mutants and masterminds 3e pdf trove

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 following are some examples of civilians the he-Permanent), Movement 1 (Wall-crawling). Modify this as suits the desired power level for the character and series.ASSISTANTS Similarly, the archetype does not account for whateverIn addition to a lab, minions the Mad Scientist may have, fromMad Scientists often hired goons to home-made monsters.need assistants to do Include them to help run interfer-the grunt work around ence for the villain and provide thethe place. STR 2, STA 4, AGL 2, DEX 2, FGT 2, INT 4, AWE 1, PRE 2 CULT ACOLYTE PL1 MR1 Powers: Shadow Magic Array (Ranged Damage 6 [Icy Shadows], Ranged Affliction 6 [Paralyzing Fear; Hindered, Immobile, STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0 Paralyzed; Resisted by Will], Teleport 3 [250 feet; Extended Equipment: Dagger (Damage 1). Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. The Mimicarranges means ofsurveillance and in-telligence gathering(spy-cams, magicalscrying, hired minions,etc.) Totals: Abilities 26+ Powers 7 + Advantages by adding additional ranks of Growth. Advantages: Benefit 1 (Athletics based on Agility). 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. Mister B's M&M 3E Builds ::Marvel Archives - Page 7 - Echoes of the Powers: Flight 3 (16 MPH; Wings, Subtle), Senses 2 (Low-light Vision, Ultravision), Shrinking 8 (Permanent, Innate). Totals: Abilities 8 +Totals: Abilities 12 + Powers 18 + Advantages 1 + Skills 6 + Powers 23 + Advantages 0 + Skills 5 + Defenses 2 = Total 38Defenses 2 = Total 15 points. The villain is a warlord or military leader of an alien the villain may have lived for centuries or even millennia.empire or invasion force, seeking to crush whole worlds This may explain the Overlords considerable intellect andbeneath his heel. 5 to 6 feet tall at the shoulder, weighing 1,500 to 2,400 pounds.DOG PL2 MR1 HORSE PL3 MR1 STR 1 STA 1 AGL 1 DEX 2 FGT 2 INT 4 AWE 1 PRE 2 Powers: Senses 3 (Acute Smell, Tracking, Ultra-hearing), STR 4 STA 4 AGL 1 DEX 4 FGT 2 INT 4 AWE 1 PRE 3 Shrinking 2 (Permanent, Innate). It might Wings), Senses 3 (Extended Vision, Low-light Vision, Ultra- be an escaped scientific experiment, a primordial creature hearing). One might be known forcal traits makes for a formidable, if unusual, supervillain. Mutants & Masterminds 2nd Edition (v1) - This is still quite the usable sheet, with perhaps even more useful widgets and cogs than the new one. 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. 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. Adventures involving the Robot may include the following:Even if the Robot manages to create others like it, they THE BRIDE OF THE ROBOToften end up turning against their maker, being more in-nocent or sophisticated, capable of emotion and empa- It all begins with the theft of electronics parts and equip-thy for humanity. 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? Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! 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. and discuss anything else, from sports to the local gossip.COLD OPEN Most workaday Jobbers have shockingly mundane concerns, like how to pay for healthcare, save forA recurring narrative device in comics is to open with retirement, or get their kids to respect them, and invariablythe heroes already engaging a minor threat such as a turn to villainy to solve these problems.criminal gang caught mid-heist. Evil Sorcerers ly massive and placid dinosaurs such as the brontosaurus.summon them as minions and foot soldiers. 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. . Theproviding it with Immu- Illusionist is a type of Mastermind focused on deception,nityLife Support at a controlling victims perceptions, and therefore their real-minimum, perhaps even ity. Theyre often coldly professional, claiming theres masters.nothing personal in their missions of mayhem. The Add some minor mental powers on top of that (perhapsvictims are generally kept alive and unconscious, either with the Check Required flaw), and youve got a formi-to feed memories and life force to the duplicates, or as a dable foe.back-up in case a new duplicate is needed. We hope you find it useful. 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! Lethal Legion. They may improve their ca-134 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESROBOT PL13STR STA AGL DEX FGT INT AWE PRE15 --- 0 2 8 10 6 1POWERS DEFENSE 10 FORTITUDE ImmuneArmor: Protection 16, Impervious 32 points DODGE 10 TOUGHNESS 16Datalink: Comprehend Machines, Radio Communication 4, PARRY WILL 13 Rapid 3 23 pointsEnergy Beams: Ranged Damage 15 30 points POWER POINTSRobot: Immunity 30 (Fortitude Effects) 30 pointsSKILLS ABILITIES 74 SKILLS 18 19Close Combat: Unarmed 3 (+11), Insight 6 (+12), Intimidation 12 POWERS 115 DEFENSES 237(+13), Ranged Combat: Energy Beams 3 (+5), Technology 12 (+22) ADVANTAGES 11 TOTALADVANTAGES COMPLICATIONSAccurate Attack, Assessment, Eidetic Memory, Power Attack, Inhuman: Lacking both living physiology and humanPrecise Attack (Ranged, Cover), Ranged Attack 6 emotions.OFFENSE Machine: Vulnerable to certain effects like electricity, magnetism, and so forth.Energy Beams +11Unarmed +11 INITIATIVE +0 Similarly, Robots often lair in places dangerous or lethal Ranged, Damage 15 for organic beings, such as radioactive or toxic sites, mak- Close, Damage 15 ing it more difficult for heroes to locate and reach them. Then an important female supporting char-have just as much ego and lack of empathy as their maker, acter goes missing, abducted in public by the Robot or itsdeciding they are superior by virtue of being later models. They leave that to their various minions, who The archetypes here can serve as a baseline for creatingalso run interference, fetch needed components, or kid- more exotic creatures. They just noticeOnce the Imps weakness is triggered, hes gone, at least an uptick in strange happenings and crises. 28 + Advantages 2 + Skills 4 + Defenses 15 = Total 71 points. Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). It doesn't auto-fill anything so you'll still have to do the math. These are not account- in at 1,200 pounds. villains Mental Blast, or become subject to Mind Control, turning against the other heroes.120 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS down the fugitives! 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. 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. Of course, if he has ers paranoid and mistrustful of everyone, unless that isthe opportunity, the Master of Disguise might assume the specific effect you are going for. EvenThe exact descriptors of the Imps almost limitless power when it comes to mind control, Imps are more likely toare left up the nature of the character; it almost doesnt force heroes to dance a jig uncontrollably than to simplymatter. Some is taken down. The Immortal Overlord has Immunity to Aging, at the least,From beyond the stars, the Alien Overlord comes to con- and often Regeneration or true Immortality, meaningquer!

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mutants and masterminds 3e pdf trove