Still, that doesnt mean the other sciences cannot get in on the action. 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. Offense: end, the spawn of science run amok, aliens, beings from Init +0,Tail Strike +6 (Close, Damage 12). Totals: Defenses 3 = Total 10 points. A Tainted Mimic that duplicates powers an alien super-gladiator. Totals: Abilities 34 + Powers 9 + Advantages 2 + Skills 5 + Defenses44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. 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). Defenses 13 = Total 36 points.Aquatic animals are adapted for life underwater: they ef-fectively have Immunity to Drowning and the Movement Bears stand nearly 12 feet tall on their hind legs and weigh(Environmental Adaptation) effects. 15 Religion: Religious iconography and costuming, targets religious enemies or heretical members of a particular religion. Skills: Perception 6 (+9), Stealth 4Unarmed +6 (Close, Damage 10). DriveThruRPG.com - Mutants & Masterminds | PDF - The Largest RPG +6, Mind Lash +7 (Close, Damage 7; Will Resists), Unarmed +7Jinx faeries are withdrawn and grumpy, and cause bad (Close, Damage 2). tack check. For example, a robotic soldier may be only modest-ly intelligent and possess extensive tactical information,but not much else. THE RETURNCAPERS A hero believed dead (perhaps even a former player char-Adventures involving the Mimic may include the following: acter) suddenly returns with no explanation or clear mem- ory of what has happened since his or her death. satisfied with anything less than payment in full. Name Ideas: Bullwhip, Cat-O-Nine, Chainbringer, Creeping Ivy, Filament, Lash Master, Man-O-War, Ribbondanc- er, Rocktopus, Urumi 19 pointsTHE NEW ORDER YOURE NOT LAUGHING NOWAfter the heroes take down a local crime lord, one or more A common element of the Jobber life is humiliatingof the Jobbers in their employ decides to pick up the reins defeat, and the Jobber has taken one too many quips orand take over the organization. A Puppeteer may maintain the guise and manipulates people, what effect it has on them, andof an ordinary citizen or even a hero to throw off suspicion. You're Reading a Free Preview Pages 37 to 54 are not shown in this preview. Next Page. Of course, you can choose to treat Powers: Growth 4 (Permanent, Innate), Protection 2, Sensesa particularly exceptional minion or lieutenant as a full- 1 (Accute Smell). So the or demons in particularor a Summon spell with thevillain is often after a particular tome, scroll, or magical suitable qualities for the villains Magic array.item, or the equivalent of the Item of Power wielded bythe Jumped-Up Nobody archetype. The Frightful Four. To the heroes surprise, the UN grants it! ), elaborateand often deadly jokes or pranks. Rex is the most STR 8 STA 8 AGL 0 DEX 4 FGT 4 INT AWE 0 PRE aggressive predator of its type. 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. This gives theRobot something to acquire and the heroes something CAPERSto guard, or recover if the Robot manages to get its arti-ficial hands on it. They can afford to wait.Mastermind archetype for details. Advantages: Equipment 1. A variant of the Immortal Overlord is the Temporal Over-ARMORED OVERLORD lord, who may also be ageless, but appears throughout history due to the ability to move back and forth betweenA common archetype in the comics, the Armored Over- different eras. MUTANTS & MASTERMINDS The Time Traveler's Codex The Time Traveler's Codex. Defenses: 1. Totals: Abilities 6 + Powers 20 + 2 (Acute Smell, Low-light Vision). Offense: Init +0, Unarmed +4 (Close, Damage 12). A revenant may also represent other types of unliving Martial Artists, like statues imbued with a semblance ofMartial Artists are built for combat, and may be capable of life and considerable fighting skill, or even kung-fu ro-taking on superhuman foes with the right planning and bots programmed with the hand-to-hand styles of oldtactics. through a broken jaw.106 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESJUMPED-UP NOBODYIf it were not for a strange twist of fate, the Jumped-Up even well-intentioned people suddenly gifted with enor-Nobody would be just that: no one of any consequence. 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. Eventually, the good guys dis-The heroes encounter a new Mimic villain for the first cover the hero is not the genuine article, but the Mimic,time. Advantages: Benefit 1 (Athletics based on Agility). Instead, they are nigh-omnipotent nuisances for he does!But its not real!). 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 characters might run into things like exploding Easter eggs or hallucination-inducing fear toxins as they try to protect people from a rampaging Psycho. They have necked brachiosaurus is suitable as a template for similar-horns, claws, and a vicious temperament. Nobody likes to show off with displays of now-amazingNaturally, once the sorcerer is defeated, his master calls power, such as blasting away at anyone foolish enoughthe debt due, and he is dragged down into some hellish to defy his pronouncements, or going after those whoafterlife. 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. The latest edition of the game is streamlined and updated, so it's faster and more fun. level 1. For an added complication for theing the daylight hours, they tend to remain fairly close to heroes, thralls can be supporting characters connectedtheir lair, so they can return to it before the sun rises. 13 Medicine: Doctor or nurse lab coats or uniforms, medical instruments, paraphernalia, and terminology, perhaps a germ-phobia or targeting the medical profession. The majority of Protection 5, Senses 2 (Darkvision). Alternately, you can simply consider it a plot de-vice, since most other supervillains find ways to myste-riously return from death as well. 