Of course, theres nothing to say an Overlord can- not have an entire harem, or some sort of multiple mate arrangement, especially for Alien Over- lords with entirely different customs, or Immor- tal Overlords who expect to out-live all their mortal partners (and have no doubt done so many times in the past). Editable Character Sheet PDF : r/mutantsandmasterminds - Reddit DriveThruRPG.com - Mutants & Masterminds | PDF - The Largest RPG Animals 2 (Low-light Vision, Acute Smell). Do not overlook the Martial Artists abilityhero turning against a teacher who stepped over the line to use Redirect when fighting multiple opponents, settingor unable to save a student who followed the wrong path. PDF MythComicSetting/DC Adventures - Heroes & Villains Vol 2.pdf - Github Mutants & Masterminds Third Edition: Latest Releases The game traits are largely the grants additional Protection or even Immunity to heatsame, although the Robot may have different skills, such damage. Eventhose who prefer a directconfrontation are likely totake advantage of a vulnerableopponent. The evil Robot is one a kind ofinfiltrationunit. In some cases,and notice the deception: X-ray vision to see through a particularly in the midst of an adventure, you might wantmask, Scent for noticing the villain is not who he appears, to consider it a complication, especially if the good guysor abilities such as Mind Reading for sensing the thoughts dont get an Insight or Perception check to discover thebehind the guise. Offense: Init +3, Unarmed +3 (Close, Damage 6). and tell them they need to meet this latest challenge! Happy Holidays! challenging for the heroes! Different themes allow for traits, but not deviant powers possessed by individuals ofa wide range of different Mimics in a setting without too a species. Deluxe Gamemasters Guide MM - 3rd edition - AnyFlip sense of boredom or to lighten up the otherwise overly serious good guys. 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). tially it truly believes it is the hero it appears to be, butIn either case, the more the good guys fight the Mimic and what happens when its real memories begin surfacing, orshow off their abilities, the more their opponent learns the impersonation imposes too much mental strain? It might Wings), Senses 3 (Extended Vision, Low-light Vision, Ultra- be an escaped scientific experiment, a primordial creature hearing). To add insult to injury,the villain might also seize control of the mindsof the populace, remove the heroes powers, orboth. Sorcerers are often vulnerable to certain holy rituals andSome Sorcerers are ancient menaces, their lives unnatu- relics.rally sustained by their sinister arts. Totals: Abilities 8 + Powers 27 + Advantages 0 + Skills 4 + Defenses 16 = Total 55 points.This archetype can serve for most of the larger, armored ANIMATED TREE PL8 MR2dinosaurs such as the stegosaurus, ankylosaurus, and tric-eratops. Defense: Dodge5, Parry 5, Fort 3, Tou 3, Will 3. In early confrontations, stead unites them into a team to oppose him! The Martial Artist archetype is built, like most Martial Art-THEMES ists, around speed, agility, and accuracy. 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! or art icons (famous works), ob- session with art critics or artists or particular styles. 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. Alternately,the Brain might be an entire severed head kept alive ina similar manner, or a villain with a massively enlargedhead but atrophied and useless body, left immobile andin need of special life support while his mind is free toroam and plot.EVOLVED MASTERMINDComic book evolution often depicts far-future humansas small and big-brained, with superhuman mental pow-ers. It can getthe story and loses them by the end. when the Sorcerer is usually too busy to pull another van- ishing act, or unwilling to abandon the culmination of aRituals are usually elaborate, having to be performed at a scheme to the heroes.particular place and time, and needing exotic ingredientsranging from a rare flower from the highlands of Tibet to TACTICSthe heart of a pure maiden (symbolically or literally). Cookie Notice In combat, theyare direct and overconfident, opening up with theirstrongest power before trying alternate powers ormaneuvers.While they easily outmatch local law enforcement,Jobbers are rarely