Defense: Dodge 8, Parry 7, Fortitude 4, Toughness 4, Will 6. Crimes based on or targeting toys.in style, the more elaborate a Psychos revenge schemes CLASSIC BITSnecessarily become. 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. Please share whatever you have that isn't on the list. The typical Jobber excels at something (see sider where this technology comes from: Is it a mystical ar-the Jobber Themes table), and applies that skill to criminal tifact they found? Not all demons are created equal, nor are theyall the same. Offense: Initrarely know when theyve gone too far with their pranks. 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.] 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. 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. Many aquatic supervillains rely on shark minions for pro- tection and offense, while tyrants and mad scientists may employ shark pools as traps to protect their layers. 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. In its place, they may have an- the Nobody needs to grow into, and most rarely get theother flaw, usually involving the temporary nature of their time for it.powers or a price they must eventually pay. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. For example, a Psycho obsessed withever, coupled with a particular obsession. Defenses: Dodge 8, Parry 6, Fortitude 5, hellspawn. shows up to explain how the physical world needed someEither way, they have to figure out how to get rid of him livening up. Incapable of fully understanding the dividebefore his grandstanding creates a real disaster! . PDF Secret Public - freeronin.com Totals: Abilities 6 + Powers 10 + Advantages 2 + Skills 5 + Defenses 8 = Total 31 points. Defenses: Dodge 6,This archetype represents the African elephant. : The Master of Disguise has identity issues from the ability to be almost anyone.OFFENSE INITIATIVE +6 suit and sunglasses. 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?) Or did they build it themselves?experienced villains. 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 example, the villain might change appearanceofficer, paramedic, or government official in the dark and then tell the pursuing heroes, He went that way! pointing down a corridor or dark alley. The Imp is make them look foolish.usually nigh omnipotent, making it that much harder forheroes to get rid of him (or simply punch his lights out, as In spite of their tremendous power, tricksters tend to bethey will no doubt be tempted to do). Some is taken down. Entire blocks vanished into the hellfire glow of the crevices while swaying tentacles the size of skyscrapers emerged from the ground to shatter buildings. Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. 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. Lastly, the Vampire might have min- ions that are other monsters, such as demons, gargoyles, golems (perhaps even a combination of reanimated corpses as a single flesh golem), skel- etons, werewolves, or zom- bies. Impervious Protection 2. Hes likewise highlysomething if theres a reason than just pulling out new resistant to mental assault and immune to mere mortalpowers at random. Trickster faeries are Toughness 8, Will . Mutants & Masterminds - Marvel Files | PDF | Nature - Scribd 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). Defense: Dodge 5, Parry 2, templates for similar types of characters in other situations.Fortitude 5, Toughness 5, Will 0. Mutants & Masterminds Deluxe Hero's HandbookThe World's Greatest Superhero RPG!Authors: Steve Kenson with Leon Chang, Seth Johnson, Jon Leitheusser, and Prof. Christopher McGlothlin, M.Ed.Format: 320 pages, full color, Hardback Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for . The archetype is a powerful example of the particularly great strength, regenerative abilities, and atype, and may even be based on an existing Vampire from need for human blood, but may lack some of the morelegend, such as Count Dracula, Elizabeth Bthory (the supernatural powers such as Insubstantial or Summon,Blood Countess of Hungary), or the Nosferatu from the along with some of the weaknesses such as holy symbolsfilm of the same name. true villain operating it from afar or within.Some Androids might not only look human, but have the MAGICAL CONSTRUCTcapability to change their outward appearance, a combina-tion of the Robot and Master of Disguise archetypes. Skills: Athletics 2 (+3), Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended Perception 4 (+5). DEATHTRAPS Overlords are particularly given to reward- ing their enemies with a showy and in- volved death, placing them in deathtraps that allow the villain time to gloat and explain their glorious plans to the only ones truly able to appreciate them before