Skills: Close Combat: Advantages 0 + Skills 3 + Defenses 11 = Total 28 points. Skills: Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). Female Overlords are often seeking a mate that is truly a match for them, as well as a good potential father for any future offspring. 10 Games: Complex games (puzzles, board games, even RPGs) as crimes, use of game tokens as props and weapons. The Mystic Passage spell of the archetypes Magic array is sufficient to permit theRituals are a Sorcerers doomsday machines and infernal Sorcerer to go virtually anywhere in the blink of an eye,devices; defeating an evil Sorcerer is often a matter of pre- although limited to places the villain knows fairly well.venting the villain from acquiring the necessary elementsfor a ritual, or stopping a ritual before it is complete and This power allows the villain to escape earlier confronta-unleashes whatever corrupt magical powers the villain tions with the heroes leading up to the final encounter,wishes to call upon. 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. They have necked brachiosaurus is suitable as a template for similar-horns, claws, and a vicious temperament. Share. Offense: root itself and move about using its branches and roots. Perhaps more than one villain is interested inbe virtually indestructible, able to move about during the it, pitting the heroes against multiple foes and the badday and immune to the concerns of others of its kind. tation of their powers.POD PUPPETEER SOCIAL PUPPETEERRather than controlling victims, the Pod Puppeteer re- Similar to the Seductive Puppeteer, the Social Puppeteerplaces them with exact duplicates under its control. No ransom de-mechanical toys able to move and act on their own. Defenses: Dodge 0, Parry 4, STR 13 STA 12 AGL 0 DEX 1 FGT 8 INT 4 AWE 3 PRE 0 Fortitude 8, Toughness 8, Will . It might need thecal information, but that does not have to be the case. After all, they will still be around longlowing). Anansi, the Brat, Coyote the Trickster, Kilroy, Mister Muggles, Pooka, Puck, Rumpelstiltskin, Sidekick,Another Player of Games is the Tester, who puts heroes in Storytime, the White Rabbitsituations similar to the Game-Master, but for purposes100 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCLASSIC BITS tween the Imp and the heroes, be creative when it comes to challenging them. Movement 1 (Slithering). If so, award the players a hero point when they learn the truth.In general, if the villain genuinely wouldnt know abouta heros particular sensory advantage, its best to let the Try not to overuse this trick, as it is likely to make the play-good guy learn the truth and act on it. Search. Stamina 4 (Progressive, Linked to Strength Damage, venom). Skills: Athletics 2 (+3), Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended Perception 4 (+5). 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). A minor alchemist who stumbles uponthe Philosophers Stone is more of a Jumped-Up Nobody UNDEAD SORCERERarchetype, but a masterful alchemist is easily the equal ofa full-fledged Sorcerer. Advantages: Equipment 1. 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. Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Will Offense: Init +2, Icy Shadows +6 (Ranged, Damage 6), Knife 0. wide breadth of knowledge, as well as formidable combat skills.The Alien Overlords powers may be innate, part of a non-human physiology or the result of an accident or genetic Immortal Overlords predictably take the long view ofexperimentation (perhaps to create some type of super- things; their schemes can take considerable time to comesoldier). Formed from psychic energy, tulpas are servants createdGARGOYLE PL5 MR3 by psychics, or rogue thoughts that wander the astral plane or mystic dimensions. Offense: Init +3, Unarmed +3 (Close, Damage 6). Totals: Abilities 10 + Powersswarms Stamina and give it Immunity to Fortitude Effects. Log in or sign up to leave a comment. An Advantages: Contacts, Equipment 1. sidekick. obsession in some way. Are Some classic elements associated with the Jobber include:their abilities from a magic source, strange radiation, or astrangely specific mastery of science? They have to stop the Robotto prevent the release of the pathogens into the general from releasing the bio-weapons, without doing so acci-environment, and steps are being taken to sterilize the fa- dentally themselves. This can create a villain the heroes can never de-as Expertise: Magic in place of Technology, for example. Totals: Abilities 6 + Powers 10 + Advantages 2 + Skills 5 + Defenses 8 = Total 31 points. Alternately, choose another holiday or season as the villains obsession. Powers: Strength-based Damage 1 (Beak), Flight 3 (16 MPH; This archetype is a slithering blob of acidic ooze. Totals: Abilities 38 + Powers 15 + Advantages 5 + Skills 14 (28 CULT INITIATE PL2 MR2 ranks) + Defenses 16 = 88 points. We hope you find it useful. Often, the proto-vampire falls into a death- like coma (incapacitated) as the final transformation takes place, although there may still be time for heroes to reverse the process with the right arcane ritual or other technique. Megalomania: Convinced of superiority and eventual success.RANTS the Overlord often has a trap prepared to deal with anyOverlords are particularly fond of the sound of their interlopers. Permission is granted to reproduce this age for personal use only Skills Total Ability Ranks Other Acrobatics Athletics Close Combat _____ _____ _____ Deception points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. 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. 