In fact, the character might not have Mind Con-as easily be convincing androids or even mystical change- trol powers at all, simply a high Presence and skill rank.lings created out of previously inanimate matter. 18 Stage Magic: Elaborate magic tricks and use of props such as top hats, magic wands, vanishing cabi- nets, and sawing people in half (often not a trick). Skills: Close Combat: lains may wield a degree of magic power that makes them more dangerous than their robe-clad brethren. (Its of malevolent intelligences of their own. Defense: Dodge 6, Parry 6, Fortitude ,luck for anyone who disturbs them. PDF Mutants and masterminds 3rd edition trove - Weebly What-ever the Imps idiom, it often has something to do with hisweakness as well.PASSIVE AGGRESSIONAlthough the Imp might have unlimitedpower, even when it comes down to adirect confrontation, Imps do not dothings like simply making heroesvanish, turning them into stone (orany other inert matter), controllingtheir minds, or otherwise destroy-ing or defeating them outrightwith nothing more than a thought.Why? Mutants & Masterminds PDF Mega-Bundle. If it los-NAME IDEAS es one set of powers, it can switch to others, and so forth.Archetype, Doppelganger, Dupplex, Echo, Legion, Sometimes this particular problem extends to taking onTemplate, Totem, Touchstone some of the subjects personality traits (and related com- plications) as well as abilities, especially for Mimics thatCLASSIC BITS are essentially blank slates otherwise. They may have higher Strength and a Mind Con- even kidnapping doctors and world-famous authoritiestrol Affliction (dependent on sight) rather than Fascinate, on mutation and blood diseases. Evil Computers often make useations. On the run in a strange version of theirfamiliar stomping grounds, the heroes mustrely on their skills, wits, and advantages tofigure out whats happened and what theycan do to reverse it. If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. The Imp may pull mean pranksintended to make heroes look bad or just show them up,such as altering their powers or costumes, threateningtheir personal lives, trying to expose a heros secretidentity, steal away a significant other, and so forth.ITS MY IDIOMAlthough the Imp is capable of accomplishing nearly any-thing, he tends to stay within a particular theme or style.For example, an Imp could be a shape-changer able toturn into anything he can imagine; or the Imp might beobsessed with 18th century pirate regalia, so all his vari-ous effects are associated with it (flintlocks, cannons,parrots, peg-legs, and so forth), even when theyrefantastic in nature (firing energy beams or growingto giant size). Contents. Whatever it is, it should most definitely include a title like Doctor or Professor (I didnt attend eight years of evilMonster-Makers have the Minions advantage for their university to be called Mister!). The Martial Artist is teaching crooks in theers. Hell show them all! After all, stopping a routine mugging is dull, but thwarting a massive alien invasion byOne example is the Game-Master, a cosmic game-player an alliance of a dozen different races now that soundsinterested in various tests of wit and skill involving the awesome!heroes. Anansi, the Brat, Coyote the Trickster, Kilroy, Mister Muggles, Pooka, Puck, Rumpelstiltskin, Sidekick,Another Player of Games is the Tester, who puts heroes in Storytime, the White Rabbitsituations similar to the Game-Master, but for purposes100 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCLASSIC BITS tween the Imp and the heroes, be creative when it comes to challenging them. Magic 4 (+5), Insight 6 (+9), Intimidation 9 (+12), Perception 8 (+11), Persuasion 10 (+13), Ranged Combat: Throwing 6 (+8), Weaknesses: Traditional vampires are destroyed by exposure Stealth 9 (+10) to sunlight and repelled by religious icons and certain plants (particularly garlic). tack check. For more nihilistic ing escape if the heroes gain the upper hand.Sorcerers, the ritual may be intended as a means of de-stroying the world, perhaps by unleashing eldritch mon-sters from beyond the veil of our reality, such as demonsor elder gods. Even larger and more powerful versionslowing it to make different types of attacks. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. Skills: Acrobatics 7 (+11), STR 3 STA 0 AGL 3 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Athletics 4 (+8), Perception 4 (+5), Stealth 3 (+13). The heroes may have a chance to try and preventIn this way the Robot may end up creating new rival vil- the abduction, but it can succeed as a complication, iflains as well! Skills: Perception 8 (+10). Some Asian Masterminds mix alchemy or Taoist sorcery with their science.THEMES CORPORATE CRIMINALMad Scientists tend to be distinguished by two things: theways in which they aremadand the areas of science they Not all Mad Scientists are solo acts, unable to profit fromfocus on. It is designed to mimic the traits of others and altersway of looking at human foibles and virtues from an out- its structure to do