Offense: Init +2, Bite +0 (Close, Damage 5).With various villains possessing powers like animal con- Defenses: Dodge 8, Parry 6, Fortitude 0, Toughness 2, Will 2.trol, shapeshifting, and mimicking the traits of different Totals: Abilities 18 + Powers 30 + Advantages 0 + Skills 3 +animals, as well as a tendency to acquire pets, heroes may Defenses 0 = Total 15 points.encounter many different types of animals. 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. 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. 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. feat the same way twice.A Magical Construct is often the lieutenant of an occult A CREATED RACEmaster villain, while lesser Magical Constructs may be theroboticminions of a mystic (see the Minion Archetypes The Robot is often a unique entity, created by accident orfor examples). Offense: Initrarely know when theyve gone too far with their pranks. own hand). Perhapsthe brain is actually just a disembodied intel-lect, such as an artificial intelligence, digitizedpersonality, or a spirit lacking a physical body.In this case the life support is some otherequipment allowing it to function, such as acomputer or magical touchstone. 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. There might be a reason for the Impsparticular style or it could just be a matter of taste. 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. Totals: Defenses 3 = Total 10 points. Defenses: Dodge 4, Parry 5, Fortitude 6, Toughness 6, Willtial threats or prey. You canions than they do with their boss, since the minions tend create giant animals by adding ranks of Growth (and itsto compose the majority of the challenges leading up to associated modifiers) to an archetype or robotic or un-the final confrontation with the villain. 3 Books: Obsessive collecting of different rare volumes, literary references, stalking authors, committing crimes based on famous novels, perhaps a focus on a particular genre. 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. 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. The swarm is immune to direct physicalattack, although area effects and energy attacks still REPORTER PL1 MR2work against it. Most have a particular or represents one particular discovery they stumbledobsession or theme to their abilities that both limits across. the user.THEMES OMNIPOTENT NOBODYThe primary variations on the Jumped-Up Nobody in- The most extreme type of Jumped-Up Nobody is a plotvolve the exact nature of the Item of Power. Skills: Intimidation 8 (+7). 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. Skills: Perception 6 (+9), Stealth 4Unarmed +6 (Close, Damage 10). https://drive.google.com/drive/folders/15iqjQ3aNFnJW2sHnUvt71wbVY3umVKYN?usp=sharing. 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. 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. Hell show them all! Sorcerers often belong to a world minions to deal with bothersome pests such as superhe-of myth and magic now all but forgotten, and may seek roes. (See the technology along with his other powers: assign the villainBrain in a Jar theme for an example of this.) STR 8 STA 8 AGL 2 DEX 0 FGT 4 INT AWE 0 PRE Powers: Extra Limbs 4 (Branches), Growth 8 (Permanent, Innate), TYRANNOSAURUS REX PL11 MR5 Immunity 2 (Suffocation). They tend to be among the most alien and Seductive Puppeteers turn out to be truly hideous, theircreepy of Puppeteers (along with the Spawn Puppeteer, appearance of beauty an illusion or some other manifes-following). Maggia. THEMESPhysically, Puppeteers are little threat, but heroes rarelyconfront them directly, dealing instead with their various Puppeteer themes revolve around how the villain controlspawns and schemes. This instructionStrength-based Damage effects) and an additional +1 manual contains martial arts secrets lost to the ages andDodge defense while remaining at PL11. Skills: Perception 4 (+11), Stealth 4 (+10). The majority of Protection 5, Senses 2 (Darkvision). Mad psychologists are often obsessed with phobias or other mental disorders. 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. until circumstances force him into the ring to earn money or protect a loved one from criminal elements. Mutants and Masterminds | The Dragon's Trove Editable Character Sheet PDF. Theyre eager to settle thethe Jobber down becomes even harder when they begin score and see how many jokes the heroes can crackoutfitting their criminal headquarters with powered traps. 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). Defenses: Dodge 2, Parry 2, Fortitude 3, Toughness 1, Will 1. 