For example, a Psycho obsessed withever, coupled with a particular obsession. Feedback is appreciated. It is this obsession that leads the Psycho into a challenge of this new game and transferring some of hiscareer in supervillainy rather than just being a run-of-the- desire for revenge to the heroes who defeat him (but notmill criminal. Advantages: All-out Attack, Power Attack. If the Martial Artist agrees, thenthe outcome is binding. Impervious Protection 2. challenging for the heroes! The villain cut dealscastles to remote Asian monasteries or South American with two different demon-lords, gaining virtually untoldruins. of new and innovative challenges. Possibly mixed with alchemy and mysticism. MONSTER-MAKERUnfortunately, their work costs, and often costs big, so toarrange a source of income, the scientist sells high-tech Ever since Frankenstein, a classic image of the Maddevices to customers willing to pay, usually providing Scientist is as the modern Prometheus, stealing fire fromweapons to criminals and even other supervillains. around the world or in the far corners of the universe.As the heroes begin to suspect this new champion of ITS A MAD, MAD WORLDjustice is too good to be true, they discover they are right:hes just a disguise for the Imp, who is actually creating A series of just plain weird things start happening to themany of the crises in order to swoop in and handle the heroes: clouds made of actual cotton; cartoon charactersproblem! own hand). A Vampire with this talisman would location. rescue these innocent people and what to do with them once they have. Powers: Flight 3 (16 MPH; Wings, Subtle), Senses 2 (Low-light Vision, Ultravision), Shrinking 8 (Permanent, Innate). behind by certain powers, either by means of a device122 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESor power, allowing the villain to duplicate the effect. Skills: Athletics 2 (+3), Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended Perception 4 (+5). Totals: Abilities 6 + Powers 35 + Advantages 0 + Skills 7 + Defenses 7 = Total 43 points. Quirk: Warren is cocky, self confident, and arrogant. 2 (+4), Perception 4 (+6), Persuasion 4 (+5), Stealth 4 (+4), VehiclesFor non-flying creatures, remove the swarms Flight. Discover the best professional documents and content resources in AnyFlip Document Base. up situations where the heroes attacks hit each other asThis kind of rivalry can add an interesting roleplayingelement to the Martial Artists appearance, along with anopportunity for complications and hero points.THE SECRET TECHNIQUESome Martial Artists know one or more eso-teric techniques, allowing them to perform su-per-human feats. Totals: Abilities 8 + Powers 27 + Advantages 0 + Skills 4 + Defenses 16 = Total 55 points.This archetype can serve for most of the larger, armored ANIMATED TREE PL8 MR2dinosaurs such as the stegosaurus, ankylosaurus, and tric-eratops. Driven microorganisms. Offense: Init 0, Grab, Improved Initiative. Eventhose who prefer a directconfrontation are likely totake advantage of a vulnerableopponent. ), preserved over the years. They include thingslike walking up walls or across water, passingthrough solid barriers, leaping great distanc-es, and rapid healing or resistance to injury.SENSE OF HONORWhile they are ruthless killers, some criminal Martial Art-ists still have a sense of personal honor. Totals: Abilities 34 + Powers 9 + Advantages 2 + Skills 5 + Defenses44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. Alternately, choose another holiday or season as the villains obsession. 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. If a class of superhumans is mistrusted or persecuted in the set- CLASSIC BITS Some classic bits involving the Overlord archetype include the following: CONSORTS What is a ruler without a consort to help establish and carry on a dynasty? So a Halloween-themed Psycho might trap the good guys in a house of horrors with a128 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESPSYCHO PL9STR STA AGL DEX FGT INT AWE PRE 46339554 SKILLS Deception 8 (+12), Insight 8 (+13), Intimidation 8 (+12), Perception 4 (+9), Ranged Attack: Guns or Throwing 8 (+11), Sleight of Hand 8 (+11), Stealth 8 (+11), Technology 6 (+11), Vehicles 4 (+7), ADVANTAGES Chokehold, Close Attack 2, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 2, Diehard, Equipment 6, Fascinate (Intimidation), Great Endurance, Improvised Tools, Leadership, Minions 6, Set-Up, Startle, Taunt, Well-Informed OFFENSE INITIATIVE +3 Close, Damage 4 Unarmed +11 DEFENSE 10 FORTITUDE 9 DODGE 10 TOUGHNESS 8/6* PARRY WILL 9 *Without Defensive Roll. Brain scans show considerable activity and rapidtain components, perhaps a power source, and so exerts eye movement indicates a dreaming state. Offense:Stealth 2 (+13). Obsessed with success.and nanotechnology have only solidified this kind of foein the comics, a maker of monsters in various forms.Of course, most Monster-Makers dont see themselves ape-god or spirit) to more traditional super-powers. MUTANTS & MASTERMINDS IMP The Imp is less of a "villain" and more a high-level nui- of . The No-of advanced alien technology, or anything else the GM body might possess a literal plot device, an item capablecares to make up. Lastly, the Vampire might have min- ions that are other monsters, such as demons, gargoyles, golems (perhaps even a combination of reanimated corpses as a single flesh golem), skel- etons, werewolves, or zom- bies. Character sheet here . Imaginea villain with a camera that really does capturepeoples souls, allowing him to control themthrough their photograph!MINION MASTERRather than directly controlling the heroes ortheir allies, the Minion Master is a Puppeteerwith legions of loyal or mind-controlledminions. demonhunter. This