mutants and masterminds 3e pdf trove

You're Reading a Free Preview Page 30 is not shown in this preview. A revenant may also represent other types of unliving Martial Artists, like statues imbued with a semblance ofMartial Artists are built for combat, and may be capable of life and considerable fighting skill, or even kung-fu ro-taking on superhuman foes with the right planning and bots programmed with the hand-to-hand styles of oldtactics. points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. A gift from a mad scientist? inga chemical compound that induces madness. and may also setup particular encoun-ters to test the heroescapabilities in variousways. AllMad Scientists tend to be behind-the-scenes bad of this pomp and circumstanceguys, troubling the heroes with the spawn surrounding such an obviousof their fevered intellects while intellectual inferior enrages thethey watch from afar in their hid- Mad Scientist, who swears toden labs. Discover the best professional documents and content resources in AnyFlip Document Base. Alternately, the villain may wear a high-tech to fruition and they are often patient enough to even waitbattlesuit of some type, like the Armored Overlord (fol- out years in prison. Lack of gratitude might well turn the Imp away from helpingTACTICS and back to just causing trouble, not that the heroes will be able to tell the difference.Imps do not have a lot of use for tactics beyond thissounds like fun!The Imp usually has enough power to do CHALLENGE OF THE CHAMPIONSjust about anything, so the tactic of choice is usually theone that makes things the most difficult for the heroes The Imp takes the role of referee in a contest (or series ofbut also gives them the opportunity to show what theyre contests) between two or more teams of superhumans.made of. Auto Flip. The villain cut dealscastles to remote Asian monasteries or South American with two different demon-lords, gaining virtually untoldruins. Totals: Defenses 3 = Total 10 points. Typically the villain is an older AsianA few are motivated by sheer lust for power or knowledge, scholar or scientist who styles himself after the mandarins,no matter the consequences. For an added complication for theing the daylight hours, they tend to remain fairly close to heroes, thralls can be supporting characters connectedtheir lair, so they can return to it before the sun rises. (Its of malevolent intelligences of their own. After a series ofmight be maliciously messing with the do-gooders by incidents that make everyone doubt their sanity, the Impshowing them up and making them look bad in public. and discuss anything else, from sports to the local gossip.COLD OPEN Most workaday Jobbers have shockingly mundane concerns, like how to pay for healthcare, save forA recurring narrative device in comics is to open with retirement, or get their kids to respect them, and invariablythe heroes already engaging a minor threat such as a turn to villainy to solve these problems.criminal gang caught mid-heist. Offense: Init Innate), Swimming 6 (30 MPH). sidekick. Mimics able to copy all powers tend to be ei-much overlap between them. +6, Mind Lash +7 (Close, Damage 7; Will Resists), Unarmed +7Jinx faeries are withdrawn and grumpy, and cause bad (Close, Damage 2). More a colorful character than a dangerous criminal, her loss leavesEven when they arent minions, Jobbers often flock the hero community and local news feeling awkwardlytogether for strength in numbers against a citys heroes. In some cases,and notice the deception: X-ray vision to see through a particularly in the midst of an adventure, you might wantmask, Scent for noticing the villain is not who he appears, to consider it a complication, especially if the good guysor abilities such as Mind Reading for sensing the thoughts dont get an Insight or Perception check to discover thebehind the guise. Powers: Strength-based Damage 1 (Beak), Flight 3 (16 MPH; This archetype is a slithering blob of acidic ooze. Offense: Init +2, Attack +3 (Close, Damage 3). Advantages: Benefit 1 (Athletics based on Agility). Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! the good guys to come up with some clever plan to out- trick the trickster.COSMIC BRAT YOUR NEW BEST FRIEND!The most common type of Imp is the bothersome pestwho just wont leave and who is far too powerful for the Sometimes an Imp means well, even if things do not workhero to get rid of any way other than according to the out that way for the object of its attentions. Some vil-Totals: Abilities 20 + Powers 33 + Advantages 1 + Skills 11 + lains may specifically grant them other powers; by adding Immunity to Fortitude Effects, you can easily create roboticDefenses 7 = Total 72 points. Attack effects such as various kinds of Damage or Move Object (usableThe default archetype assumes a villainous character, for throwing around massive objects, or hitting heroesbut some Jumped-Up Nobodies are actually average or with them) are good choices.DELUXE GAME MASTERS GUIDE 107MUTANTS & MASTERMINDS JUMPED-UP NOBODY PL12 STR STA AGL DEX FGT INT AWE PRE 00000100 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 or other effect Item of Power: 135 points, Removable (27 points) 108 points Energy Blast +6 Ranged, Burst Area Damage 12 Amazing Confidence: Enhanced Advantages 5 (Beginners Energy Burst Luck, Ranged Attack 6); Enhanced Defenses 18 (Dodge 6, Parry 6, Fortitude 6) 25 points DEFENSE 6 FORTITUDE 6 Energy Mastery: Array (36 points) Energy Blast: Ranged Damage 18 36 points DODGE 6 TOUGHNESS 18/0* Energy Burst: Burst Area Ranged Damage 12 1 point PARRY Energy Bonds: Perception Ranged Cumulative Affliction 9 WILL 12 *Without Protection bonus (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Resisted by Dodge, Limited POWER POINTS Degree 1 point Transmutation: Ranged Transform 6 (50 lbs. The with them, perhaps even other heroes who have fallenfirst sign an investigator gets of a Vampire moving into an under the Vampires sway.area may be the acquisition of a suitable lair there, a taskusually entrusted to one of the Vampires thralls. This can range fromstaged crimes to phony tests forscientific research or exhibitionsfor charity or the like. At the extreme level, it may be ansuch advance, an artificial intelligence lacking in morality, Artificial Mimic (see the Mimic archetype for details).coldly devoted to the domination or even exterminationof humanity. Robots typically have formidable physical and The villain is an evil or amoral artificial intelligence that ex-intellectual capabilities and a vast array of technological ists as software running on a computer, rather than in a spe-weapons and devices at their command. Defenses: Dodge 6, Parry 6, (+8). 19 Time (and timepieces): Brilliant split-second timing, devices based on clock-faces, hands (making pointed weapons), springs, clockworks, ticking bombs, etc. Heavier work-dog is loyal and easily trained. The Item often imprints on itswielder such that no one else can use it. Sorcerers are often vulnerable to certain holy rituals andSome Sorcerers are ancient menaces, their lives unnatu- relics.rally sustained by their sinister arts. For more information, please see our For a deeper mys- only expanding as the number of victims under his swaytery, the villain could control the characters without their increases. Perhaps the cap- The Overlord petitions the United Nations for recognitiontives are brought back to the villains lair so they can be as the head of a sovereign nation: either because the vil-brainwashed into an invincible superhuman army, or their lain really does rule some corner of the world, or perhapspowers can be copied into an artificial Mimic (see the as a representative of a people (a good approach for theMimic archetype) or transferred to the Overlord himself, Meta-Supremacist), or simply on the basis of the Over-making him virtually unstoppable. The good guys in the waking world have to tracka hero-fight, as another team aids the police in tracking down the villain somehow, without succumbing to their own fatigue and falling asleep as well.MIMICSometimes, imitation is the sincerest form of villainy. 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. 14 Occult: Mystical, occult, or Satanic paraphernalia and trappings, often delusions of supernatural pow- ers or possession by demonic entities (or is it a delusion?) behind by certain powers, either by means of a device122 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESor power, allowing the villain to duplicate the effect. A Tainted Mimic that duplicates powers an alien super-gladiator. Now the heroes are left in the clutchescases, he has a clear-cut alibi, being away on a mission or of the villains deathtrap while their foes go on an unre-the like. They have to stop the Robotto prevent the release of the pathogens into the general from releasing the bio-weapons, without doing so acci-environment, and steps are being taken to sterilize the fa- dentally themselves. A few Psychos have non-human minions based public venues or on live television! 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. 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. Name Ideas: Butcher Bird, Con-dor, Dragonfly, Flying Fox, Kingfisher, Pinfeather, Rocketrix 20 points Energy Projection with energy blast (Ranged Damage 8), stun blast (alternate; Ranged Affliction 8, Resisted by Fortitude; Dazed, Stunned, Incapacitated), Energy Wall (alternate; Create 8), Blast Off (alternate; Leaping 5), and 2-3 energy battery (Immunity 10 [one energy type]); Name Ideas: Combustor, Lighter, Living Frost, Master Ohm, Mr. If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. Offense: Init 0, Grab, Improved Initiative. Naturally, it also works as a Groom of thegal authorities to provide protection. Defenses: Dodge 7, Parry 6, Grab. The de- mon-lords will use the slight offered by the others pact toEventually, their task complete, the heroes are summoned engage in a struggle that will devastate the earthly plane,into the Sorcerers presence, giving them the opportunity unless the heroes can exercise something akin to the wis-to pull a double-cross (perhaps substituting fakes for the dom of Solomon to prevent it!real talismans) or arrange a distraction while they or theirVAMPIREThe Vampire is a common villain in folk legend. Trickster faeries are Toughness 8, Will . 