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THE MAD MACHINIST

a losing battle. He’d become severely depressed, but kept


REAL NAME: Dr. Harold Hellman
that secret from his colleagues using a combination of
OCCUPATION: Psychiatrist
pharmaceuticals.
BASE: Emerald City
Times have turned tough for Hellman. When one of his
Dr. Harold Hellman works as a psychiatrist at the Wycroft patients committed suicide a few months ago, the loss
Institute. Once he might have been considered idealis- hardly even fazed him. After he made a disparaging joke
tic, but now he is embittered and worn out from having about the dead patient, he was given a formal reprimand
waged a losing war against and threatened with having his license revoked. He felt
mental illness. He was never like he had hit bottom. But then something, or rather,
able to cure any of his patients someone, came along and changed everything.
and it seemed to him that
none of his work mat- Dr. Hellman received a new patient by the name of
tered. He was fighting Walter Wychoski. Wychowski was dying of cancer.
He should have been dead years ago, but he
was being kept alive by a strange machine.
He looked like something out of an old sci-fi
movie from the 50s with all manner of elec-
trodes and tubes poking out from his withered
body, and his breathing came only as a function
of the machine itself, as it pushed air in and out
of his frail body with an ominous wheezing
sound.

Intrigued by his unusual patient, Dr. Hellman


worked with him closely and the two devel-
oped a rapport. Eventually, Hellman learned
his secret: Walter Wychowski was once the
Silver Age menace known as the Mad Machin-
ist. Research told him that the Mad Machinist
had been the scourge of Emerald City back in
the 50s and early 60s, leading an army of au-
tomatons against the city. Over time, the vil-
lain’s attacks on the city decreased in number
and then stopped altogether. The Mad Machin-
ist just disappeared. He was eventually forgot-
ten and became little more than a footnote
in the old news archives.

Dr. Hellman saw Wychowski as his way


back up from the bottom. He’s been drug-
ging and hypnotizing his patient as a means of
getting him to talk about where his secret hide-
outs are located. He has also enrolled in a night
school course in mechanical engineering as a means of
learning how to operate and repair the robots he found
within those hideouts. Even though he has access to
legions of mothballed machines, he is still learning how
to control them.

PERSONALITY
Dr. Hellman may have once been an idealistic caregiver
who genuinely wanted to help his patients overcome
their illnesses, but there is little left of that man
anymore. When Hellman became depressed, he
experienced a psychotic break, made worse by his
pharmaceutical abuse. His high degree of intelligence
has enabled him to fool most of his colleagues into think-

