BLOB PL8 MR3The king of dinosaurs, the infamous T. Heroes dealing with Blundering No-More often than not, the Jumped-Up Nobody is a tempo- bodies have to keep them calm and under control whilerary villain, a character who gets his powers at the start of containing their incredibly dangerous powers. They hang out at bars with to super-strong Jobbers to defend them. Totals: Abilities 6 + Powers 20 + 2 (Acute Smell, Low-light Vision). Naturally, it also works as a Groom of thegal authorities to provide protection. +1 (Ranged, Damage 3), Unarmed +0 (Close, Damage 1). Form Fillable Version that probably works? Defenses: Dodge 4, Parry 4, Smell, Low-light Vision, Tracking, Ultra-hearing). For example, he might kidnap the girlhe never had the courage to talk to, hoping tofinally win her love. Usually, this includes the heroes. Gargoyles that are true unliving con-Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). Sentinels of Earth-Prime Nisaba Press Fiction: Free Downloads This section presents an index, automatically generated by our server, of all the free downloads available for fans of Nisaba Press fiction. 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). Skills: Intimidation 4 (+4), 6 = Total 34 points.Perception 4 (+5). feat the same way twice.A Magical Construct is often the lieutenant of an occult A CREATED RACEmaster villain, while lesser Magical Constructs may be theroboticminions of a mystic (see the Minion Archetypes The Robot is often a unique entity, created by accident orfor examples). This can range fromstaged crimes to phony tests forscientific research or exhibitionsfor charity or the like. Unfortunately, as initially tempting as it mightSome Imps seem like adults at first, but demonstrate in- appear to have an ally with unlimited power, the heroescreasingly childish behavior, revealing their true nature. To the heroes surprise, the UN grants it! Sorcerers are often vulnerable to certain holy rituals andSome Sorcerers are ancient menaces, their lives unnatu- relics.rally sustained by their sinister arts. The classic ex-ample is a D-list sorcerer who has sold his soul to a de- Ignored before he possessed such might, the Jumped-Upmon or other entity in exchange for tremendous power. SORCERERThe mystical arts offer the potential of tremendous power, and so forth, or could have different physical game traitsand some fall victim to the temptation to misuse their arts as well, including increased Strength and Stamina, Protec-for evil. 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). 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. 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. exercise the mental discipline needed to keep their new powers in check. THE RETURNCAPERS A hero believed dead (perhaps even a former player char-Adventures involving the Mimic may include the following: acter) suddenly returns with no explanation or clear mem- ory of what has happened since his or her death. This is sometimes played weapons or learn a new alternate power, always keepingfor laughs but other times represents a serious challenge heroes on their toes. Otherwise, its up tofollowing. In spite of theExpertise: Nature 4 (+4), Stealth 0 (+14). Next Page. It can getthe story and loses them by the end. Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. Angered by reminders of previous nobody Expertise: Magic or Science 6 (+7), Expertise: Pop Culture 6 status. 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). 4, Will 0. 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. Somehave modifiers Alternate Resistanceand Progressive to represent attacksthat work on a targets chi or life force.Other secret techniques can justify a rangeof powers based on sheer skill or mystical fo-cusing of the users chi. Offense:Stealth 2 (+13). By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Exotic winged horses (like the mythicalcurity forces employ them as guardians. Even larger and more powerful versionslowing it to make different types of attacks. Permission is granted to reproduce this age for personal use only Skills Total Ability Ranks Other Acrobatics Athletics Close Combat _____ _____ _____ Deception The good guys might be able to snap them out ofvillain can work there unopposed, or to force them into a it, but otherwise they have to figure out how to stop themconfrontation with otherwise innocent people that puts without harming them too badly. 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. Consider where a CLASSIC BITSJobbers powers come from: Are they natural abilities?Are they provided and maintained by another villain? 