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. STR 8 STA 8 AGL 1 DEX 2 FGT 4 INT 5 AWE 1 PRE 4 HERD ANIMAL PL3 MR1 Powers: Growth 8 (Permanent, Innate), Senses 1 (Low-light Vision), Swimming 4. The Nobodys weaknesseshero point for it. Name Ideas: Adonis, Bloody Mary, Chiaroscuro, Figment, Mirror Miser, Refractor, Shadowplay 40 points Poison with venom (Weaken Stamina 8, Resisted by Fortitude; Accurate), hallucinogenic poison (alternate; Af- fliction 8, Resisted by Fortitude; Dazed, Compelled, Controlled; Accurate), paralytic poison (alternate; Affliction 8, 1011 Resisted by Fortitude; Dazed, Stunned, Paralyzed; Accurate), poison spray (alternate; Line Area Weaken Stamina 4, Resisted by Fortitude), and sneaky (Enhanced Stealth 10, Movement 1 [slithering or wall-crawling 2]). Some Imps are deadly serious about this, looking trickster gods and spirits who use cunning and guile tofor ways to humiliate or even destroy their chosen oppo- get into and out of a lot of trouble. This is a -1 cost per rank flaw and, if its ap- particularly gruesome and dangerous foes.plied to the villainous Mimics power, looks like this: NEMESIS Mimic: Variable 20 (100 points), Continuous, Move Action, The Nemesis is a kind of Mimic who, rather than using the LimitTainted Mimicry (Acquires subjects complications heroes own powers against them, has the traits necessary and weaknesses as well as their traits) 160 points to counter their powers, replacing the Mimic power with a Variable effect called Nemesis. Skills: Acrobatics 2 (+8), Deception 8 (+8), bigger creatures, add ranks of Growth. The guys against each other. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). Mutants & Masterminds Supernatural Supernatural Handbook. Mutants & Masterminds - Marvel Files Uploaded by Pedro Neves Copyright: Attribution Non-Commercial (BY-NC) Available Formats Download as PDF, TXT or read online from Scribd Flag for inappropriate content Download now of 117 MARVEL FILES MDSnowmans fABSORBING MAN COMBAT: Attack +11 [Unarmed +17, Ball & Chain +17; 18-20 Crit; 15ft.] This from a far-future period, but parallel realities are also a possibility.124 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMETA-SUPREMACIST ting, then a Meta-Supremacist villain may arise to defend them by conquering humanity!Every Overlord comes with a massive ego and a belief in hisor her own superiority, but the Meta-Supremacist believes Some Meta-Supremacists have the power-sets of the El-in the superior nature of an entire class of beings, of which emental or Mastermind archetypes rather than the onethe villain is the ultimate example, of course. theres always the possibility of a Visual Area Affliction with a control effect.CAPERSCapers involving the Jumped-Up Nobody might includethe following:ILL SHOW THEM!With the power he now wields, the Jumped-UpNobody goes after a hit list of everybodywho ever crossed him, and its a long list.The heroes first encounter with the vil-lain is when panicked calls for help comefrom the people threatened by his ven-detta (directly or indirectly). 1 General. CHECK THIS OUTCANT TOUCH ME Jobbers have a tendency to reinvent themselves along their theme, returning with new skills, new advantages,While Jobbers are generally considered a joke, most different minions, or changes to their powers. Then an important female supporting char-have just as much ego and lack of empathy as their maker, acter goes missing, abducted in public by the Robot or itsdeciding they are superior by virtue of being later models. tation of their powers.POD PUPPETEER SOCIAL PUPPETEERRather than controlling victims, the Pod Puppeteer re- Similar to the Seductive Puppeteer, the Social Puppeteerplaces them with exact duplicates under its control. of beating him (or even affecting him) each and every time.So an Unlimited Mimic might be able to duplicate an SCAVENGERendless number of powers, for example, possibly eventhe powers of every superhuman in existence! Skills: Perception 6 (+9). This archetype is a giant version of the normally innocu-The dragon may have a different descriptor to its breath ous insect-eating plant, a popular minion for plant-con-weapon than fire, perhaps even a Variable Descriptor, al- trolling villains. 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. 