Things get worse when there are public sightings stricted crime spree in the city.of the hero causing trouble or even committing crimes!Naturally, the police get involved and have to investigate, When they escape, the heroes find their supposed betray-and may want to arrest the hero on suspicion while they er trapped in the villains lair as well. use Athletics to ride horses, unless the GM wishes to re- quire an Expertise: Riding skill.DOLPHIN PL4 MR3 HYENA PL4 MR2 STR 1 STA 1 AGL 3 DEX 1 FGT 2 INT 2 AWE 1 PRE 2 Powers: Senses 4 (Accurate Hearing, Low-light Vision, Ultra- STR 3, STA 4, AGL 1, DEX 3, FGT 4, INT 4, AWE 1, PRE 0 hearing), Swimming 4 (8 MPH). A Tainted Mimic that duplicates powers an alien super-gladiator. Honorablevillains can be counted on tofollow their codes, even ifthey sometimes look forways out of them.STRIKING FROM THESHADOWSMartial Artistsespeciallythe ninja typestend tostrike with surprise. Some are happy with their brand If the technology is provided by someone else, considerof casual villainy, never quite being leadership material, what happens if the Jobber goes rogue, or if their bosswhile others resent their role as second-string evil. Psycho deathtraps also tend to come into play when dealing with the villains other victims; the snares are intended for particular targets who arent the crime- fighters! 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. By the time the just as much of a threat as the Robot, giving the heroesheroes realize their danger, it is usually too late to stop the twice the trouble!Robot from overwhelming and defeating them. Defenses: Dodge 6,This archetype represents the African elephant. In early confrontations, stead unites them into a team to oppose him! 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. Many Robots seek to build others like them, creating a family or even a race of sorts, subservient toROBOTIC BRUTE their maker, of course.The archetype as presented assumes the Robot is highly The Robot typically lacks some key element, prevent-intelligent and programmed with extensive technologi- ing it from doing all the work itself. 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. He begins to visitand three successive failed checks result in transformation her in the night, slowly drinking her blood and beginninginto a vampire over the course of the final 24 hours. See the Elder Evil archetype for some pos-sibilities.138 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS allies rescue the hostages. 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. While not as criminally right-hooks from their rival hero at this point. Totals: Abilities 6 + Powers 13 + Advantages 0 + Skills 4 +Vision and Acute Smell, are common for many animals. Offense: Init +1, Bite +2 (Close, Damage Vision, Low-light Vision), Speed 4 (30 MPH). down. Sometimes they play against the Game-Master,other times they are just pawns in one of his larger games, NAME IDEASpitting them against other heroes or villains on an oppo-site team. This might besance or a bothera foe intended more to make heroes scientific curiosity or some need to put heroes throughwant to bang their heads against walls than anything a crucible to refine their power and determination inelse. The Martial Artist archetype is built, like most Martial Art-THEMES ists, around speed, agility, and accuracy. These same traits make horses have +1 Str. Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). The No-of advanced alien technology, or anything else the GM body might possess a literal plot device, an item capablecares to make up. For Scientists are specialists in their chosen field. The character is generally bored and seeks chal-lenge or excitement by pestering the heroes in different Mythologies from many different cultures have stories ofways. Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! Skills: Perception 4 (+11), Stealth 4 (+10). Totals: Abilities 26+ Powers 7 + Advantages by adding additional ranks of Growth. 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. wield as weapons.NAME IDEASBrainscan, Cerebrax, ESPer, Mentallus, Mr. Skills: Perception 4 1). Of course, then the Pup-the good guys on the wrong side of the law. Since Vampires have limited mobility dur- Vampires Drain attack. 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). Some real name or a suitable surnamelike Arkana, Improbable,may have Summon as well, being able to call their mon- Malevolence, Malific, Quark, and so forth.strous minions out of nowhere or control them directly. before finally retires, disappears, or dies. particular attack, and anothers is not, the Mimic might be able to layer them to ignore or reduce the attack. As the first stage of an ambitious scheme, the OverlordTACTICS seeks to eliminate opposition by removing the heroes from the board, sending various minions to capture or even killIn spite of their considerable personal power, Overlords tend them outright. At the extreme level, it may be ansuch advance, an artificial intelligence lacking in morality, Artificial Mimic (see the Mimic archetype for details).coldly devoted to the domination or even exterminationof humanity. as lieutenants for more powerful villains, assisting