Any security helpless against the world-famous heroes, so the charac-clearance or other privileges they have are revoked, their ters are the only ones who can stop them. Vampires fitting some of the Hollywood andcomic book interpretations of the legend may have the Although a great many Vampire villains are male, femaleability to transform into a bat, wolf, or other shapes (typi- Vampires are common, often with a femme fatale element,cally Morph with the Metamorph modifier). The collection of items can be a series of short en- power from each, but at the cost of surrendering his soulcounters or even whole adventures of their own, with he- to them once the day was done. Im looking for mutants and masterminds 3e books : TheTrove - Reddit Honorablevillains can be counted on tofollow their codes, even ifthey sometimes look forways out of them.STRIKING FROM THESHADOWSMartial Artistsespeciallythe ninja typestend tostrike with surprise. Larger giant robots are nearlyvillain can pass for a human, providing the opportunity always minions, although you can break type and go withto blend in and move among us. points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. The villain simplyagility and confusion, particularly mixing things up in has the misfortune of choosing a target who is secretlyclose combat. Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). Some possibilities to consider: Chemistry: Great for brewing up all sorts of concoctions, from acids to wonder drugs, indestructible polymers and adhesives, or chemically created life forms (living embodiments of the periodic table of elements are a popular op- tion). (Use a suitable earthbound headquartersing everyone in the facility. Most often this technique issome sort of close combat attack, withan Affliction or Weaken effect. We have buyers around the world looking for rarities, and if you are interested in putting a select item up for sale . Trickster faeries are Toughness 8, Will . Maybe the villaination (such as being made ruler over the Earth or some used underhanded means to get the UN to cooperateother corner of the cosmic villains domain), or seizing anything from blackmail to mind controlbut can the he-the cosmic foes power for himself and turning it on the roes prove it and gets his diplomatic status revoked?PSYCHOThe Psycho is, to put it bluntly, completely crazy. A ninja master for the highest bidder. Consignment Service. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. 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! Defenses: Dodge 3, Parry 3, Fortitude 6, Toughness 6, Will 2. Yay. A gift from a mad scientist? Or did they build it themselves?experienced villains. The victims are treading oncryptic clue or taunting challenge. Otherwise, they also have to deal with a city full of people suffering from the same sort of insanity as their foe!CAPERS For a twist, perhaps the villain has already released theAdventures involving the Psycho may include the following: chemical into the environment. The Vampire likely Vampire story as well, with a seductive female vampireflees if confronted or thwarted in claiming a victim. petri.ruotanen6205. 10 = Total 60 points.Brute demons are dull-witted creatures that bully and Six-foot-tall carnivorous pack-hunters, deinonychus arepummel their prey. 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. If the villain provides their own technol-earn a measure of respect working as the strong arms for ogy, can they provide a similar (less powerful) version ofa criminal syndicate under a Crime Lord or Mad Scientist, that same technology to their minions, or even sell it toand just as many still trash talk and posture no matter how other criminals? Mutants & Masterminds, Third Edition Mutants & Masterminds, Second Edition Mutants & Masterminds, First Edition True20, Freeport, and more! To further complicate matters, thecility, but there is evidence the systems failure was caused Robot might use captured humans as carriers, leavingby a break in, by someoneor somethingthat man- the heroes with the dilemma of whether or not they canaged to escape. The first to attack may provide a redherring, making heroes believe that an unaffiliatedemployer is after the treasure or that a wave oftheme-robberies is about to begin, but as moreand more villains make a run at the same target thesituation becomes more obvious. 