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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: 8923609" data-attributes="member: 30538"><p><span style="font-size: 26px"><span style="color: red">Kuklafron</span></span></p><p><img src="https://photos.smugmug.com/My-First-Gallery/i-bjcthwj/0/0dffe6d8/M/ezgif-2-e578c298e6-M.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>Vaskhane, like most major criminal organizations, makes a great show of complete indifference to the origins of its agents, as long as they display the cardinal virtues of competence, loyalty, and ruthlessness. This is largely a façade, as plenty of high-ranking Vaskhane care a great deal about where their agents come from, if only because they want to have blackmail material on them to keep them in line. The biography that follows is derived from the private databases of a number of these Vaskhane leaders -- all dead and gone -- as well as the thick file of information collected by the Technate Bureau of Law Enforcement.</p><p></p><p>The alien known as Kuklafron -- a somewhat blasphemous deformation of the name of an obscure god of laughter -- first came to the attention of Vaskhane a bit more than sixty years* ago on the planet Reldon, a factory world in the heart of the Technate. At that point, he was operating an unlicensed medical clinic in the lower residential areas, and Vaskhane operatives quickly became some of his most frequent clients, as well as supplying him with illicit pharmaceuticals. It soon became apparent that his medical practice was only a cover for his interests in conducting highly illegal and dangerous experimentation, and the head of Vaskhane on that particular planet chose to become his patron.</p><p></p><p>He was allegedly from a planet in the Unclaimed Regions that he referred to as Akuar, giving several different sets of coordinates for it when questioned. After assisting his current boss in developing countermeasures against attacks by a group of Isakari, the superficial similarities between him and the hunters led to speculation, in certain quarters, that he was an odd example of their species who lacked their physical strength but had greater intelligence to compensate. Kuklafron is known to have found this insinuation amusing, to a point, and sometimes played up the idea that he consumed sapient brains. There is no proof that he did <em>not</em> do so.</p><p></p><p>After roughly a decade, having outlasted a number of employers, he convinced the leaders of the Seven Strains that he should be given the task of rebuilding Vaskhane operations on the backwater planet of Earth. It seems likely that they viewed this as a good way to get rid of an ambitious and perhaps <em>overly</em> competent underling, and expected him to suffer the same fate as Aunat and Taddely in an even shorter amount of time. By a coincidence that neither they nor Kuklafron himself could have predicted, however, the Super-Wizard had departed from Earth before he arrived, and many of the other superpowers had fallen.</p><p></p><p>Kuklafron pursued countless schemes over the next decade, allying with the Pythonians not long after they formed. He was a constant, behind-the-scenes nemesis to virtually every superpower agency active in the seventies and eighties, often only failing to triumph because he grew bored with a given scheme and abandoned it for something more immediately interesting. Despite this somewhat dilletante attitude, attempts by Vaskhane to bring him to heel universally failed, and often ended up with those sent to control him becoming assets to his plans, as was the case with Atara.</p><p></p><p>However, no luck lasts forever, and Kuklafron was apparently killed in the destruction of his base beneath Lake Michigan in 1991. In fact, he survived, but has remained in suspended animation right up until the present, awaiting release from his watery grave. Whether that will ever happen remains to be seen, but it is possible ... especially if a certain regularly transmitted code sequence, designed to be intelligible only to members of his own species, if ever detected and answered.</p><p></p><p><strong>Kuklafron -- PL 10</strong></p><p><strong></strong></p><p><strong>Abilities:</strong></p><p><strong>STR</strong> 3 | <strong>STA</strong> 4 | <strong>AGL</strong> 3 | <strong>DEX</strong> 3 | <strong>FGT</strong> 5 | <strong>INT</strong> 9 | <strong>AWE</strong> 3 | <strong>PRE</strong> 1</p><p></p><p><strong>Powers:</strong></p><p><strong><em>Field Generator Belt:</em></strong> Removable (-15 points)</p><ul> <li data-xf-list-type="ul"><strong><em>Camouflage Field:</em></strong> Concealment 5 (normal hearing, normal sight, radio), Blending - 5 points</li> <li data-xf-list-type="ul"><strong><em>Deflector Field:</em></strong> Enhanced Defenses 8 (Dodge 4, Parry 4) - 8 points</li> <li data-xf-list-type="ul"><strong><em>Disguise Field:</em></strong> Morph 2 (humanoids) - 10 points</li> <li data-xf-list-type="ul"><strong><em>Life Support Field:</em></strong> Immunity 10 (life support) - 10 points</li> <li data-xf-list-type="ul"><strong><em>Psychic Amplification Field:</em></strong> Impervious Will 12, Limited to Mental effects - 6 points</li> <li data-xf-list-type="ul"><strong><em>Tractor/Pressor Field:</em></strong> Perception Range Damaging Move Object 9, Precise - 37 points</li> </ul><p></p><p><strong>Advantages:</strong></p><p>Connected, Defensive Roll 2, Equipment 20, Inventor, Skill Mastery (Technology), Well-informed.</p><p></p><p><strong>Skills:</strong></p><p>Deception 10 (+11), Expertise: Crime 4 (+13), Expertise: Science 5 (+14), Insight 9 (+12), Intimidation 11 (+12), Perception 8 (+11), Persuasion 10 (+11), Technology 5 (+14), Treatment 2 (+11).</p><p></p><p><strong>Defense:</strong></p><p>Dodge 9/5, Parry 11/7, Fortitude 6, Toughness 9/4, Will 12</p><p></p><p><strong>Totals:</strong></p><p>Abilities 62 + Powers 61 + Advantages 26 + Skills 32 + Defenses 15 = 196 points</p><p></p><p><strong>Offensive PL:</strong> 9</p><p><strong>Defensive PL:</strong> 10</p><p><strong>Resistance PL:</strong> 9</p><p><strong>Skill PL:</strong> 9</p><p></p><p><strong>Motivation:</strong></p><p><strong><em>Sadism--Motivation. Easily Distracted. Obvious Alien.</em></strong></p></blockquote><p></p>
