mutants and masterminds 3e pdf trove

Skills: Perception 6 (+9). 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). 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. lain time to gloat and arrange a proper demise for the in- terfering heroes.Exactly what the ritual is intended to do is up to the GMand depends on the Sorcerers ultimate goals. After all, stopping a routine mugging is dull, but thwarting a massive alien invasion byOne example is the Game-Master, a cosmic game-player an alliance of a dozen different races now that soundsinterested in various tests of wit and skill involving the awesome!heroes. ), 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. 4 Clowns: Comedy props (squirting flower, seltzer bottle, cream pie, etc. Vampire Mimics do not just copy powers; they steal them!TAINTED MIMIC In addition to the Mimic power, the villain has a long- lasting Nullify effect against the powers it copies. 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. For more information, please see our The heroes just blunder into these traps, rather than being placed in them deliberately. Otherwise, they tend to wear very little, opting for leather straps or stylish clothingWings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fire when prowling for victims.Damage, Poison, Disease), Senses 2 (Darkvision), Shrinking 4 DINOSAURS(Permanent, Innate). Indeed, they often take great offense to any hero section or hired or created supervillain lieutenants. 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. The same goes for heroes interfering in a Psychos fun in other ways. Defenses: Dodge 2, Parry 2, Fortitude 4, Toughness 22 + Advantages 1 + Skills 8 + Defenses 15 = Total 36 points. 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. Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. Theyto say, Unlimited Mimics grow exponentially in power as pick up discarded powers to add to their arsenal and usethey gather subjects, unless there is something that re- them against the heroes. They accomplish this ei- ther through the power of their bite, or by feeding the victim small amounts of the Vampires own blood, filled with cor- rupt, transformative power. Offense: Init +0, Attack +2 STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT 4 AWE 1 PRE 0 (Close, Damage 10). Evil Computers often make useations. Search. Many could become wealthyTHEMES if they learned to apply their technological insights or patented their creations, but somhow never manage to.A Jobbers theme revolves heavily around whatever This savant-level tinkering is always limited to their themeparticular power set they possess. 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? Totals:Damage, Aging, Cold Damage, Fire Damage, Poison, Disease), Abilities 10 + Powers 36 + Advantages 0 + Skills 2 + DefensesProtection 2, Senses 2 (Darkvision). 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. side the law. Impervious Protection 2. This is a set-uplandlord tries to evict them, vehicles are ticketed or im- for the classic hero vs. hero battles of the comics, and apounded, and so forth. After a number of failed checks, the victim irrevocably becomes one of the undead. The villains powersmight also be dependent on a se- In the case of a player character, thisrum or other source. 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! obsession in some way. 3rd Edition Character Sheets. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. rescue these innocent people and what to do with them once they have. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. Advantages: Diehard, Improved Acute Smell, Tracking, Ultra-hearing). 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. tion or more light-sensitive eyes).THEMES Living Vampires may revel in their new condition or, more commonly, seek a cure for it. Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). In the final match-up, the villain has to relyown voices, and tend to rant or ramble at the slightest more on his own abilities.opportunity. I struggled finding a character sheet for 3rd edition M&M that I liked, so I made one with all the information I feel like I use when I play. 2 Art: Equipment based on art supplies (paints, brushes, canvases, etc.) TheCAPERS clues to its location are scattered, requiring the villain to gather various artworks and items now in museums andAdventures involving the Martial Artist may include the private collections.following: A hidden order of monks and mystics might be chargedTHE BEST OF THE BEST with protecting the secret, calling upon the heroes for help in preventing the villain from finding the scroll. Consider where a CLASSIC BITSJobbers powers come from: Are they natural abilities?Are they provided and maintained by another villain? inga chemical compound that induces madness. (Close, Damage 2). Typically, the Overlord created the device himself, or sought out and won it. Some find them by be granted untold power by an outside agency. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). Offense: Init +3, Burst Area Affliction (Close, Damage 0). Defenses: 1. Equipmentactivities, but without the style or raw power of more provided by an employer? cowardly when confronted, and sometimes get caught up in their own web of lies and deception. pensate in various ways, such as combining the traits ofSimilarly, a Scavenger might even collect traits from two or more subjects to reduce or eliminate a particulardeceased subjects in some fashion, either like a Vampire weakness; if one subjects Protection is overcome by aMimic (previously) or a grave robber. You may wishtionships, given the opportunity. 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 pearance). Relationship: Jean Grey: Warren is currently dating Jean Grey who is a fashion model. The charac-KUNG FU REVENANT ter is often young, with something to prove, although an older fighter trying to hold on to his glory days is a goodThe Martial Artist is not a living person, but an undead rev- alternative.enant returned from the grave! This archetype can also represent a giant octopus or simi- lar creature.144 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESSWARM, DEVOURING PL5 MR2 CIVILIANSSTR 2, STA 5, AGL 5, DEX 1, FGT 2, INT 4, AWE 0, PRE 5 Numerous innocent people are under the heroesprotection, but their game traits dont often matter in the context of thePowers: Damage 5 (Shapeable Area), Insubstantial 1 (Innate; game. entire city or world to fall under the fiends control. The following are some examples of civilians the he-Permanent), Movement 1 (Wall-crawling). Totals: Abilities 10 + Powers 0 + Advantages 3 + Skills 14 + Defenses 11 = Total 38 points. The villain simplyagility and confusion, particularly mixing things up in has the misfortune of choosing a target who is secretlyclose combat. Shadow Council. 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. lords sheer power. The Horsemen of Apocalypse. Some Mad Scientists are motivated ASIAN MASTERMINDby a desire for revenge against a society that mocked andrejected the fruits of their genius. Some is taken down. The evil Robot is one a kind ofinfiltrationunit. they build themselves, despite having no special genius or other technical skills. It is designed to mimic the traits of others and altersway of looking at human foibles and virtues from an out- its structure to do so, perhaps using nanotechnology,siders perspective. Contents. Reduce Growthand (Permanent, Innate), Insubstantial 1 (Permanent, Innate),therefore Strength, Stamina, and related traitsby 2 ranks. Vampires have an array of mystic and perhaps even sunlight, although bright light usuallypowers and minions at their command, but also a number still pains Living Vampires (perhaps due to a skin condi-of distinct vulnerabilities. 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). 16 Science Fiction: Futuristic gadgetry, interest in technology and fandom (conventions, Hollywood premieres, etc.). See the Minion Archetypes sectionFORBIDDEN LORE for inspiration.Villainous Sorcerers by definition dabble with forces man You can either assign the villain appropriate ranks in thewas not meant to know. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. "Tell me you've got . Offense: Init +0, Unarmed +4 (Close, Damage 12). Defenses 0 = Total 5 points. Stamina 4 (Progressive, Linked to Strength Damage, venom). or art icons (famous works), ob- session with art critics or artists or particular styles. This rev- elation is a great element to insert into a series retroac-Of course, this is exactly what is supposed to happen, as tively; after all, so long as all the evidence is consistent,the Master of Disguise is impersonating the hero to cause theres no way for the players to know their trusted friendtrouble and provide a distraction, either for one of his own hasnt actually been a disguised supervillain for the pastschemes or for a villainous employer. They also delight in using illusions villains power.to trick their foes into attacking each other, or that somecrisis is occurring when actually nothing is happening (or TACTICSsomething else entirely is going on). exercise the mental discipline needed to keep their new powers in check. 