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. Whether or not it can actu-cerebral villain: a dis- ally work is up to the GM, but generally superheroes arentembodied brain kept in a inclined to let villains improve the human race withoutcontainer and sustained by its consent.life-support equipment. Since Vampires have limited mobility dur- Vampires Drain attack. A PDF archive of almost everything released for Mutants & Masterminds first edition and second edition! 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. Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. 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: Connected, Equipment 2. Advantages: ImprovedGrab, Power Attack. Eventually, it comes down toheroes learn of the Vampires quest for the artifact when a confrontation at the artifacts resting place, wherean archeologist or renowned collector of ancient manu- the heroes have to keep it out of the wrong hands andscripts turns up missing or dead, and drained of blood. Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. or easily removed; a gravity gun can be disarmed, while a villain with a wearable cosmos rig has to be taken downWhat they lack in terms of power, most Jobbers make up before the heroes can take their powers away.for with personality. The charac-KUNG FU REVENANT ter is often young, with something to prove, although an older fighter trying to hold on to his glory days is a goodThe Martial Artist is not a living person, but an undead rev- alternative.enant returned from the grave! Defenses: Dodge 3, Parry 3, GIANT FLYTRAP PL9 MR2Fortitude 12, Toughness 15, Will 6. ), elaborateand often deadly jokes or pranks. So far as most of the world is concerned,include the following. 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. The more theyfor a while. After all, Mad Scientists are always building (or growing) things to trouble the heroes. This archetype is a baselineSTR -2, STA 0, AGL 6, DEX 1, FGT 0, INT 0, AWE 2, PRE 0 giant insect. Totals: Abilities 34 + Powers 9 + Advantages 2 + Skills 5 + Defenses44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. Offense: Init +1, Claws +4 (Close, Damage 2). In this regard, the Livingplus Magic or Weather Control. Defenses: Dodge 8, Parry 6, Fortitude 5, hellspawn. This powers.gives them considerable resources for their various world-conquering schemes. 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. 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. I was having trouble finding a blank fillable PDF of the basic character sheet so I made one myself. 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). Some Mad Scientists are motivated ASIAN MASTERMINDby a desire for revenge against a society that mocked andrejected the fruits of their genius. 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. Slaying the master Vampire often serves to free any victims.140 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESVAMPIRE PL9STR STA AGL DEX FGT INT AWE PRE 6 --- 1 2 6 1 3 3 POWERS OFFENSE INITIATIVE +5 Close, Damage 6 Children of the Night: Summon Animals 2 (Bats, Rats, Unarmed +9 or Wolves; Horde, Mental Link, Multiple Minions 6 (64 minions)) 31 points DEFENSE 9 FORTITUDE Immune Form of Mist: Insubstantial 2 10 points DODGE 10 TOUGHNESS 7 PARRY Spider-Climb: Movement 1 (Wall-crawling) 2 points WILL 9 Undead Invulnerability: Immortality 10 (Not When Staked POWER POINTS or Beheaded), Immunity 30 (Fortitude Effects), Impervious Protection 7 (Limited: Not Versus Blessed, Magical, or Silver ABILITIES 34 SKILLS 31 Weapons), Regeneration 10 (Source: Blood) 52 points 18 POWERS 98 DEFENSES 188 Vampiric Bite: Weaken Stamina 9 (Resisted by Fortitude), Limited to Draining 1 rank per round, Grab-based 3 points ADVANTAGES 7 TOTAL SKILLS COMPLICATIONS Close Combat: Unarmed 3 (+9), Deception 7 (+10), Expertise: Dependence: The Vampire must feed on blood or weaken. Of course, you can choose to treat Powers: Growth 4 (Permanent, Innate), Protection 2, Sensesa particularly exceptional minion or lieutenant as a full- 1 (Accute Smell). This can be by design of therobots artificial intelligence or a limitation in its program-ming. The surprise and feintingrules from the M&M Heros Handbookare particularly relevant to Martial Artists.114 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMARTIAL ARTIST PL11STR STA AGL DEX FGT INT AWE PRE 4 3 6 4 10 0 2 0SKILLS DEFENSE 14 FORTITUDE 10Acrobatics 10 (+16), Athletics 8 (+12), Close Combat: Unarmed DODGE 15 TOUGHNESS 7/3*6 (+16), Insight 6 (+8), Intimidation 10 (+10), Perception 6 (+8), PARRYStealth 10 (+16) WILL 12 *Without Defensive Roll.ADVANTAGES POWER POINTSAccurate Attack, All-out Attack, Assessment, Defensive Roll ABILITIES 58 SKILLS 284, Evasion, Grabbing Finesse, Improved Defense, Improved 30Disarm, Improved Grab, Improved Hold, Improved Initiative 2, POWERS 0 DEFENSES 148Improved Smash, Improved Trip, Instant Up, Move-by Action,Power Attack, Precise Attack 2 (Close; Cover and Concealment), ADVANTAGES 32 TOTALProne Fighting, Quick Draw, Redirect, Skill Mastery (Acrobatics),Skill Mastery (Athletics or Stealth), Startle, Takedown, Trance, COMPLICATIONSUncanny Dodge, Weapon Break Code of Honor: Fights by the rules.OFFENSE Obsession:The Martial Artist is often obsessed with vengeance or a desire to be the very best fighter in the world.Unarmed +16 INITIATIVE +6 Close, Damage 4their foe dodges out of the way! 