them in combat and leading their minions on jobs. Defenses: Dodge 4, Parry 6, Animated trees are common minions for plant-controlling Fortitude 12, Toughness 14, Will 6. Please share whatever you have that isn't on the list. STR 0 STA 0 AGL 0 DEX 1 FGT 0 INT 4 AWE 1 PRE 0 Equipment: Camera, smartphone. Offense: Init +3, Powers: Damage 1 (Bite; Strength-Based), Senses 4 (Acute Unarmed +4 (Close, Damage 1). Offense: Powers: Movement 1 (Slithering), Senses 2 (Infravision, Init +4, Attack +0 (Close, Damage 1). Lack of gratitude might well turn the Imp away from helpingTACTICS and back to just causing trouble, not that the heroes will be able to tell the difference.Imps do not have a lot of use for tactics beyond thissounds like fun!The Imp usually has enough power to do CHALLENGE OF THE CHAMPIONSjust about anything, so the tactic of choice is usually theone that makes things the most difficult for the heroes The Imp takes the role of referee in a contest (or series ofbut also gives them the opportunity to show what theyre contests) between two or more teams of superhumans.made of. 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. 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. Defenses: Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. The Horsemen of Apocalypse. Similarly, the prize can be anything from the ImpTHERES A NEW HERO IN TOWN not wiping out life as we know it on Earth to the promise of fulfilling the winners every wish, something the goodAn amazing new superhero shows up in the same area as guys are not going to want their archenemies to get!the characters and begins showing them up with a dizzy-ing array of incredible powers. Totals: Abilities 2 + Powers 43 + Advantages 0 + Skills 3 + Defenses 11 = Total 55 points. I've uploaded it for people to use if it's helpful. When the heroes are not around for them tothreaten or gloat at, the villains rant to their underlings Given their supreme arrogance, many Overlords refuse to(who know enough to either agree or keep their mouths accept the ignominy of defeat and capture; they may rushshut), and when no one else is available, they will often into the exploding ruins of their lairs, trying to salvage arant out loud to themselves (or to the heroes, even if they last-minute victory or save a priceless artifact or device.are not present and cannot possibly hear them: So, you Some even deliberately self-destruct, hoping to take thethink to approach my stronghold unnoticed, do you? For discussion of piracy of tabletop role-playing games; particularly discussion that is not allowed in r/dnd and r/dndnext. Otherwise, they also have to deal with a city full of people suffering from the same sort of insanity as their foe!CAPERS For a twist, perhaps the villain has already released theAdventures involving the Psycho may include the following: chemical into the environment. Most inexplicablyescape prison with ease to haunt their favorite heroes Many Jobbers rely on amazingly advanced technologytime and time again. Once all is said problem the heroes must solve, forcing them to persuadeand done, they punch out and hit the bar to complain or intimidate the Jobber into working with them willingly.about their kids braces and the overbearing mastermind This ability is best reflected with advantages like Favoredsigning their checks. 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! The teams could be the classic heroes versus villains or various superhero teams competing, mixed groups ofCAPERS heroes and villains, the heroes versus heroines, adults versus teens, or anything else that catches the Imps fancy.Adventures involving an Imp may include the following: Perhaps the teams even vary from one contest to the next. 16 Science Fiction: Futuristic gadgetry, interest in technology and fandom (conventions, Hollywood premieres, etc.). You can use this should get an opportunity to convince the villain to turnfor comedic effect by showing the villain attempt some- back and reject the tainted power, although it does notthing with nothing happening, or having abilities produce necessarily have to succeed.unexpected results, such as a shattering blast rather thanthe delicate beam intended to carve the villains name TACTICSinto a wall. Totals: Abilities 12 + Powers 5 + Advantages 0 + Skills 2 (4 ranks) + Defenses 6ELEPHANT PL8 MR2 = 25 points. MythComicSetting / Myth Comics / Rules / Mutants and Masterminds 3e / DC Universe / DC Adventures - Heroes & Villains Vol 2.pdf Go to file Go to file T; Go to line L; Copy path Copy permalink; This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository. After this, he beginsfighting street crime. Defense: Dodge5, Parry 5, Fort 3, Tou 3, Will 3. Afew have other innate powers, either direct control over CLASSIC BITSbiology or improvements made to their own physiology,using themselves as experimental subjects. can give the student untold powers: invisibility, immor- tality, the ability to kill with a mere touch, and more. The typical Jobber excels at something (see sider where this technology comes from: Is it a mystical ar-the Jobber Themes table), and applies that skill to criminal tifact they found? Those who lead minions usually havefeel free to