harm to others. Individuals who prove able to resist his corruption are treated with a great deal of respect and even sympathy, though this is because he rarely expects them to last all that long. Nearly all of the Superhuman Crew have passed that test, and so he occasionally acts to covertly support their activities, often disguising himself as a stranger to them when he does ...</p><p></p><p><strong>Mephistopheles -- PL 12</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 8 | <strong>STA</strong> 10 | <strong>AGL</strong> 4 | <strong>DEX</strong> 4 | <strong>FGT</strong> 10 | <strong>INT</strong> 3 | <strong>AWE</strong> 4 | <strong>PRE</strong> 4</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Bat Wings:</em></strong> Flight 5 (60 MPH), Wings - 5 points</p><p><strong><em>Hellfire Mastery:</em></strong> Array (25 points) <ul> <li data-xf-list-type="ul"> <strong><em>Flame of Damnation:</em></strong> Ranged Damage 12, Incurable - 25 points</li> <li data-xf-list-type="ul"> <strong><em>Flame of Disintegration:</em></strong> Ranged Weaken Toughness 8, Affects Objects - 1 point</li> <li data-xf-list-type="ul"> <strong><em>Flame of Emotion:</em></strong> Perception Range Affliction 12 (Resisted by Will; Dazed, Stunned, Incapacitated), Sight Dependent, Variable (emotions) - 1 point</li> <li data-xf-list-type="ul"> <strong><em>Flame of Transformation:</em></strong> Healing 10, Self Only; Morph 3 (humanoids) - 1 point</li> </ul><p><strong><em>Immortal:</em></strong> Immortality 5 (one day), Only When On Home Plane; Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical dimensions), Standard Action - 10 points</p><p><strong><em>Many Voices:</em></strong> Comprehend Language 3 (speak, understand, understood) - 9 points</p><p><strong><em>Sense Immortal:</em></strong> Senses 2 (ranged detect immortal) - 2 points</p><p><strong><em>Supernatural Resistance:</em></strong> Immunity 15 (fire damage, life support); Impervious Toughness 8 - 23 points</p><p></p><p><strong>Advantages:</strong></p><p>All-out Attack, Attractive, Benefit 2 (independently wealthy), Daze (Deception), Defensive Attack, Equipment 5, Fascinate (Persuasion), Fearless 2, Ritualist.</p><p></p><p><em>Equipment:</em></p><p><strong><em>Home Plane:</em></strong> <strong>Size</strong> Huge; <strong>Toughness</strong> 12; <strong>Features</strong> Combat Simulator, Communications, Concealed, Deathtraps, Defense System, Grounds, Isolated, Library, Living Space, Power System, Personnel, Security System (DC 30), Workshop - 21 points.</p><p></p><p><strong>Skills:</strong></p><p>Close Combat: Unarmed 4 (+14), Deception 9 (+13), Expertise: High Society 6 (+9), Expertise: Magic 7 (+11), Expertise: Streetwise 6 (+9), Insight 4 (+8), Perception 6 (+10), Persuasion 8 (+12), Ranged Combat: Hellfire 6 (+10).</p><p></p><p><strong>Offense:</strong></p><p>Initiative +4</p><p>Unarmed +14 (Close Damage 8)</p><p>Flame of Damnation +10 (Ranged Damage 12)</p><p>Flame of Disintegration +10 (Ranged Weaken Toughness 8)</p><p>Flame of Emotion -- (Perception Range Will 12)</p><p></p><p><strong>Defense:</strong></p><p>Dodge 12, Parry 14, Fortitude 13, Toughness 10, Will 7</p><p></p><p><strong>Totals:</strong></p><p>Abilities 94 + Powers 79 + Advantages 14 + Skills 28 + Defenses 18 = 233 points</p><p></p><p><strong>Offensive PL:</strong> 12</p><p><strong>Defensive PL:</strong> 12</p><p><strong>Resistance PL:</strong> 10</p><p><strong>Skill PL:</strong> 8</p><p></p><p><strong>Complications:</strong></p><p><strong><em>Amusement--Motivation. Adoration of the Worst in Humanity, Respect for the Best. Obligation</em></strong> (defend the world.) <strong><em>Obviously Monstrous</em></strong> (when not disguised.) <strong><em>Vulnerability</em></strong> (magic employed by a person of true faith.)</p><p></p><p><em>Note: Mephistopheles, like any Entropic, cannot under any circumstances travel to the World Less Magical, and will be immediately and irrevocably destroyed if he does.</em></p></blockquote><p></p>
[QUOTE="Davies, post: 8554443, member: 30538"] [size=150][color=purple]Mephistopheles[/color][/size] [img]https://photos.smugmug.com/My-First-Gallery/i-DM6qDQj/0/69207a24/S/azra-wheeler-mephistopheles-S.jpg[/img] [i]Art by [url=https://www.artstation.com/azraelion]Azra Wheeler[/url].[/i] The first time that the Entropic known as Mephistopheles, then recently Ascended, traveled to the World More Grim, it was something of an accident. Having stumbled across a portal linking that world to the Pyt of Entropy, he passed through it out of simple curiosity, and so encountered one Johann Faust, an alchemist and magician native to the world on the other side. It amused him to travel with the peripatetic scholar for some time, until it so happened that Faust blew himself up in an alchemical experiment. Mephistopheles was not responsible for that event, and was actually a bit saddened. But such was the fate of all mortals, eventually, and at last he returned to his own reality, shortly after the local Ascendant indicated that he was unwelcome. Centuries passed in which Mephistopheles pursued the goals of the Sphere of Entropy with what his fellows (those who were not bitterly jealous, at least) had to admit was style and grace, seeming to only care about his schemes. The