Evil Computers often make useations. Some Alien Overlords have additional powers, after their present-day enemies are nothing but a memo-most commonly those of the Alien Mastermind; see the ry. If you do use a player character as the Puppeteers pawn against theSPAWN PUPPETEER other heroes, be sure to at least award the player a hero point for being a good sport and going along with theA Spawn Puppeteer does not control thralls directly, but complication. Totals: Abilities 38 + Powers 15 + Advantages 5 + Skills 14 (28 CULT INITIATE PL2 MR2 ranks) + Defenses 16 = 88 points. Skills: Athletics 8 (+9), Close Combat: Unarmed 2 (+4), Perception 8 (+9). Hot, Shakedown 29 points Glue/Traps with snare (Ranged Cumulative Affliction 8, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree), snare trap (alternate; Cumulative Affliction 7, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree; Triggered), 45 and snare bomb (alternate; Burst Area Cumulative Affliction 6, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree); Name Ideas: Adheser, Flypaper, Goo Girl, Handy Man, Mountain Man, Snap-Trap, String King, Trapules, the Welder 26 points Leaping with super leaping (Immunity 5 [falling damage], Leaping 5, Speed 4) and power kick (Strength-Based 67 Damage 4, Accurate 2). 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. Offense: Init +2, Claws +7 (Close, Damage 3). It might need thecal information, but that does not have to be the case. A villain who creates icy en-ITS A LIVING vironments, for example, would benefit from lieutenants who can survive or thrive in icy conditions, while a villainFor many Jobbers, crime is a day job and they still have with powerful psychic powers and a fragile body may turna regular life outside the suit. Im looking for mutants and masterminds 3e books. Mutants & Masterminds Venom archetype. 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. Offense: Init roes may interact with on a regular basis, and can be used as+5, Shapeable Area Damage 5. Their foe is either a relative innocent, unaware that it accidentally trapped in the heros form, suffering memoryis endangering people or causing harm, or else is deliber- loss from an accident or some overload of its powers. 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. (See the previous bit for details.) Advantages: Equipment 1. THEMESPhysically, Puppeteers are little threat, but heroes rarelyconfront them directly, dealing instead with their various Puppeteer themes revolve around how the villain controlspawns and schemes. the user.THEMES OMNIPOTENT NOBODYThe primary variations on the Jumped-Up Nobody in- The most extreme type of Jumped-Up Nobody is a plotvolve the exact nature of the Item of Power. 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: 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. Skills: Athletics 4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6). STR 0 STA 0 AGL 0 DEX 1 FGT 0 INT 4 AWE 1 PRE 0 Equipment: Camera, smartphone. Quirk: Warren is cocky, self confident, and arrogant. 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 plaguean improved mental influence to send various mind-con- even affects the heroes, should they happen to sleep any-trolled thralls to acquire them. You're Reading a Free Preview Pages 12 to 23 are not shown in this preview. Mutants and masterminds Core Rules 3E.pdf ( PDFDrive ) THIRD EDITION Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser Additional Design: Ray Winninger Proofreader: Glenn Hall Art Direction and Graphic Design: Hal Mangold Cover Art: Imaginary Friends Studio 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. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. Defenses: Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. level 1. Mutants & Masterminds 2nd Edition (v1) - This is still quite the usable sheet, with perhaps even more useful widgets and cogs than the new one. 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. In inventing invulnerable force fields, while another special-addition to the usual Mad Scientist traits, add the physical izes in adhesives and chemical solvents.abilities and skills of an ape: STR 6, STA 4, AGL 3, Athletics6 (+11), Growth 4, Protection 2, and Senses 2 (Low-light Signature devices can create adventure hooks when aand Acute Smell). Alternately, you can confront the good guyswith an entire team or family of vampires at roughly theirpower level.DELUXE GAME MASTERS GUIDE 141MUTANTS & MASTERMINDS nesses, such as holy water, garlic, wooden stakes, and tombs, and ruins to piece together the clues to itsmost of allsunlight. Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. power, devotees of sorcerers, elder evils, and similar vil- Advantages: Connected, Equipment 2. 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. Irritating Swarms Expertise: Streetwise 2 (+4), Expertise: Writing 4 (+6), Investigationsting or poison, or overwhelm victims with fear. 0). Skills: Acrobatics 2 (+8), Deception 8 (+8), bigger creatures, add ranks of Growth. ADVANTAGES CAPERS Animal Empathy, Fascinate (Deception), Fearless, Improved Hold, Improved Initiative, Power Attack, Startle Adventures involving the Vampire may include:You can usually treat this slow transformation as a plot BRIDE OF THE VAMPIRE!device and an aspect of the Vampires Weaken attack; set aresistance difficulty appropriate for the series power level. 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). own hand). At the highest level,the Master of Disguise becomes more of a NO, IM THE REAL ONE!Mimic (see the Mimic archetype). Advantages: Environmental Adaptation STR 4 STA 4 AGL 0 DEX 4 FGT 0 INT 4 AWE 0 PRE 3 (Aquatic). While not as criminally right-hooks from their rival hero at this point. Looking for more? Most inexplicablyescape prison with ease to haunt their favorite heroes Many Jobbers rely on amazingly advanced technologytime and time again. Alternately, the character might bemay also have lesser ninja as minions (see the Minion Ar- a reluctant warrior, masterfully trained but seeking peace,chetypes for details). Totals: Abilities 38 + Powers 48 + Advantages 7 + Skills 11 + Defenses 17 = Total 121 points.DEMON, IMP PL4 MR5 The Tempter Demons primary purpose is to lure the moral into betraying their beliefs. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. QRCode. 