Naturally, it also works as a Groom of thegal authorities to provide protection. Offense: Init Innate), Swimming 6 (30 MPH). 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. 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. The Bride maybrutal physical combat while also exposing them to envi- reject its creator-suitor, preferring to ally with the heroesronmental dangers such as airborne toxins, radiation, or a to defeat it. SQUID, GIANT PL8 MR4RAT PL3 MR1 STR 12 STA 12 AGL 2 DEX 0 FGT 4 INT 4 AWE 1 PRE 4 STR 4 STA 0 AGL 2 DEX 1 FGT 1 INT 4 AWE 1 PRE 4 Powers: Concealment Attack 4 (Visual, Cloud Area, Limited to Powers: Senses 2 (Low-light Vision, Acute Smell), Shrinking 10 (Permanent, Innate). Charactersare better represented with the cat, above. SNAKE, CONSTRICTOR PL4 MR2 STR 3 STA 1 AGL 2 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Powers: Movement 1 (Slithering), Protection 2, Senses 2 (Infravision, Acute Smell). This is a -1 cost per rank flaw and, if its ap- particularly gruesome and dangerous foes.plied to the villainous Mimics power, looks like this: NEMESIS Mimic: Variable 20 (100 points), Continuous, Move Action, The Nemesis is a kind of Mimic who, rather than using the LimitTainted Mimicry (Acquires subjects complications heroes own powers against them, has the traits necessary and weaknesses as well as their traits) 160 points to counter their powers, replacing the Mimic power with a Variable effect called Nemesis. one-two punch that helps a mastermind manage an en- tire team of heroes in combat. 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. 2). in ways that practically ensure their defeat (and racks up the hero point awards). Insors. ness the same).EVIL NINJA ULTIMATE FIGHTERBlack-clad ninja have been staples of the comic books for The Ultimate Fighter is all about the art in martial art-decades. Alternately, choose another holiday or season as the villains obsession. Offense: Init 2, Attack +4 (Close, Damage 8). Theyre often coldly professional, claiming theres masters.nothing personal in their missions of mayhem. The only difference is thatPsychos are less selective (or at least less socially accept- A common variation on the Psycho theme is a need forable) about their targets. Defenses: Dodge 4, Parry 5, Fortitude 6, Toughness 6, Willtial threats or prey. If the heroes do not prevent it, theor less. 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). We hope you find it useful. 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. (See the previous bit for details.) Alternately, the villain may wear a high-tech to fruition and they are often patient enough to even waitbattlesuit of some type, like the Armored Overlord (fol- out years in prison. Phantom Puppeteer) are literally beyond the heroesgrasp without some special measures.There may be a strong temptation to have the Puppeteerseize control of one or more of the player characters, CAPERSusing them against their teammates. when the Sorcerer is usually too busy to pull another van- ishing act, or unwilling to abandon the culmination of aRituals are usually elaborate, having to be performed at a scheme to the heroes.particular place and time, and needing exotic ingredientsranging from a rare flower from the highlands of Tibet to TACTICSthe heart of a pure maiden (symbolically or literally). Today, Vigilance Press is happy to announce the release of Rogues, Rivals & Renegades Collection Two for Mutants and Masterminds Third Edition.This beefy collection of solo characters, corporations, and creatures is a great addition to any superhero campaign. Whether or not it can actu-cerebral villain: a dis- ally work is up to the GM, but generally superheroes arentembodied brain kept in a inclined to let villains improve the human race withoutcontainer and sustained by its consent.life-support equipment. A Skill Mimic able to copy multiple subjects can Identity Crisis: Mental or psychological confusion due tobecome incredibly skilled in many different areas, able to mimicking different subjects.rival a whole team of heroes. Discover the best professional documents and content resources in AnyFlip Document Base. they are legitimate businesspeople and inventors, putting their skills to work for the good of the company and theARMS MERCHANT world. 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. Advantages: Artificer, Equipment 1, Extraordinary 4 (+4), Insight 3 (+3), Persuasion 4 (+4). The Sorcerer is much like the Mystic hero arche- tion for improved Toughness, Immunity (up to or includ-type but eager to strike deals with evil forces in exchange ing Immunity to Fortitude Effects), and so forth. 