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]). Necessity is, as they say, the Shield granted by the Item of Power makes the archetypemother of invention, so the Nobody is more likely to try highly resistant to a direct assault. wield as weapons.NAME IDEASBrainscan, Cerebrax, ESPer, Mentallus, Mr. . Rogues Gallery VTT Token Pack $14.99 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? 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. On the other hand, some might technicians. A PDF archive of almost everything released for Mutants & Masterminds first edition and second edition! They have necked brachiosaurus is suitable as a template for similar-horns, claws, and a vicious temperament. 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. He might mean well, sincerely wanting to help coming to life; inanimate objects talking to people andhis idols (the heroes) but hes too impatient to wait around developing temperamental personalities, and so forth.for actual things to happen. Alternately, the character might bemay also have lesser ninja as minions (see the Minion Ar- a reluctant warrior, masterfully trained but seeking peace,chetypes for details). The city might be surrounded byan impenetrable shield, or even transported off theearthly plane altogether. One unarmed fighter type is quite different: the criminal sumo wrestlerMartial Artist themes tend to revolve around the or sumotori. Share. 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. Otherwise, its up tofollowing. until circumstances force him into the ring to earn money or protect a loved one from criminal elements. Perhaps the cap- The Overlord petitions the United Nations for recognitiontives are brought back to the villains lair so they can be as the head of a sovereign nation: either because the vil-brainwashed into an invincible superhuman army, or their lain really does rule some corner of the world, or perhapspowers can be copied into an artificial Mimic (see the as a representative of a people (a good approach for theMimic archetype) or transferred to the Overlord himself, Meta-Supremacist), or simply on the basis of the Over-making him virtually unstoppable. This is just a villain doing his homework, unless to try and convince foes to look the other way, distractingyou truly didnt take a Sense effect into account and do them long enough for a getaway.not want to let the hero spoil things by revealing the vil-lain prematurely, in which case a hero point award for the If that doesnt work, then ideally the villain prefers to getplayer is fair. Whatever the source of the power, itis, for all intents and purposes, limitless (with possibly oneexception, see One Weakness, following).CMON, LETS PLAY!Looking for entertainment, the Imp is more prone thanmost antagonists toward playing games, often childishor cruel (or both), such as high-powered versions of hide-and-seek, scavenger hunts, tag, checkers (perhaps playedwith buildings or landmarks, or living pieces), or varioussports or board games. Driven microorganisms. You can use and sheer bulk rather than quickness, although he is of-the fighting styles mentioned in Chapter 7 as templates ten far quicker than most expect. Astonishing Adventures: Menace on . Apply the Removable modifier to the archetypessome are already rulers of their own small nations! sidekick. The lighter a story isDELUXE GAME MASTERS GUIDE 127MUTANTS & MASTERMINDS PSYCHO OBSESSIONS D20 OBSESSION Animals: Obsession with pets or animal friends, targeting animal rights issues or the fur industry, a 1 preference for animals over people, perhaps a desire to be an animal or a focus on a particular type of animal (such as cats, dogs, birds, and so forth). Defenses: Dodge 3, Parry 3, GIANT FLYTRAP PL9 MR2Fortitude 12, Toughness 15, Will 6. Social Share. No ransom de-mechanical toys able to move and act on their own. Sort by: best. Unarmed +6 Responsibility: The Jobber has obligations to a more powerful villain or group.accidentally swapping the heroes minds or a Nightmare- office and sit down for a drink with heroes out of costume,themed Jobbers new sleeping dust trapping everyone in though they generally want to leaveshop talkat the officea shared dream for the session. Advantages: Benefit 1 (Athletics based on Agility). Mutants & Masterminds 2nd Edition (v2) - Hey look, it's like a comic book rather than a form! Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. For more information, please see our 12 Heroes: Delusions of being a costumed hero or having powers, stalker-like obsession with a particular hero or team, gadgets intended to duplicate various powers. Offense:Stealth 2 (+13). Armored Overlords are often initially moti-Overlord themes involve the villains origins and particular vated by a rejection of the same genius that allows themgoals or reasons for conquest. The majority of Protection 5, Senses 2 (Darkvision). Discover the best professional documents and content resources in AnyFlip Document Base. Psychology: The science of the mind might produce methods of brainwashing, psychological prediction or profil- ing, or base-level reprogramming (through means like neurolinguistics, for example). It's just not as pretty. An Imp could wield powerful magic, science so entrance them. To the heroes surprise, the UN grants it! Last. Offense: Init +3, Unarmed +2 (DC 14). Illusionistalthough capable of act- villains often rely on psychological attacks, particularly ifing through Telekinesis. ITS ALL THE SUITThe Jobber is a classic low-power goon who nonetheless Many Jobbers rely on advanced technology to providebrings some powers to the fight. Totals:OWL PL2 MR2 Abilities 10 + Powers 33 + Advantages 1 + Skills 7 + Defenses STR 2 STA 2 AGL 2 DEX 2 FGT 1 INT 4 AWE 2 PRE 3 6 = Total 37 points. Naturally, the they are all that can stop the villain from becoming theMartial Artistindeed, all of the great martial artistsare ultimate assassin!there. AllMad Scientists tend to be behind-the-scenes bad of this pomp and circumstanceguys, troubling the heroes with the spawn surrounding such an obviousof their fevered intellects while intellectual inferior enrages thethey watch from afar in their hid- Mad Scientist, who swears toden labs. 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. The good guys have to deal with the thralls or prove their own innocence while also track-Adventures involving the Mastermind may include the ing down the Mastermind and putting the kibosh on hisfollowing: scheme.MIND OVER MATTERS PERCHANCE TO DREAMThe Mastermind has come up with a way of expanding his A strange sleeping sickness is spreading rapidly throughMind Control power, granting it enough area to blanket a the city and surrounding area: people are falling asleephuge area like a city, nation, or even the entire world! Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. 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? Unfortunately, theres always another for- trapping foes in webs of arcane force, hands of earth andbidden ritual hidden in an arcane book or ancient scroll stone, or the cold grip of undead shades, allowing the vil-somewhere. 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. We have buyers around the world looking for rarities, and if you are interested in putting a select item up for sale . These Nobodies have the same sorts of powers, previously tormented him and forcing them to groveljust without the Removable modifier (and with a corre- and beg for their lives. Mutants and Masterminds | The Dragon's Trove 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). 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. BEAR PL6 MR3All animals have certain game traits in common: they havean Intellect rank of 5 or 4 (any creature with a higher In- STR 8 STA 4 AGL 1 DEX 0 FGT 3 INT 4 AWE 1 PRE 2tellect isnt a normal animal). Necessary-Flan-3766. possible. metal menace intends to reproduce the diseases and then release an amount sufficient to wipe out all human life onKILL ALL HUMANS! The more theyfor a while. appropriate devices for personal gadgets such as weap- ons, force fields (perhaps in place of the innate PsionicTHEMES Force Field power), and the like, as well as big equipment such as a starship or outer space headquarters. The GM sets any limitations on the Mimics powerin accordance with the villains concept and the needs of However, a Scavenger could also collect the residue leftthe adventure. Advantages: ImprovedGrab, Power Attack. Natu-who dares to lay hands on them, focusing their wrath on that rally, the threat to the heroes tips them off to the villainscharacter before turning against other foes. On the other hand, the Imp The more surreal the idea, the better it is. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = Total 23 points.A roughly 50--foot long humpback or sperm whale. 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. Advantages: Improved Initia- snare Affliction effects for web-spinning insects. This Super-Powered by M&M RPG release brings you The Adventurer Enhanced Archetype.This ready-to-go character build provides a foundation for you to develop a hero of your own that may lack metahuman super powers, but make up for it in experience, know-how, grit, gumption, and reckless bravery. 