truth was that he often found excuses to peer across the dimensional vortex at that strange other world, keeping it always in his thoughts. While he might at first have entertained ideas about corrupting it, as expected of an Entropic, he started to find himself taking relatively little joy in his work. It was just the same thing, over and over again, and increasingly he found himself wanting something new. So, about a decade or so ago, he figured out how to transfer his home plane from the Pyt to one of the mystical dimensions surrounding the World More Grim, with the assistance of one of the more powerful Ascendants of Creation. (Removing an enemy piece from the board counts as a victory however you do it, after all.) Having done so, Mephistopheles relocated himself as well. He arrived in the city known as Chicago, amazed by how much the species of this world had done in so short a time. While Merlin came after him almost immediately, Mephistopheles eventually managed to persuade the local that he had no interest in challenging his authority, and was only after a bit of harmless entertainment. Merlin exacted a binding pledge that he would assist in defending the world from any threats that came from beyond it, to which the Entropic calmly surrendered. He has occasionally sought out ways that he might free himself from that pledge, but mostly so that he might have that option available to him if it becomes clear that he must fight a losing battle. Regardless, he has not found any method other than returning to his original reality, which might be beyond his abilities. Mephistopheles is certainly not a hero, but is not exactly a villain, either. He enjoys encouraging people to indulge in their worst instincts and accompanying them as they do, but also enjoys bringing about the ruination of those whose actions, however amusing, cause harm to others. Individuals who prove able to resist his corruption are treated with a great deal of respect and even sympathy, though this is because he rarely expects them to last all that long. Nearly all of the Superhuman Crew have passed that test, and so he occasionally acts to covertly support their activities, often disguising himself as a stranger to them when he does ... [b]Mephistopheles -- PL 12 Abilities: STR[/b] 8 | [b]STA[/b] 10 | [b]AGL[/b] 4 | [b]DEX[/b] 4 | [b]FGT[/b] 10 | [b]INT[/b] 3 | [b]AWE[/b] 4 | [b]PRE[/b] 4 [b]Powers: [i]Bat Wings:[/i][/b] Flight 5 (60 MPH), Wings - 5 points [b][i]Hellfire Mastery:[/i][/b] Array (25 points)[list] [*] [b][i]Flame of Damnation:[/i][/b] Ranged Damage 12, Incurable - 25 points [*] [b][i]Flame of Disintegration:[/i][/b] Ranged Weaken Toughness 8, Affects Objects - 1 point [*] [b][i]Flame of Emotion:[/i][/b] Perception Range Affliction 12 (Resisted by Will; Dazed, Stunned, Incapacitated), Sight Dependent, Variable (emotions) - 1 point [*] [b][i]Flame of Transformation:[/i][/b] Healing 10, Self Only; Morph 3 (humanoids) - 1 point[/list] [b][i]Immortal:[/i][/b] Immortality 5 (one day), Only When On Home Plane; Immunity 1 (aging); Movement 1 (dimensional travel to home plane), Reaction (death); Movement 2 (dimensional travel to mystical dimensions), Standard Action - 10 points [b][i]Many Voices:[/i][/b] Comprehend Language 3 (speak, understand, understood) - 9 points [b][i]Sense Immortal:[/i][/b] Senses 2 (ranged detect immortal) - 2 points [b][i]Supernatural Resistance:[/i][/b] Immunity 15 (fire damage, life support); Impervious Toughness 8 - 23 points [b]Advantages:[/b] All-out Attack, Attractive, Benefit 2 (independently wealthy), Daze (Deception), Defensive Attack, Equipment 5, Fascinate (Persuasion), Fearless 2, Ritualist. [i]Equipment:[/i] [b][i]Home Plane:[/i][/b] [b]Size[/b] Huge; [b]Toughness[/b] 12; [b]Features[/b] Combat Simulator, Communications, Concealed, Deathtraps, Defense System, Grounds, Isolated, Library, Living Space, Power System, Personnel, Security System (DC 30), Workshop - 21 points. [b]Skills:[/b] Close Combat: Unarmed 4 (+14), Deception 9 (+13), Expertise: High Society 6 (+9), Expertise: Magic 7 (+11), Expertise: Streetwise 6 (+9), Insight 4 (+8), Perception 6 (+10), Persuasion 8 (+12), Ranged Combat: Hellfire 6 (+10). [b]Offense:[/b] Initiative +4 Unarmed +14 (Close Damage 8) Flame of Damnation +10 (Ranged Damage 12) Flame of Disintegration +10 (Ranged Weaken Toughness 8) Flame of Emotion -- (Perception Range Will 12) [b]Defense:[/b] Dodge 12, Parry 14, Fortitude 13, Toughness 10, Will 7 [b]Totals:[/b] Abilities 94 + Powers 79 + Advantages 14 + Skills 28 + Defenses 18 = 233 points [b]Offensive PL:[/b] 12 [b]Defensive PL:[/b] 12 [b]Resistance PL:[/b] 10 [b]Skill PL:[/b] 8 [b]Complications: [i]Amusement--Motivation. Adoration of the Worst in Humanity, Respect for the Best. Obligation[/i][/b] (defend the world.) [b][i]Obviously Monstrous[/i][/b] (when not disguised.) [b][i]Vulnerability[/i][/b] (magic employed by a person of true faith.) [i]Note: Mephistopheles, like any Entropic, cannot under any circumstances travel to the World Less Magical, and will be immediately and irrevocably destroyed if he does.[/i] [/QUOTE]
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[Mutants & Masterminds] A World Less Magical But No Less Fantastic
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