In their view, they are expanding the boundaries Simian might have the ability to assume human formof knowledge regarding life and adding to the biological (Morph), either a human who turns into a super-simian ordiversity of the world. Defense: Dodge 8, Parry 7, Fortitude 4, Toughness 4, Will 6. Totals: Abilities 16ephants are 1 Str, but +1 Awe. Larger and more powerful blobs are possibly Toughness 2, Will 5. Sorcerers seek power, usually in Minions advantage for the associated minionscultiststhe form of lost and forbidden occult knowledge. Angered by reminders of previous nobody Expertise: Magic or Science 6 (+7), Expertise: Pop Culture 6 status. Only whenOthers change weaknesses, often within a theme, such all seems lost (the Moon begins falling out of the skyas the Imp who always leaves if you can beat him at a toward Earth, or a giant monster threatens to eat the Sun),game, but the game (and its rules) change with every does the Imp appear to harangue the hopeless heroesappearance. 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. where within the area.For a classic hero vs. hero conflict, the Mastermind A Mastermind villain is exerting his influence, which ismight control another team of heroes. 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? Defenses:Fortitude , Toughness 10, Will 6. 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. Defense: Dodge 5, Parry 2, templates for similar types of characters in other situations.Fortitude 5, Toughness 5, Will 0. Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). Totals: Abilities 10 + Powers Damage 4). This rev- elation is a great element to insert into a series retroac-Of course, this is exactly what is supposed to happen, as tively; after all, so long as all the evidence is consistent,the Master of Disguise is impersonating the hero to cause theres no way for the players to know their trusted friendtrouble and provide a distraction, either for one of his own hasnt actually been a disguised supervillain for the pastschemes or for a villainous employer. Offense: Init +1, Claws +4 (Close, Damage 2). You're Reading a Free Preview Pages 37 to 54 are not shown in this preview. The Serpent Society. 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). It might require taking away the Item of Power,Item a villain has worked to acquire, or the cosmic mis- or tricking the villain into over-extending his abilities ortake that assigns something meant for a heroic wielder using them in some way that ensures his defeat.to a less worthy subject. Offense: Init +1, Bite +2 (Close, Damage Vision, Low-light Vision), Speed 4 (30 MPH). Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! wield as weapons.NAME IDEASBrainscan, Cerebrax, ESPer, Mentallus, Mr. 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. (Close, Damage 2). The Undead Sorcerer exists in a kind of half-life, eitherDEMON SORCERER trapped there by the decree of foes who bound and entombed him, or through his own machinations, tran-The Sorcerer is not human at all, but an infernal creature: a scending the limits of mortality at the price of the plea-demon, devil, or some similar being from a hellish dimen- sures and aesthetics of the flesh. After a number of failed checks, the victim irrevocably becomes one of the undead. Contents. The Psycho might take the opportunity to A series of crimes involving the theft of various chemicalsrant to them, or instead seize the better part of valor and gets the heroes attention, particularly when later crimeslook to escape while the good guys are occupied. Some turn to villainy because their other who lays out sticky traps on the floor, and so forth.expertise or powers ruined their chance at a normal life, anda criminal record prevents them from finding legitimate VILLAINS WITHOUT NUMBERwork, feeding a vicious cycle of criminal behavior. Offense: Init +3, Unarmed +7 (Close, Damage 5). For example, the villain might change appearanceofficer, paramedic, or government official in the dark and then tell the pursuing heroes, He went that way! pointing down a corridor or dark alley. power, devotees of sorcerers, elder evils, and similar vil- Advantages: Connected, Equipment 2. 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. Superiority: The Mentalist is better than lesser minds. SKILLS Expertise (Choose One) 4 (+13), Insight 10 (+18), Intimidation 8 (+10), Investigation 6 (+15), Perception 7 (+15), Persuasion 8 (+10), Ranged Combat: Telekinetic Blast 9 (+9) ADVANTAGES The process of resisting the Masterminds Mind Control Affliction can reflect this kind of struggle. 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. 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. To further complicate matters, thecility, but there is evidence the systems failure was caused Robot might use captured humans as carriers, leavingby a break in, by someoneor somethingthat man- the heroes with the dilemma of whether or not they canaged to escape. 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. Defenses: Dodge 3, Parry 3, Fortitude 6, Toughness 6, Will 2. After this, he beginsfighting street crime. The heroesno idea of what they can do until they try. The villains powersmight also be dependent on a se- In the case of a player character, thisrum or other source. Totals: Abilities 14 + Powers 18 +2 (+9). Do the heroes get involvedand help their old foe reform, or do they watchand wait for him to relapse into his formerlyfelonious ways?DELUXE GAME MASTERS GUIDE 105MUTANTS & MASTERMINDS JOBBER THEMES D20 ELEMENT Aerialist with wings (Winged Flight 8), wing slash (Strength-Based Damage 4; Accurate 2), and avian senses (Sens- 1 es 6 [darkvision, extended vision, infravision, tracking 2]). Totals: Defenses 3 = Total 10 points. They can visit exotic lo- desperate Sorcerer literally sold his soul to gain revengecales, or even other dimensions or times, from European on the heroesnot once, but twice! Offense: Init roes may interact with on a regular basis, and can be used as+5, Shapeable Area Damage 5. Perhaps the Android was originally intended ascondition turn against humanity. 