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. particular, there are usually devices or technology asso- ciated with that Scientist and no other. You're Reading a Free Preview Pages 37 to 54 are not shown in this preview. Only whenOthers change weaknesses, often within a theme, such all seems lost (the Moon begins falling out of the skyas the Imp who always leaves if you can beat him at a toward Earth, or a giant monster threatens to eat the Sun),game, but the game (and its rules) change with every does the Imp appear to harangue the hopeless heroesappearance. Theyre oftenin height, these demons are typically a rotted green in confused with their smaller cousin, the velociraptor.color, with massive builds and dark eyes. Offense: manipulating villains able to bring them from the distantInit +1, Claws +5 (Close, Damage 3). The same goes for heroes interfering in a Psychos fun in other ways. 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. Advantages: Benefit 1 (Athletics based Underwater), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, on Agility). until circumstances force him into the ring to earn money or protect a loved one from criminal elements. The enraged scientist disappears,kidnapping other scientists or scholars and along with all of the experimentalforcing them to work on a particular proj- data and even prototypes, leadingect, allowing heroes the opportunity to the heroes to investigate. STR 17 STA 15 AGL 2 DEX 4 FGT 0 INT 5 AWE 2 PRE 0 Powers: Line Area Damage 8 (Tail Smash; Alternate Effect ofDEMON, WARRIOR PL6 MR5 Strength Damage), Growth 14 (Permanent, Innate), Protection 3, Senses 3 (Low-light Vision, Acute Smell, Ultra-hearing).STR 6 STA 5 AGL 1 DEX 0 FGT 5 INT 1 AWE 1 PRE 0 Skills: Perception 4 (+6). The he- roes have to figure out a way to stop their foe without us-A Mimic capable of doing so may well imitate targets tac- ing their powers, or come up with a plan to trick or disabletics as well as their traits, allowing the villain to use the the Mimic before it can learn too much.heroes most effective tricks against them. Authorities are baffled and largelydemands they leave the city immediately! They just noticeOnce the Imps weakness is triggered, hes gone, at least an uptick in strange happenings and crises. 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. Each crime is carefullyon their obsessions, such as a sci-fi obsessed Psycho who has planned, providing the heroes with a suitable distractioncobbled together some robots, or a toy-obsessed one with and the kidnappers with an escape route. 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. Powers: Flight 3 (16 MPH; Wings, Subtle), Senses 2 (Low-light Vision, Ultravision), Shrinking 8 (Permanent, Innate). or undead dinosaurs as well.Imps are small demonic creatures, usually with bat- BRACHIOSAURUS PL9 MR3like wings, forked tails, and horns. 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. Totals: Abilities 8 + Powers58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points. The villainous ninja archetype might be an in- ist, and all about the win after going one-on-one againstheritor of the traditions and secrets of the fabled ninja of a tough opponent. Offense: Init +0, Unarmed +0Innate), Flight 2 (8 MPH). Some real name or a suitable surnamelike Arkana, Improbable,may have Summon as well, being able to call their mon- Malevolence, Malific, Quark, and so forth.strous minions out of nowhere or control them directly. or easily removed; a gravity gun can be disarmed, while a villain with a wearable cosmos rig has to be taken downWhat they lack in terms of power, most Jobbers make up before the heroes can take their powers away.for with personality. Totals: Abilities 24 + Powers 14 + Advantages 0 + Skills 3 + Defenses 8 = Total 15 points.Advantages 7 + Skills 8 (16 ranks) + Defenses 1 = 54. Usually standing well over seven feet noted for their ability to chase down prey. For example, he might kidnap the girlhe never had the courage to talk to, hoping tofinally win her love. Advantages: Improved This archetype represents a full-grown tree able to up- Grab, Improved Initiative. tack check. I struggled finding a character sheet for 3rd edition M&M that I liked, so I made one with all the information I feel like I use when I play. They may improve their ca-134 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESROBOT PL13STR STA AGL DEX FGT INT AWE PRE15 --- 0 2 8 10 6 1POWERS DEFENSE 10 FORTITUDE ImmuneArmor: Protection 16, Impervious 32 points DODGE 10 TOUGHNESS 16Datalink: Comprehend Machines, Radio