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. When a confused Mimic asks, Explain morphic materials, or a magical process such as alchemythis thing you call justice, how do the heroes respond? Like the witches and sorceresses ofmulae to cast spells and rituals, although the character legend, she often has a penchant for enchanting men ormay be so powerful as to possess the legendary Stone transforming them into her bestial servants.and its abilities. satisfied with anything less than payment in full. Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. Offense: Init +1, Bite +34. Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 3. "Tell me you've got . Add In a superhero setting, a robot may actually be an ar-the Morph effect to the archetypes powers, and any skills tificial construct given animation and intelligence byDELUXE GAME MASTERS GUIDE 133MUTANTS & MASTERMINDS means other than technology. The crushing blow comes whenThe hero starts having personal trouble, first with close the characters learn that a close friend and confidant offriends and associates who are upset about things they the team has betrayed them, revealing all their secrets tosay the hero has done, but which he cant recall. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . lectual and scientific accomplish- ments is being honored by theTACTICS city or a national organization. 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. Now the heroes are left in the clutchescases, he has a clear-cut alibi, being away on a mission or of the villains deathtrap while their foes go on an unre-the like. This is essentially a ters and then sort out which of them is theLimited form of Illusion real thing!116 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMASTER OF DISGUISE PL7STR STA AGL DEX FGT INT AWE PRE 22457226POWERS DEFENSE 10 FORTITUDE 6A Thousand Faces: Morph (humanoid forms) 15 points DODGE PARRYSKILLS WILL 10 TOUGHNESS 4/2*Acrobatics 8 (+12), Close Combat: Unarmed 4 (+11), Deception 8 *Without Defensive Roll.10 (+16), Insight 12 (+14), Intimidation 5 (+11), Investigation10 (+12), Perception 10 (+12), Persuasion 4 (+10), Ranged POWER POINTSCombat: Guns 6 (+11), Sleight of Hand 10 (+15), Stealth 11(+15), Technology 8 (+10), Vehicles 4 (+9) ABILITIES 60 SKILLS 51 19 POWERS 15 DEFENSES 166ADVANTAGES ADVANTAGES 21 TOTALDaze (Deception), Defensive Roll 2, Equipment 4, Evasion 2, POTENTIAL COMPLICATIONSGrabbing Finesse, Improved Defense, Improved Initiative,Improved Trip, Instant Up, Precise Attack (Ranged, Cover), Devious: Fond of overly complex plots.Quick Draw, Redirect, Skill Mastery (Deception), Taunt, Ultimate Vindictive: Wants to tear down others lives.Effort (Deception checks), Uncanny Dodge Who Am I? One of INTELLECTUAL RIVALRYthe prime functions of assistants (other thanstepping and fetching) is to listen to their boss- A hero famous for his or her intel-es ongoing rants. 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. Vampire Mimics do not just copy powers; they steal them!TAINTED MIMIC In addition to the Mimic power, the villain has a long- lasting Nullify effect against the powers it copies. The game traits are largely the grants additional Protection or even Immunity to heatsame, although the Robot may have different skills, such damage. Also known as the Freedom Universe. Core books and new releases for Mutants & Masterminds, Third Edition are below. 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? If not the villains own work, youTHEMES might wish to lower the archetypes Intelligence rank somewhat. Most often this technique issome sort of close combat attack, withan Affliction or Weaken effect. Advantages: Benefit 1 (Athletics based Underwater), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, on Agility). The good guys in the waking world have to tracka hero-fight, as another team aids the police in tracking down the villain somehow, without succumbing to their own fatigue and falling asleep as well.MIMICSometimes, imitation is the sincerest form of villainy. Some Imps are deadly serious about this, looking trickster gods and spirits who use cunning and guile tofor ways to humiliate or even destroy their chosen oppo- get into and out of a lot of trouble. 