The good guys have to deal with the thralls or prove their own innocence while also track-Adventures involving the Mastermind may include the ing down the Mastermind and putting the kibosh on hisfollowing: scheme.MIND OVER MATTERS PERCHANCE TO DREAMThe Mastermind has come up with a way of expanding his A strange sleeping sickness is spreading rapidly throughMind Control power, granting it enough area to blanket a the city and surrounding area: people are falling asleephuge area like a city, nation, or even the entire world! 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. The surprise and feintingrules from the M&M Heros Handbookare particularly relevant to Martial Artists.114 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMARTIAL ARTIST PL11STR STA AGL DEX FGT INT AWE PRE 4 3 6 4 10 0 2 0SKILLS DEFENSE 14 FORTITUDE 10Acrobatics 10 (+16), Athletics 8 (+12), Close Combat: Unarmed DODGE 15 TOUGHNESS 7/3*6 (+16), Insight 6 (+8), Intimidation 10 (+10), Perception 6 (+8), PARRYStealth 10 (+16) WILL 12 *Without Defensive Roll.ADVANTAGES POWER POINTSAccurate Attack, All-out Attack, Assessment, Defensive Roll ABILITIES 58 SKILLS 284, Evasion, Grabbing Finesse, Improved Defense, Improved 30Disarm, Improved Grab, Improved Hold, Improved Initiative 2, POWERS 0 DEFENSES 148Improved Smash, Improved Trip, Instant Up, Move-by Action,Power Attack, Precise Attack 2 (Close; Cover and Concealment), ADVANTAGES 32 TOTALProne Fighting, Quick Draw, Redirect, Skill Mastery (Acrobatics),Skill Mastery (Athletics or Stealth), Startle, Takedown, Trance, COMPLICATIONSUncanny Dodge, Weapon Break Code of Honor: Fights by the rules.OFFENSE Obsession:The Martial Artist is often obsessed with vengeance or a desire to be the very best fighter in the world.Unarmed +16 INITIATIVE +6 Close, Damage 4their foe dodges out of the way! There might be some tellssuch one or more ranks of (most likely Permanent) Growth. feat the same way twice.A Magical Construct is often the lieutenant of an occult A CREATED RACEmaster villain, while lesser Magical Constructs may be theroboticminions of a mystic (see the Minion Archetypes The Robot is often a unique entity, created by accident orfor examples). Equipment: Equipment. They accomplish this ei- ther through the power of their bite, or by feeding the victim small amounts of the Vampires own blood, filled with cor- rupt, transformative power. Feedback is appreciated. lain time to gloat and arrange a proper demise for the in- terfering heroes.Exactly what the ritual is intended to do is up to the GMand depends on the Sorcerers ultimate goals. The An Animal Mimic might be a spiritual champion of theMimic is a villain capable of duplicating one or more of animal kingdom, or a super-science user of DNA/RNAthe heroes qualitiesmost often their powers, but some- adaptations. 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. Vigilance Press DriveThruRPG.com - Mutants & Masterminds | PDF - The Largest RPG Offense: Init +1, Dagger +3 (Close, Damage 2), Pistol +3 (Ranged, Damage 3), Unarmed +1 (Close, Damage 1). 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. 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. Naturally, it also works as a Groom of thegal authorities to provide protection. At the last moment, through a massive effort of will, the heroNAME IDEAS manages to shake off the villains domination and resist the command, at least long enough for fellow heroes toAnt Queen, Chess-Master, Director, Marionette, Poppet, take action.Prime-Mover, Shadowplay, Voodoo, Web-Master M&M handles this with both regular resistance checksCLASSIC BITS against Afflictions and in particular the Resistance aspect of the extra effort rules, which permit an immediateSome classic elements associated with the Puppeteer in- resistance check. 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. 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. Offense:Stealth 2 (+13). . Spawn NO, NEVER!Puppeteers are most often aliens, using parasitic spawnto seize control over populations as a prelude to repro- In many scenarios where a hero is under a Puppeteersduction or invasion, but they can also be mutants or even control, the villain will order the thrall to do somethingtechnological, with their spawn being artificial or nano- like attacking a friend or loved one, or dooming thetech implants they manufacture. Mimics able to copy all powers tend to be ei-much overlap between them. STR 1 STA 2 AGL 4 DEX 0 FGT 0 INT 4 AWE 1 PRE 3 Powers: Extra Limb 1 (Tail), Feature 1 (Use feet as hands), SNAKE, VIPER PL4 MR3 Shrinking 6 (Permanent, Innate). Advantages: All-out Attack, Power Attack. Of course, then the Pup-the good guys on the wrong side of the law. Mad Scientists naturally daimyo, or other aristocratic or warrior classes of the past,have formidable intellectual abilities but most rely heavily and wishes to combine modern science and ancient am-on devices, equipment, and minions for physical matters. After a brush or two withit. Totals: Abilities 16 + Powers Powers: Strength-based Damage 1 (Bite), Growth 10 23 + Advantages 0 + Skills 0 + Defenses 10 = Total 17 points. Even a captured Psycho is rarely sent to prison, but gang and find the villains new hideout. The pearance). Like this book? Advantages: Improved Grab. When a confused Mimic asks, Explain morphic materials, or a magical process such as alchemythis thing you call justice, how do the heroes respond? On the other hand, some might technicians. 