[QUOTE="Davies, post: 8923609, member: 30538"] [size=150][color=red]Kuklafron[/color][/size][color=red][/color] [img]https://photos.smugmug.com/My-First-Gallery/i-bjcthwj/0/0dffe6d8/M/ezgif-2-e578c298e6-M.jpg[/img] Vaskhane, like most major criminal organizations, makes a great show of complete indifference to the origins of its agents, as long as they display the cardinal virtues of competence, loyalty, and ruthlessness. This is largely a façade, as plenty of high-ranking Vaskhane care a great deal about where their agents come from, if only because they want to have blackmail material on them to keep them in line. The biography that follows is derived from the private databases of a number of these Vaskhane leaders -- all dead and gone -- as well as the thick file of information collected by the Technate Bureau of Law Enforcement. The alien known as Kuklafron -- a somewhat blasphemous deformation of the name of an obscure god of laughter -- first came to the attention of Vaskhane a bit more than sixty years* ago on the planet Reldon, a factory world in the heart of the Technate. At that point, he was operating an unlicensed medical clinic in the lower residential areas, and Vaskhane operatives quickly became some of his most frequent clients, as well as supplying him with illicit pharmaceuticals. It soon became apparent that his medical practice was only a cover for his interests in conducting highly illegal and dangerous experimentation, and the head of Vaskhane on that particular planet chose to become his patron. He was allegedly from a planet in the Unclaimed Regions that he referred to as Akuar, giving several different sets of coordinates for it when questioned. After assisting his current boss in developing countermeasures against attacks by a group of Isakari, the superficial similarities between him and the hunters led to speculation, in certain quarters, that he was an odd example of their species who lacked their physical strength but had greater intelligence to compensate. Kuklafron is known to have found this insinuation amusing, to a point, and sometimes played up the idea that he consumed sapient brains. There is no proof that he did [i]not[/i] do so. After roughly a decade, having outlasted a number of employers, he convinced the leaders of the Seven Strains that he should be given the task of rebuilding Vaskhane operations on the backwater planet of Earth. It seems likely that they viewed this as a good way to get rid of an ambitious and perhaps [i]overly[/i] competent underling, and expected him to suffer the same fate as Aunat and Taddely in an even shorter amount of time. By a coincidence that neither they nor Kuklafron himself could have predicted, however, the Super-Wizard had departed from Earth before he arrived, and many of the other superpowers had fallen. Kuklafron pursued countless schemes over the next decade, allying with the Pythonians not long after they formed. He was a constant, behind-the-scenes nemesis to virtually every superpower agency active in the seventies and eighties, often only failing to triumph because he grew bored with a given scheme and abandoned it for something more immediately interesting. Despite this somewhat dilletante attitude, attempts by Vaskhane to bring him to heel universally failed, and often ended up with those sent to control him becoming assets to his plans, as was the case with Atara. However, no luck lasts forever, and Kuklafron was apparently killed in the destruction of his base beneath Lake Michigan in 1991. In fact, he survived, but has remained in suspended animation right up until the present, awaiting release from his watery grave. Whether that will ever happen remains to be seen, but it is possible ... especially if a certain regularly transmitted code sequence, designed to be intelligible only to members of his own species, if ever detected and answered. [b]Kuklafron -- PL 10 Abilities: STR[/b] 3 | [b]STA[/b] 4 | [b]AGL[/b] 3 | [b]DEX[/b] 3 | [b]FGT[/b] 5 | [b]INT[/b] 9 | [b]AWE[/b] 3 | [b]PRE[/b] 1 [b]Powers:[/b] [b][i]Field Generator Belt:[/i][/b] Removable (-15 points) [LIST] [*][b][i]Camouflage Field:[/i][/b] Concealment 5 (normal hearing, normal sight, radio), Blending - 5 points [*][b][i]Deflector Field:[/i][/b] Enhanced Defenses 8 (Dodge 4, Parry 4) - 8 points [*][b][i]Disguise Field:[/i][/b] Morph 2 (humanoids) - 10 points [*][b][i]Life Support Field:[/i][/b] Immunity 10 (life support) - 10 points [*][b][i]Psychic Amplification Field:[/i][/b] Impervious Will 12, Limited to Mental effects - 6 points [*][b][i]Tractor/Pressor Field:[/i][/b] Perception Range Damaging Move Object 9, Precise - 37 points [/LIST] [b]Advantages:[/b] Connected, Defensive Roll 2, Equipment 20, Inventor, Skill Mastery (Technology), Well-informed. [b]Skills:[/b] Deception 10 (+11), Expertise: Crime 4 (+13), Expertise: Science 5 (+14), Insight 9 (+12), Intimidation 11 (+12), Perception 8 (+11), Persuasion 10 (+11), Technology 5 (+14), Treatment 2 (+11). [b]Defense:[/b] Dodge 9/5, Parry 11/7, Fortitude 6, Toughness 9/4, Will 12 [b]Totals:[/b] Abilities 62 + Powers 61 + Advantages 26 + Skills 32 + Defenses 15 = 196 points [b]Offensive PL:[/b] 9 [b]Defensive PL:[/b] 10 [b]Resistance PL:[/b] 9 [b]Skill PL:[/b] 9 [b]Motivation:[/b] [b][i]Sadism--Motivation. Easily Distracted. Obvious Alien.[/i][/b] [/QUOTE]
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