3 Books: Obsessive collecting of different rare volumes, literary references, stalking authors, committing crimes based on famous novels, perhaps a focus on a particular genre. Offense: Init +0, Effort, Ritualist, Trance. The swarm is immune to direct physicalattack, although area effects and energy attacks still REPORTER PL1 MR2work against it. The villain might be a ness, often a sexual allure. Now he will show then angry at being attacked, and therefore unable tothem what real power can do! What is their tie to the original villain and what isTACTICS motivating their new crime wave, and can the heroes stop them from tarnishing the legacy of a far less dangerousWhen all you have is a hammer, every problem looks like criminal that may even think of as a peer?a nail. Created Date: 4/10/2020 4:55:17 PM . Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. 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. The classic ex-ample is a D-list sorcerer who has sold his soul to a de- Ignored before he possessed such might, the Jumped-Upmon or other entity in exchange for tremendous power. For a deeper mys- only expanding as the number of victims under his swaytery, the villain could control the characters without their increases. Similarly, the prize can be anything from the ImpTHERES A NEW HERO IN TOWN not wiping out life as we know it on Earth to the promise of fulfilling the winners every wish, something the goodAn amazing new superhero shows up in the same area as guys are not going to want their archenemies to get!the characters and begins showing them up with a dizzy-ing array of incredible powers. 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. the heroes lives to learn everything about them. This instructionStrength-based Damage effects) and an additional +1 manual contains martial arts secrets lost to the ages andDodge defense while remaining at PL11. 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). Lastly, theres the temptationheroes in one manner or another, just as insistent on their for the Imp toliven things upby making them even moregame (and their rules) as other Imps tend to be. Defenses: Dodge 4, Parry 5, Fortitude 6, Toughness 6, Willtial threats or prey. Finance: Either amoneybagsorpoor-housepersona, obsession with obtaining or destroying wealth, 8 banking and finance gimmicks (bags with dollar signs, fountain pens, free toasters, barrels, bears and bulls, etc.). Defenses: Dodge 6, Parry 5, Fortitude Feel free to vary the venom effect to suit the particular 2, Toughness 2, Will 2. Once all is said problem the heroes must solve, forcing them to persuadeand done, they punch out and hit the bar to complain or intimidate the Jobber into working with them willingly.about their kids braces and the overbearing mastermind This ability is best reflected with advantages like Favoredsigning their checks. they can read opponentsminds to learn their deepest fearsThe Brain may exult in its and desires. PUPPETEERThe Puppeteer is a manipulator of the first order. Some common Mad Scientist themes in the comics corporations. Some Imps are potentially deadly, but even these some fashion. WaffleMoorer. It might of a new broker offering muscle-for-hire to the high-be staged by aliens looking to recruit the Earths best fight- est bidders. Just when the heroes have won and think themore experienced or established heroes, leading to a universe is saved, the Overlord reveals it was all a largergroup of novices coming together to help them (and per- scheme to get the bigger threat out of the way and securehaps avenge and replace them, if the Overlord has killed power!the captives or rendered them powerless). 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. Defenses: Dodge 7, Parry 7, Fortitude 7, Toughness 9, Will 7. Skills: Intimidation 4 (+4), 6 = Total 34 points.Perception 4 (+5). particular, there are usually devices or technology asso- ciated with that Scientist and no other. 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). Skills: Perception 4 1). All the while the Robot lec- ton to activate it. Sometimes they play against the Game-Master,other times they are just pawns in one of his larger games, NAME IDEASpitting them against other heroes or villains on an oppo-site team. Natural competitors, Ultimate Fightermedieval Japan, or a more modern interpretation of their types test their skills in the crucible of the fighting ringlegend. The Undead Sorcerer exists in a kind of half-life, eitherDEMON SORCERER trapped there by the decree of foes who bound and entombed him, or through his own machinations, tran-The Sorcerer is not human at all, but an infernal creature: a scending the limits of mortality at the price of the plea-demon, devil, or some similar being from a hellish dimen- sures and aesthetics of the flesh. Thank you! For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. 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. The Martial Artist archetype is built, like most Martial Art-THEMES ists, around speed, agility, and accuracy. 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. This might allow heroes to appeal to their own better qualities to convinceSome classic elements associated with the Mimic include: the Mimic to change its planned course of action.FACE-OFF TACTICSSome Mimics do more than just copy their subjects The standard Mimic tactic can be summed up as: Study,traits; they can also duplicate someones appearance, copy, strike. The Mimic take the opportunity to do what-essentially Morphing into the subject. until circumstances force him into the ring to earn money or protect a loved one from criminal elements. Download PDF Share Related Publications. A Tainted Mimic that duplicates powers an alien super-gladiator. Happy Holidays! . The Mystic Passage spell of the archetypes Magic array is sufficient to permit theRituals are a Sorcerers doomsday machines and infernal Sorcerer to go virtually anywhere in the blink of an eye,devices; defeating an evil Sorcerer is often a matter of pre- although limited to places the villain knows fairly well.venting the villain from acquiring the necessary elementsfor a ritual, or stopping a ritual before it is complete and This power allows the villain to escape earlier confronta-unleashes whatever corrupt magical powers the villain tions with the heroes leading up to the final encounter,wishes to call upon. Skills: Perception 4 (+5), Stealth 12 (+5). 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).