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. The Overlords am- can just as easily be a suit of ancient magical armor orbitions are nothing less than domination over the nation, something else such as a pair of gauntlets, a belt (magi-world, even the cosmos! Offense: Init +1, Bite +4 (Close, Damage 4). Mutants & Masterminds 2nd Edition (v1) - This is still quite the usable sheet, with perhaps even more useful widgets and cogs than the new one. Totals: Abilities 8 + Powers 23 + Advantages 0 +the necessary skills, including interaction skills, Insight, andpossibly Expertise: Magic. I also removed the character portrait part because usually you need the space for more powers, and you can always draw the character on a separate . Unless the mind reader has a reason to believeMaster of Disguise could be a spy or assassin for hire, a the villain is not whom he appears to be, there isnt even athief relying on misdirection and deception to get the resistance check!job done, or a master villain using various guises to sowdissent, confusion, and trouble. Offense: Init +3, Burst Area Affliction (Close, Damage 0). Some Imps are potentially deadly, but even these some fashion. of Hand 4 (+6) Power Loss: Requires magical rituals or talismans. They may be animated from actual statues on the spur of theSTR 12 STA 12 AGL 0 DEX 0 FGT 6 INT 2 AWE 1 PRE 1 moment or stone-like creatures that simply look like me-Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; dieval gargoyles. For a giant shark, add Growth to the desired level and alter the sharks abilities appropriately. Or it could be dangerously insane, making itslow depletion of oxygen, to name a few. Creatures with BAT PL3 MR1a power point total less than 15 (including 0 points) arelisted as MR1. He might mean well, sincerely wanting to help coming to life; inanimate objects talking to people andhis idols (the heroes) but hes too impatient to wait around developing temperamental personalities, and so forth.for actual things to happen. 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. 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. The Startlerivals although perhaps good friends back then. 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). SOVEREIGNTYThe Overlords plans for the heroes might involve morethan just getting them out of the way. Mutants & Masterminds Third Edition: Latest Releases 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. The No-of advanced alien technology, or anything else the GM body might possess a literal plot device, an item capablecares to make up. Larger simians have fewer Init +3, Attack +3 (Close, Damage 3 plus Weaken). 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. Log in or sign up to leave a comment. 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). 18 Stage Magic: Elaborate magic tricks and use of props such as top hats, magic wands, vanishing cabi- nets, and sawing people in half (often not a trick). 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. We hope you find it useful. Skills: Perception 4 (+4), Stealth 4 Their touch inflicts agony to living minds. Offense: Init +1, Claw +3 (Close, Damagethose in the wild that need to remain alert to either poten- 8). For a deeper mys- only expanding as the number of victims under his swaytery, the villain could control the characters without their increases. to play the role. Skills: Perception 8 (+11). 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 most common example excuse to introduce plot devices used to kick off the realis the amphibious villain who is a joke on dry land but adventure, such as a mirror-themed Jobbers new ray gunextraordinarily powerful, swift, or skilled underwater. The more theyfor a while. 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. . Of all the various Mimics, this one has thetimes abilities, skills, advantages, and other traits as well. and our Some Imps are deadly serious about this, looking trickster gods and spirits who use cunning and guile tofor ways to humiliate or even destroy their chosen oppo- get into and out of a lot of trouble. To and then into a coma from which they cannot be awak-build the full-size device, however, the villain needs cer- ened. They lovingly embrace their gimmickswith an appropriate costume for themselves and minions, THATS ODDLY SPECIFICthemed crimes, and strings of bad puns. Offense: Init +2, Attack +4 Fortitude 2, Toughness 2, Will 1. The only human-like androids and another who focuses oncombination of intellect, super-science, and simian physi- nanotechnology, for example. Mutants & Masterminds Venom archetype. Apply the Removable modifier to the archetypessome are already rulers of their own small nations! Of course, then the Pup-the good guys on the wrong side of the law. shows up to explain how the physical world needed someEither way, they have to figure out how to get rid of him livening up. Incapable of fully understanding the dividebefore his grandstanding creates a real disaster! Equipmentactivities, but without the style or raw power of more provided by an employer? Advantages: Artificer, Equipment 1, Extraordinary 4 (+4), Insight 3 (+3), Persuasion 4 (+4). Even in the case of a doppelganger possess-Perhaps the villain has a ing superior knowledge, the former methodform of mental mimicry usually works. Copyright 20002023 Green Ronin Publishing, LLC. Maybe the Vampire gets it, and the good guys have to find a way of neutralizing a foeThen the race is on to keep the Vampire from acquiring who lacks any apparent weaknesses!the item, as both parties visit libraries, museums, MINION ARCHETYPESAlthough the villain archetypes in this book provide a full ed for in their point totals, since they also lack the ability toroster of threats for a team of heroes, many villains prefer move and operate on land for any length of time.not to sully their hands with the dirty work of dealing withheroic pests. 