mutants and masterminds 3e pdf trove
For or possess oddly specific scientific expertise relevant to amany, villainy is a strict 9-to-5 day job. They select their targets, environments, or eventime of day based on what provides an advantageespecially those with movement powers. The Nobodymight be kidnapping former tormentersin order to give them a taste of their ownmedicine, or simply going out and blast-ing them (or turning them to stone, orinto newts, or the like). So a Halloween-themed Psycho might trap the good guys in a house of horrors with a128 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESPSYCHO PL9STR STA AGL DEX FGT INT AWE PRE 46339554 SKILLS Deception 8 (+12), Insight 8 (+13), Intimidation 8 (+12), Perception 4 (+9), Ranged Attack: Guns or Throwing 8 (+11), Sleight of Hand 8 (+11), Stealth 8 (+11), Technology 6 (+11), Vehicles 4 (+7), ADVANTAGES Chokehold, Close Attack 2, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Equipment 6, Fascinate (Intimidation), Great Endurance, Improvised Tools, Leadership, Minions 6, Set-Up, Startle, Taunt, Well-Informed OFFENSE INITIATIVE +3 Close, Damage 4 Unarmed +11 DEFENSE 10 FORTITUDE 9 DODGE 10 TOUGHNESS 8/6* PARRY WILL 9 *Without Defensive Roll. Examples include Doctor Genesis, theons and defenders of an oppressed or threatened Emperor, the Forever King, Lord Hyperion, Master Khan, Professor Power, and War-Lord. 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. An Advantages: Contacts, Equipment 1. 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. Skills: Perception 6 (+7). 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. demonhunter. her transformation into a vampire like him. Some Skill Mimics are limitedto physical skills, others to mental or knowledge skills, VAMPIRE MIMICwhile some can do both. Offense: Init +1, Bite +4 (Close, Damage 4). dead animals by adding Immunity 30 (Fortitude Effects) and removing the animals Stamina rank.This section offers a variety of ready-made minionarchetypes suitable for use with different villains, power Please note that all modifiers for Growth and Shrinkinglevels, and adventures. Resisting arrest only makes matters worse, but sur- son they thought was their friend was actually the Masterrendering and being locked up, even for a short while, al- of Disguise, who kidnapped the real ally and infiltratedlows the heros foes to act unopposed. 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. You canions than they do with their boss, since the minions tend create giant animals by adding ranks of Growth (and itsto compose the majority of the challenges leading up to associated modifiers) to an archetype or robotic or un-the final confrontation with the villain. 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. Skills: Perception 4 1). Offense: Init +1, Dagger +4 (Close, Damage 2), Pistol +4 (Ranged, Damage 3), Unarmed +1 (Close, Damage 2). 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 +1, Claws +5 (Close, Damage7). For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! Chances are it will see use during the nextinstead creates a type of spawn that does so: a parasite, confrontation with the villain!offspring, implant, or the like that takes control of the vic-tim, allowing the Puppeteer to issue commands. Totals:Damage, Aging, Cold Damage, Fire Damage, Poison, Disease), Abilities 10 + Powers 36 + Advantages 0 + Skills 2 + DefensesProtection 2, Senses 2 (Darkvision). SIGNATURE DEVICESThe Robot-Builders creations may be nothing more thanmindless machines or a true new form of intelligent life, Mad Scientists are intensely egotistical and competitive,potentially threatening to displace its organic predeces- so they tend to develop distinctive modus operandi. where within the area.For a classic hero vs. hero conflict, the Mastermind A Mastermind villain is exerting his influence, which ismight control another team of heroes. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. 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. Trickster faeries are Toughness 8, Will . 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. Offense:Stealth 2 (+13). In the comics, engineering sciences with their big iron (and later, life sciences, by way of Dr. Frankenstein) get all the at- tention. Megalomania: Convinced of superiority and eventual success.RANTS the Overlord often has a trap prepared to deal with anyOverlords are particularly fond of the sound of their interlopers. 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. Historical ninja worked as assassinslikely em- or cage-match, and theyre often driven to seek out newployment for their modern successors as well. 