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. To and then into a coma from which they cannot be awak-build the full-size device, however, the villain needs cer- ened. The morethe villain learns, the more effec-tive he becomes, until the time isripe to confront the heroes anddefeat them with their own abilities!THE BAD WITH THE GOODA common complication forMimics is a tendency to ac-quire their subjectsweakness-es along with their strengths.This may allow the heroesto capitalize on their knownweaknesses to slow or over-come the villain, althoughsome Mimics learn to com-DELUXE GAME MASTERS GUIDE 123MUTANTS & MASTERMINDS as super-speed and shrinking, or stretching and super- and can duplicate. Mutants & Masterminds Supernatural Supernatural Handbook. Click to view in fullscreen Zoom In. See the Elder Evil archetype for some pos-sibilities.138 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS allies rescue the hostages. A creative genius of its original maker, or someone equallyrobot villain might have only average intellect by human skilled in robotics, the brainwave patterns of living hu-standards, and little or even no knowledge other than itsprogrammed instructions. or transmogrification. Note that the archetypesCLASSIC BITS Perception Ranged Move Object effect is capable of grabbing anything the villain can see, but grab checksThe following are some classic bits involving the are still required to hold on to a struggling opponent,Mastermind archetype: and telekinetic attacks made with grabbed objects do not hit automatically, but require a ranged attack check.CONTEST OF WILLS Masterminds commonly use telekinesis to pin opponentsQuite often, the conflict between a Mastermind and one to a wall, ceiling, or floor or to hurl objects at them. petri.ruotanen6205. Advantages: Connected, Equipment 2, Quick Draw, Ritualist. Indeed, it can be interesting to play around with ways to make other scientific disciplines just as evil. So the or demons in particularor a Summon spell with thevillain is often after a particular tome, scroll, or magical suitable qualities for the villains Magic array.item, or the equivalent of the Item of Power wielded bythe Jumped-Up Nobody archetype. The goal is to either chase them out of the city so the world! 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. Defenses:Fortitude , Toughness 10, Will 6. Defenses: Dodge 3, Parry 3, Fortitude 3, Toughness 1, Will (+5). When a confused Mimic asks, Explain morphic materials, or a magical process such as alchemythis thing you call justice, how do the heroes respond? Typically the villain is an older AsianA few are motivated by sheer lust for power or knowledge, scholar or scientist who styles himself after the mandarins,no matter the consequences. Skills: Athletics 4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6). Skills:This archetype represents small, tailed monkeys like the Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. The villains first line of defense isSenses. Skills:Skills: Acrobatics 3 (+6), Athletics 3 (+6), Perception 4 (+5), Close Combat: Unarmed 4 (+7), Perception 6 (+8). 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. Hes likewise highlysomething if theres a reason than just pulling out new resistant to mental assault and immune to mere mortalpowers at random. Not even death can trap a true master of the mystic arts. The heroes learn of an undergroundA sudden flood of black-market mad-science devices is auction and look to break it up, but have to deal with theresponsible for a crime-wave in the city. For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. behind by certain powers, either by means of a device122 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESor power, allowing the villain to duplicate the effect. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. Today, Vigilance Press is happy to announce the release of Rogues, Rivals & Renegades Collection Two for Mutants and Masterminds Third Edition.This beefy collection of solo characters, corporations, and creatures is a great addition to any superhero campaign. Senses effects, particularly Low-light 3. Sorcerers seek power, usually in Minions advantage for the associated minionscultiststhe form of lost and forbidden occult knowledge. It turns out the villain is kidnapping people involved withTACTICS his or her particular obsession and getting them all to- gether for a crazy dream dinner party wherein the Psy-Psychos tend to be cat-and-mouse opponents. Masterminds often prefer to use their powers againstOne variation on the Illusion is the Dream-Master, whose opponents from afar, rather than risking any sort ofmental powers only affect sleeping targets, but can trap physical confrontation. They Defense, and the Defensive Attack manuver to make itmight have been students of the same master, probably more difficult for opponents to counter-attack. A Skill Mimic able to copy multiple subjects can Identity Crisis: Mental or psychological confusion due tobecome incredibly skilled in many different areas, able to mimicking different subjects.rival a whole team of heroes. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = Total 23 points.A roughly 50--foot long humpback or sperm whale. 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. I was having trouble finding a blank fillable PDF of the basic character sheet so I made one myself. 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. 0 + Skills 3 + Defenses 9 = Total 45 points.This archetype is a medium-sized flying dinosaur, al-though its wingspan is some 25 feet.
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