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). Perhaps the vil-Scientist tends to flip a switch (orwhatever) that unleashes some fear- lain kidnaps whoever is giving the award to force them to acknowledge him, or simply plans to attack the award112 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESceremony with an army of robots or some new fiendish only have to deal with formerly two-bit criminals armeddevice to show up his rival. For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. 13 Medicine: Doctor or nurse lab coats or uniforms, medical instruments, paraphernalia, and terminology, perhaps a germ-phobia or targeting the medical profession. masters from another dimesnionor even trying to bringThe wolf may also be used to represent other large canines.DELUXE GAME MASTERS GUIDE 145MUTANTS & MASTERMINDS CULT ADEPT PL3 MR3 STR 1 STA 1 AGL 1 DEX 0 FGT 1 INT 0 AWE 0 PRE 1 Equipment: Dagger (Damage 1), Pistol (Damage 3). Some may heroes with more of a physicalcreate their own, mak- challenge.ing do with robots, uplift-ed animals, or mole-men; CAPERSothers need human as-sistance, often with at Adventures involvingleast a minimal amount the Mad Scientist mayof training. Creatures with BAT PL3 MR1a power point total less than 15 (including 0 points) arelisted as MR1. Insight 4 (+4), Persuasion 4 (+5), Ranged Combat: Guns 1 Their shadow magic animates darkness to attack on their (+1). 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. minions! Driven microorganisms. Mutants & Masterminds HQ - Green Ronin Online Store The res-LEARNING CURVE urrected hero has some adjusting to do but, as time goes on, things dont seem right. Thevillain may have some de-fensive capabilities, butrelies heavily on sendingwave after wave of min-ions against the heroes.PHANTOM PUPPETEERThe Puppeteer is a SEDUCTIVE PUPPETEERdisembodied entity,having Insubstantial Although Puppeteers can be disembodied brains, alien3 or 4, and exerting in- slugs, and hideous dwarfs with giant heads, they can alsofluence over the material be quite attractive. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Offense: Init +3, Burst Area Affliction (Close, Damage 0). Skills: Perception 4 (+5), Stealth 12 (+5). Various sorts of giant insects appear as a result of scientificFAERIE, TRICKSTER PL5 MR6 experiments, mutagens (like radiation or biochemicals), or as visitors from alien worlds. Some Imps are potentially deadly, but even these some fashion. Giant squids are popular minions for seafaring heroes and villains, usable for attacking ships and water-borne foes. Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! Defenses: Dodge 7, Parry 5, Fortitude 2, Toughness 2, Will 2. PUPPETEERThe Puppeteer is a manipulator of the first order. Low-light Vision), Shrinking 8 (Permanent, Innate). The archetype also serves forlarge alligators, including ones sometimes encountered This archetype includes cows, bison, and buffalo, typicallyin city sewers in the comic books. The victim makes one resistance check per day, a heroine of great power and beauty. Oftentimes, an Overlord seeks a suitable partner, and may choose a hero or supporting character in the series to fill that role, whether the pro- spective consort wants to or not! checks) Goober: No one seems to take the Jobber seriously. Or did they build it themselves?experienced villains. The heroes notice a disturbing increase in the quality ofThe fight may be a simple grudge match for a trophy and hired muscle available to the criminal underworld: menbragging rights, or there could be more going on than who are trained far beyond just street toughs and moremeets the eye. Totals: Abilities 18 + Powers (Close, Damage 12). 