0). Some classic elements associated with the Mad Scientist include:A sub-type of the Monster-Maker is the Robot-Builder,who creates new life out of steel, silicon, and plastic. A few manage to fit into the business worlda geneticist obsessed with the creation of new life versus and climb the corporate ladder, perhaps even to the verya chemist looking to perfect a wonder drug to grant top. Im looking for mutants and masterminds 3e books. Parry 7, Fortitude 2, Toughness 0, Will 2. The Horsemen of Apocalypse. Elemental archetypes.In keeping with their imitative style, Mimic villains in the ARTIFICIAL MIMICcomics are often artificial beingssuch as androids orcloneswith little or no life experience, or aliens with An Artificial Mimic is not a living being, but a constructno real understanding of human life or culture save what such as an android, robot, or even magical golem of somethey absorb through imitation. The teams could be the classic heroes versus villains or various superhero teams competing, mixed groups ofCAPERS heroes and villains, the heroes versus heroines, adults versus teens, or anything else that catches the Imps fancy.Adventures involving an Imp may include the following: Perhaps the teams even vary from one contest to the next. Defenses: Dodge 7, Parry 5, Fortitude 2, Toughness 2, Will 2. Defenses: Dodge 5, Parry 5, Fortitude 7, Toughness 7, Will5. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. THEMESPhysically, Puppeteers are little threat, but heroes rarelyconfront them directly, dealing instead with their various Puppeteer themes revolve around how the villain controlspawns and schemes. These are not account- in at 1,200 pounds. For a giant shark, add Growth to the desired level and alter the sharks abilities appropriately. After a number of failed checks, the victim irrevocably becomes one of the undead. Vampire Mimics do not just copy powers; they steal them!TAINTED MIMIC In addition to the Mimic power, the villain has a long- lasting Nullify effect against the powers it copies. On the other hand, theaction. Deluxe Gamemasters Guide MM - 3rd edition Keywords: Deluxe Gamemasters Guide MM - 3rd edition,Mutants and Masterminds . Reduce Growthand (Permanent, Innate), Insubstantial 1 (Permanent, Innate),therefore Strength, Stamina, and related traitsby 2 ranks. Deluxe Gamemasters Guide MM - 3rd edition. Eventually, the Mimic will have copiedstrengthto do things their individual subjects cannot. Superiority: The Mentalist is better than lesser minds. SKILLS Expertise (Choose One) 4 (+13), Insight 10 (+18), Intimidation 8 (+10), Investigation 6 (+15), Perception 7 (+15), Persuasion 8 (+10), Ranged Combat: Telekinetic Blast 9 (+9) ADVANTAGES The process of resisting the Masterminds Mind Control Affliction can reflect this kind of struggle. Different themes allow for traits, but not deviant powers possessed by individuals ofa wide range of different Mimics in a setting without too a species. It is this obsession that leads the Psycho into a challenge of this new game and transferring some of hiscareer in supervillainy rather than just being a run-of-the- desire for revenge to the heroes who defeat him (but notmill criminal. 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. 5 comments. Offense: Init +1, Dagger +4 (Close, Damage 2), Pistol +4 (Ranged, Damage 3), Unarmed +1 (Close, Damage 2). tially it truly believes it is the hero it appears to be, butIn either case, the more the good guys fight the Mimic and what happens when its real memories begin surfacing, orshow off their abilities, the more their opponent learns the impersonation imposes too much mental strain? The typi- tra effort to develop other power stunts, perhaps includ-cal Puppeteer has Mind Control powers of some sort, of- ing a devastating Area Damage effect resisted by Will orten far-reaching. Most have additional skills to help them blend into society until called upon. Low-light Vision), Shrinking 8 (Permanent, Innate). tire world into a graveyard they can control.ALCHEMIST SEDUCTIVE SORCERESSThe alchemist works with mystical forces of transmutation The Seductive Sorceress matches sinful beauty with ar-and transformation, seeking mastery of the primal ele- cane power, often using her magic to sustain her youth-ments and the perfection of the legendary Philosophers ful good looks and enhance her considerable charms.Stone, a talisman able to transmute and control the ele- Although the Sorceress often uses seduction to get herments and grant immortality. Even in the case of a doppelganger possess-Perhaps the villain has a ing superior knowledge, the former methodform of mental mimicry usually works. Insight 4 (+4), Persuasion 4 (+5), Ranged Combat: Guns 1 Their shadow magic animates darkness to attack on their (+1). Skills: Athletics 3 (+5), Stealth 1 (+13). However, it requires some sort of activator, such as a binary compound released inITS MY PARTY a spray or aerosol to match the one in the water supply, or some sort of broadcast signal that triggers the latentThe Psycho begins a series of kidnappings, snatching chemical in the system. They select their targets, environments, or eventime of day based on what provides an advantageespecially those with movement powers. Defenses: Dodge 0, Parry 0, Fortitude Powers: Growth 2 (Permanent, Innate), Protection 4, Senses 9, Toughness 9, Will 6. Editable Character Sheet