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. A Seductive Puppeteer exerts at leastworld almost entirely through some influence through sheer appearance and attractive-mental power. Now he will show then angry at being attacked, and therefore unable tothem what real power can do! The evil Robot is one a kind ofinfiltrationunit. Defense: Dodge 4, Parry 4, Fort 6, Tou 4, Will 2. Often, an Androids hu- a giant robot master villain. 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. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. 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. Offense: Init +0, Attack +2 STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT 4 AWE 1 PRE 0 (Close, Damage 10). Of course, the villain often has to attend to those plans for conquest or is called away by some- thing, leaving the heroes to their fate and giving them the opportunity to escape.DELUXE GAME MASTERS GUIDE 125MUTANTS & MASTERMINDS OVERLORD PL15 STR STA AGL DEX FGT INT AWE PRE 13 2 1 1 8 12 7 7 POWERS OFFENSE INITIATIVE +1 Ranged, Damage 15 Force Field: Protection 15, Impervious 10 25 points Power Blast +15 Close, Damage 13 Life Support: Immunity 10 (Life Support) 10 points Unarmed +15 Power Blast: Ranged Damage 15 30 points Propulsion: Flight 6 12 points DEFENSE 13 FORTITUDE 14 Sensory Enhancements: Senses 11 (Accurate and Extended 13 TOUGHNESS 17 DODGE 16 2 Radio (radar), Darkvision, Direction Sense, Distance Sense, PARRY Infravision, Radio, Time Sense) 11 points WILL SKILLS POWER POINTS Close Combat: Unarmed 7 (+15), Expertise (Choose One) 8 ABILITIES 102 SKILLS 14 (+20), Insight 8 (+15), Intimidation 8 (+15), Investigation 4 38 (+16), Perception 4 (+11), Persuasion 8 (+15), Ranged Combat: POWERS 88 DEFENSES 296 Power Blast 7 (+8), Technology 12 (+24), Vehicles 4 (+5) ADVANTAGES 33 TOTAL ADVANTAGES COMPLICATIONS Assessment, Equipment 20, Improvised Tools, Inventor, Ranged Attack 7, Second Chance (Insight checks), Skill Mastery Destined to Rule: The Overlord is obsessed with power and (Technology), Takedown rulership. STR 0 STA 0 AGL 0 DEX 1 FGT 0 INT 4 AWE 1 PRE 0 Equipment: Camera, smartphone. 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. 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. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. 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). Some are Regeneration) it may have. 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! Created Date: 4/10/2020 4:55:17 PM . Mutants & Masterminds 2nd Edition (v1) - This is still quite the usable sheet, with perhaps even more useful widgets and cogs than the new one. What is their tie to the original villain and what isTACTICS motivating their new crime wave, and can the heroes stop them from tarnishing the legacy of a far less dangerousWhen all you have is a hammer, every problem looks like criminal that may even think of as a peer?a nail. 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. Defenses: Dodge 7, Parry 5, Fortitude 2, Toughness 2, Will 2. Powers: Strength-based Damage 1 (Beak), Flight 3 (16 MPH; This archetype is a slithering blob of acidic ooze. Instead of a big, damaging blast, theThe following are some things regularly associated with Imp is more likely to bring buildings or statues to life tothe Imp: fight the heroes, or enlarge ordinary urban rats or roach- es into giant monsters. The Horsemen of Apocalypse. They Master, or anything with Cosmic, Mega-, Power, Supreme,can round out the characters arsenal of attacks and provide or Ultimate in it.some additional effects. can give the student untold powers: invisibility, immor- tality, the ability to kill with a mere touch, and more. Mind Control INITIATIVE +0 thing they control in the game (their character). Offense: Init +0, Attack +0 (Close, Fortitude 8, Toughness 8, Will 3. A Vampire able to create others of its kind quickly can potentially assem- ble a small army of undead, given the opportunity. OFFENSE INITIATIVE +5 Effect Varies Quirk: The Jobber has a personality quirk or obsession related Jobber Attack +8 Close, Damage 2 to their power set. 