the end. Since Vampires have limited mobility dur- Vampires Drain attack. Then they must inves- thin ice, since the slightest thing can send the villain overtigate, figuring out the villains current plan and hideout the edge, and the heroes are running out of time beforebefore eventually confronting the Psycho, either at the the Psycho gets bored or angry and decides to end thesite of the next intended crime or at the villains lair. A variant of the Immortal Overlord is the Temporal Over-ARMORED OVERLORD lord, who may also be ageless, but appears throughout history due to the ability to move back and forth betweenA common archetype in the comics, the Armored Over- different eras. Skills: Perception 4 (+4), Stealth 4 Their touch inflicts agony to living minds. 0 + Skills 3 + Defenses 9 = Total 45 points.This archetype is a medium-sized flying dinosaur, al-though its wingspan is some 25 feet. greater plot-device-level threat. Cults have a strong recurring role as threats in the com- Advantages: Improved Trip. One unarmed fighter type is quite different: the criminal sumo wrestlerMartial Artist themes tend to revolve around the or sumotori. If you feel this sudden power develop- concerns like having to breathe.ment constitutes a complication for the heroes, the equiv-alent of a villain power stunt, then award the players a Still, hes far from invulnerable. exercise the mental discipline needed to keep their new powers in check. until the heroes cannot seem to catch a break. Skills: Perception 8 (+11). Instead, they are nigh-omnipotent nuisances for he does!But its not real!). (Permanent, Innate), Protection 2, Senses 4 (Low-light Vision, Acute Smell, Track, Ultra-hearing). Of course, the villain often has to attend to those plans for conquest or is called away by some- thing, leaving the heroes to their fate and giving them the opportunity to escape.DELUXE GAME MASTERS GUIDE 125MUTANTS & MASTERMINDS OVERLORD PL15 STR STA AGL DEX FGT INT AWE PRE 13 2 1 1 8 12 7 7 POWERS OFFENSE INITIATIVE +1 Ranged, Damage 15 Force Field: Protection 15, Impervious 10 25 points Power Blast +15 Close, Damage 13 Life Support: Immunity 10 (Life Support) 10 points Unarmed +15 Power Blast: Ranged Damage 15 30 points Propulsion: Flight 6 12 points DEFENSE 13 FORTITUDE 14 Sensory Enhancements: Senses 11 (Accurate and Extended 13 TOUGHNESS 17 DODGE 16 2 Radio (radar), Darkvision, Direction Sense, Distance Sense, PARRY Infravision, Radio, Time Sense) 11 points WILL SKILLS POWER POINTS Close Combat: Unarmed 7 (+15), Expertise (Choose One) 8 ABILITIES 102 SKILLS 14 (+20), Insight 8 (+15), Intimidation 8 (+15), Investigation 4 38 (+16), Perception 4 (+11), Persuasion 8 (+15), Ranged Combat: POWERS 88 DEFENSES 296 Power Blast 7 (+8), Technology 12 (+24), Vehicles 4 (+5) ADVANTAGES 33 TOTAL ADVANTAGES COMPLICATIONS Assessment, Equipment 20, Improvised Tools, Inventor, Ranged Attack 7, Second Chance (Insight checks), Skill Mastery Destined to Rule: The Overlord is obsessed with power and (Technology), Takedown rulership. Ideally, the heroes can fig-ure out a pattern to the attacks and anticipatewhere the villain will strike next, perhaps allow-ing them the opportunity to lay a trap.MASTER OF THE WORLD!Using the Item of Power, the Nobody transforms the he-roes home city into his personal fiefdom, with himselfas its supreme ruler. (Close, Damage 4). In some their archenemies! The vil- onry as well as a means of choosing crimes and leavinglains madness opened the door to a certain genius, how- clues for the heroes. The Acolyte, Initiate, and Adept represent the rank-and- file worshippers of a cult. The city might be surrounded byan impenetrable shield, or even transported off theearthly plane altogether. The (nowthwart the kidnappings or track the miss- mad) scientist intends to provideing scientists to the villains lair. Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). Those who call them dan- NAME IDEASgerous are short-sighted fools unable to see the value oftheir work. The villain may simply look different, having demon- almost universally hideous, desiccated corpses, althoughic features like red skin, horns, a forked tail, cloven hooves, some conceal their true nature beneath masks and heavy robes or spells of illusion. STR 0 STA 0 AGL 0 DEX 1 FGT 0 INT 4 AWE 1 PRE 0 Equipment: Camera, smartphone. 1.1 Main Page/Player. Offense: root itself and move about using its branches and roots. Shadow Council. 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. Otherwise, its up tofollowing. Privacy Policy. 