No ransom de-mechanical toys able to move and act on their own. 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 & Masterminds superhero RPG and the DC Adventures RPG, including printable character sheets. (See the technology along with his other powers: assign the villainBrain in a Jar theme for an example of this.) 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! 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. Rather than supporting them, the government explained crime spree! If a class of superhumans is mistrusted or persecuted in the set- CLASSIC BITS Some classic bits involving the Overlord archetype include the following: CONSORTS What is a ruler without a consort to help establish and carry on a dynasty? TRANSFORMATION Although in many legends only those slain by a vampire will become one, in the comics, vampires often pos- sess the ability to slowly trans- form victims into Vampires over time. Optionally, you may wish to have printed copies of the many Mutants & Masterminds books available from Green Ronin Publishing (but they are not required in order to play or run a game.) Insight 4 (+4), Persuasion 4 (+5), Ranged Combat: Guns 1 Their shadow magic animates darkness to attack on their (+1). Hes likewise highlysomething if theres a reason than just pulling out new resistant to mental assault and immune to mere mortalpowers at random. 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! The good guys in the waking world have to tracka hero-fight, as another team aids the police in tracking down the villain somehow, without succumbing to their own fatigue and falling asleep as well.MIMICSometimes, imitation is the sincerest form of villainy. 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). 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. Eventhose who prefer a directconfrontation are likely totake advantage of a vulnerableopponent. rescue these innocent people and what to do with them once they have. 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. Defenses: 1. ATHE VILLAIN-MAKER Mad Scientist Arms Merchant is turning a tidy profit from sales of the devices. Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. The necromancer works with the dead, particularly reani- mating corpses as zombie or skeleton minions (see theTHEMES Minion Archetypes) and summoning the shades of the dead to provide knowledge and forbidden lore. (Permanent, Innate), Protection 2, Senses 4 (Low-light Vision, Acute Smell, Track, Ultra-hearing). The Imp is make them look foolish.usually nigh omnipotent, making it that much harder forheroes to get rid of him (or simply punch his lights out, as In spite of their tremendous power, tricksters tend to bethey will no doubt be tempted to do). Squadron Sinister. 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). 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. Feedback is appreciated. Robots typically have formidable physical and The villain is an evil or amoral artificial intelligence that ex-intellectual capabilities and a vast array of technological ists as software running on a computer, rather than in a spe-weapons and devices at their command. Super-Powered by M&M Trademark License: Make your own Mutants & Masterminds-compatible products! They select their targets, environments, or eventime of day based on what provides an advantageespecially those with movement powers. The with them, perhaps even other heroes who have fallenfirst sign an investigator gets of a Vampire moving into an under the Vampires sway.area may be the acquisition of a suitable lair there, a taskusually entrusted to one of the Vampires thralls. Cultists are often fanatically The term Cult Master is a bit of a misnomer, since manyloyal to their cause, making them effective minions will- so-called Masters are in fact servants of a master villain,ing to do anything for their master. Perhaps the organizers of the bout are of- like professional soldiers or ninja (see the Ninja minionsfering a bigger prize, or are looking to gain something from on page 140 for examples). MUTANTS & MASTERMINDS The Time Traveler's Codex The Time Traveler's Codex. It can getthe story and loses them by the end. This instructionStrength-based Damage effects) and an additional +1 manual contains martial arts secrets lost to the ages andDodge defense while remaining at PL11. Jobbers typically have one strategy and stick withit, often getting creative in how to best apply their limitedpowers. Male Overlords may kidnap a chosen female and either try to sweep her off her feet or force her into marriage (although the latter tends to be more of an artifact of the Golden and Silver Ages). 