Communication 4, PARRY WILL 13 Rapid 3 23 pointsEnergy Beams: Ranged Damage 15 30 points POWER POINTSRobot: Immunity 30 (Fortitude Effects) 30 pointsSKILLS ABILITIES 74 SKILLS 18 19Close Combat: Unarmed 3 (+11), Insight 6 (+12), Intimidation 12 POWERS 115 DEFENSES 237(+13), Ranged Combat: Energy Beams 3 (+5), Technology 12 (+22) ADVANTAGES 11 TOTALADVANTAGES COMPLICATIONSAccurate Attack, Assessment, Eidetic Memory, Power Attack, Inhuman: Lacking both living physiology and humanPrecise Attack (Ranged, Cover), Ranged Attack 6 emotions.OFFENSE Machine: Vulnerable to certain effects like electricity, magnetism, and so forth.Energy Beams +11Unarmed +11 INITIATIVE +0 Similarly, Robots often lair in places dangerous or lethal Ranged, Damage 15 for organic beings, such as radioactive or toxic sites, mak- Close, Damage 15 ing it more difficult for heroes to locate and reach them. 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. It can be best to either encourage the playerIn addition to looking like other to take on both roles and play them equally,people, the Master of Disguise or for the GM to temporarily take control ofhas sufficient ranks of Mind the players character, just the same as if theReading to think like them as hero were otherwise under a villains influ-well. Other Puppeteers are more subtle, ma- an Illusion sufficient to fool the heroes and provide annipulating people through a web of influence, contacts, escape route.blackmail, and extortion. Even if the Bride is initially an ally, she may have a diffi- cult time adjusting to her newlife,especially if she sharesDELUXE GAME MASTERS GUIDE 135MUTANTS & MASTERMINDS some of the personality and traits of her original human Now the hunt is on for the thief of several types of deadlytemplate, such as affection for one of the heroes. 13 Medicine: Doctor or nurse lab coats or uniforms, medical instruments, paraphernalia, and terminology, perhaps a germ-phobia or targeting the medical profession. 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). Irritating Swarms Expertise: Streetwise 2 (+4), Expertise: Writing 4 (+6), Investigationsting or poison, or overwhelm victims with fear. Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. wield as weapons.NAME IDEASBrainscan, Cerebrax, ESPer, Mentallus, Mr. Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 3. This massively built foe relies on strengthcharacters combat style and background. For more nihilistic ing escape if the heroes gain the upper hand.Sorcerers, the ritual may be intended as a means of de-stroying the world, perhaps by unleashing eldritch mon-sters from beyond the veil of our reality, such as demonsor elder gods. The reporter archetype can also be (Accurate Hearing, Low-light Vision, Ultra-hearing), Swimming used for any other type of professional by swapping out 5 (16 MPH). with photonic blasters and quantum phase shifters (and whatnot) but also discover the source of the gizmos. Taken to extremes, the some sort, or even an outcast.villain might have a transparent skull, a brain-like patternof folds on his head as though his brain were escaping, or An Alien Mastermind typically has access to advancedeven being all brain, with no physical body at all! More aggressive tulpas STR 2 STA 4 AGL 1 DEX 0 FGT 4 INT 2 AWE 0 PRE 2 may even spawn spontaneously from powerful fears or Powers: Flight 2 (8 MPH; Wings), Immunity 10 (Life Support), nightmares, particularly in people with psychic potential. ITS ALL THE SUITThe Jobber is a classic low-power goon who nonetheless Many Jobbers rely on advanced technology to providebrings some powers to the fight. Im looking for mutants and masterminds 3e books. Skills: Close Combat: Dagger 1 (+1), Deception Knife. Heroes may beable to turn this to their advantage by having the villainswear an oath to uphold a particular agreement, or bychallenging their foe to a fair contest or single com-bat. Totals: Abilities 16 + Powers Powers: Strength-based Damage 1 (Bite), Growth 10 23 + Advantages 0 + Skills 0 + Defenses 10 = Total 17 points. Note that the archetypesCLASSIC BITS Perception Ranged Move Object effect is capable of grabbing anything the villain can see, but grab checksThe following are some classic bits involving the are still required to hold on to a struggling opponent,Mastermind archetype: and telekinetic attacks made with grabbed objects do not hit automatically, but require a ranged attack check.CONTEST OF WILLS Masterminds commonly use telekinesis to pin