0). body (as described for the Evolved Mastermind), some alien villains from advanced species and civilizations haveSome Masterminds have little outward sign of their mental Mastermind qualities: an enlarged head or brain and ex-superiority, looking like ordinary people, while others have traordinary psionic powers. Inaddition to the listed traits, the ILLUSIONISTBrain has no Strength or Dex-terity (having no physical body) The Masterminds powers are generally the combinationbut does have equipment of telepathy and telekinesis listed for the archetype. Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. challenging for the heroes! But soon, a new criminal picks up her mantle andThey are more likely than most villains to work well equipment, but with far darker, more violent tendencies,together, forming a criminal league or gallery of rogues sensible tactics, and possibly even powerful minions. Totals: Abilities 24 + Powers 14 + Advantages 0 + Skills 3 + Defenses 8 = Total 15 points.Advantages 7 + Skills 8 (16 ranks) + Defenses 1 = 54. If such a talisman canturn a virtual no one into a world-class supervillain, justimagine what it could do in the hands of a masterful evilSorcerer!DELUXE GAME MASTERS GUIDE 137MUTANTS & MASTERMINDS SORCERER PL14 STR STA AGL DEX FGT INT AWE PRE -1 0 0 2 2 3 8 2 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 Magic: Array (36 points) Mystic Blast +10 Ranged, Affliction 12 Mystic Blast: Ranged Damage 18 36 points Mystic Bonds +10 Close, Damage 1 Mystic Bonds: Ranged Cumulative Affliction 12 (Resisted by Unarmed +2 Dodge; Hindered and Vulnerable, Defenseless and Immobile; DEFENSE 10 FORTITUDE 11 Extra Condition, Limited Degree) 1 point Mystic Passage: Teleport 18 1 point DODGE 8 TOUGHNESS 18/0* Scrying: Remote Sensing 9 (visual, auditory, mental) 1 point PARRY WILL 16 *Without Mystic Shield Mystic Levitation: Flight 4 8 points Mystic Senses: Senses 2 (Danger Sense, Magical Awareness) POWER POINTS 2 points ABILITIES 32 SKILLS 20 Mystic Shield: Protection 18, Impervious 12, Affects 35 POWERS 80 DEFENSES 175 Insubstantial, Sustained 31 points ADVANTAGES 8 TOTAL SKILLS COMPLICATIONS Deception 4 (+6), Expertise: Magic 16 (+19), Intimidation 9 (+11), Persuasion 4 (+6), Ranged Combat: Magic 3 (+5), Sleight Arrogant: Superior and overconfident. 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. 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. 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. Esoteric or mad math could grant a villain power over probability or even the foundational building blocks of reality itself! Freedom City, the actual town, is the default setting for the 1st and 2nd editions of the game and is where most setting information is provided for. 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. The (nowthwart the kidnappings or track the miss- mad) scientist intends to provideing scientists to the villains lair. 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. 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. Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. Note the 18 ranks ofpowers (or Alternate Effects) for the villain, based on what Impervious Protection along with the Immunity and Mindis going on in the adventure. 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. 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. Offense: manipulating villains able to bring them from the distantInit +1, Claws +5 (Close, Damage 3). Skills: Perception 6 (+9), Stealth 4Unarmed +6 (Close, Damage 10). This archetype is a giant version of the normally innocu-The dragon may have a different descriptor to its breath ous insect-eating plant, a popular minion for plant-con-weapon than fire, perhaps even a Variable Descriptor, al- trolling villains. Note that the archetypesCLASSIC BITS Perception Ranged Move Object effect is capable of grabbing anything the villain can see, but grab checksThe following are some classic bits involving the are still required to hold on to a struggling opponent,Mastermind archetype: and telekinetic attacks made with grabbed objects do not hit automatically, but require a ranged attack check.CONTEST OF WILLS Masterminds commonly use telekinesis to pin opponentsQuite often, the conflict between a Mastermind and one to a wall, ceiling, or floor or to hurl objects at them. It shares more in common with the Hybrid andple of what the heroes abilities could do, if turned to evil. QRCode. Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! GRR5506e_SupernaturalHandbook_Preview01.pdf, GRR5506e_SupernaturalHandbook_Preview02.pdf, MutantsAndMasterminds_CrisisOnChristmas.pdf, Mutants-Masterminds-Adventure_Monster-Mash-Up.pdf, GRR5505e-Threat-Report-PDF-Preview-Starbreed.pdf, GRR5506e_SupernaturalHandbook_Preview03.pdf, GRR5516e_BasicHerosHandbook_CharacterSheet.pdf, Mutants-Masterminds-Adventure-NothingToFear.pdf. Or over estimated his chances. An Evil Computer may control a number of differentslaverobots, perhaps even able to directly per-THEMES ceive whatever they do as a Remote Sensing effect.The Robots themes tend to involve the nature of its cre- The Evil Computer is more like the Brain in a Jar version ofation and what type of robot it is, ranging from a fairly the Mastermind archetype, with powers such as Datalinkhuman-looking android to more industrial shapes or even and various machine minions rather than mental powersimmobile computers, giant machines, or magical cre- that target living beings. Totals: Abilities 6 + Powers 13 + Advantages 0 + Skills 4 +Vision and Acute Smell, are common for many animals. Defenses: Dodge 3, Parry 4, Fortitude 6, Toughness 6, Will 4. 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. Offense: Init +0, Unarmed +0 (Close, Damage 0). Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. 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. Log in or sign up to leave a comment. Skills: Perception 8 (+10). 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. Defenses: Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. A powerful Vampire could even be the leader of a legion of such nightmare creatures. Advantages: Improved Initia- snare Affliction effects for web-spinning insects. 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. of things the villain couldnt possibly know. As mentioned under Mystic Minions, they mostexample, or the primary ingredient is so rare that the rite commonly summon up various creatures to engage theirwill use up all of it known to exist. ATHE VILLAIN-MAKER Mad Scientist Arms Merchant is turning a tidy profit from sales of the devices. Advantages: Hide in Plain Sight, Luck 4, Redirect, Startle. AllMad Scientists tend to be behind-the-scenes bad of this pomp and circumstanceguys, troubling the heroes with the spawn surrounding such an obviousof their fevered intellects while intellectual inferior enrages thethey watch from afar in their hid- Mad Scientist, who swears toden labs. 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. Skills:abilities, such as bat-like wings and a penchant for flinginghellfire at their targets when in their natural form. ADVANTAGES VANISHING ACT Artificer, Ranged Attack 5, Ritualist, Trance More than any other villain, Sorcerers are prone to simply disappearing into thin air when their business is conclud-RITUALS ed or they need a quick escape. lectual and scientific accomplish- ments is being honored by theTACTICS city or a national organization. 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. When a confused Mimic asks, Explain morphic materials, or a magical process such as alchemythis thing you call justice, how do the heroes respond? Often, an Androids hu- a giant robot master villain. The Construct might also be a master vil- with a creator who is now dead (often by the creationslain in its own right. It might need thecal information, but that does not have to be the case. Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. A Vampire able to create others of its kind quickly can potentially assem- ble a small army of undead, given the opportunity. Name Ideas: Bullfrog, Triathlete, Hare Trigger, Hopscotch, Kangarude, the Leapist, Pole Vault 20 points Mirrors/Illusions/Shadows with projections (Visual Illusion 8), reflection/misdirection (Deflect 7; Redirection, Reflect), illusion damage (alternate; Ranged Damage 7; Alternate Resistance [Will]), invisibility (alternate; Visual 89 Concealment 4); and mirror-step (alternate; Extended Teleport 10; Medium). DC Adventures is based on the award-winning Mutants & Masterminds super hero RPG from Green Ronin Publishing, and is compatible with the third edition of M&M. While DC Adventures contains all the rules and information you need to play the game, future M&M Third Edition products are also compatible and usable with the material in this book, so . 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. Mimics able to copy all powers tend to be ei-much overlap between them. minions! Many aquatic supervillains rely on shark minions for pro- tection and offense, while tyrants and mad scientists may employ shark pools as traps to protect their layers.

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