2 THREAT REPORT: THE MAD MACHINIST


THE MAD MACHINIST PL10
STR STA AGL DEX FGT INT AWE PRE
0 1 1 2 2 4 3 4
POWERS OFFENSE
Portable Controller: Easily Removable (-30 points) • 44 points Initiative +1
Radio Controller: Senses 1 (Communication Link) • 1 point Unarmed +2 Close, Damage 0
Retro-Robot Controller: Array (72 points)
• Omni-Bot: Summon 10 (150-point minion), DEFENSE
Concentration, Controlled, Distracting, Heroic, Mental DODGE 6 FORTITUDE 4
Link (radio link), Perception Range, Sacrifice, Variable
Type: Robots • 72 points PARRY 6 TOUGHNESS 2
• Rob-E-Bots: Summon 5 (Sixteen 75-point minions), WILL 10
Concentration, Controlled, Distracting, Horde, Mental Link
(radio link), Multiple Minions 4 (16 robots), Perception POWER POINTS
Range, Sacrifice, Variable Type: Robots • 1 point
ABILITIES 34 SKILLS 32
EQUIPMENT POWERS 44 DEFENSES 19
Durable Lab Coat (Protection 1) • 1 point ADVANTAGES 9 TOTAL 138
HEADQUARTERS: MACHINE SHOP • 17 POINTS
COMPLICATIONS
Size Large Tou 12 Features: Communications, Computer,
Concealed, Defense System, Garage (robot storage), Depression: The Mad Machinist suffers from periodic bouts
Laboratory, Library, Living Space, Power System, Security of depression and undergoes severe mood changes. In order
System 2, Workshop to treat his symptoms, he takes a variety of pharmaceutical
products, most of them illegally obtained prescription
SKILLS medicines.
Identity: The public does not yet know that Dr. Harold Hellman
Deception 10 (+14), Expertise: Psychiatry 10 (+14), Insight 10 is the new Mad Machinist, nor do they know that Walter
(+13), Intimidation 6 (+10), Investigation 4 (+8), Perception 8 Wychowski was the original villain to use that name.
(+11), Persuasion 10 (+14), Technology 2 (+6), Treatment 4 (+8)
Motivation—Therapy: Dr. Hellman sees his newfound role as
the Mad Machinist as self-therapeutic. It provides him with a
ADVANTAGES means of rising above his depression.
Assessment, Daze (Deception), Equipment 4, Fascinate Unfamiliarity: The current Mad Machinist does not really
(Persuasion), Taunt, Well-Informed understand the technology he is using. Sometimes it just won’t
work for him, or works in a way that he does not anticipate.
ing he is just going through “tough times”, but they don’t
know just how far gone he really is. Now that he has taken gles to control even a few of his mechanized minions at
the identity of the Mad Machinist for himself, he has a a time. He is, however, improving, so it is only a matter of
new focus in life. For the first time in years, he feels almost time before he becomes an even greater threat to the city.
happy again. He feels empowered because he no longer In the meantime, he is content to test his skills by staging
has to listen to the pain and misery of others—now he small-scale attacks from the safety of his secret lair. Al-
gets to cause it! though he operates out of only one Machine Shop at a
time, he has numerous headquarters hidden in various
POWERS & ABILITIES parts of the city and can relocate as needed.

One thing that distinguishes him from his predecessor


The Mad Machinist has a massive army of automatons. is his propensity for engaging in conversations with his
These retro robots, which look like they’re straight out opponents. Making use of loud speakers and two-way
of the pages of the old Silver Age comics, are unable to communicators built into all of his machines, the Mad Ma-
operate independently, relying upon the Mad Machinist chinist takes full advantage of his training in psychiatry by
and his Portable Controller for all their directives. If the distracting opponents with words, taunting and demoral-
controller is taken away from him, the robots sputter to a izing them at every opportunity. Where the original Mad
dramatic halt. However, he also has the ability to control Machinist simply ranted, the new one likes to get under
his minions from the “behind-the-scenes” safety of one of the skin of his enemies and play with their emotions. This
his Machine Shops, taking advantage of its built-in com- can give him a significant edge in combat.
munications center. Destroying it may count as a Power
Loss complication for him if he cannot immediately access
his Portable Controller for some reason. ALLIES
While the original Mad Machinist was able to manipulate
Because of his lengthy bout with depression, Dr. Hellman
large numbers of robots very skillfully, Dr. Hellman is still
has isolated himself, so he has few real friends. However,
very much out of his element, and consequently, strug-