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. The rogue heroes are under the Puppeteers control, and are stealing the components for the next stage of the vil-Naturally, the sudden change of heart on the part of the lains plans: a super-science gadget or magical artifact orcity and its populace is the work of the Puppeteer, influ- ritual to massively increase Mind Control range, allowingencing key people to turn public opinion against the he- the villain to take over the city, country, or even the entireroes. Perhaps more than one villain is interested inbe virtually indestructible, able to move about during the it, pitting the heroes against multiple foes and the badday and immune to the concerns of others of its kind. In spite of theExpertise: Nature 4 (+4), Stealth 0 (+14). The Add some minor mental powers on top of that (perhapsvictims are generally kept alive and unconscious, either with the Check Required flaw), and youve got a formi-to feed memories and life force to the duplicates, or as a dable foe.back-up in case a new duplicate is needed. For Scientists are specialists in their chosen field. Skills: Expertise: Current Events 2 (+6), Expertise: Pop Culture 2 (+6), Expertise: Science 6 (+10), Technology 6 (+10), Vehicles 2 (+3). Click to view in fullscreen Zoom In. In addition to its other traits, the Ar- tificial Mimic has Immunity 30 (Fortitude Effects).A Mimics power level is somewhat difficult to peg, beinghighly variable. Sorcerers often belong to a world minions to deal with bothersome pests such as superhe-of myth and magic now all but forgotten, and may seek roes. 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. Psycho obsessions can be almost anything, necessarily abandoning his original vendetta).but are often either whimsical or connected to the Psy-chos condition in some way. rescue these innocent people and what to do with them once they have. The ba-accident, literally in the mud at the characters feet (or in sic principles of the archetype still apply, but coming upthe trash, washed up on the beach, etc.). 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. They select their targets, environments, or eventime of day based on what provides an advantageespecially those with movement powers. While some appear as the bestial, horned Controlled), Strength-based Damage 3 (Claws), Flight 2 (8 MPH;monsters that immediately strike fear into those aroundthem, others look human at first glance. Powers: Flight 3 (16 MPH; Wings, Subtle), Senses 2 (Low-light Vision, Ultravision), Shrinking 8 (Permanent, Innate). The heroes not Scientist, his minions, and his customers in the process.MARTIAL ARTISTWhether a rogue ninja, master of unarmed combat, or a as part of their unlife, which can create this type of villain.peerless mercenary soldier, the Martial Artist is often an Simply add Immunity 30 (Fortitude Effects) to the arche-agent used to remove obstacles for a master villain or types powers, along with any other undead traits (such asorganization. GIANT INSECT PL6 MR1FAERIE, JINX PL4 MR4 STR 4 STA 4 AGL 1 DEX 1 FGT 3 INT AWE 0 PRE Powers: Growth 4 (Permanent, Innate), Movement 2 (Wall-STR -1, STA 3, AGL 3, DEX 1, FGT 2, INT 0, AWE 3, PRE 0 crawling 2), Protection 1, Senses 4 (Darkvision, Acute Smell,Powers: Luck Control 2 (Force a Re-roll, Negate Luck), Shrinking Tracking). Now both infernal pow-roes getting involved in local affairs or running into com- ers are coming to collect their due, and neither will bepetition for the talismans. We hope you find it useful. In some sources, undead suddenly Black Hand, Bloodsport, Golden Tiger, Shadow Dragon,seem to develop considerable hand-to-hand combat skills Steel Fist, Thunder Fist, White CraneDELUXE GAME MASTERS GUIDE 113MUTANTS & MASTERMINDS TACTICSCLASSIC BITSThe following are some classic bits associated with the The Martial Artist is a close-in fighter with plentyMartial Artist archetype: of tactical options, thanks to a full range of combat advantages. A the heroes figuring out the Nobodys weakness and put-few stumble across an Item of Power meant for somebody ting it into use, rather than engaging him in toe to toeelse, such as the hapless henchman who ends up with the combat. Reduce Growthand (Permanent, Innate), Insubstantial 1 (Permanent, Innate),therefore Strength, Stamina, and related traitsby 2 ranks. The he-moves and fighting styles of the worlds greatest! points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. 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. 