Deluxe Gamemasters Guide MM - 3rd edition - AnyFlip The archetype is set at PL 15 to allow for POWER MIMICtargeted offensive traits (like Damage) of up to rank 20,given a +10 attack bonus. A creative genius of its original maker, or someone equallyrobot villain might have only average intellect by human skilled in robotics, the brainwave patterns of living hu-standards, and little or even no knowledge other than itsprogrammed instructions. Advantages: Benefit 1 (Athletics based on Agility).
Mutants & Masterminds HQ - Green Ronin Online Store 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. Skills: Close Dinosaurs are most commonly the minions of monster-Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4 makers who have resurrected them using cloning, or time-(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). 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! Some fan- Advantages: Improved Grab.
d20HeroSRD petri.ruotanen6205. Perhaps an insane hatred of all religions. Deluxe Gamemasters Guide MM - 3rd edition. Of course, if he has ers paranoid and mistrustful of everyone, unless that isthe opportunity, the Master of Disguise might assume the specific effect you are going for. The majority of Protection 5, Senses 2 (Darkvision). 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. 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. Skills: Perception 8 (+11). This caper concept bestsuits the Omnipotent Nobody version of thearchetype, given its scope.YOUNG GUNFollowing the tremendous rush of pow-er, the Jumped-Up Nobody goes look-ing to kick some capes and demonstratewhat a powerful super-being he is now.Naturally, the costumes he finds are theheroes, and he challenges them to a battlefor supremacy. 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. Shadow Council. Or did they build it themselves?experienced villains. Still, that does not even worse when the Nobody wants to help out bynecessarily have to mean the end of the villain, since the joining the team before he or she is ready, and it appearsNobody may be looking for a way to regain the lost power; the influence of the Item of Power is starting to corrupthe might even succeed, if a return appearance is desired. Totals: Defenses 3 = Total 10 points. Of course, then the Pup-the good guys on the wrong side of the law. Mutants & Masterminds PDF Mega-Bundle. Advantages: Improved Grab. Even in the case of a doppelganger possess-Perhaps the villain has a ing superior knowledge, the former methodform of mental mimicry usually works. "Tell me you've got . Offense: Init +1, Bite +34. Totals: Abilities 0 + Powers 0 + Advantages 1 + Skills 4 +0, Toughness 0, Will . mands or other forms of contact from the villain appear, leaving the police baffled as to the motive. Heavier work-dog is loyal and easily trained. For more information, please see our the good guys to come up with some clever plan to out- trick the trickster.COSMIC BRAT YOUR NEW BEST FRIEND!The most common type of Imp is the bothersome pestwho just wont leave and who is far too powerful for the Sometimes an Imp means well, even if things do not workhero to get rid of any way other than according to the out that way for the object of its attentions. or art icons (famous works), ob- session with art critics or artists or particular styles. Defenses: Dodge 3, Parry 4, Fortitude 6, Toughness 6, Will 4. Offense: root itself and move about using its branches and roots. ther limited to settings with a common power origin or are also Unlimited Mimics, able to duplicate any power inANIMAL MIMIC any amount (see the following).An Animal Mimic does not duplicate the traits of other SKILL MIMICpeople, but rather the abilities of animals, sometimeslimited to one at a time, others able to mix-and-match. 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! Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. Totals: Abilities 34 + Powers 9 + Advantages 2 + Skills 5 + Defenses44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. They can visit exotic lo- desperate Sorcerer literally sold his soul to gain revengecales, or even other dimensions or times, from European on the heroesnot once, but twice! challenging for the heroes! dering in the fields of madness. Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! Driven microorganisms. Offense: manipulating villains able to bring them from the distantInit +1, Claws +5 (Close, Damage 3). Heroes who fall asleep are trapped in a night-knowledge; they only learn about the incident when the mare world where they must find a way to save peopleauthorities come knocking on their headquarters with from the villains vampire-like drain on their mental en-some questions they want answered!