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 . identity, especially if he is someone of importance, such as a wealthy industrialist, political figure, respected journal-When forced to fight, the Master of Disguise relies on ist or television personality, or the like. between imagination and solid reality, the cosmic visitor has begun blurring it, causing dreams, imagination, andTHE IDEAS GUY nightmares to bleed over into the real world.Its the heroes worst nightmare come true: the Imp The good guys have no end of crises and emergencies tolatches on to a cunning and dangerous supervillain (such handle, along with ultimately convincing their strangeas the Psycho archetype) and, like a magical genie, starts visitor to stop and put things back to normal.102 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESJOBBERNot every villain is cut out to rule the world or bring Jobbers may be frustratingly difficult to catch in a chasesociety to its knees, and not every villain wants to. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The following are some classic bits associated with thePOWER SOURCE Jumped-Up Nobody villain archetype:Some Jumped-Up Nobodies dont gain their power from SHOWS OF POWERan item, but from another outside source. Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. The Construct might also be a master vil- with a creator who is now dead (often by the creationslain in its own right. Some Testers are self-appointed judges oflike their elaborate games and twisted ideas of what worthiness, and may seek to eliminate those who do notconstitutes fun. meet their high standards.Entertainment is the main idea of the Imp for the Imp, THE TRICKSTERanyway. 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). This can be funfor some players, especially if theyre competitive, but Adventures involving the Puppeteer may include theothers just find it annoying, since it takes away the one following:132 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCANT FIGHT CITY HALL ined and no one will believe them when they claim some sinister puppet-master is secretly taking over the city!The public and the media in the city suddenly becomeincreasingly critical of the heroes and their activities. So characters might run into things like exploding Easter eggs or hallucination-inducing fear toxins as they try to protect people from a rampaging Psycho. lain time to gloat and arrange a proper demise for the in- terfering heroes.Exactly what the ritual is intended to do is up to the GMand depends on the Sorcerers ultimate goals. Advantages: Connected, Equipment 2, Quick Draw, Ritualist. Some Skill Mimics are limitedto physical skills, others to mental or knowledge skills, VAMPIRE MIMICwhile some can do both. power, devotees of sorcerers, elder evils, and similar vil- Advantages: Connected, Equipment 2. The Psycho is an threes might target the Holy Trinity Church, or memorabil-excellent foil for edgy, driven heroes and often a dark re- ia from a famous sports triple-play, for example. PDF Mutants and masterminds 3rd edition trove - Weebly Necro-Themes for the Sorcerer typically involve what type of mancers often survive by draining the life force of victims,magic the villain commands, and the marks that power in a vampire-like fashion, and may intend to turn the en-has left on the Sorcerers body, mind, and soul. Optionally, you may wish to have printed copies of the many Mutants & Masterminds books available from Green Ronin Publishing (but they are not required in order to play or run a game.) Smart heroes canTHEMES play on their weaknesses and might be able to get some help from other members or factions of the trickstersSome themes common with Imp adversaries include the pantheon (whomever they may be). Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 1, Will 2. Only after the goodDELUXE GAME MASTERS GUIDE 117MUTANTS & MASTERMINDS guys realize theyve been hoodwinked do they discover For a twist on this scenario, the villain might not be im-evidence (a discarded mask or the unconscious form of personating the characters heroic persona, but his secretthe real person) that the villain is long gone. 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? 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. inga chemical compound that induces madness. The villainous ninja archetype might be an in- ist, and all about the win after going one-on-one againstheritor of the traditions and secrets of the fabled ninja of a tough opponent. This is a guide to the Mutants & Masterminds 3E Official character sheet, published by Green Ronin Publishing, made by Richard T. and Scott C.. M&M 3E Official Sheet Version: 1.01 Last Update: 2021-September 25th Authors: Richard T., Scott C. The main page of the sheet. The Serpent Society. or transmogrification. Offense: Initrarely know when theyve gone too far with their pranks. 