on equal footing with superheroes.Jobbers often lead minionseither their own or othercriminals loyal to their employerand use Aid actionsand Team Attack maneuvers with their minions tomatch a heros power level. Then theresPLAYER OF GAMES the inability to tell a serious supervillain from some rude newspaper publisher who calls the heroes names (But ISomeImpsare hardly deserving of the title, being almost thought you said you didnt like him?Thats no reason tofull-fledged devils, except these cunning figures are not turn him into a rat!) or problems that should not be solvedthe primordial forces of evil (see the Elder Evil archetype with superhuman powers (You wished he loved you, nowfor that). MINIONSDELUXE GAME MASTERS GUIDE Psychos tend to have at least a few minions around to do the heavy lifting and run interference if necessary. Deluxe Gamemasters Guide MM - 3rd edition Keywords: Deluxe Gamemasters Guide MM - 3rd edition,Mutants and Masterminds . Maybe the Vampire gets it, and the good guys have to find a way of neutralizing a foeThen the race is on to keep the Vampire from acquiring who lacks any apparent weaknesses!the item, as both parties visit libraries, museums, MINION ARCHETYPESAlthough the villain archetypes in this book provide a full ed for in their point totals, since they also lack the ability toroster of threats for a team of heroes, many villains prefer move and operate on land for any length of time.not to sully their hands with the dirty work of dealing withheroic pests. For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. Offense: Init 0, Grab, Improved Initiative. Mutants & Masterminds Venom | PDF | Marvel Comics | Leisure - Scribd 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. ADVANTAGES CAPERS Animal Empathy, Fascinate (Deception), Fearless, Improved Hold, Improved Initiative, Power Attack, Startle Adventures involving the Vampire may include:You can usually treat this slow transformation as a plot BRIDE OF THE VAMPIRE!device and an aspect of the Vampires Weaken attack; set aresistance difficulty appropriate for the series power level. For more nihilistic ing escape if the heroes gain the upper hand.Sorcerers, the ritual may be intended as a means of de-stroying the world, perhaps by unleashing eldritch mon-sters from beyond the veil of our reality, such as demonsor elder gods. . Impervious Protection 2. I've uploaded it for people to use if it's helpful. Skills: Expertise: Current Events 2 (+6), Expertise: Pop Culture 2 (+6), Expertise: Science 6 (+10), Technology 6 (+10), Vehicles 2 (+3). Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. Skills: Athletics 2 (+3), Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended Perception 4 (+5). Offense: manipulating villains able to bring them from the distantInit +1, Claws +5 (Close, Damage 3). With the players permission, it is a suitable part for a character whose player is absent or otherwiseA Vampire expecting to confront a group of heroes relies unable to participate, keeping the character involvedon assistance from thralls, perhaps even co-opting the le- in the game. 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. Mutants and Masterminds | The Dragon's Trove 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. Defenses: Dodge 3, Parry 4, Fortitude 6, Toughness 6, Will 4. Eventually, sheThe Vampire as presented is a somewhat low-powered foe goes to join her new lord and master so he may completefor a group of superheroes, unless the characters are PL 8 her transformation. These may range from largenumbers of low-powered oppo-nents to a small number of verypowerful minions, typicallymonsters of some sort. 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). 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! A Vampire with this talisman would location. Certainly, the can do nothing but turn the defeated villain over to thevillains genius and considerable resources can be useful justice of his home nation, unless they want to step out-in the fight. 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. 