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 . The victim makes one resistance check per day, a heroine of great power and beauty. Advantages: Equipment 1. The villain tends to stay in the shadows, striking Vampire will have a new super-powered thrall with all thefrom surprise and using gaseous form to slip in and out abilities of a vampire as well!of places and as a means of escape. The Sorcerer able to overcome the heroes with ease; either increasewants them to find and recover certain mystical artifacts, the archetypes power level to 20 (improving all PL-limitedwhich are the key components of a grand ritual that will traits accordingly) or simply make the villain a PL X plotbring the villain unlimited power and mastery over reality. Skills:STR * STA 0 AGL 3 DEX 2 FGT 0 INT AWE 0 PRE Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2),Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Expertise: Pop Culture 2 (+2). Astonishing Adventures: Menace on . PUPPETEERThe Puppeteer is a manipulator of the first order. 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). Click to view in fullscreen Zoom In. The heroesno idea of what they can do until they try. Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. and may have additional powers related to their form, such as special forms of movement, additional limbs, and growth.DELUXE GAME MASTERS GUIDE 149, The words you are searching are inside this book. A few manage to fit into the business worlda geneticist obsessed with the creation of new life versus and climb the corporate ladder, perhaps even to the verya chemist looking to perfect a wonder drug to grant top. 3rd Edition Character Sheets. Mutants & Masterminds 2nd Edition (v2) - Hey look, it's like a comic book rather than a form! Robotic brutes tend to be lieutenantsor minions rather than master villains by nature.See the end of this chapter for sample robotminions.NAME IDEASArtifice, Galatea, Mechanix, Tin-Man,Techno, TronixCLASSIC BITSThe following are some classic bits associ-ated with the Robot archetype:REBUILD AND RETURNRobots are notoriously diffi-cult villains to get rid of;never having been alivein the first place, theyreessentially impossibleto kill. Even a destroyedrobot can potentially berebuilt, and robotic computer mindscan be copied to backup files and downloadedinto new bodies, potentially including upgradesand improvements.You can choose to treat this in game terms as Immor-tality. Sinister Six. Equipment: Equipment. Mathematics: While it often seems evil, mathematics might not seem all that powerful, until you realize that it is the science underlying many other disciplines. Insight 4 (+4), Persuasion 4 (+5), Ranged Combat: Guns 1 Their shadow magic animates darkness to attack on their (+1). Mimics able to copy all powers tend to be ei-much overlap between them. The reporter archetype can also be (Accurate Hearing, Low-light Vision, Ultra-hearing), Swimming used for any other type of professional by swapping out 5 (16 MPH). 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. (Close, Damage 2). 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. Defenses 0 = Total 5 points. 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. Skills: Close Combat: Dagger 4 (+6), Deception 6 (+8), Expertise: Cult Lore 6 (+10), Expertise: Magic Dagger +1 (Close, Damage 1), Unarmed +0 (Close, Damage 6 (+10), Ranged Combat: Spellcasting 4 (+6), Treatment 2 (+6). On the other hand, the Imp The more surreal the idea, the better it is. in ways that practically ensure their defeat (and racks up the hero point awards). ATHE VILLAIN-MAKER Mad Scientist Arms Merchant is turning a tidy profit from sales of the devices. Name Ideas: Butcher Bird, Con-dor, Dragonfly, Flying Fox, Kingfisher, Pinfeather, Rocketrix 20 points Energy Projection with energy blast (Ranged Damage 8), stun blast (alternate; Ranged Affliction 8, Resisted by Fortitude; Dazed, Stunned, Incapacitated), Energy Wall (alternate; Create 8), Blast Off (alternate; Leaping 5), and 2-3 energy battery (Immunity 10 [one energy type]); Name Ideas: Combustor, Lighter, Living Frost, Master Ohm, Mr. possible. After uncounted years of unlife, the Vampire has chosen aIf you want to build it as a full-fledged power, treat it like an woman worthy to be his bride and consort for all eternity:Affliction. Its Unarmed +0 Perception, Affliction, Will DC 20 best to make sure you have the players buy-in on the Close, Damage 1 idea in general before using this option. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). For example, a villain who Revenge-obsessed Psychos tend to want more than just tosnaps over an international crossword puzzle competition kill the target of their revenge; they want their vengeanceor the like might become Mr.
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