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. STR 10 STA 9 AGL 0 DEX 1 FGT 2 INT 4 AWE 1 PRE 2 LION PL6 MR4 Powers: Extra Limbs 1 (Trunk), Growth 9 (Permanent, Innate). Totals:Damage, Aging, Cold Damage, Fire Damage, Poison, Disease), Abilities 10 + Powers 36 + Advantages 0 + Skills 2 + DefensesProtection 2, Senses 2 (Darkvision). They also show up inLost Worldsce- narios where the heroes visit places where the giant beasts5, Fortitude 5, Toughness 3 (2 without Defensive Roll), Will 3. still thrive or end up stranded in the distant past. Totals: Abilities 0 + Powers 0 + Advantages 2 + Skills 6 + +6 (Close, Damage 3), Paralyzing Fear +6 (Affliction 6), Tendrils of Darkness +6 (Move Object 6), Unarmed +2 (Close, Damage Defenses 4 = Total 12 points. Authorities are baffled and largelydemands they leave the city immediately! Deception 8 (+13), Expertise: Magic 6 (+7), Insight 8 (+10). lie in human frailties: a fairly low Fortitude defense and a mediocre Insight modifier. The Vampire likely Vampire story as well, with a seductive female vampireflees if confronted or thwarted in claiming a victim. They often seek to rule theworld as their due, given that they are the most evolvedand developed intellect, and some even wish to bestowthe same gift on the rest of humanity, turning othersDELUXE GAME MASTERS GUIDE 119MUTANTS & MASTERMINDS MASTERMIND PL13 STR STA AGL DEX FGT INT AWE PRE -1 0 0 0 0 9 8 2 POWERS OFFENSE INITIATIVE +0 Perception, Damage 6 Levitation: Flight 2 (MPH) 4 points Mind Blast Perception, Affliction 8 Psionic Force Field: Protection 14, Impervious 10, Sustained Mind Control Ranged, Damage 11 Telekinetic Blast +9 24 points Psionics: Array (26 points) DEFENSE 9 FORTITUDE 10 Mind Blast: Perception Ranged Damage 6, Resisted by Will, DODGE 9 TOUGHNESS 14/0* Subtle 2 26 points PARRY Mind Control: Perception Ranged Affliction 8 (Resisted by WILL 15 *Without Protection bonus Will; Dazed, Compelled, Controlled), Subtle 2 1 point POWER POINTS Telekinesis: Perception Ranged Move Object 8, Subtle 2 ABILITIES 36 SKILLS 26 1 point 35 Telekinetic Blast: Ranged Damage 11, Indirect 3, Subtle POWERS 62 DEFENSES 165 1 point ADVANTAGES 6 TOTAL Telepathy: Mind Reading 13 1 point Psychic Senses: Senses 4 (Danger Sense; Mental Awareness, COMPLICATIONS Extended 2) 4 points Disdainful: Prefers to avoid physical conflict and effort. Mutants & Masterminds Third Edition and DC Adventures RPG: Free Downloads This file presents an index, automatically generated by our server, of all the free downloads available for fans of the third edition of the Mutants & Mastermindssuperhero RPG and the DC AdventuresRPG, including printable character sheets. 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. At first, the good guys might not know the Imp is behind it all. The only human-like androids and another who focuses oncombination of intellect, super-science, and simian physi- nanotechnology, for example. Smaller lap dogs Pegasus) have Flight with the Wings modifier. The lockdown has managed from later in this chapter.) 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. Shadow Council. For a giant shark, add Growth to the desired level and alter the sharks abilities appropriately. Illusion 5 (all senses; Selective, Resistible by Will), Illusion 6 (all senses; Limited to One Subject, Resistible by Will),The Brain is primarily and Morph 4 (any form; Continuous, Resistible by Will).a plotting villain, op-erating through min- With an Illusionist, heroes can never be entirely certain whations and underlings, is real and what isnt, and neither can anyone else. Ideally, the heroes can fig-ure out a pattern to the attacks and anticipatewhere the villain will strike next, perhaps allow-ing them the opportunity to lay a trap.MASTER OF THE WORLD!Using the Item of Power, the Nobody transforms the he-roes home city into his personal fiefdom, with himselfas its supreme ruler. Share. and may have additional powers related to their form, such as special forms of movement, additional limbs, and growth.DELUXE GAME MASTERS GUIDE 149, The words you are searching are inside this book. The Hellfire Club. POWER POINTS ABILITIES 78 SKILLS 31 15 POWERS 0 DEFENSES 153 ADVANTAGES 29 TOTAL COMPLICATIONS Obsession: Utterly obsessed with something (see the Psycho Obsession table). + Advantages 0 + Skills 9 + Defenses 9 = Total 36 points. The Psycho might take the opportunity to A series of crimes involving the theft of various chemicalsrant to them, or instead seize the better part of valor and gets the heroes attention, particularly when later crimeslook to escape while the good guys are occupied. Or over estimated his chances. The goal is to either chase them out of the city so the world! Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. Mutants & Masterminds 2nd Edition (v2) - Hey look, it's like a comic book rather than a form! 