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. There can be a considerable difference between their genius. However, it requires some sort of activator, such as a binary compound released inITS MY PARTY a spray or aerosol to match the one in the water supply, or some sort of broadcast signal that triggers the latentThe Psycho begins a series of kidnappings, snatching chemical in the system. Totals: Abilities 34 + Powers 23 + Advantages 0 + Skills 4 +Defenses 10 = Total 71 points.Warrior demons tend to be human-sized, with powerful One of the most massive land animals ever, the long-builds and tough (often scaly or bony) hides. Insight 4 (+4), Persuasion 4 (+5), Ranged Combat: Guns 1 Their shadow magic animates darkness to attack on their (+1). Maybe the villaination (such as being made ruler over the Earth or some used underhanded means to get the UN to cooperateother corner of the cosmic villains domain), or seizing anything from blackmail to mind controlbut can the he-the cosmic foes power for himself and turning it on the roes prove it and gets his diplomatic status revoked?PSYCHOThe Psycho is, to put it bluntly, completely crazy. 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? Privacy Policy. sistants and minions to get them! A Mad Scientist with the heroes in his clutches can go on for some time aboutTHE LAB his brilliance, but catch one out in the open and hes more likely to cower behind his flunkies or try and make a breakEvery scientist needs somewhere to work, and setting up, for it.maintaining, and supplying a lab or workshop is impor-tant. DC ADVENTURES - Flip eBook Pages 1-50 | AnyFlip With power and Elemental or Jumped-Up Nobody archetypes) and areno subtlety, they begin a more overt and violent crime now rampaging through the city to draw out the heroeswave than the ones the heroes just stopped, and taking or take revenge on old rivals. Sort: [Newest first] [Oldest first] [Alphabetical]. Try one of the sub-categories links above. So a Halloween-themed Psycho might trap the good guys in a house of horrors with a128 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESPSYCHO PL9STR STA AGL DEX FGT INT AWE PRE 46339554 SKILLS Deception 8 (+12), Insight 8 (+13), Intimidation 8 (+12), Perception 4 (+9), Ranged Attack: Guns or Throwing 8 (+11), Sleight of Hand 8 (+11), Stealth 8 (+11), Technology 6 (+11), Vehicles 4 (+7), ADVANTAGES Chokehold, Close Attack 2, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Equipment 6, Fascinate (Intimidation), Great Endurance, Improvised Tools, Leadership, Minions 6, Set-Up, Startle, Taunt, Well-Informed OFFENSE INITIATIVE +3 Close, Damage 4 Unarmed +11 DEFENSE 10 FORTITUDE 9 DODGE 10 TOUGHNESS 8/6* PARRY WILL 9 *Without Defensive Roll. 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. For example, a Psycho obsessed withever, coupled with a particular obsession. Some Skill Mimics are limitedto physical skills, others to mental or knowledge skills, VAMPIRE MIMICwhile some can do both. They hang out at bars with to super-strong Jobbers to defend them. 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? +1 (Ranged, Damage 3), Unarmed +0 (Close, Damage 1). WaffleMoorer. Some Imps are potentially deadly, but even these some fashion. In that case, the vil-that heros identity and proclaim he is the real one and lain can often get edgy heroes to take the kind of extremethe other is a fake! Init +3, Unarmed +7 (Close, Damage 2). Offense:Stealth 2 (+13). The heroes not Scientist, his minions, and his customers in the process.MARTIAL ARTISTWhether a rogue ninja, master of unarmed combat, or a as part of their unlife, which can create this type of villain.peerless mercenary soldier, the Martial Artist is often an Simply add Immunity 30 (Fortitude Effects) to the arche-agent used to remove obstacles for a master villain or types powers, along with any other undead traits (such asorganization. Perhaps actual devices for controlling or affecting time. Alternately, the villain may wear a high-tech to fruition and they are often patient enough to even waitbattlesuit of some type, like the Armored Overlord (fol- out years in prison. Totals: Abilities 22 + Powers 0 + Advantages 5 + Skills 16 + Defenses 16 = Total 59 points.about the end of the world. Mutants & Masterminds - Marvel Files Uploaded by Pedro Neves Copyright: Attribution Non-Commercial (BY-NC) Available Formats Download as PDF, TXT or read online from Scribd Flag for inappropriate content Download now of 117 MARVEL FILES MDSnowmans fABSORBING MAN COMBAT: Attack +11 [Unarmed +17, Ball & Chain +17; 18-20 Crit; 15ft.]