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. Animals 2 (Low-light Vision, Acute Smell). You can use them as given in have already been taken into account in the creaturesyour own M&M games, or as examples for creating presented here.or customizing suitable minions for your villains andevil organizations. Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. The typi- tra effort to develop other power stunts, perhaps includ-cal Puppeteer has Mind Control powers of some sort, of- ing a devastating Area Damage effect resisted by Will orten far-reaching. true villain operating it from afar or within.Some Androids might not only look human, but have the MAGICAL CONSTRUCTcapability to change their outward appearance, a combina-tion of the Robot and Master of Disguise archetypes. 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. Mutants & Masterminds Venom | PDF | Marvel Comics | Leisure - Scribd Some cults may be try- Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 2, Will 2. ing to infiltrate normal institutions to exert secret control Totals: Abilities 10 + Powers 3 + Advantages 1 + Skills 4 + over society, while others may be trying to summon alien Defenses 5 = Total 23 points. Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. These new abilities are an excellentthe heroes must overcome. 4, Will 0. They are lieutenants who their powers, having no abilities of their own and insteadlead minions or support more powerful villains with clear- using a weapon, suit, or other gadget for their power. 18 Stage Magic: Elaborate magic tricks and use of props such as top hats, magic wands, vanishing cabi- nets, and sawing people in half (often not a trick). Specifically rouges gallery and emerald city books. Some classic elements associated with the Mad Scientist include:A sub-type of the Monster-Maker is the Robot-Builder,who creates new life out of steel, silicon, and plastic. Heavier work-dog is loyal and easily trained. This massively built foe relies on strengthcharacters combat style and background. Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). Natural competitors, Ultimate Fightermedieval Japan, or a more modern interpretation of their types test their skills in the crucible of the fighting ringlegend. Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. Mutants and masterminds Core Rules 3E.pdf ( PDFDrive ) THIRD EDITION Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser Additional Design: Ray Winninger Proofreader: Glenn Hall Art Direction and Graphic Design: Hal Mangold Cover Art: Imaginary Friends Studio 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. Faiths & Pantheons WE Epic Enhancement (6 Frames) Wizards.com Epic Insights Forgotten Realms - D&D 3e - Oct 2002. You can also leave some or all ofthem undefined and fill them in during game play as ideas CLASSIC BITSsuggest themselves (see Classic Bits for more on this). 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. Offense: Init +2, Attack +3 (Close, Damage 3). 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. Psycho obsessions can be almost anything, necessarily abandoning his original vendetta).but are often either whimsical or connected to the Psy-chos condition in some way. Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. 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. For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. Mimicking multiple subjects often the most efficient mannerresults in a strange composite appearance for the Mimic. Naming Ideas: Dr. Feelbad, Ghost Shrew, Injector, Mr. Medici, Pusher, Scorpion X 19 points Stilts/Spiders/Striding with long-legs (Elongation 4 [limited to legs], Speed 4), kickback (Strength-Based Damage 1213 4; Accurate; Linked to Close Move Object 8 [limited to away]), and Teflon-coating (Immunity 1 [being climbed]). This from a far-future period, but parallel realities are also a possibility.124 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMETA-SUPREMACIST ting, then a Meta-Supremacist villain may arise to defend them by conquering humanity!Every Overlord comes with a massive ego and a belief in hisor her own superiority, but the Meta-Supremacist believes Some Meta-Supremacists have the power-sets of the El-in the superior nature of an entire class of beings, of which emental or Mastermind archetypes rather than the onethe villain is the ultimate example, of course. lords sheer power. Alternately, substitute another fan subculture. Eventhose who prefer a directconfrontation are likely totake advantage of a vulnerableopponent.
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