typically means aNow, when the Tainted Mimic copies another characters Mimic specifically designed to be the ultimate opponentpowers, it has to take all of the complications related to for a wide range of foes, from a hero-fighting construct tothose powers. Defenses: Dodge 2, Parry other dimensions, or anything else the GM wants. Offense: Init +0, Attack +0 (Close, Fortitude 8, Toughness 8, Will 3. Still, compared to most members of the cult, the Master has considerable power,A cult need not be religious in nature: some are cults of not the least of which is use of the Ritualist advantage andpersonality dedicated to a particular leader (typically a the ability to perform magical rituals, using Expertise inmaster villain) while others are more political, social, or Cult Lore in place of Magic Expertise.cultural in nature. Mutants and masterminds Core Rules 3E.pdf ( PDFDrive ) - AnyFlip 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. These geniuses may become the heads of top-secretsuperhuman powers, or a physicist seeking the secrets of research organizations, black science laboratories, gov-the universes creation (even if it means its destruction as ernment projects, or even presidents or CEOs of majorwell). 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. 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. The with them, perhaps even other heroes who have fallenfirst sign an investigator gets of a Vampire moving into an under the Vampires sway.area may be the acquisition of a suitable lair there, a taskusually entrusted to one of the Vampires thralls. Some are happy with their brand If the technology is provided by someone else, considerof casual villainy, never quite being leadership material, what happens if the Jobber goes rogue, or if their bosswhile others resent their role as second-string evil. 13 Medicine: Doctor or nurse lab coats or uniforms, medical instruments, paraphernalia, and terminology, perhaps a germ-phobia or targeting the medical profession. Totals: Abilities 4 + Powers 8 + Advantages 0 + Skills 3 + Dodge 2, Parry 2, Fortitude 5, Toughness 4, Will 1. her transformation into a vampire like him. Advantages: Benefit 1 (Athletics based Underwater), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, on Agility). At the last moment, through a massive effort of will, the heroNAME IDEAS manages to shake off the villains domination and resist the command, at least long enough for fellow heroes toAnt Queen, Chess-Master, Director, Marionette, Poppet, take action.Prime-Mover, Shadowplay, Voodoo, Web-Master M&M handles this with both regular resistance checksCLASSIC BITS against Afflictions and in particular the Resistance aspect of the extra effort rules, which permit an immediateSome classic elements associated with the Puppeteer in- resistance check. Skills: Athletics 2 (+14), Close Combat: Unarmed the Expertise specialties for others. The Magical Construct is pabilities based on prior defeats. Often the undead state is merely136 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESa steppingstone toward an eventual goal of apotheo-sisthe achievement of virtual godhoodeven if thewhole world must be sacrificed on the altar of theSorcerers ambition.NAME IDEASArcanix, Eidolon, Infernus, Magus, Mor-gan, Umbrus, often with a title likeDoctor or Master in front of it formen and Lady or Madame in frontof it for women. A revenant may also represent other types of unliving Martial Artists, like statues imbued with a semblance ofMartial Artists are built for combat, and may be capable of life and considerable fighting skill, or even kung-fu ro-taking on superhuman foes with the right planning and bots programmed with the hand-to-hand styles of oldtactics. Defenses: Dodge 4, Parry 6, Skills: Perception 4 (+4). ), elaborateand often deadly jokes or pranks. sense of boredom or to lighten up the otherwise overly serious good guys. In this regard, the Livingplus Magic or Weather Control. They lovingly embrace their gimmickswith an appropriate costume for themselves and minions, THATS ODDLY SPECIFICthemed crimes, and strings of bad puns. Skills: Close Combat: Dagger 1 (+1), Deception Knife. Theyre oftenin height, these demons are typically a rotted green in confused with their smaller cousin, the velociraptor.color, with massive builds and dark eyes. Skills: Acrobatics 2 (+8), Deception 8 (+8), bigger creatures, add ranks of Growth. 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. Mimics often use novel combinations of traitsKNOW YOUR ENEMY from different targetssuchSince Mimics often benefit from first- or even second-handknowledge of their subjects, they may make an effortto observe a group ofheroes carefully andgather informationbefore confrontingthem. Hero's Handbook Deluxe MM 3rd Edition - AnyFlip The more theyfor a while. Init +4, Bite +8 (Close, Damage 14). (+7), Insight 4 (+4) Short-Sighted: Has a lot of power, but doesnt know what to ADVANTAGES do with it. those fools with clear evidenceRANTS of success, most likely by using the new invention on them! Skills: Intimidation 8 (+7). ), any material ABILITIES 2 SKILLS 8 into any result 1 point 0 POWERS 108 DEFENSES 118 Immunity 11 (Life Support, Own Powers) 11 points Invulnerability: Impervious Protection 18 36 points ADVANTAGES 0 TOTAL Mental Shield: Enhanced Will 12, Impervious 24 points COMPLICATIONS SKILLS Ill Show You! Advantages: Improved Grab. This archetype suffices for most spe- cies of bear. or transmogrification. Heroes may beable to turn this to their advantage by having the villainswear an oath to uphold a particular agreement, or bychallenging their foe to a fair contest or single com-bat. 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. 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.