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 Hellfire Club. You can publish your book online for free in a few minutes. Welcome to the Mutants & Masterminds headquarters for all your superhero needs. Lethal Legion. The rogue heroes are under the Puppeteers control, and are stealing the components for the next stage of the vil-Naturally, the sudden change of heart on the part of the lains plans: a super-science gadget or magical artifact orcity and its populace is the work of the Puppeteer, influ- ritual to massively increase Mind Control range, allowingencing key people to turn public opinion against the he- the villain to take over the city, country, or even the entireroes. Offense: Init +1, Bite +2 (Close, Damage Vision, Low-light Vision), Speed 4 (30 MPH). Share it: . Rather thanrules of the Imps game (or trickery involving said rules). The vil- onry as well as a means of choosing crimes and leavinglains madness opened the door to a certain genius, how- clues for the heroes. Mimicking multiple subjects often the most efficient mannerresults in a strange composite appearance for the Mimic. Friends and teammates notice changes in behavior and a generalTACTICS malaise and do their best to help, but the heroine is in the Vampires thrall and resists their efforts. 15 Religion: Religious iconography and costuming, targets religious enemies or heretical members of a particular religion. The good guys might be able to snap them out ofvillain can work there unopposed, or to force them into a it, but otherwise they have to figure out how to stop themconfrontation with otherwise innocent people that puts without harming them too badly. TACTICSThe Puppeteer provides a perfect excuse for the comic Puppeteers tend to be behind-the-scenes bad guys, usingbook classic of heroes fighting each other: the villain sim- their thralls to do their dirty work and take all the risks forply controls one or more heroes and sets them against the them, while they remain safely out of sight. Defenses: Dodge 7, Parry 7, Fortitude 7, Toughness 9, Will 7. Offense: Init +0, Unarmed +0 (Close, Damage 0). 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. 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. To further complicate matters, thecility, but there is evidence the systems failure was caused Robot might use captured humans as carriers, leavingby a break in, by someoneor somethingthat man- the heroes with the dilemma of whether or not they canaged to escape. Mutants and masterminds 3rd edition trove You are being redirected to . Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. The archetype also serves forlarge alligators, including ones sometimes encountered This archetype includes cows, bison, and buffalo, typicallyin city sewers in the comic books. of things the villain couldnt possibly know. 11 Halloween: Spooky devices and crimes intended to frighten or spook. Masterminds often prefer to use their powers againstOne variation on the Illusion is the Dream-Master, whose opponents from afar, rather than risking any sort ofmental powers only affect sleeping targets, but can trap physical confrontation. Totals: Abilities 6 + Powers 0 + Advantages 3 + Skills 9 + Defenses 7 = Total 25 points.146 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESDEMONS DEMON, TEMPTER PL8 MR9A demon is generally an evil creature from a hellish realm, STR 0 STA 4 AGL 2 DEX 2 FGT 3 INT 1 AWE 2 PRE 5which resembles various places from human myth and Powers: Affliction 8 (Resisted by Will; Dazed, Stunned,legend. A minor alchemist who stumbles uponthe Philosophers Stone is more of a Jumped-Up Nobody UNDEAD SORCERERarchetype, but a masterful alchemist is easily the equal ofa full-fledged Sorcerer. 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. Skills: Perception 6 (+7). or easily removed; a gravity gun can be disarmed, while a villain with a wearable cosmos rig has to be taken downWhat they lack in terms of power, most Jobbers make up before the heroes can take their powers away.for with personality. Skills: Intimidation 4 (+4), 6 = Total 34 points.Perception 4 (+5). Totals: Abilities 18 + Powers 21 +Advantages 0 + Skills 0 + Defenses 0 = Total 3 points. The villain tends to stay in the shadows, striking Vampire will have a new super-powered thrall with all thefrom surprise and using gaseous form to slip in and out abilities of a vampire as well!of places and as a means of escape. 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. 3rd Edition Character Sheets. what the heroes find when they work their way to the cen- ter of the villains web of influence.Although Mind Control is a formidable power in and ofitself, a Puppeteer backed into a corner may also use ex-130 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESFOCUS PUPPETEERWhile the archetype as givencan attempt to control subjectssimply by seeing them, a FocusPuppeteer requires some talisman orfocus in order to establish control. 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). Like the witches and sorceresses ofmulae to cast spells and rituals, although the character legend, she often has a penchant for enchanting men ormay be so powerful as to possess the legendary Stone transforming them into her bestial servants.and its abilities. Taken to extremes, the some sort, or even an outcast.villain might have a transparent skull, a brain-like patternof folds on his head as though his brain were escaping, or An Alien Mastermind typically has access to advancedeven being all brain, with no physical body at all!
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