Offense: Init +4, Bite +6 from the dawn of life on Earth, an alien visitor, or demonic (Close, Damage 3). There might be some tellssuch one or more ranks of (most likely Permanent) Growth. A few Psychos have non-human minions based public venues or on live television! 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. 3rd Edition Character Sheets. 11 Halloween: Spooky devices and crimes intended to frighten or spook. Mutants & Masterminds Deluxe Hero's HandbookThe World's Greatest Superhero RPG!Authors: Steve Kenson with Leon Chang, Seth Johnson, Jon Leitheusser, and Prof. Christopher McGlothlin, M.Ed.Format: 320 pages, full color, Hardback Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for . If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. The typical Scavenger collectssetsthe Mimics tally and forces it to start over again (such different devices and equipment, often stolen from theiras having to have subjects in close proximity or line of prior owners, or copied from existing items.sight). 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). Totals: Abilities 18 + Powers 21 +Advantages 0 + Skills 0 + Defenses 0 = Total 3 points. 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. Share. Skills:This archetype represents small, tailed monkeys like the Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). Some revenants are mys-tical undead like zombies or Chinese hopping vampires NAME IDEASwhile others are products of scientific research or a fusionof science and sorcery. This is not always the case,them in a nightmare world where the villain is seemingly however, and some Masterminds are quite willing to proveall-powerful. Anansi, the Brat, Coyote the Trickster, Kilroy, Mister Muggles, Pooka, Puck, Rumpelstiltskin, Sidekick,Another Player of Games is the Tester, who puts heroes in Storytime, the White Rabbitsituations similar to the Game-Master, but for purposes100 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCLASSIC BITS tween the Imp and the heroes, be creative when it comes to challenging them. 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. Social Share. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). 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. Resisting arrest only makes matters worse, but sur- son they thought was their friend was actually the Masterrendering and being locked up, even for a short while, al- of Disguise, who kidnapped the real ally and infiltratedlows the heros foes to act unopposed. Other Puppeteers are more subtle, ma- an Illusion sufficient to fool the heroes and provide annipulating people through a web of influence, contacts, escape route.blackmail, and extortion. From Cro-Magnum, the gunslinging neanderthal, to Schadenfreude's Cat, we're sure you'll find characters in this . DriveThruRPG.com - Mutants & Masterminds | PDF - The Largest RPG Examples include Doctor Genesis, theons and defenders of an oppressed or threatened Emperor, the Forever King, Lord Hyperion, Master Khan, Professor Power, and War-Lord. 100% Upvoted. Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 3. 13 Medicine: Doctor or nurse lab coats or uniforms, medical instruments, paraphernalia, and terminology, perhaps a germ-phobia or targeting the medical profession. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . Others want to carry out The Asian Mastermind is based on the yellow peril ste-experiments no ethical society could condone, arrogantly reotype of pulp adventure stories translated into thedisdainful oflesserintellects and their so-called scruples. A clock-themed Jobber may not be able to do multiplication in NAME IDEAShis head but can track and predict timing within a tenthof a second, while a Jobber with a freeze ray may build See the individual elements on the Jobber Themes table.it herself but otherwise be unable to change her ownoil or set the clock on her microwave. Offense: Init +3, Unarmed +3 (Close, Damage 6). A creative genius of its original maker, or someone equallyrobot villain might have only average intellect by human skilled in robotics, the brainwave patterns of living hu-standards, and little or even no knowledge other than itsprogrammed instructions. Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! panned the Mad Scientists latest discovery or invention, claiming it isIn some cases, a Mad Scientist needs flawed, too dangerous, or simply wontexpert assistance, which usually involves work. or transmogrification. Defenses: Dodge 0, Parry 6, Fortitude 9, Toughnesscrease the archetypes mental abilities and provide it with 9, Will . A revenant may also represent other types of unliving Martial Artists, like statues imbued with a semblance ofMartial Artists are built for combat, and may be capable of life and considerable fighting skill, or even kung-fu ro-taking on superhuman foes with the right planning and bots programmed with the hand-to-hand styles of oldtactics. . For example, a