THREAT REPORT: THE MAD MACHINIST 3


his years of psychological training have made him very
good at manipulating people without them even real- OMNI-BOT PL10 • 150 POINTS
izing it. As such, he is not above tricking other villains,
STR 10 STA — AGL 4 DEX 4 FGT 8 INT — AWE 4 PRE —
particularly the strong and stupid ones, into helping
him. That said, he feels no real loyalty to them and is Powers: Ranged Damage 10, Penetrating 10 (Death Ray),
Strength-based Damage 2 (Pincers), Elongation 2, Extra
quite willing to sacrifice them without giving it a second Limbs 2, Feature 2 (Loud Speakers and TV Screen), Growth
thought. 4 (Permanent, Innate), Immunity 30 (Fortitude effects),
Impervious Toughness 12, Leaping 4, Protection 8, Speed 2,
Senses 7 (Communication Link, Accurate Radius Extended
ENEMIES Ranged Radio).
Advantages: Fast Grab, Improved Grab, Improved Hold,
The new Mad Machinist is only just beginning to reveal his Improved Initiative, Instant Up.
existence to the good citizens of Emerald City and has yet Skills: Perception 6 (+10), Ranged Combat: Death Ray 6 (+10).
to earn himself a nemesis.
Offense: Init +8, Pincer +8 (Close, Damage 12), Death Ray +10
(Ranged, Damage 10, Penetrating 10).
HOOKS Defenses: Dodge 8, Parry 8, Fortitude —, Toughness 12, Will —.
Totals: Abilities 22 + Powers 110 + Advantages 4 + Skills 6 +
Find of the Century: When digging at a construction site Defenses 8 = Total 150 points.
unearths an underground complex, the police are called
in to investigate. They, in turn, contact the heroes for as-
sistance when it becomes clear that the subterranean lair ROB-E-BOT PL5 MINIONS • 63 POINTS
has potentially dangerous defenses. As the heroes explore STR 6 STA — AGL 0 DEX 0 FGT 3 INT — AWE 2 PRE —
the base, it becomes apparent that it has been abandoned
for some time—one of the many hidden lairs left by the Powers: Ranged Damage 5 (Laser), Feature 2 (Loud Speakers
and TV Screen), Immunity 30 (Fortitude effects), Impervious
original Mad Machinist when he disappeared. While the Protection 7, Senses 7 (Communication Link, Accurate Radius
heroes are in the midst of their search, the new Mad Ma- Extended Ranged Radio).
chinist catches wind of the discovery and attempts to Advantages: Close Attack.
remotely retake control of the base and the lethal robots
that it holds. Skills: Perception 3 (+5), Ranged Combat: Laser 5 (+5).
Offense: Init +0, Pincers +4 (Close, Damage 6), Laser +5
Scavenger Hunt: The Retro Robots have been around (Ranged, Damage 5).
since the 50s and 60s. Consequently, they tend to break Defenses: Dodge 3, Parry 3, Fortitude —, Toughness 7, Will —.
down a lot. The Mad Machinist goes on a scavenger hunt
to find the parts needed to keep his army of automatons Totals: Abilities -8 + Powers 63 + Advantages 1 + Skills 4 +
Defenses 3 = Total 63 points.
operational. The heroes investigate a string of thefts at
a variety of unlikely locations, including pawn shops, mechanized minions and tries to make good his escape.
antique stores, and even a museum of history. It seems It turns out that he was not quite so close to death as ev-
that many of the parts needed to maintain the robots are erybody assumed. Now the heroes potentially have two
no longer being manufactured, so the villain is having madmen on the loose: a psychotic psychiatrist and the
to look for them in discarded electronic and mechanical real Mad Machinist!
items that date back to the same time period as the origi-
nal Mad Machinist.

Out with the New and In with the Old: Walter Wy-
RETRO ROBOTS
chowski, the original Mad Machinist, suspects that his
The Mad Machinist uses the “Retro Robots” built in the
psychiatrist may have stolen his villainous identity and is
50s and 60s by his predecessor. Since they were origi-
using his robots to terrorize the city once again. He con-
nally constructed in all different shapes and sizes, you can
tacts the heroes to ask for their assistance in stopping
easily create other more specialized robots using the rules
the would-be usurper. He tells them that he can stop the
for constructs in the M&M Hero’s Handbook. The two most
robot rampage if the heroes can bring him the villain’s
common robots in his arsenal are detailed here, the Omni-
portable controller. However, when the heroes retrieve
Bot, and the Rob-E-Bot.
it for him, he instead uses it to resume control of his

4 THREAT REPORT: THE MAD MACHINIST


CREDITS & LICENSE
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Design and Writing: Glenn Hall
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Interior Art: Alberto Foche related information are declared Product Identity.
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usser, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan
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THREAT REPORT: THE MAD MACHINIST 5

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