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). They are like giants in a sandbox, capable of unleash-a great Item of Power has found its way into his hands ing blasts that can level buildings or even worse with aand the nobody finally has a chance to be somebody, to glance; theyre usually frightened by the circumstances,make the world sit up and take notice! The Mimicarranges means ofsurveillance and in-telligence gathering(spy-cams, magicalscrying, hired minions,etc.) Skills: Intimidation 4 (+4), 6 = Total 34 points.Perception 4 (+5). So, for example, if thea golem, animated statue, or even steampunk clockwork, heroes beat the Robot by melting it in the last encoun-some creation of mysticism or weird science rather than ter, the new version may have potent heat shielding thatconventional technology. Elemental archetypes.In keeping with their imitative style, Mimic villains in the ARTIFICIAL MIMICcomics are often artificial beingssuch as androids orcloneswith little or no life experience, or aliens with An Artificial Mimic is not a living being, but a constructno real understanding of human life or culture save what such as an android, robot, or even magical golem of somethey absorb through imitation. Spawn NO, NEVER!Puppeteers are most often aliens, using parasitic spawnto seize control over populations as a prelude to repro- In many scenarios where a hero is under a Puppeteersduction or invasion, but they can also be mutants or even control, the villain will order the thrall to do somethingtechnological, with their spawn being artificial or nano- like attacking a friend or loved one, or dooming thetech implants they manufacture. The morethe villain learns, the more effec-tive he becomes, until the time isripe to confront the heroes anddefeat them with their own abilities!THE BAD WITH THE GOODA common complication forMimics is a tendency to ac-quire their subjectsweakness-es along with their strengths.This may allow the heroesto capitalize on their knownweaknesses to slow or over-come the villain, althoughsome Mimics learn to com-DELUXE GAME MASTERS GUIDE 123MUTANTS & MASTERMINDS as super-speed and shrinking, or stretching and super- and can duplicate. 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. OVERLORDThe Overlord is a true master villain, possessed of a bril- is usually an advanced suit of power-armor, although itliant mind and formidable force of will. 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. Offense: Init 2, Attack +4 (Close, Damage 8). 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. This often leaves only a thin line revenge for whatever happened to leave the Psycho wan-between them and obsessed vigilante heroes. 4, Fortitude 13, Toughness 14, Will 5. before finally retires, disappears, or dies. up situations where the heroes attacks hit each other asThis kind of rivalry can add an interesting roleplayingelement to the Martial Artists appearance, along with anopportunity for complications and hero points.THE SECRET TECHNIQUESome Martial Artists know one or more eso-teric techniques, allowing them to perform su-per-human feats. Mutants & Masterminds HQ - Green Ronin Online Store Customize the bystander byhundreds or thousands of tiny insects or animals acting choosing an expertise such as a profession or trade skill.as a single entity. They Master, or anything with Cosmic, Mega-, Power, Supreme,can round out the characters arsenal of attacks and provide or Ultimate in it.some additional effects. Things get worse when there are public sightings stricted crime spree in the city.of the hero causing trouble or even committing crimes!Naturally, the police get involved and have to investigate, When they escape, the heroes find their supposed betray-and may want to arrest the hero on suspicion while they er trapped in the villains lair as well. Adventures involving the Robot may include the following:Even if the Robot manages to create others like it, they THE BRIDE OF THE ROBOToften end up turning against their maker, being more in-nocent or sophisticated, capable of emotion and empa- It all begins with the theft of electronics parts and equip-thy for humanity. 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. Defenses: Dodge 4, Parry 6, Animated trees are common minions for plant-controlling Fortitude 12, Toughness 14, Will 6. 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. Heavier work-dog is loyal and easily trained. Offense: Init +3, Powers: Damage 1 (Bite; Strength-Based), Senses 4 (Acute Unarmed +4 (Close, Damage 1). They select their targets, environments, or eventime of day based on what provides an advantageespecially those with movement powers. Advances in genetic engineering, biotechnology, ANY SCIENCE CAN BE MAD, IF YOURE DOING IT RIGHT! Offense: Init +1, Claws +5 (Close, Damage7). Grandiose titles like Doctor, Emperor, King, Lord,A Meta-Supremacist may be a heartless and arrogant Master, and Professor are common for Overlords,conqueror, considering ordinary humans little more as are mythological names, particularly those ofthan cattle, but some see themselves as champi- deities. BEAR PL6 MR3All animals have certain game traits in common: they havean Intellect rank of 5 or 4 (any creature with a higher In- STR 8 STA 4 AGL 1 DEX 0 FGT 3 INT 4 AWE 1 PRE 2tellect isnt a normal animal). Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. Defenses: Dodge 2, Parry 2, Fortitude 4, Toughness 22 + Advantages 1 + Skills 8 + Defenses 15 = Total 36 points. The villain simplyagility and confusion, particularly mixing things up in has the misfortune of choosing a target who is secretlyclose combat. Thus the prodigal creations of the Robot ment, and the kidnapping of prominent roboticists andare new potential heroes. people. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Skills: Perception 4 (+6), Stealth 2 (+16). PDF MythComicSetting/DC Adventures - Heroes & Villains Vol 2.pdf - Github 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. The same goes for heroes interfering in a Psychos fun in other ways. of the Rebuild and Return bit.ANDROID GIANT ROBOTTo the casual observer, the Android looks like an ordi- Rather than blending in, the villain is a huge robot, withnary human being. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . 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 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. 