Psycho obsessed withever, coupled with a particular obsession. Defenses: Dodge 7, Parry 5, Fortitude 2, Toughness 2, Will 2. Whenas an example of the maxim power corrupts, with the they go up against opponents with sufficient defense toopportunity to fulfill any whim making the empowered evade their direct attacksgiven the relatively low +6Nobody selfish and cruel, becoming increasingly attack bonusmost are smart enough to go for area108 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESattacks or to use any perception ranged effects they may of people hostage to get the heroes attention and en-have in their array. For example, he might kidnap the girlhe never had the courage to talk to, hoping tofinally win her love. PDF MythComicSetting/DC Adventures - Heroes & Villains Vol 2.pdf - Github Mastermindstend to emphasize the cerebral over the merely physical, ALIEN MASTERMINDmaking them effective foes of physically powerful heroes(who might be more vulnerable to their powers), as well In keeping with the comic book concept that evolutionas mentalist heroes, for whom they are a kind of dark re- is headed toward the superiority of the brain over theflection. 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. Chances are it will see use during the nextinstead creates a type of spawn that does so: a parasite, confrontation with the villain!offspring, implant, or the like that takes control of the vic-tim, allowing the Puppeteer to issue commands. A variant of the Immortal Overlord is the Temporal Over-ARMORED OVERLORD lord, who may also be ageless, but appears throughout history due to the ability to move back and forth betweenA common archetype in the comics, the Armored Over- different eras. Skills: Close Combat: Dagger 3 (+4), Deception 6 (+8), Expertise: Cult Lore 8 (+10), Insight 6 (+6), Persuasion 6 (+8), Ranged Combat: Guns 3 (+4). Astonishing Adventures: Menace on . Typically, Sorcerers often become invisible or teleport, vanishinga ritual grants the villain almost limitless power, or sum- and reappearing elsewhere on the battlefield, or attempt-mons a being capable of doing so. Offense: Init +3, Powers: Damage 1 (Bite; Strength-Based), Senses 4 (Acute Unarmed +4 (Close, Damage 1). 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. 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. GIANT INSECT PL6 MR1FAERIE, JINX PL4 MR4 STR 4 STA 4 AGL 1 DEX 1 FGT 3 INT AWE 0 PRE Powers: Growth 4 (Permanent, Innate), Movement 2 (Wall-STR -1, STA 3, AGL 3, DEX 1, FGT 2, INT 0, AWE 3, PRE 0 crawling 2), Protection 1, Senses 4 (Darkvision, Acute Smell,Powers: Luck Control 2 (Force a Re-roll, Negate Luck), Shrinking Tracking). 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! Defense:For unusual swarms like undead or robots, remove the Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. 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. 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. 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. new legacy Jobber may even have an increased power level. Mutants & Masterminds Deluxe Hero's Handbook (Print) 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. Offense:capuchin and spider monkey. DEINONYCHUS PL6 MR4DEMON, BRUTE PL8 MR7 STR 3 STA 3 AGL 4 DEX 0 FGT 8 INT 4 AWE 3 PRE 0STR 10 STA 5 AGL 0 DEX 0 FGT 6 INT 1 AWE 1 PRE 1 Powers: Strength-based Damage 1 (Bite), Leaping 1 (15 feet),Powers: Immunity 32 (Critical Hits, Fortitude Effects), Leaping Protection 1, Speed 2 (8 MPH), Senses 4 (Low-light Vision,2, Impervious Protection 5. Defenses: Dodge 3, Parry 3, Fortitude 6, Toughness 6, Will 2. 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. 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. Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. Download PDF Share Related Publications. 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). of things the villain couldnt possibly know. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. Often, an Androids hu- a giant robot master villain. 4, Fortitude 13, Toughness 14, Will 5. jects at once. On the other hand, the Imp The more surreal the idea, the better it is. 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. 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. 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 Construct might also be a master vil- with a creator who is now dead (often by the creationslain in its own right. 