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! They may have villain uses the item, the worse the effects get. Advantages: Benefit 1 (Athletics based on Agility). The villain often to combine the traits for this archetype withworks to soften up heroes for an employer, in-filtrating their group to learn about their abili- those of the Martial Artist to create an agileties and weaknesses, then sowing mistrust and and fearsome fighter capable of changing ap-conflict to keep the good guys busy while pearance virtually at will to confuse opponents.the real scheme unfolds. Typically, Sorcerers often become invisible or teleport, vanishinga ritual grants the villain almost limitless power, or sum- and reappearing elsewhere on the battlefield, or attempt-mons a being capable of doing so. police officer who gave her a parking ticket (leading to some personal tragedy in her twisted view), better toThe Psycho tends to take an obsession to, well, crazy kidnap him and arrange for him to be crushed inside anlengths, making it into a motif for costume and weap- impounded car at a junkyard, rather than just killing him and dumping the body somewhere. Totals: Abilities 26+ Powers 7 + Advantages by adding additional ranks of Growth. 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. Perhaps the126 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESOverlord is successful in capturing some of the settings good guys. Now he will show then angry at being attacked, and therefore unable tothem what real power can do! Some find them by be granted untold power by an outside agency. The typical Scavenger collectssetsthe Mimics tally and forces it to start over again (such different devices and equipment, often stolen from theiras having to have subjects in close proximity or line of prior owners, or copied from existing items.sight). The good news is the Robot engineeredby a desire to have a normal life, the new robot may be- the theft, and the villain (or its mechanical minion) is im-come unstable and dangerous, forcing the heroes to take mune and therefore not a carrier. Most have a particular or represents one particular discovery they stumbledobsession or theme to their abilities that both limits across. DEINONYCHUS PL6 MR4DEMON, BRUTE PL8 MR7 STR 3 STA 3 AGL 4 DEX 0 FGT 8 INT 4 AWE 3 PRE 0STR 10 STA 5 AGL 0 DEX 0 FGT 6 INT 1 AWE 1 PRE 1 Powers: Strength-based Damage 1 (Bite), Leaping 1 (15 feet),Powers: Immunity 32 (Critical Hits, Fortitude Effects), Leaping Protection 1, Speed 2 (8 MPH), Senses 4 (Low-light Vision,2, Impervious Protection 5. Skills: Expertise: Current Events 2 (+6), Expertise: Pop Culture 2 (+6), Expertise: Science 6 (+10), Technology 6 (+10), Vehicles 2 (+3). 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. 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. particular, there are usually devices or technology asso- ciated with that Scientist and no other. 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. CULT MASTER PL4 MR4 STR 2 STA 2 AGL 1 DEX 1 FGT 1 INT 2 AWE 0 PRE 2 Equipment: Dagger (Damage 1), Pistol (Damage 3). 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. The villains powersmight also be dependent on a se- In the case of a player character, thisrum or other source. The more thenot as if they come with a users manual.) They hang out at bars with to super-strong Jobbers to defend them. If the heroes defy any of this legal great opportunity to use a group of non-player heroes.harassment, a warrant for their arrest is posted almost im-mediately and they become hunted fugitives. Defenses: Dodge 3, Parry 3, GIANT FLYTRAP PL9 MR2Fortitude 12, Toughness 15, Will 6. Advances in genetic engineering, biotechnology, ANY SCIENCE CAN BE MAD, IF YOURE DOING IT RIGHT! The Construct might also be a master vil- with a creator who is now dead (often by the creationslain in its own right. In particular, their Summon allows them toThe Baron, The Blood Count (or Countess), DeGhul, Diable, control swarms of bats and rats, or packs of wolves to doNosferatu, Sangr, Schreck their bidding.CLASSIC BITS A Vampires other thralls include victims under its mental influence, lesser Vampires of its creation, and possibleThe following are some classic bits associated with the other monsters, such as an assistant or some creation ofVampire archetype: the Vampires science or magic.HAUNTED MANOR If the Vampires bite is addictive or in some way grants supernatural influence over the victim, assign theThe archetypal lair for the Vampire is a spooky old castle or archetype a suitable Affliction, Limited to victims of themanor house. 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. Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. Irritating Swarms Expertise: Streetwise 2 (+4), Expertise: Writing 4 (+6), Investigationsting or poison, or overwhelm victims with fear. Defense: Dodge 0, Parry 0, Fort 0, Tou 0,(Fortitude DC 13). Thus the prodigal creations of the Robot ment, and the kidnapping of prominent roboticists andare new potential heroes. before finally retires, disappears, or dies. roes have to locate the secret school and break it up, all the while dealing with the Shadow Sensei and the lat- est class of students, for whom this may be their gradu- ation exercise.DELUXE GAME MASTERS GUIDE 115MUTANTS & MASTERMINDS MASTER OF DISGUISEThe Master of Disguise is a specialist in deception, able (affecting only the villain and only to match thought to ap-to appear as anyone, or perhaps even anything! Note the 18 ranks ofpowers (or Alternate Effects) for the villain, based on what Impervious Protection along with the Immunity and Mindis going on in the adventure. MASTERMINDThe Mastermind is a mentalist supervillain, possessing dinary mental prowess, and the exact types of powers theconsiderable intellect and psionic abilities which compen- Mastermind possesses.sate for a relative lack of physical prowess. Appearing as beautiful menSTR 1 STA 2 AGL 1 DEX 1 FGT 3 INT 0 AWE 1 PRE 0 and women, They often keep their large, leathery wingsPowers: Strength-based Damage 2 (Claws), Flight 2 (8 MPH; concealed under clothing. Totals: Abilities 18 + Powers (Close, Damage 12). seeking to play against the heroes, the Imp wants to workThe Imp may be an actual child (or at least look and act with them, becoming their new partner, teammate, orlike one) or an adult or other being with childish qualities. OtherDELUXE GAME MASTERS GUIDE 103MUTANTS & MASTERMINDS JOBBER PL8 STR STA AGL DEX FGT INT AWE PRE 23 1 1 4010 POWERS DEFENSE 8 FORTITUDE 9 Armored Costume: Protection 5 5 points DODGE 8 TOUGHNESS 8/3* Jobber Schtick: Powers based on theme (see Jobber Themes PARRY WILL 7 *Without Protection bonus sidebar) SKILLS POWER POINTS 24 SKILLS 17 varies DEFENSES 23 Athletics 5 (+7), Expertise: Streetwise 8 (+8), Intimidation 6 (+6), ABILITIES TOTAL 72+ Perception 4 (+5), Ranged Combat: Powers 7 (+8), Technology POWERS 8 4 (+4) ADVANTAGES ADVANTAGES COMPLICATIONS Beginners Luck, Close Attack 2, Improved Initiative, Power Accident: The Jobber is especially prone to causing mayhem Attack, Takedown, Teamwork, Ultimate Effort (Toughness and accidents, or losing control of their powers. Unarmed +6 Responsibility: The Jobber has obligations to a more powerful villain or group.accidentally swapping the heroes minds or a Nightmare- office and sit down for a drink with heroes out of costume,themed Jobbers new sleeping dust trapping everyone in though they generally want to leaveshop talkat the officea shared dream for the session. Thank you! Even a captured Psycho is rarely sent to prison, but gang and find the villains new hideout. Defenses: Dodge 4, Parry 6, Animated trees are common minions for plant-controlling Fortitude 12, Toughness 14, Will 6. If the heroes do not prevent it, theor less. Faiths & Pantheons WE Epic Enhancement (6 Frames) Wizards.com Epic Insights Forgotten Realms - D&D 3e - Oct 2002. Advantages: Benefit 1 (Athletics based Underwater), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, on Agility). Heroes may be able to track a Mad Scientist by fol- If you are keeping with the archetypes listed power level,lowing a trail of thefts or black-market purchases to sup- then the Mad Scientist has the capacity for ranged attacksply a lab, and it can offer clues as to the villains eventual with a rank of up to 12, or 9 for those not requiring an at-plans. Inaddition to the listed traits, the ILLUSIONISTBrain has no Strength or Dex-terity (having no physical body) The Masterminds powers are generally the combinationbut does have equipment of telepathy and telekinesis listed for the archetype. 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. The only human-like androids and another who focuses oncombination of intellect, super-science, and simian physi- nanotechnology, for example. 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. Skills: Fortitude 5, Toughness 1, Will 3. Skills:This archetype represents small, tailed monkeys like the Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). between imagination and solid reality, the cosmic visitor has begun blurring it, causing dreams, imagination, andTHE IDEAS GUY nightmares to bleed over into the real world.Its the heroes worst nightmare come true: the Imp The good guys have no end of crises and emergencies tolatches on to a cunning and dangerous supervillain (such handle, along with ultimately convincing their strangeas the Psycho archetype) and, like a magical genie, starts visitor to stop and put things back to normal.102 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESJOBBERNot every villain is cut out to rule the world or bring Jobbers may be frustratingly difficult to catch in a chasesociety to its knees, and not every villain wants to. 