Monthly Archives: December 2010

Pin Princess

Hi all,

In an effort to post more, and to be more involved in my hobby, I’ve decided to stat-up the characters from a setting I’ve had bouncing around in my noggin for a while.  The setting is called BRINE BAY.  Brine Bay is a Gulf Coast city that has seen better days.  It originally was known for its fishing and canning industry.  However, the fishing “dried up” and the city fell on hard times.  Recently, an aquatic race revealed themselves to the world, originating from an outpost near Brine Bay.  Now Brine Bay has the world spotlight shining upon it, and the US government has asked its premier superteam to assist in welcoming the new aquatic visitors.

The first of this team is…

Pin Princess  (PL 10)

Strength 0, Stamina 2, Agility 2, Dexterity 0, Fighting 2, Intellect 0, Awareness 2, Presence 1


Attractive, Benefit, Status (Exiled Royalty), Improved Initiative, Inspire, Languages 1, Ultimate Effort (Will Save)


Acrobatics 2 (+4), Expertise (DEX) (Sewing) 8 (+8), Expertise (Fashion Industry) 8 (+8), Insight 5 (+7), Perception 5 (+7), Persuasion 5 (+6)


Mental Attacks

Mental Blast: Mental Blast 10 (DC 25)

Mental Probe: Mind Reading 10 (DC 20)

Telekinesis: Move Object 10 (psionic, 25 tons; Increased Range (perception), Precise)

Force Shield: Protection 10 (Alternate; +10 Toughness; Impervious, Sustained)

Telepathy: Mental Area Communication 2 (Area, Selective, Custom (Link Teammates))


Initiative +6

Grab, +2 (DC 15)

Mental Blast: Mental Blast 10 (DC Will 25)

Mental Probe: Mind Reading 10 (DC Will 20)

Telekinesis: Move Object 10 (DC 20)

Throw, +0 (DC 15)

Unarmed, +2 (DC 15)


Enemy: Danika, Mila’s aunt and current ruler of Malinovia, wants to legitimize her rule by having her son marry Mila. She will stop at nothing to capture and bring Mila back to Malinovia.

Fame: Mila is known throughout the world as the princess-in-exile, and is also a paparazzi’s dream.

Languages: English, Slavic


Dodge 8, Parry 8, Fortitude 7, Toughness 12, Will 8

Power Points

Abilities 18 + Powers 86 + Advantages 6 + Skills 17 (33 ranks) + Defenses 23 = 150

Background: Mila Kokoschka was heir to her country’s throne, slated to be the next queen of Malinovia, a small, eastern European state. Additionally, she was a media darling, wearing (and creating) only the most fashionable clothes.

Unfortunately, her aunt Danika launched a coup, and took over Malinovia, either incarcerating or murdering Mila’s family. As her last act, Mila’s mother smuggled Mila out of Europe, along with her bodyguard and confidante, Drogo.

It was during this coup that Mila learned of her mutant ability to use her mind to move things and to hurt others. She prefers to use her abilities to sew and create fashion (often her power picks up stray pins and needles without Mila knowing).

While in America, Mila was contacted by the US mgovernment, who offered her asylum, and a way to develop and help her control her budding powers.

Later on, Mila joined the Wardens to safeguard the country and the world from supervillain threats.

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Back to the Blog

Hi anyone who’s listening,

Every so often, I feel the need to write, so I’m back.

Several months ago, I was fortunate enough for a friend of mine to ask me to GM a superhero campaign.  My eyes rolled back into my head with ecstasy!

I told him that I’d be happy to, and that I had a great system to use:  Mutants & Masterminds by Green Ronin.

Now, many of you are perhaps shocked, since I devoted much of my substantial number of posts to Marvel SAGA, but realistically M&M was a better choice.  My friend and those friends he would bring along are d20 players, having come from a D&D campaign.  Also, M&M just released their 3rd edition.  And finally, M&M has current support from both GR and the fan base.

In summary, I am going to move the focus of this blog to discussing my trials and tribulations while GMing my campaign using M&M.  I will mix in some commentary along the way.

I hope you enjoy it!

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