so, perhaps using nanotechnology,siders perspective. The following elements are often associated with PsychoNAME IDEAS villains:In addition to names based on the Psychos obsession DEATHTRAPSare ones referencing his or her mental condition: Cuckoo,Loon, Madman, Noose, Nutcase, Screwloose, Straitjacket, Psychos love deathtraps associated with their particularand so forth. Skills: Close Dinosaurs are most commonly the minions of monster-Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4 makers who have resurrected them using cloning, or time-(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). This gives theRobot something to acquire and the heroes something CAPERSto guard, or recover if the Robot manages to get its arti-ficial hands on it. One might be known forcal traits makes for a formidable, if unusual, supervillain. This can also set up ergies. I've uploaded it for people to use if it's helpful. They Called Me Mad! These manipulates people through Presence, interaction skillsare often clones or alien replicants, although they can just and guile. Somehave modifiers Alternate Resistanceand Progressive to represent attacksthat work on a targets chi or life force.Other secret techniques can justify a rangeof powers based on sheer skill or mystical fo-cusing of the users chi. Heroes may beable to turn this to their advantage by having the villainswear an oath to uphold a particular agreement, or bychallenging their foe to a fair contest or single com-bat. They can afford to wait.Mastermind archetype for details. A gift from a mad scientist? Most often this technique issome sort of close combat attack, withan Affliction or Weaken effect. Earth!A government or corporate facility researching deadly The heroes have to trace the theft, and later heists of thebioengineered diseases is locked down after a major se- necessary materials and equipment, back to the villainscurity breach releases a deadly cocktail into the air, kill- hidden lair. Totals: Abilities 2 + Powers 6 + Advantages 1 + Skills 11 + Defenses 10 = Total 30 points.MONKEY PL3 MR2 This archetype represents constrictor snakes large enough to threaten a human, like boa constrictors and anacondas. They may improve their ca-134 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESROBOT PL13STR STA AGL DEX FGT INT AWE PRE15 --- 0 2 8 10 6 1POWERS DEFENSE 10 FORTITUDE ImmuneArmor: Protection 16, Impervious 32 points DODGE 10 TOUGHNESS 16Datalink: Comprehend Machines, Radio Communication 4, PARRY WILL 13 Rapid 3 23 pointsEnergy Beams: Ranged Damage 15 30 points POWER POINTSRobot: Immunity 30 (Fortitude Effects) 30 pointsSKILLS ABILITIES 74 SKILLS 18 19Close Combat: Unarmed 3 (+11), Insight 6 (+12), Intimidation 12 POWERS 115 DEFENSES 237(+13), Ranged Combat: Energy Beams 3 (+5), Technology 12 (+22) ADVANTAGES 11 TOTALADVANTAGES COMPLICATIONSAccurate Attack, Assessment, Eidetic Memory, Power Attack, Inhuman: Lacking both living physiology and humanPrecise Attack (Ranged, Cover), Ranged Attack 6 emotions.OFFENSE Machine: Vulnerable to certain effects like electricity, magnetism, and so forth.Energy Beams +11Unarmed +11 INITIATIVE +0 Similarly, Robots often lair in places dangerous or lethal Ranged, Damage 15 for organic beings, such as radioactive or toxic sites, mak- Close, Damage 15 ing it more difficult for heroes to locate and reach them. Offense: Init +3, Unarmed +7 (Close, Damage 5). Perhaps the entire exercise is an effort to get the heroes to do just that, forcing them to violate interna-Of course, the Overlord is looking for just the right mo- tional law and become vigilantes while the Overlord re-ment to double-cross the heroes, either betraying them veals the foe they think they captured and punished wasto their common foe in exchange for some consider- nothing but a decoy or doppelganger. Offense: Init +0, Attack +2 STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT 4 AWE 1 PRE 0 (Close, Damage 10). The villain often scheme and gives them the opportunity to take action.has various minions to do his dirty work, including defend-ing the Overlords lair and keeping the heroes busy. For eventive, Set-up, Taunt. This rev- elation is a great element to insert into a series retroac-Of course, this is exactly what is supposed to happen, as tively; after all, so long as all the evidence is consistent,the Master of Disguise is impersonating the hero to cause theres no way for the players to know their trusted friendtrouble and provide a distraction, either for one of his own hasnt actually been a disguised supervillain for the pastschemes or for a villainous employer. rescue these innocent people and what to do with them once they have. Mutants & Masterminds Third Edition and DC Adventures RPG: Free Downloads This file presents an index, automatically generated by our server, of all the free downloads available for fans of the third edition of the Mutants & Mastermindssuperhero RPG and the DC AdventuresRPG, including printable character sheets. The GM sets any limitations on the Mimics powerin accordance with the