select two different themes to provide more higher ranks of the Intimidate skill.interesting power options and increased mobility, such asa stilt-themed villain whose powersuit also provides them Multiple Jobbersoften with complimentary powerswith super strength, or an aerialist who throws trick feath- may even serve the same master and provide a potenters that explode or entangle targets. Others may use theirminions for coverin this case, consider applying theInterpose advantage to minions or even a mandatoryInterpose-like effect that allows a Jobber to sacrificean adjacent minion to block a heros attack.CAPERSAdventures involving a Jobber may include:A CONTEST OF CRIMINALSOver a few drinks, several Jobbers decide to settlewhich of them is the best by all targeting the sametreasure. Even if the Bride is initially an ally, she may have a diffi- cult time adjusting to her newlife,especially if she sharesDELUXE GAME MASTERS GUIDE 135MUTANTS & MASTERMINDS some of the personality and traits of her original human Now the hunt is on for the thief of several types of deadlytemplate, such as affection for one of the heroes. Advantages: Diehard, Improved Acute Smell, Tracking, Ultra-hearing). Skills: Perception 6 (+9), Stealth 4Unarmed +6 (Close, Damage 10). If the heroes do not prevent it, theor less. Are Some classic elements associated with the Jobber include:their abilities from a magic source, strange radiation, or astrangely specific mastery of science? 15 Religion: Religious iconography and costuming, targets religious enemies or heretical members of a particular religion. Some possibilities to consider: Chemistry: Great for brewing up all sorts of concoctions, from acids to wonder drugs, indestructible polymers and adhesives, or chemically created life forms (living embodiments of the periodic table of elements are a popular op- tion). in ways that practically ensure their defeat (and racks up the hero point awards). Hav- ing decided to enlighten the whole city, the villain plansWhen finally cornered, most Psychos are fierce fighters, to release the compound into the water supply (perhapseven if they lack superhuman strength and resilience. as they seduce their prey and lure them to their doom.LIVING VAMPIRE A female Vampire may fixate on a hero as a potential consort, seeking to transform him into a Vampire as well.Rather than a supernatural undead creature, the Vampire Some might even collect a number of suitors, creating ais biological in nature: a mutant freak, alien humanoid, or kind of male harem of mind-controlled or influenced ser- vitor Vampires or thralls.DELUXE GAME MASTERS GUIDE 139MUTANTS & MASTERMINDS THRALLSNAME IDEAS Vampires often have various sorts of minions at their disposal. We have buyers around the world looking for rarities, and if you are interested in putting a select item up for sale . If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. Name Ideas: Adonis, Bloody Mary, Chiaroscuro, Figment, Mirror Miser, Refractor, Shadowplay 40 points Poison with venom (Weaken Stamina 8, Resisted by Fortitude; Accurate), hallucinogenic poison (alternate; Af- fliction 8, Resisted by Fortitude; Dazed, Compelled, Controlled; Accurate), paralytic poison (alternate; Affliction 8, 1011 Resisted by Fortitude; Dazed, Stunned, Paralyzed; Accurate), poison spray (alternate; Line Area Weaken Stamina 4, Resisted by Fortitude), and sneaky (Enhanced Stealth 10, Movement 1 [slithering or wall-crawling 2]). Offense: Init +0, Unarmed +0Innate), Flight 2 (8 MPH). After all, Mad Scientists are always building (or growing) things to trouble the heroes. Animals 2 (Low-light Vision, Acute Smell). If tainting a reservoir or processing plant) or even in the airthe final confrontation takes place somewhere potentially over the city via balloon or plane.dangerous (in a factory, atop a moving train, etc. Mutants & Masterminds Venom archetype. You can treat the transformation like a slow, progres- sive Affliction, with the victim making Fortitude or Will checks against it to fight it progression. Skills: Intimidation 8 (+7). The Serpent Society. villains Mental Blast, or become subject to Mind Control, turning against the other heroes.120 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS down the fugitives! In the comics, engineering sciences with their big iron (and later, life sciences, by way of Dr. Frankenstein) get all the at- tention. 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. Subtle tends to be somethingsponding increase in cost). STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 2 AWE 2 PRE 1Targets Immune to Fortitude effects or with any rank of Equipment: Camera, computer, digital recorder, smartphone.Impervious Toughness can ignore the swarms attack. Others hunt for with a way of defeating the villain is even more based onthe Item for years until they are rewarded with success. Elemental archetypes.In keeping with their imitative style, Mimic villains in the ARTIFICIAL MIMICcomics are often artificial beingssuch as androids orcloneswith little or no life experience, or aliens with An Artificial Mimic is not a living being, but a constructno real understanding of human life or culture save what such as an android, robot, or even magical golem of somethey absorb through imitation. 