opponentsQuite often, the conflict between a Mastermind and one to a wall, ceiling, or floor or to hurl objects at them. villain. Totals: Abilities 8 + Powers 23 + Advantages 0 +the necessary skills, including interaction skills, Insight, andpossibly Expertise: Magic. It can getthe story and loses them by the end. The guys against each other. The latest edition of the game is streamlined and updated, so it's faster and more fun. Most have additional skills to help them blend into society until called upon. Totals: Abilities 10 + Powersswarms Stamina and give it Immunity to Fortitude Effects. Name Ideas: Brawllerina, Gustnado, Gyro-Master, Madame Centrifuge, Pinwheel, Spin Cycle, Turnabout, Whirligig 21 points Strength with powerhouse (Enhanced Strength 7, Enhanced Advantage [Close Attack, Improved Grab]) and 1617 resilient (Immunity 10 [life support; limited to half effect]). Contents. If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. Larger and more powerful blobs are possibly Toughness 2, Will 5. Some revenants are mys-tical undead like zombies or Chinese hopping vampires NAME IDEASwhile others are products of scientific research or a fusionof science and sorcery. If the heroes can stop the triggervarious people from their homes, workplaces, and even from being used, the substance should pass harmlessly from everyones system, given time. 12, Toughness 12, Will 4. These manipulates people through Presence, interaction skillsare often clones or alien replicants, although they can just and guile. Mutants & Masterminds Third Edition: Latest Releases Defenses: Dodge 4, Parry 4, Fortitude 5, Toughness 4, Will 3. From Cro-Magnum, the gunslinging neanderthal, to Schadenfreude's Cat, we're sure you'll find characters in this . Animals 2 (Low-light Vision, Acute Smell). 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. On the other hand, theaction. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). 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. . After a brush or two withit. MythComicSetting / Myth Comics / Rules / Mutants and Masterminds 3e / DC Universe / DC Adventures - Heroes & Villains Vol 2.pdf Go to file Go to file T; Go to line L; Copy path Copy permalink; This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. 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. Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. When the inevitable con- prove once and for all who is thefrontation does happen, the Mad greater genius. Some Skill Mimics are limitedto physical skills, others to mental or knowledge skills, VAMPIRE MIMICwhile some can do both. 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. As mentioned under Mystic Minions, they mostexample, or the primary ingredient is so rare that the rite commonly summon up various creatures to engage theirwill use up all of it known to exist. If the Martial Artist agrees, thenthe outcome is binding. 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. Even if they interrupt the process, the Robots brideA cunning Robot sometimes takes advantage of its free- might still come to life, but with the unexpected fault ofdom from the needs of the flesh, distracting foes with having an all-too human sense of feeling. 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). Edi- WITH FRIENDS LIKE THESEtorials dig up every mistake theyve ever made and head-lines over their photos read Threat or Menace? Not long Another team of heroes (perhaps with a friendly rivalrythereafter, the Mayor and other city officials come to see with the player characters) has gone on a sudden and un-the team. 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. Offense: Init +2, Bite +0 (Close, Damage 5).With various villains possessing powers like animal con- Defenses: Dodge 8, Parry 6, Fortitude 0, Toughness 2, Will 2.trol, shapeshifting, and mimicking the traits of different Totals: Abilities 18 + Powers 30 + Advantages 0 + Skills 3 +animals, as well as a tendency to acquire pets, heroes may Defenses 0 = Total 15 points.encounter many different types of animals. The Sorcerer able to overcome the heroes with ease; either increasewants them to find and recover certain mystical artifacts, the archetypes power level to 20 (improving all PL-limitedwhich are the key components of a grand ritual that will traits accordingly) or simply make the villain a PL X plotbring the villain unlimited power and mastery over reality.
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