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 . Looking for more? After this, he beginsfighting street crime. Offense: Init +4, Bite +6 from the dawn of life on Earth, an alien visitor, or demonic (Close, Damage 3). Mutants & Masterminds Deluxe Hero's Handbook (Print) Defenses: 1. The winner might be chosen for ultimate power, or sacri- these shadow ninja goons, they investigate and learnficed to an evil force that values combat prowess. The Sinister Simian is just thatan tists have even more refined themes, like one who createsintelligent (usually very intelligent) Mad Scientist ape. Mutants & Masterminds 3E Official - Roll20 Wiki they can read opponentsminds to learn their deepest fearsThe Brain may exult in its and desires. Totals: Abilities 10 + Powers 8 Perception 4 (+5). You can treat the transformation like a slow, progres- sive Affliction, with the victim making Fortitude or Will checks against it to fight it progression. For some its childish good fun, forThus the Imp tends to combine a childish sense of amuse- others, its a vicious attempt to tear down the heroes andment and cruelty with almost unlimited power. 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). Simplyapply the minion rules (or dont, if you want to use them A long-running Jobber who has opposed the heroessparingly) and select a theme reflective of their employer. The lighter a story isDELUXE GAME MASTERS GUIDE 127MUTANTS & MASTERMINDS PSYCHO OBSESSIONS D20 OBSESSION Animals: Obsession with pets or animal friends, targeting animal rights issues or the fur industry, a 1 preference for animals over people, perhaps a desire to be an animal or a focus on a particular type of animal (such as cats, dogs, birds, and so forth). 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. Totals: Abilities 26+ Powers 7 + Advantages by adding additional ranks of Growth. 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. The Jumped-Up Nobody is a terribly unbalancedYou can also use this trope as a way of introducing new character, and intentionally so. Defenses: Dodge 8, Parry 6, Fortitude 5, hellspawn. It can also include a particulardevice, or an artistic representation like asculpture, painting, or photograph. Mutants & Masterminds 3e Enhanced Archetypes: Adventurer Stock #: MIS5077. Im looking for mutants and masterminds 3e books : TheTrove - Reddit The appear-ance of a Pod Puppeteer is often a prelude to an invasionintended to replace all of humanity with duplicates.DELUXE GAME MASTERS GUIDE 131MUTANTS & MASTERMINDS PUPPETEER PL10 STR STA AGL DEX FGT INT AWE PRE -1 0 0 0 0 3 5 5 POWERS DEFENSE 6 FORTITUDE 5 4 TOUGHNESS 0 Mind Control: Perception Ranged Affliction 10 (Resisted DODGE 15 by Will; Dazed, Compelled, Controlled), Cumulative, PARRY Progressive, Subtle; Linked to Senses 1 (Communication WILL Link with Target) 62 points SKILLS POWER POINTS Deception 6 (+11), Expertise: Behavioral Sciences 8 (+11), Insight ABILITIES 24 SKILLS 19 8 (+13), Perception 4 (+9), Persuasion 8 (+13), Stealth 4 (+4) 25 POWERS 62 DEFENSES 135 ADVANTAGES ADVANTAGES 5 TOTAL Assessment, Connected, Contacts, Daze (Deception), Fascinate COMPLICATIONS (Deception) Cowardly: Prefers to avoid direct physical confrontations. Discover the best professional documents and content resources in AnyFlip Document Base. He begins to visitand three successive failed checks result in transformation her in the night, slowly drinking her blood and beginninginto a vampire over the course of the final 24 hours. Deception 8 (+13), Expertise: Magic 6 (+7), Insight 8 (+10). They have necked brachiosaurus is suitable as a template for similar-horns, claws, and a vicious temperament. 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. You so they can return at a later date with a new scheme forcan use various rants, delivered in a haughty and arrogant conquest.tone, to liven up encounters with an Overlord. Gargoyles that are true unliving con-Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). STR 9 STA 9 AGL 0 DEX 0 FGT 6 INT AWE 0 PRE Powers: Extra Limbs 4 (Vines), Growth 9 (Permanent, Innate).This archetype is a fairly unintelligent monster. Mutants & Masterminds Venom | PDF | Marvel Comics | Leisure - Scribd 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. Formed from psychic energy, tulpas are servants createdGARGOYLE PL5 MR3 by psychics, or rogue thoughts that wander the astral plane or mystic dimensions. 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. when the Sorcerer is usually too busy to pull another van- ishing act, or unwilling to abandon the culmination of aRituals are usually elaborate, having to be performed at a scheme to the heroes.particular place and time, and needing exotic ingredientsranging from a rare flower from the highlands of Tibet to TACTICSthe heart of a pure maiden (symbolically or literally). Previous Page. He wraps up a dangerous This adventure is an excuse to put the heroes through anyhostage situation in no time, stops natural disasters, cap- series of contests you care to think up, including stagingtures escaped super-monsters, and so forth, all without interesting fights with various opponents in exotic locales,raising a sweat. (Its of malevolent intelligences of their own. Thiscould be the classic elements of sympa-thetic magic, such as hair or nail clippingsor a blood sample, perhaps incorporatedinto a small doll or other representation ofthe victim. The last survi-year, and the best unarmed fighters in the world are invit- vor manages to reach the heroes and warn them of theed to attend and fight each other for the prize of being de- danger facing the world before he, too, perishes. A ninja master for the highest bidder. Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. Thus the prodigal creations of the Robot ment, and the kidnapping of prominent roboticists andare new potential heroes. It turns out the villain is kidnapping people involved withTACTICS his or her particular obsession and getting them all to- gether for a crazy dream dinner party wherein the Psy-Psychos tend to be cat-and-mouse opponents. need of inspiration for a Psycho obsession, take a look atThe background of the Psycho is typically tragichorri- the Psycho Obsessions table.bly scarred physically, psychologically, emotionally, or allthree. SNAKE, CONSTRICTOR PL4 MR2 STR 3 STA 1 AGL 2 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Powers: Movement 1 (Slithering), Protection 2, Senses 2 (Infravision, Acute Smell). It can be a device character with truly limitless power, even beyondbook of spells, a magical talisman, cosmic artifact, piece that of the item given in the archetypes stats. It might need thecal information, but that does not have to be the case. Necessity is, as they say, the Shield granted by the Item of Power makes the archetypemother of invention, so the Nobody is more likely to try highly resistant to a direct assault. Defenses: Dodge 0, Parry 6, Fortitude 9, Toughnesscrease the archetypes mental abilities and provide it with 9, Will . 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. So far as most of the world is concerned,include the following. Skills: Perception 8 (+11). Mad scientists in particular maymodifytheir sharks to add cy- bernetic weapons or the ability to run across dry land. Others may use theirminions for coverin this case, consider applying theInterpose advantage to minions or even a mandatoryInterpose-like effect that allows a Jobber to sacrificean adjacent minion to block a heros attack.CAPERSAdventures involving a Jobber may include:A CONTEST OF CRIMINALSOver a few drinks, several Jobbers decide to settlewhich of them is the best by all targeting the sametreasure. Privacy Policy. Offense: Init +0, Effort, Ritualist, Trance. With power and Elemental or Jumped-Up Nobody archetypes) and areno subtlety, they begin a more overt and violent crime now rampaging through the city to draw out the heroeswave than the ones the heroes just stopped, and taking or take revenge on old rivals. The Frightful Four. After all, Mad Scientists are always building (or growing) things to trouble the heroes. sistants and minions to get them! A Mad Scientist with the heroes in his clutches can go on for some time aboutTHE LAB his brilliance, but catch one out in the open and hes more likely to cower behind his flunkies or try and make a breakEvery scientist needs somewhere to work, and setting up, for it.maintaining, and supplying a lab or workshop is impor-tant. These powers may be nativeclear examples of their emphasis on the mind, such as bald- to the villains species (perhaps with the Mastermind anness, an enlarged cranium (often with pulsating veins), and extraordinary example) or the villain could be a mutant ofan atrophied, almost vestigial body. Grandiose titles like Doctor, Emperor, King, Lord,A Meta-Supremacist may be a heartless and arrogant Master, and Professor are common for Overlords,conqueror, considering ordinary humans little more as are mythological names, particularly those ofthan cattle, but some see themselves as champi- deities. Necessary-Flan-3766. Maggia. Usually standing well over seven feet noted for their ability to chase down prey. 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. GRR5506e_SupernaturalHandbook_Preview01.pdf, GRR5506e_SupernaturalHandbook_Preview02.pdf, MutantsAndMasterminds_CrisisOnChristmas.pdf, Mutants-Masterminds-Adventure_Monster-Mash-Up.pdf, GRR5505e-Threat-Report-PDF-Preview-Starbreed.pdf, GRR5506e_SupernaturalHandbook_Preview03.pdf, GRR5516e_BasicHerosHandbook_CharacterSheet.pdf, Mutants-Masterminds-Adventure-NothingToFear.pdf. This makes the Mimic a sort. Unfortunately, theres always another for- trapping foes in webs of arcane force, hands of earth andbidden ritual hidden in an arcane book or ancient scroll stone, or the cold grip of undead shades, allowing the vil-somewhere.
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