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. 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). In addition to its other traits, the Ar- tificial Mimic has Immunity 30 (Fortitude Effects).A Mimics power level is somewhat difficult to peg, beinghighly variable. Skills: Perception 4 (+5), Stealth 12 (+5). NAME IDEASYou can further customize the archetype by assigning differ- Typically over-the-top and grandiose monikers like theent or additional powers to the Item of Powers array. Skills: Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). For example, a robotic soldier may be only modest-ly intelligent and possess extensive tactical information,but not much else. On the other hand, the Imp The more surreal the idea, the better it is. MASTER OF THE MARTIAL ARTSWhile not much of a direct threat to a group of superheroes, Although the archetype is a fairly formidablethe Master of Disguise is capable of doing quite a bit fighter, some Masters of Disguise are trueof damage to their reputations and personal rela- adepts in the arts of combat. Skills: Perception 6 (+7). They can afford to wait.Mastermind archetype for details. 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). to play the role. 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. police officer who gave her a parking ticket (leading to some personal tragedy in her twisted view), better toThe Psycho tends to take an obsession to, well, crazy kidnap him and arrange for him to be crushed inside anlengths, making it into a motif for costume and weap- impounded car at a junkyard, rather than just killing him and dumping the body somewhere. Some sorcerersalso draw names from myth andlegend.CLASSIC BITSThe following are some classic elementsinvolving the Sorcerer archetype:AGELESS EXPERIENCEIf not actually immortal, Sorcerer vil- MYSTIC MINIONSlains are often far older than they seem.Mighty magics sustain the villains life far beyond a natu- More than heroic magicians, Sorcerers are prone to usingral span, whether the Sorcerer is an ageless beauty or a their powers to summon up various magical creatures ashideous living corpse. The most common example excuse to introduce plot devices used to kick off the realis the amphibious villain who is a joke on dry land but adventure, such as a mirror-themed Jobbers new ray gunextraordinarily powerful, swift, or skilled underwater. 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! Offense: Init +2, Attack +3 (Close, Damage 3). Stamina 4 (Progressive, Linked to Strength Damage, venom). Even if they interrupt the process, the Robots brideA cunning Robot sometimes takes advantage of its free- might still come to life, but with the unexpected fault ofdom from the needs of the flesh, distracting foes with having an all-too human sense of feeling. Beginners Luck, Ranged Attack 4 disdainful of self-control and thelittle peoplewho are no longer a threat or concern.I DIDNT KNOW I COULD DO THAT! Some Items of Power even actively corrupt their wielders,Given their typically accidental origin stories, Jumped-Up their essences tainted by evil magic, or perhaps possessedNobodies rarely understand their powers very well. 4 Clowns: Comedy props (squirting flower, seltzer bottle, cream pie, etc. So, for example, if thea golem, animated statue, or even steampunk clockwork, heroes beat the Robot by melting it in the last encoun-some creation of mysticism or weird science rather than ter, the new version may have potent heat shielding thatconventional technology. Defenses: Dodge 6, Parry 6, (+8). 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. Nobody likes to show off with displays of now-amazingNaturally, once the sorcerer is defeated, his master calls power, such as blasting away at anyone foolish enoughthe debt due, and he is dragged down into some hellish to defy his pronouncements, or going after those whoafterlife. evil entity, or some other power. Otherwise, its up tofollowing. Still, that does not even worse when the Nobody wants to help out bynecessarily have to mean the end of the villain, since the joining the team before he or she is ready, and it appearsNobody may be looking for a way to regain the lost power; the influence of the Item of Power is starting to corrupthe might even succeed, if a return appearance is desired. 2 (+4), Perception 4 (+6), Persuasion 4 (+5), Stealth 4 (+4), VehiclesFor non-flying creatures, remove the swarms Flight. For example, a bril-THEMES liant game designer robbed of his rightful credit for a par- ticular design might turn to crime with a variety of game-A Psycho most often has a focus for his or her madness, based gimmicks and seek revenge on the unscrupulousa way in which it manifests itself other than mere bloody publisher as his first crime, discovering that he enjoys thecarnage. An alchemist villain typically way, she can be as ruthless and powerful as any Sorcerer,relies on various potions, powders, and other magical for- perhaps even more so.
Triple Libra Celebrities,
What Does Fw Mean On Heb Receipt,
Is Colton Dunn Related To James Avery,
Ohio Bar Association Attorney Search,
Omicron Stomach Cramps And Diarrhea,
Articles M