PDF. The lockdown has managed from later in this chapter.) SECRETS OF THE MASTERSNote that the archetype as written can have up to an The already formidable Martial Artist begins searchingadditional +2 Damage bonus (from weapons or other for a legendary scroll from a lost temple. Psychology: The science of the mind might produce methods of brainwashing, psychological prediction or profil- ing, or base-level reprogramming (through means like neurolinguistics, for example). Mad Scientist feels threatened by a similar invention in the same field, such as parallel development (or evenSome Sinister Simians have innate powers other than just improvement) of the breakthrough signature technology.their intellect, ranging from mental powers or mystical Similarly, others may steal the villains technology, provid-abilities (perhaps associated with some mythologicalDELUXE GAME MASTERS GUIDE 111MUTANTS & MASTERMINDS ing a clue for astute heroes and also provoking the villains some new invention on the heroes, or else orders loyal as-wrath when the theft is discovered! Often the undead state is merely136 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESa steppingstone toward an eventual goal of apotheo-sisthe achievement of virtual godhoodeven if thewhole world must be sacrificed on the altar of theSorcerers ambition.NAME IDEASArcanix, Eidolon, Infernus, Magus, Mor-gan, Umbrus, often with a title likeDoctor or Master in front of it formen and Lady or Madame in frontof it for women. Defenses: Dodge 4, Parry 4, Smell, Low-light Vision, Tracking, Ultra-hearing). Deception 8 (+13), Expertise: Magic 6 (+7), Insight 8 (+10). STR 2, STA 4, AGL 2, DEX 2, FGT 2, INT 4, AWE 1, PRE 2 CULT ACOLYTE PL1 MR1 Powers: Shadow Magic Array (Ranged Damage 6 [Icy Shadows], Ranged Affliction 6 [Paralyzing Fear; Hindered, Immobile, STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0 Paralyzed; Resisted by Will], Teleport 3 [250 feet; Extended Equipment: Dagger (Damage 1). Those who lead minions usually havefeel free to select two different themes to provide more higher ranks of the Intimidate skill.interesting power options and increased mobility, such asa stilt-themed villain whose powersuit also provides them Multiple Jobbersoften with complimentary powerswith super strength, or an aerialist who throws trick feath- may even serve the same master and provide a potenters that explode or entangle targets. zoologist, or for anything with a lot of knowledge about a particular subject, such as a professor.WOLF PL3 MR2 CULTISTS STR 2 STA 2 AGL 2 DEX 0 FGT 3 INT 4 AWE 2 PRE 2 Powers: Senses 3 (Acute Smell, Low-light Vision, Tracking). Offense: Init +0, Effort, Ritualist, Trance. He might mean well, sincerely wanting to help coming to life; inanimate objects talking to people andhis idols (the heroes) but hes too impatient to wait around developing temperamental personalities, and so forth.for actual things to happen. A clock-themed Jobber may not be able to do multiplication in NAME IDEAShis head but can track and predict timing within a tenthof a second, while a Jobber with a freeze ray may build See the individual elements on the Jobber Themes table.it herself but otherwise be unable to change her ownoil or set the clock on her microwave. The good guys hear that all the timeLight Pistol +11 Ranged, Damage 3 and turn criminals and victims over without question.Unarmed +11 Close, Damage 2 Only with the Master of Disguise, they can later discover theyve been tricked, and the bad guy they thought theyHOW DID YOU KNOW IT WASNT ME? were handing over to authorities has actually escaped!Sometimes a Master of Disguise is foiled by a hero with Used sparingly, this provides the villain with an excellentthe right Senses effect to penetrate the villains disguise opportunity to pull one over on the heroes. Aas slightly glowing eyes, a plastic sheen, or a completely small giant robot (no more than Growth 6-7) may be aexpressionless facebut under most circumstances, the master villain or lieutenant. Of course, it may then be a matter of fulfilling that causes for them while trying to figure out how to separatecondition, but smart heroes can often exploit loopholes in the Imp from the new ideas guy so they can deal withthe requirement to get the cosmic pest to go away. out of sight long enough to change appearance again, either blending into a crowd or (if thats not an option)QUESTION AUTHORITY looking like someone else known to be in the area long enough to get the heroes distracted and slip away onceThanks, heroes, well take it from here, says the police more. TACTICSThe Puppeteer provides a perfect excuse for the comic Puppeteers tend to be behind-the-scenes bad guys, usingbook classic of heroes fighting each other: the villain sim- their thralls to do their dirty work and take all the risks forply controls one or more heroes and sets them against the them, while they remain safely out of sight.

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mutants and masterminds 3e pdf trove