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. The Vampire usuallyprefers getting a single victim alone, using Fascinate in This scenario works best with a non-player character aspreparation for a bite attack (with a fair grab bonus for the Vampires victim, unless a player is particularly willingholding an ordinary human victim immobile). 3rd Edition Character Sheets. This archetype suffices for most spe- cies of bear. Created Date: 4/10/2020 4:55:17 PM . Movement 1 (Slithering). A slightly smaller version Powers: Reaction Damage 5 (When touched), Growth 8can suffice for the similar allosaurus. 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. A powerful Vampire could even be the leader of a legion of such nightmare creatures. 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). down. Totals: Abilities 8 + Powers58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points. SomeTainted Mimics not only duplicate the powers of their Vampire Mimics must kill or even consume their victims intargets, but also their power-related complications and some fashion in order to gain their powers, making themweaknesses. Marvel Comics Mutants & Masterminds 3rd Ed Conversion Offense: Init +3, Claw +2 (Close, Damage 4). 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). 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. The heroes quickly learn the truth when they come face-to-face with the Corporate Criminals brand of madRather than directly confronting the authorities and science in action.the heroes who back them up, a Mad Scientist mightprefer the quiet life of tinkering in a lab or workshop. Modify this as suits the desired power level for the character and series.ASSISTANTS Similarly, the archetype does not account for whateverIn addition to a lab, minions the Mad Scientist may have, fromMad Scientists often hired goons to home-made monsters.need assistants to do Include them to help run interfer-the grunt work around ence for the villain and provide thethe place. sidekick. 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. Some Vampires have the Vampire is quite similar to the Hybrid archetype.Ritualist advantage, allowing them to perform magicalrituals (a good intermediate step before full-blown Mag- QUEEN OF THE DAMNEDic powers). As the first stage of an ambitious scheme, the OverlordTACTICS seeks to eliminate opposition by removing the heroes from the board, sending various minions to capture or even killIn spite of their considerable personal power, Overlords tend them outright. 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. They Called Me Mad! Deluxe Gamemasters Guide MM - 3rd edition Keywords: Deluxe Gamemasters Guide MM - 3rd edition,Mutants and Masterminds . Either theyll peteer might decide the player characters would makebe jailed and out of the way or their reputations will be ru- even better pawns.ROBOTA common theme in the comics onward is technology run or advantages from the Master of Disguise you find ap-amok, when advances intended to improve the human propriate. QRCode. Editable Character Sheet PDF. Welcome to the Mutants & Masterminds headquarters for all your superhero needs. 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. Mutants & Masterminds 3rd Edition - Updated for 3e. 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. Share it: . Some Imps are potentially deadly, but even these some fashion. of Hand 4 (+6) Power Loss: Requires magical rituals or talismans. 0 + Skills 3 + Defenses 9 = Total 45 points.This archetype is a medium-sized flying dinosaur, al-though its wingspan is some 25 feet. Sort by: best. 6 Conspiracies: Spy-tech orpsychicdevices; complex schemes based aroundthe Truthabout the Con- spiracy and whoever is behind it, paranoid precautions and security measures. The No-of advanced alien technology, or anything else the GM body might possess a literal plot device, an item capablecares to make up. 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. Totals: Abilities 10 + Powers 8 Perception 4 (+5). 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. Mutants & Masterminds Deluxe Hero's Handbook (Print) Assistants include the following:may double as effectiveminions, if they have other THEY CALLED ME MAD!useful abilities. Skills:Skills: Acrobatics 3 (+6), Athletics 3 (+6), Perception 4 (+5), Close Combat: Unarmed 4 (+7), Perception 6 (+8). 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). The villain might be a ness, often a sexual allure. 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 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. 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. Advantages: All-out Attack, Power Attack. Necro-Themes for the Sorcerer typically involve what type of mancers often survive by draining the life force of victims,magic the villain commands, and the marks that power in a vampire-like fashion, and may intend to turn the en-has left on the Sorcerers body, mind, and soul. Skills: Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). Offense: Init +0, Unarmed +0Innate), Flight 2 (8 MPH). From Cro-Magnum, the gunslinging neanderthal, to Schadenfreude's Cat, we're sure you'll find characters in this . Beginners Luck, Ranged Attack 4 disdainful of self-control and thelittle peoplewho are no longer a threat or concern.I DIDNT KNOW I COULD DO THAT! Some Items of Power even actively corrupt their wielders,Given their typically accidental origin stories, Jumped-Up their essences tainted by evil magic, or perhaps possessedNobodies rarely understand their powers very well. Advantages: Improved Initia- snare Affliction effects for web-spinning insects. If this is an early adventure in the series, it can even serve as a way of getting the heroes together in the first place.Of course, once it comes down to a direct confrontation, By attempting to eliminate the opposition, the villain in-the Overlord is no pushover. Various sorts of giant insects appear as a result of scientificFAERIE, TRICKSTER PL5 MR6 experiments, mutagens (like radiation or biochemicals), or as visitors from alien worlds. Perhaps the vil-Scientist tends to flip a switch (orwhatever) that unleashes some fear- lain kidnaps whoever is giving the award to force them to acknowledge him, or simply plans to attack the award112 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESceremony with an army of robots or some new fiendish only have to deal with formerly two-bit criminals armeddevice to show up his rival.
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