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. and tell them they need to meet this latest challenge! Skills: Acrobatics 7 (+11), STR 3 STA 0 AGL 3 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Athletics 4 (+8), Perception 4 (+5), Stealth 3 (+13). These geniuses may become the heads of top-secretsuperhuman powers, or a physicist seeking the secrets of research organizations, black science laboratories, gov-the universes creation (even if it means its destruction as ernment projects, or even presidents or CEOs of majorwell). Aas slightly glowing eyes, a plastic sheen, or a completely small giant robot (no more than Growth 6-7) may be aexpressionless facebut under most circumstances, the master villain or lieutenant. For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! they build themselves, despite having no special genius or other technical skills. While some appear as the bestial, horned Controlled), Strength-based Damage 3 (Claws), Flight 2 (8 MPH;monsters that immediately strike fear into those aroundthem, others look human at first glance. Hot, Shakedown 29 points Glue/Traps with snare (Ranged Cumulative Affliction 8, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree), snare trap (alternate; Cumulative Affliction 7, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree; Triggered), 45 and snare bomb (alternate; Burst Area Cumulative Affliction 6, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree); Name Ideas: Adheser, Flypaper, Goo Girl, Handy Man, Mountain Man, Snap-Trap, String King, Trapules, the Welder 26 points Leaping with super leaping (Immunity 5 [falling damage], Leaping 5, Speed 4) and power kick (Strength-Based 67 Damage 4, Accurate 2). to play the role. Reduce Growthand (Permanent, Innate), Insubstantial 1 (Permanent, Innate),therefore Strength, Stamina, and related traitsby 2 ranks. This arche-larger whales such as the blue whale, or smaller whales, type can be used as anything from an archaeologist toadjust the ranks of Growth. Defenses:Fortitude , Toughness 10, Will 6. Defenses: Dodge 6, Parry 6, (+8). Defenses: Dodge 3, Parry 0, Fortitude Will 0. It might Wings), Senses 3 (Extended Vision, Low-light Vision, Ultra- be an escaped scientific experiment, a primordial creature hearing). It turns out thetraps protecting the talismans. Totals:Damage, Aging, Cold Damage, Fire Damage, Poison, Disease), Abilities 10 + Powers 36 + Advantages 0 + Skills 2 + DefensesProtection 2, Senses 2 (Darkvision). An Imp could wield powerful magic, science so entrance them. +1 (Ranged, Damage 3), Unarmed +0 (Close, Damage 1). Copyright 20002023 Green Ronin Publishing, LLC. If you do use a player character as the Puppeteers pawn against theSPAWN PUPPETEER other heroes, be sure to at least award the player a hero point for being a good sport and going along with theA Spawn Puppeteer does not control thralls directly, but complication. and our The Startlerivals although perhaps good friends back then. Offense: Init +3, Claw +2 (Close, Damage 4). The first to attack may provide a redherring, making heroes believe that an unaffiliatedemployer is after the treasure or that a wave oftheme-robberies is about to begin, but as moreand more villains make a run at the same target thesituation becomes more obvious. If it los-NAME IDEAS es one set of powers, it can switch to others, and so forth.Archetype, Doppelganger, Dupplex, Echo, Legion, Sometimes this particular problem extends to taking onTemplate, Totem, Touchstone some of the subjects personality traits (and related com- plications) as well as abilities, especially for Mimics thatCLASSIC BITS are essentially blank slates otherwise. Unfortunately, as initially tempting as it mightSome Imps seem like adults at first, but demonstrate in- appear to have an ally with unlimited power, the heroescreasingly childish behavior, revealing their true nature. The villain cut dealscastles to remote Asian monasteries or South American with two different demon-lords, gaining virtually untoldruins. The goal is to either chase them out of the city so the world! Mathematics: While it often seems evil, mathematics might not seem all that powerful, until you realize that it is the science underlying many other disciplines. Some Imps have the same weakness, and its a deal with things, the worse they seem to get, however,matter of knowing and using it when the Imp reappears. Perhaps more than one villain is interested inbe virtually indestructible, able to move about during the it, pitting the heroes against multiple foes and the badday and immune to the concerns of others of its kind. 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. These powers may be nativeclear examples of their emphasis on the mind, such as bald- to the villains species (perhaps with the Mastermind anness, an enlarged cranium (often with pulsating veins), and extraordinary example) or the villain could be a mutant ofan atrophied, almost vestigial body. 