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. They lovingly embrace their gimmickswith an appropriate costume for themselves and minions, THATS ODDLY SPECIFICthemed crimes, and strings of bad puns. The archetype also serves forlarge alligators, including ones sometimes encountered This archetype includes cows, bison, and buffalo, typicallyin city sewers in the comic books. Skills: Perception 6 (+9). 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). sense of boredom or to lighten up the otherwise overly serious good guys. Totals: Abilities 14 + Powers 18 +2 (+9). Others want to carry out The Asian Mastermind is based on the yellow peril ste-experiments no ethical society could condone, arrogantly reotype of pulp adventure stories translated into thedisdainful oflesserintellects and their so-called scruples. The res-LEARNING CURVE urrected hero has some adjusting to do but, as time goes on, things dont seem right. Totals: Abilities 38 + Powers 15 + Advantages 5 + Skills 14 (28 CULT INITIATE PL2 MR2 ranks) + Defenses 16 = 88 points. Mimicking multiple subjects often the most efficient mannerresults in a strange composite appearance for the Mimic. 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. But soon, a new criminal picks up her mantle andThey are more likely than most villains to work well equipment, but with far darker, more violent tendencies,together, forming a criminal league or gallery of rogues sensible tactics, and possibly even powerful minions. Theproviding it with Immu- Illusionist is a type of Mastermind focused on deception,nityLife Support at a controlling victims perceptions, and therefore their real-minimum, perhaps even ity. In the latter case, the giant ro-man faade is torn away during conflicts, revealing metal bot tends to be a vehicle or supplemental body for theand circuitry beneath. Giant squids are popular minions for seafaring heroes and villains, usable for attacking ships and water-borne foes. Possibly mixed with alchemy and mysticism. (Close, Damage 4). Skills: This archetype represents a wide variety of small, poison- Perception 6 (+8), Stealth 2 (+12). Shadow Council. Feedback is appreciated. For more information, please see our Alternately, choose another holiday or season as the villains obsession. power, devotees of sorcerers, elder evils, and similar vil- Advantages: Connected, Equipment 2. Hi all! Offense: Init +0, Unarmed +0 (Close, Damage 0). Because they are neitherespecially threatening nor especially subtle, Jobbers MY RIGHT HANDmake excellent leaders for otherwise ordinary criminals inopening encounters like this, adding some special effects Jobbers who take their career more seriously often serveto a short and exciting opening scene. This may or may not be tied to the Psychos main obsession. Most inexplicablyescape prison with ease to haunt their favorite heroes Many Jobbers rely on amazingly advanced technologytime and time again. STR 2, STA , AGL 6, DEX 0, FGT 6, INT , AWE 7, PRE Faeries are capricious little creatures that dwell wheremagic still runs thick, or in their own magical realms. In addition challenges by taking on costumed heroes as opponents,to their formidable collection of advantages and skills, a inside and outside the ring.ninja may also carry a selection of equipment includinga sword (the straight-bladed ninjato is their traditional The Ultimate Fighter may be a cold and heartless mer-weapon) and the equivalent of a utility belt with throw- cenary, interested only in proving he is the best there ising stars, smoke bombs, and other devices uses to carry against any and all opponents, putting his skills to workout their missions and ensure their escape. Most often this technique issome sort of close combat attack, withan Affliction or Weaken effect. They tend to be among the most alien and Seductive Puppeteers turn out to be truly hideous, theircreepy of Puppeteers (along with the Spawn Puppeteer, appearance of beauty an illusion or some other manifes-following). Core books and new releases for Mutants & Masterminds, Third Edition are below. The pearance). Natural competitors, Ultimate Fightermedieval Japan, or a more modern interpretation of their types test their skills in the crucible of the fighting ringlegend. If a class of superhumans is mistrusted or persecuted in the set- CLASSIC BITS Some classic bits involving the Overlord archetype include the following: CONSORTS What is a ruler without a consort to help establish and carry on a dynasty? heroes with them or, more likely, faking their own deathsLittle do you know that I have eyes everywhere!).
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