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. Typically the villain is an older AsianA few are motivated by sheer lust for power or knowledge, scholar or scientist who styles himself after the mandarins,no matter the consequences. as lieutenants for more powerful villains, assisting them in combat and leading their minions on jobs. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. bition to conquer the world. Astonishing Adventures: Menace on . Skills: Perception 4 (+5), Stealth 12 (+5). 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. Some turn to villainy because their other who lays out sticky traps on the floor, and so forth.expertise or powers ruined their chance at a normal life, anda criminal record prevents them from finding legitimate VILLAINS WITHOUT NUMBERwork, feeding a vicious cycle of criminal behavior. They may have villain uses the item, the worse the effects get. 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. Offense: Init +3, Unarmed +7 (Close, Damage 5). Name Ideas: Butcher Bird, Con-dor, Dragonfly, Flying Fox, Kingfisher, Pinfeather, Rocketrix 20 points Energy Projection with energy blast (Ranged Damage 8), stun blast (alternate; Ranged Affliction 8, Resisted by Fortitude; Dazed, Stunned, Incapacitated), Energy Wall (alternate; Create 8), Blast Off (alternate; Leaping 5), and 2-3 energy battery (Immunity 10 [one energy type]); Name Ideas: Combustor, Lighter, Living Frost, Master Ohm, Mr. Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 1, Will 2. Mutants and masterminds 3rd edition trove You are being redirected to . The exact reason varies, butgenerally because it would offendthe Imps sense of fair play or makethe whole conflict too easy, especiallywhen the idea is provide some chal-lenge and entertainment.So when you are running a confrontation be-DELUXE GAME MASTERS GUIDE 101MUTANTS & MASTERMINDS ONE WEAKNESS making all of his wishes come true! Most have additional skills to help them blend into society until called upon. 19 Time (and timepieces): Brilliant split-second timing, devices based on clock-faces, hands (making pointed weapons), springs, clockworks, ticking bombs, etc. The Horsemen of Apocalypse. 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. Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. Some intelligent dragons are also Skills 0 + Defenses 8 = Total 23 points.sorcerers with a Magic array and/or the Ritualist advantage. Attack effects such as various kinds of Damage or Move Object (usableThe default archetype assumes a villainous character, for throwing around massive objects, or hitting heroesbut some Jumped-Up Nobodies are actually average or with them) are good choices.DELUXE GAME MASTERS GUIDE 107MUTANTS & MASTERMINDS JUMPED-UP NOBODY PL12 STR STA AGL DEX FGT INT AWE PRE 00000100 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 or other effect Item of Power: 135 points, Removable (27 points) 108 points Energy Blast +6 Ranged, Burst Area Damage 12 Amazing Confidence: Enhanced Advantages 5 (Beginners Energy Burst Luck, Ranged Attack 6); Enhanced Defenses 18 (Dodge 6, Parry 6, Fortitude 6) 25 points DEFENSE 6 FORTITUDE 6 Energy Mastery: Array (36 points) Energy Blast: Ranged Damage 18 36 points DODGE 6 TOUGHNESS 18/0* Energy Burst: Burst Area Ranged Damage 12 1 point PARRY Energy Bonds: Perception Ranged Cumulative Affliction 9 WILL 12 *Without Protection bonus (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Resisted by Dodge, Limited POWER POINTS Degree 1 point Transmutation: Ranged Transform 6 (50 lbs. On the other hand, the Imp The more surreal the idea, the better it is. Offense: Init Innate), Swimming 6 (30 MPH). mands or other forms of contact from the villain appear, leaving the police baffled as to the motive. This gives them arather to an asylum of some sort, from which the villain chance to prevent the release of the madness compound.may eventually escape. He might do somethingshowy like take a bus, train, or building fullDELUXE GAME MASTERS GUIDE 109MUTANTS & MASTERMINDS MAD SCIENTISTThe Mad Scientist is a classic villain archetype, isolated of super-tech gadgets in a setting when the heroes startby a combination of brilliance, arrogance, and madness, wondering, Where are people getting all this stuff?driven to prove something by hatching schemes forconquest and plunder. Skills: Perception 4 (+6), Stealth ics, often in service to a powerful master villain or an even 4 (+6). Gargoyles that are true unliving con-Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). After a number of failed checks, the victim irrevocably becomes one of the undead. 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. Imaginea villain with a camera that really does capturepeoples souls, allowing him to control themthrough their photograph!MINION MASTERRather than directly controlling the heroes ortheir allies, the Minion Master is a Puppeteerwith legions of loyal or mind-controlledminions. Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. Offense: root itself and move about using its branches and roots. Skills: Athletics 8 (+9), Close Combat: Unarmed 2 (+4), Perception 8 (+9). The city might be surrounded byan impenetrable shield, or even transported off theearthly plane altogether. First. 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. Its justtheir duty to their employer and their devotion to the arts SUMOTORIof combat and killing. The Magical Construct is pabilities based on prior defeats. Relationship: Jean Grey: Warren is currently dating Jean Grey who is a fashion model.
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