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. Totals: Abilities 38 + Powers 15 + Advantages 5 + Skills 14 (28 CULT INITIATE PL2 MR2 ranks) + Defenses 16 = 88 points. From Cro-Magnum, the gunslinging neanderthal, to Schadenfreude's Cat, we're sure you'll find characters in this . Skills: Perception 4 (+11), Stealth 4 (+10). petri.ruotanen6205. minions! Therefore, he takes it upon himself toHalloween), or confronting the Imp with some intangible become their hero coach and provide them with all sortsquality, such as love, hope, fear, or the like. They hang out at bars with to super-strong Jobbers to defend them. Eventually, it comes down toheroes learn of the Vampires quest for the artifact when a confrontation at the artifacts resting place, wherean archeologist or renowned collector of ancient manu- the heroes have to keep it out of the wrong hands andscripts turns up missing or dead, and drained of blood. 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. There might be some tellssuch one or more ranks of (most likely Permanent) Growth. An Imp could wield powerful magic, science so entrance them. More a colorful character than a dangerous criminal, her loss leavesEven when they arent minions, Jobbers often flock the hero community and local news feeling awkwardlytogether for strength in numbers against a citys heroes. STR 8 STA 8 AGL 1 DEX 2 FGT 4 INT 5 AWE 1 PRE 4 HERD ANIMAL PL3 MR1 Powers: Growth 8 (Permanent, Innate), Senses 1 (Low-light Vision), Swimming 4. Trickster faeries are Toughness 8, Will . Skills: Acrobatics 2 (+8), Deception 8 (+8), bigger creatures, add ranks of Growth. Totals: Abilities 2 + Powers 6 + Advantages 1 + Skills 11 + Defenses 10 = Total 30 points.MONKEY PL3 MR2 This archetype represents constrictor snakes large enough to threaten a human, like boa constrictors and anacondas. Consignment Service. Keep in mind these characters are APE PL4 MR3intended to be treated according to the rules for minions,so their effective power level is somewhat less than their STR 6 STA 4 AGL 3 DEX 1 FGT 3 INT 4 AWE 1 PRE 1game traits indicate. 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). After all, they want oth-ers to appreciate their genius and find it dif- set the villain up to use it on anficult to pass up an opportunity to explain unsuspecting world.their latest invention or scheme to the igno-rant dolts who think they can stop it. After all, Mad Scientists are always building (or growing) things to trouble the heroes. Alternately, you can simply consider it a plot de-vice, since most other supervillains find ways to myste-riously return from death as well. Totals:After its power level, each minion archetype has MR Abilities 10 + Powers 12 + Advantages 0 + Skills 6 + Defenseswhich stands for Minion Rank.This is the rank of the Min- 7 = Total 35 points.ion advantage or Summon effect needed to have a singleexample of that archetype as a minion. 11 Halloween: Spooky devices and crimes intended to frighten or spook. Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Will Offense: Init +2, Icy Shadows +6 (Ranged, Damage 6), Knife 0. Created Date: 4/10/2020 4:55:17 PM . The Psycho is an threes might target the Holy Trinity Church, or memorabil-excellent foil for edgy, driven heroes and often a dark re- ia from a famous sports triple-play, for example. BLOB PL8 MR3The king of dinosaurs, the infamous T. They are seeking new ways to un- an ape able to disguise itself as a human.derstand and control life, perhaps improving it, even tothe point of conquering death! Others may simply have a schtick or Foe or Favored Environmentperhaps even allowinggimmick they love thats never amounted to much more Jobbers to stack two ranks of these advantages to improvethan holding up jewelry stores and shaking down tourist the provided circumstance bonus to +5.busses, continuing their villainous schemes for the art,rather than for power or profit. 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. Mutants and masterminds 3rd edition trove You are being redirected to . Powers: Flight 3 (16 MPH; Wings, Subtle), Senses 2 (Low-light Vision, Ultravision), Shrinking 8 (Permanent, Innate). of beating him (or even affecting him) each and every time.So an Unlimited Mimic might be able to duplicate an SCAVENGERendless number of powers, for example, possibly eventhe powers of every superhuman in existence! Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. 0). 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! Defenses: Dodge 6,This archetype represents the African elephant. dead animals by adding Immunity 30 (Fortitude Effects) and removing the animals Stamina rank.This section offers a variety of ready-made minionarchetypes suitable for use with different villains, power Please note that all modifiers for Growth and Shrinkinglevels, and adventures. Rather thanrules of the Imps game (or trickery involving said rules). Naturally, it also works as a Groom of thegal authorities to provide protection. Offense: Init +2, Attack +1 ous snakes: asps, cobras, rattlesnakes, vipers, and so forth. Perhaps actual devices for controlling or affecting time. heroes with them or, more likely, faking their own deathsLittle do you know that I have eyes everywhere!). Skills: Close Combat: Advantages 0 + Skills 3 + Defenses 11 = Total 28 points.

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