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! Comic the result of a biological accident or experiment, perhapsbook Vampires tend to focus less on the horror aspects concerning tissue regeneration or blood-borne diseases.of the legend and treat them more as an exotic type of The villain often has the various qualities of a Vampire,super-human. Most animals have a low Dex- Powers: Growth 4 (Permanent, Innate), Protection 2, Sensesterity rank, since they have no manipulative limbs. Offense:Stealth 2 (+13). Defense: Dodge 8, Parry 7, Fortitude 4, Toughness 4, Will 6. people who rely on them.Once the Master of Disguise knows about a particular sen- TACTICSsory advantage, either because it is public knowledge or itwas used against him before, you can be sure of him tak- Although capable of handling fights against normal op-ing it into account next time. Not even death can trap a true master of the mystic arts. For a deeper mys- only expanding as the number of victims under his swaytery, the villain could control the characters without their increases. Defenses:Fortitude , Toughness 10, Will 6. The villains first line of defense isSenses. Psychos deal with their pain just like some heroes REVENGEdo: by inflicting it upon others. jects at once. Offense: Init +0, Attack +2 STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT 4 AWE 1 PRE 0 (Close, Damage 10). Cookie Notice Defenses: 1. 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. ), the Psy-cho will almost inevitably appear to die (lost in a fall or Ideally, the heroes can piece together clues from theexplosion, for example), only to manage to return in the crime scenes and early encounters with the Psychosfuture. Senses effects, particularly Low-light 3. The archetype is a powerful example of the particularly great strength, regenerative abilities, and atype, and may even be based on an existing Vampire from need for human blood, but may lack some of the morelegend, such as Count Dracula, Elizabeth Bthory (the supernatural powers such as Insubstantial or Summon,Blood Countess of Hungary), or the Nosferatu from the along with some of the weaknesses such as holy symbolsfilm of the same name. Even larger and more powerful versionslowing it to make different types of attacks. A Jobber whoother minor villains, hold down apartments, and may have can maneuver around on the ceiling pairs well with an-families to support. Offense: Init +0, Unarmed +0Innate), Flight 2 (8 MPH). An alchemist villain typically way, she can be as ruthless and powerful as any Sorcerer,relies on various potions, powders, and other magical for- perhaps even more so. A gift from a mad scientist? Totals: Abilities 4 + Powers 8 + Advantages 0 + Skills 3 + Dodge 2, Parry 2, Fortitude 5, Toughness 4, Will 1. The An Animal Mimic might be a spiritual champion of theMimic is a villain capable of duplicating one or more of animal kingdom, or a super-science user of DNA/RNAthe heroes qualitiesmost often their powers, but some- adaptations. It can getthe story and loses them by the end. wide breadth of knowledge, as well as formidable combat skills.The Alien Overlords powers may be innate, part of a non-human physiology or the result of an accident or genetic Immortal Overlords predictably take the long view ofexperimentation (perhaps to create some type of super- things; their schemes can take considerable time to comesoldier). 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. Offense: Init +1, Dagger +3 (Close, Damage 2), Pistol +3 (Ranged, Damage 3), Unarmed +1 (Close, Damage 1). 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. BYSTANDER PL0 MR1*No effective Strength due to Insubstantial effectSWARM, IRRITATING PL3 MR1 STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0 Equipment: Cell phone. 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. Expertise: Current Events 4 (+6), Expertise: Pop Culture 2 (+4),A Devouring Swarm causes physical damage to targets,biting or clawing anything they overrun. MASTER OF THE MARTIAL ARTSWhile not much of a direct threat to a group of superheroes, Although the archetype is a fairly formidablethe Master of Disguise is capable of doing quite a bit fighter, some Masters of Disguise are trueof damage to their reputations and personal rela- adepts in the arts of combat. You can use this should get an opportunity to convince the villain to turnfor comedic effect by showing the villain attempt some- back and reject the tainted power, although it does notthing with nothing happening, or having abilities produce necessarily have to succeed.unexpected results, such as a shattering blast rather thanthe delicate beam intended to carve the villains name TACTICSinto a wall.
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