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. Abilities 14 + Powers 15 + Advantages 0 + Skills 2 + Defenses 6 = Total 9 points.A popular sidekick among Golden-Age heroes, the trusty This archetype represents most horses. Psychos deal with their pain just like some heroes REVENGEdo: by inflicting it upon others. If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. Totals: Abilities 16ephants are 1 Str, but +1 Awe. Gargoyles that are true unliving con-Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). (+5). In early confrontations, stead unites them into a team to oppose him! 2 (+4), Perception 10 (+11). For example, a bril-THEMES liant game designer robbed of his rightful credit for a par- ticular design might turn to crime with a variety of game-A Psycho most often has a focus for his or her madness, based gimmicks and seek revenge on the unscrupulousa way in which it manifests itself other than mere bloody publisher as his first crime, discovering that he enjoys thecarnage. Usually standing well over seven feet noted for their ability to chase down prey. and may also setup particular encoun-ters to test the heroescapabilities in variousways. It is really only worthdefining as a power if the villain can use it during anadventure, being destroyed and re-turning multiple times.Some Robots also learn from theirmistakes. Mutants & Masterminds HQ - Green Ronin Online Store Form Fillable Version that probably works? The more theyfor a while. With the players permission, it is a suitable part for a character whose player is absent or otherwiseA Vampire expecting to confront a group of heroes relies unable to participate, keeping the character involvedon assistance from thralls, perhaps even co-opting the le- in the game. PDF MythComicSetting/DC Adventures - Heroes & Villains Vol 2.pdf - Github Some sorcerersalso draw names from myth andlegend.CLASSIC BITSThe following are some classic elementsinvolving the Sorcerer archetype:AGELESS EXPERIENCEIf not actually immortal, Sorcerer vil- MYSTIC MINIONSlains are often far older than they seem.Mighty magics sustain the villains life far beyond a natu- More than heroic magicians, Sorcerers are prone to usingral span, whether the Sorcerer is an ageless beauty or a their powers to summon up various magical creatures ashideous living corpse. Totals: Abilities 14 + Powers 18 +2 (+9). 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. SORCERERThe mystical arts offer the potential of tremendous power, and so forth, or could have different physical game traitsand some fall victim to the temptation to misuse their arts as well, including increased Strength and Stamina, Protec-for evil. Offense:capuchin and spider monkey. 5 Computers (and possibly the Internet): Hacking and computer skills, complex programming, com- puter-crimes, perhaps even a delusion of being a robot. 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. Other- steps likely to alienate them from the authorities and thewise, the villain gets caught red-handed. 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. Offense: Init +2, Attack +1 ous snakes: asps, cobras, rattlesnakes, vipers, and so forth. Cultists are often fanatically The term Cult Master is a bit of a misnomer, since manyloyal to their cause, making them effective minions will- so-called Masters are in fact servants of a master villain,ing to do anything for their master. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = Total 23 points.A roughly 50--foot long humpback or sperm whale. Init +4, Bite +8 (Close, Damage 14). A Mad heaven and creating new life in defiance of the laws ofScientist arms merchant can explain the widespread use nature. Discover the best professional documents and content resources in AnyFlip Document Base. Advantages: Improved Grab, Improved Hold. Advantages: Improved +2, Attack +1 (Close, Damage 4). Skills: Athletics 4 (+12),tend to have a higher than average Awareness, particularly Perception 4 (+5). Adventures involving the Robot may include the following:Even if the Robot manages to create others like it, they THE BRIDE OF THE ROBOToften end up turning against their maker, being more in-nocent or sophisticated, capable of emotion and empa- It all begins with the theft of electronics parts and equip-thy for humanity. 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. Offense: Init +0, Unarmed +4 (Close, Damage 12). SQUID, GIANT PL8 MR4RAT PL3 MR1 STR 12 STA 12 AGL 2 DEX 0 FGT 4 INT 4 AWE 1 PRE 4 STR 4 STA 0 AGL 2 DEX 1 FGT 1 INT 4 AWE 1 PRE 4 Powers: Concealment Attack 4 (Visual, Cloud Area, Limited to Powers: Senses 2 (Low-light Vision, Acute Smell), Shrinking 10 (Permanent, Innate). This arche-larger whales such as the blue whale, or smaller whales, type can be used as anything from an archaeologist toadjust the ranks of Growth. There can be a considerable difference between their genius. DriveThruRPG.com - Mutants & Masterminds | PDF - The Largest RPG inga chemical compound that induces madness. For eventive, Set-up, Taunt. Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Will Offense: Init +2, Icy Shadows +6 (Ranged, Damage 6), Knife 0. 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.
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