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. Mutants and masterminds Core Rules 3E.pdf ( PDFDrive ) - AnyFlip The No-of advanced alien technology, or anything else the GM body might possess a literal plot device, an item capablecares to make up. THE DIE This game uses a twenty-sided die to resolve actions during the game. While thisDOUBLE TROUBLE doesnt necessarily make a Jobber more powerful, it grants them access to better vehicles and equipment, andJobber powers sometimes straddle multiple themes, and may mean they can readily escape custody to rejoin theirbecause the effects listed generally dont stack you can criminal master. Skills: Close Combat: Dagger 2 (+3), Deception 6 (+7), Expertise: Cult Lore 6 (+6), Insight 5 (+5), Persuasion 6 (+7), Ranged Combat: Guns 3 (+3). Illusionistalthough capable of act- villains often rely on psychological attacks, particularly ifing through Telekinesis. own hand). Totals: Abilities 6 + Powers 10 + Advantages 2 + Skills 5 + Defenses 8 = Total 31 points. Mad psychologists are often obsessed with phobias or other mental disorders. jects at once. The Vampire likely Vampire story as well, with a seductive female vampireflees if confronted or thwarted in claiming a victim. 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. theres always the possibility of a Visual Area Affliction with a control effect.CAPERSCapers involving the Jumped-Up Nobody might includethe following:ILL SHOW THEM!With the power he now wields, the Jumped-UpNobody goes after a hit list of everybodywho ever crossed him, and its a long list.The heroes first encounter with the vil-lain is when panicked calls for help comefrom the people threatened by his ven-detta (directly or indirectly). Deception 8 (+13), Expertise: Magic 6 (+7), Insight 8 (+10). Heavier work-dog is loyal and easily trained. 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. Acrostic, a criminal ob- to be poetic in some way. *No effective Strength due to Insubstantial effect The bystander represents the people that populate the world, the sort a supervillain or other criminal might takeRather than a single creature, a Swarm represents hostage or otherwise endanger. Totals:After its power level, each minion archetype has MR Abilities 10 + Powers 12 + Advantages 0 + Skills 6 + Defenseswhich stands for Minion Rank.This is the rank of the Min- 7 = Total 35 points.ion advantage or Summon effect needed to have a singleexample of that archetype as a minion. dering in the fields of madness. 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). of new and innovative challenges. 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. A few Psychos have non-human minions based public venues or on live television! By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Skills: Close Dinosaurs are most commonly the minions of monster-Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4 makers who have resurrected them using cloning, or time-(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). 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. 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. A ninja master for the highest bidder. need of inspiration for a Psycho obsession, take a look atThe background of the Psycho is typically tragichorri- the Psycho Obsessions table.bly scarred physically, psychologically, emotionally, or allthree. Offense: Init +0, Attack +4 (Close, Damage PTERANODON PL5 MR3 8, plus Reaction Damage 5). 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. We hope you find it useful. Ini-ately looking to engage the heroes in order to study them. Skills: Perception 8 (+11). First. 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! OVERLORDThe Overlord is a true master villain, possessed of a bril- is usually an advanced suit of power-armor, although itliant mind and formidable force of will. Thiscould be the classic elements of sympa-thetic magic, such as hair or nail clippingsor a blood sample, perhaps incorporatedinto a small doll or other representation ofthe victim. The more theyfor a while. The fights could offer valuable information to certain School of Shadows how to fight, how to obey ordersparties, perhaps even allow a mimicking villain to copy the and, worst of all, how to work as an actual team. petri.ruotanen6205. Init +4, Bite +8 (Close, Damage 14). The Sorcerer is much like the Mystic hero arche- tion for improved Toughness, Immunity (up to or includ-type but eager to strike deals with evil forces in exchange ing Immunity to Fortitude Effects), and so forth. They may be animated from actual statues on the spur of theSTR 12 STA 12 AGL 0 DEX 0 FGT 6 INT 2 AWE 1 PRE 1 moment or stone-like creatures that simply look like me-Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; dieval gargoyles. The villain often scheme and gives them the opportunity to take action.has various minions to do his dirty work, including defend-ing the Overlords lair and keeping the heroes busy. 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. The villain simplyagility and confusion, particularly mixing things up in has the misfortune of choosing a target who is secretlyclose combat. PDF MUTANTS & MASTERMINDS Table of Contents - FreeRonin.com The heroes may have a chance to try and preventIn this way the Robot may end up creating new rival vil- the abduction, but it can succeed as a complication, iflains as well! Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! 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.) Click to view in fullscreen Zoom In. 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. +6, Mind Lash +7 (Close, Damage 7; Will Resists), Unarmed +7Jinx faeries are withdrawn and grumpy, and cause bad (Close, Damage 2).
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