villains concept and the needs of However, a Scavenger could also collect the residue leftthe adventure. The Mystic Passage spell of the archetypes Magic array is sufficient to permit theRituals are a Sorcerers doomsday machines and infernal Sorcerer to go virtually anywhere in the blink of an eye,devices; defeating an evil Sorcerer is often a matter of pre- although limited to places the villain knows fairly well.venting the villain from acquiring the necessary elementsfor a ritual, or stopping a ritual before it is complete and This power allows the villain to escape earlier confronta-unleashes whatever corrupt magical powers the villain tions with the heroes leading up to the final encounter,wishes to call upon. to play the role. Core books and new releases for Mutants & Masterminds, Third Edition are below. The fights could offer valuable information to certain School of Shadows how to fight, how to obey ordersparties, perhaps even allow a mimicking villain to copy the and, worst of all, how to work as an actual team. (Permanent, Innate), Protection 2, Senses 4 (Low-light Vision, Acute Smell, Track, Ultra-hearing). Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. Since Vampires have limited mobility dur- Vampires Drain attack. Maybe the Imp transforms intoJUST LIKE MAGIC something the heroes can fight, such as a creature, giant robot, or fighter plane, and gives them a fair shot. Add In a superhero setting, a robot may actually be an ar-the Morph effect to the archetypes powers, and any skills tificial construct given animation and intelligence byDELUXE GAME MASTERS GUIDE 133MUTANTS & MASTERMINDS means other than technology. The Sorcerer able to overcome the heroes with ease; either increasewants them to find and recover certain mystical artifacts, the archetypes power level to 20 (improving all PL-limitedwhich are the key components of a grand ritual that will traits accordingly) or simply make the villain a PL X plotbring the villain unlimited power and mastery over reality. This archetype suffices for most spe- cies of bear. Skills:STR * STA 0 AGL 3 DEX 2 FGT 0 INT AWE 0 PRE Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2),Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Expertise: Pop Culture 2 (+2). Theyto say, Unlimited Mimics grow exponentially in power as pick up discarded powers to add to their arsenal and usethey gather subjects, unless there is something that re- them against the heroes. For example, a villain who Revenge-obsessed Psychos tend to want more than just tosnaps over an international crossword puzzle competition kill the target of their revenge; they want their vengeanceor the like might become Mr. It can getthe story and loses them by the end. Indian el- Parry 6, Fortitude 6, Toughness 6, Will 3. It might need thecal information, but that does not have to be the case. Add appropriate effects for particular types of insects, such as Flight (Winged) for flying insects,Powers: Feature 1 (bright glow), Flight 4 (30 MPH), Illusion 5 Affliction or Weaken effects for venomous insects, and(Affects All Senses), Shrinking 8. Totals: Abilities 18 + Powers (Close, Damage 12). Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. Esoteric or mad math could grant a villain power over probability or even the foundational building blocks of reality itself! in ways that practically ensure their defeat (and racks up the hero point awards). This makes the Mimic a sort. Totals: Abilities 18 + Powers 50 + Advantages 3 + Skills 7 TULPA PL7 MR5(14 ranks) + Defenses 9 = 87 points. Totals: Abilities 16 + Powers Powers: Strength-based Damage 1 (Bite), Growth 10 23 + Advantages 0 + Skills 0 + Defenses 10 = Total 17 points. exercise the mental discipline needed to keep their new powers in check. Rather thanrules of the Imps game (or trickery involving said rules). Offense: Init +4, Bite +6 from the dawn of life on Earth, an alien visitor, or demonic (Close, Damage 3). Only after the goodDELUXE GAME MASTERS GUIDE 117MUTANTS & MASTERMINDS guys realize theyve been hoodwinked do they discover For a twist on this scenario, the villain might not be im-evidence (a discarded mask or the unconscious form of personating the characters heroic persona, but his secretthe real person) that the villain is long gone. A Tainted Mimic that duplicates powers an alien super-gladiator. Animals 2 (Low-light Vision, Acute Smell). Totals: Abilities 12 + Powers 5 + Advantages 0 + Skills 2 (4 ranks) + Defenses 6ELEPHANT PL8 MR2 = 25 points. They are seeking new ways to un- an ape able to disguise itself as a human.derstand and control life, perhaps improving it, even tothe point of conquering death! sizes, dragons, goblins, ghosts, and undead such as skel- etons and zombies. I also removed the character portrait part because usually you need the space for more powers, and you can always draw the character on a separate . party early, by killing all of the guests!In either case, the final confrontation often consists of dif- OH, WERE ALL MAD HEREferent cunningly designed traps and minions to keep theheroes busy. This is sometimes played weapons or learn a new alternate power, always keepingfor laughs but other times represents a serious challenge heroes on their toes. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Share. For or possess oddly specific scientific expertise relevant to amany, villainy is a strict 9-to-5 day job. The pearance). These Nobodies have the same sorts of powers, previously tormented him and forcing them to groveljust without the Removable modifier (and with a corre- and beg for their lives. If tainting a reservoir or processing plant) or even in the airthe final confrontation takes place somewhere potentially over the city via balloon or plane.dangerous (in a factory, atop a moving train, etc. 2 (+2). We hope you find it useful. inga chemical compound that induces madness. If youre inflection of their own obsession with vengeance or justice. body (as described for the Evolved Mastermind), some alien villains from advanced species and civilizations haveSome Masterminds have little outward sign of their mental Mastermind qualities: an enlarged head or brain and ex-superiority, looking like ordinary people, while others have traordinary psionic powers. Advantages: Artificer, Equipment 1, Extraordinary 4 (+4), Insight 3 (+3), Persuasion 4 (+4). Imaginea villain with a camera that really does capturepeoples souls, allowing him to control themthrough their photograph!MINION MASTERRather than directly controlling the heroes ortheir allies, the Minion Master is a Puppeteerwith legions of loyal or mind-controlledminions. Polar bears have +1 Str and Environmental Adaptation (Cold).142 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAT PL3 MR1 HAWK PL4 MR3STR 4 STA 2 AGL 3 DEX 2 FGT 2 INT 4 AWE 1 PRE 2 STR 2 STA 0 AGL 3 DEX 0 FGT 3 INT 4 AWE 2 PRE 0Powers: Shrinking 8 (Permanent, Innate), Senses 1 (Low-light Powers: Flight 4 (30 MPH; Wings), Senses 2 (Extended Vision,Vision). To add insult to injury,the villain might also seize control of the mindsof the populace, remove the heroes powers, orboth. Editable Character Sheet PDF. A Vampire with this talisman would location. Whatever the source of the power, itis, for all intents and purposes, limitless (with possibly oneexception, see One Weakness, following).CMON, LETS PLAY!Looking for entertainment, the Imp is more prone thanmost antagonists toward playing games, often childishor cruel (or both), such as high-powered versions of hide-and-seek, scavenger hunts, tag, checkers (perhaps playedwith buildings or landmarks, or living pieces), or varioussports or board games. Defenses: Dodge 0, Parry 0, Fortitude Powers: Growth 2 (Permanent, Innate), Protection 4, Senses 9, Toughness 9, Will 6. Mimicking multiple subjects often the most efficient mannerresults in a strange composite appearance for the Mimic. Likewise, the Nobody could have come of turning thought into reality or granting wishes, or mayby the Item in any number of ways. Offense: Init +2, Unarmed +3 (Close, Damage 2). Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. 28 + Advantages 2 + Skills 4 + Defenses 15 = Total 71 points. This is just a villain doing his homework, unless to try and convince foes to look the other way, distractingyou truly didnt take a Sense effect into account and do them long enough for a getaway.not want to let the hero spoil things by revealing the vil-lain prematurely, in which case a hero point award for the If that doesnt work, then ideally the villain prefers to getplayer is fair. OFFENSE Manipulative: Sees people as objects to manipulate. Eventhose who prefer a directconfrontation are likely totake advantage of a vulnerableopponent. villains Mental Blast, or become subject to Mind Control, turning against the other heroes.120 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS down the fugitives! The collection of items can be a series of short en- power from each, but at the cost of surrendering his soulcounters or even whole adventures of their own, with he- to them once the day was done. lectual and scientific accomplish- ments is being honored by theTACTICS city or a national organization. Eventually, sheThe Vampire as presented is a somewhat low-powered foe goes to join her new lord and master so he may completefor a group of superheroes, unless the characters are PL 8 her transformation. TRANSFORMATION Although in many legends only those slain by a vampire will become one, in the comics, vampires often pos- sess the ability to slowly trans- form victims into Vampires over time. The following are some classic bits associated with thePOWER SOURCE Jumped-Up Nobody villain archetype:Some Jumped-Up Nobodies dont gain their power from SHOWS OF POWERan item, but from another outside source. pensate in various ways, such as combining the traits ofSimilarly, a Scavenger might even collect traits from two or more subjects to reduce or eliminate a particulardeceased subjects in some fashion, either like a Vampire weakness; if one subjects Protection is overcome by aMimic (previously) or a grave robber. Like the witches and sorceresses ofmulae to cast spells and rituals, although the character legend, she often has a penchant for enchanting men ormay be so powerful as to possess the legendary Stone transforming them into her bestial servants.and its abilities. Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. can give the student untold powers: invisibility, immor- tality, the ability to kill with a mere touch, and more. Offense: Init +3, Powers: Damage 1 (Bite; Strength-Based), Senses 4 (Acute Unarmed +4 (Close, Damage 1). Some possibilities to consider: Chemistry: Great for brewing up all sorts of concoctions, from acids to wonder drugs, indestructible polymers and adhesives, or chemically created life forms (living embodiments of the periodic table of elements are a popular op- tion). The villain can prepare coun- ponents, the Master of Disguise tends toward the bettertermeasures, from special layered materials to chemical part of valor when it comes to superhumans, opting tosprays to mind-shielding devices, to fool or defeat heroes retreat when discovered. Skills: Athletics 3 (+5), Stealth 1 (+13). Next Page. Low-light Vision), Shrinking 8 (Permanent, Innate). Each crime is carefullyon their obsessions, such as a sci-fi obsessed Psycho who has planned, providing the heroes with a suitable distractioncobbled together some robots, or a toy-obsessed one with and the kidnappers with an escape route. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. The Horsemen of Apocalypse. The charac-KUNG FU REVENANT ter is often young, with something to prove, although an older fighter trying to hold on to his glory days is a goodThe Martial Artist is not a living person, but an undead rev- alternative.enant returned from the grave! A minor alchemist who stumbles uponthe Philosophers Stone is more of a Jumped-Up Nobody UNDEAD SORCERERarchetype, but a masterful alchemist is easily the equal ofa full-fledged Sorcerer. Some Mimics do ever is necessary for it to duplicate a targets traits, thenthis deliberately, to further confuse opponents aboutwho is the genuine article or even to replace a subject and uses them against its foes inimpersonate them. and tell them they need to meet this latest challenge! metal menace intends to reproduce the diseases and then release an amount sufficient to wipe out all human life onKILL ALL HUMANS! It doesn't auto-fill anything so you'll still have to do the math. Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. In essence, the villain ence, so the other players cant tell the dif-can pull off a near-perfect ference quite so easily.deception, circumventingdiscovery due to gaps in The classic way the good guys figure outknowledge, at least so long the truth is the real heros willingness to sac-as the victim fails to resist rifice for the greater good, and knowledgethe mental effect. Therefore, he takes it upon himself toHalloween), or confronting the Imp with some intangible become their hero coach and provide them with all sortsquality, such as love, hope, fear, or the like. Theyre often coldly professional, claiming theres masters.nothing personal in their missions of mayhem. These geniuses may become the heads of top-secretsuperhuman powers, or a physicist seeking the secrets of research organizations, black science laboratories, gov-the universes creation (even if it means its destruction as ernment projects, or even presidents or CEOs of majorwell). Perhaps actual devices for controlling or affecting time. Just when the heroes have won and think themore experienced or established heroes, leading to a universe is saved, the Overlord reveals it was all a largergroup of novices coming together to help them (and per- scheme to get the bigger threat out of the way and securehaps avenge and replace them, if the Overlord has killed power!the captives or rendered them powerless). In the final match-up, the villain has to relyown voices, and tend to rant or ramble at the slightest more on his own abilities.opportunity. Hes likewise highlysomething if theres a reason than just pulling out new resistant to mental assault and immune to mere mortalpowers at random. Illusionistalthough capable of act- villains often rely on psychological attacks, particularly ifing through Telekinesis. Advantages: Benefit 1 (Athletics based on Agility). Sort: [Newest first] [Oldest first] [Alphabetical]. And if there is one weakness, its always a pretty face. sidekick. Social Share. The Dragon's Trove will be happy to sell high end RPG products for you. until circumstances force him into the ring to earn money or protect a loved one from criminal elements. points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. Some Skill Mimics are limitedto physical skills, others to mental or knowledge skills, VAMPIRE MIMICwhile some can do both. The heroes learn of an undergroundA sudden flood of black-market mad-science devices is auction and look to break it up, but have to deal with theresponsible for a crime-wave in the city.
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