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. The heroes have to act quickly if they aretures its foes on their innate inferiority and how the odds to save her!are mathematically stacked against them. structs have no Stamina rank, Immunity to Fortitude Ef-Skills: Perception 4 (+5), Ranged Combat: Fiery Breath 6 (+6). If the villain provides their own technol-earn a measure of respect working as the strong arms for ogy, can they provide a similar (less powerful) version ofa criminal syndicate under a Crime Lord or Mad Scientist, that same technology to their minions, or even sell it toand just as many still trash talk and posture no matter how other criminals? Of course, it may then be a matter of fulfilling that causes for them while trying to figure out how to separatecondition, but smart heroes can often exploit loopholes in the Imp from the new ideas guy so they can deal withthe requirement to get the cosmic pest to go away. (Close, Damage 2). First. Mutants & Masterminds Third Edition: Latest Releases Overlords tend to have extensive cal or projecting a high-tech force field), a helmet, and soheadquarters; they may be wealthy business tycoons, and forth. 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. What-ever the Imps idiom, it often has something to do with hisweakness as well.PASSIVE AGGRESSIONAlthough the Imp might have unlimitedpower, even when it comes down to adirect confrontation, Imps do not dothings like simply making heroesvanish, turning them into stone (orany other inert matter), controllingtheir minds, or otherwise destroy-ing or defeating them outrightwith nothing more than a thought.Why? One unarmed fighter type is quite different: the criminal sumo wrestlerMartial Artist themes tend to revolve around the or sumotori. 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. Esoteric or mad math could grant a villain power over probability or even the foundational building blocks of reality itself! Because they are neitherespecially threatening nor especially subtle, Jobbers MY RIGHT HANDmake excellent leaders for otherwise ordinary criminals inopening encounters like this, adding some special effects Jobbers who take their career more seriously often serveto a short and exciting opening scene. Some common Mad Scientist themes in the comics corporations. The already-powerful villaindo exactly as they are told, or the prisoners will be tor- displays massive and previously unknown levels of power,mented in a hellish netherworld for eternity. This instructionStrength-based Damage effects) and an additional +1 manual contains martial arts secrets lost to the ages andDodge defense while remaining at PL11. The heroes just blunder into these traps, rather than being placed in them deliberately. Entire blocks vanished into the hellfire glow of the crevices while swaying tentacles the size of skyscrapers emerged from the ground to shatter buildings. 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. until circumstances force him into the ring to earn money or protect a loved one from criminal elements. Offense: Init +1, Claws +5 (Close, Damage7). The he- roes have to figure out a way to stop their foe without us-A Mimic capable of doing so may well imitate targets tac- ing their powers, or come up with a plan to trick or disabletics as well as their traits, allowing the villain to use the the Mimic before it can learn too much.heroes most effective tricks against them. Evil Sorcerers ly massive and placid dinosaurs such as the brontosaurus.summon them as minions and foot soldiers. Offense: Init +2, Unarmed +3 (Close, Damage 2). Advantages: Benefit 1 (Athletics based on Agility). The (nowthwart the kidnappings or track the miss- mad) scientist intends to provideing scientists to the villains lair. Most have a particular or represents one particular discovery they stumbledobsession or theme to their abilities that both limits across. Totals: Abilities 10 + Powers 0 + Advantages 3 + Skills 14 + Defenses 11 = Total 38 points. 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. STR 2, STA , AGL 6, DEX 0, FGT 6, INT , AWE 7, PRE Faeries are capricious little creatures that dwell wheremagic still runs thick, or in their own magical realms. Mutants & Masterminds 3E Official - Roll20 Wiki 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. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. In some their archenemies! Authorities are baffled and largelydemands they leave the city immediately! Driven microorganisms. Simplyapply the minion rules (or dont, if you want to use them A long-running Jobber who has opposed the heroessparingly) and select a theme reflective of their employer. Of all the various Mimics, this one has thetimes abilities, skills, advantages, and other traits as well. 0 + Skills 3 + Defenses 9 = Total 45 points.This archetype is a medium-sized flying dinosaur, al-though its wingspan is some 25 feet. with photonic blasters and quantum phase shifters (and whatnot) but also discover the source of the gizmos. Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. 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. Advantages: Benefit 1 (Athletics based on Agility). Powers: Immunity 30 (Fortitude Effects), Close Damage 7While not usually malicious, faeries love strong emotions, (Mind Lash, Alternate Resistance: Will). 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.
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