Perhaps actual devices for controlling or affecting time. The villain simplyagility and confusion, particularly mixing things up in has the misfortune of choosing a target who is secretlyclose combat. 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. Skills: Close Combat: Dagger 1 (+1), Deception Knife. Advantages: Benefit 1 (Athletics based on Agility). Many could become wealthyTHEMES if they learned to apply their technological insights or patented their creations, but somhow never manage to.A Jobbers theme revolves heavily around whatever This savant-level tinkering is always limited to their themeparticular power set they possess. For some its childish good fun, forThus the Imp tends to combine a childish sense of amuse- others, its a vicious attempt to tear down the heroes andment and cruelty with almost unlimited power. Alternately, you can confront the good guyswith an entire team or family of vampires at roughly theirpower level.DELUXE GAME MASTERS GUIDE 141MUTANTS & MASTERMINDS nesses, such as holy water, garlic, wooden stakes, and tombs, and ruins to piece together the clues to itsmost of allsunlight. 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. +6, Mind Lash +7 (Close, Damage 7; Will Resists), Unarmed +7Jinx faeries are withdrawn and grumpy, and cause bad (Close, Damage 2). Im looking for mutants and masterminds 3e books. Male Overlords may kidnap a chosen female and either try to sweep her off her feet or force her into marriage (although the latter tends to be more of an artifact of the Golden and Silver Ages). Permission is granted to reproduce this age for personal use only Skills Total Ability Ranks Other Acrobatics Athletics Close Combat _____ _____ _____ Deception 100% Upvoted. as lieutenants for more powerful villains, assisting them in combat and leading their minions on jobs. This powers.gives them considerable resources for their various world-conquering schemes. The following elements are often associated with PsychoNAME IDEAS villains:In addition to names based on the Psychos obsession DEATHTRAPSare ones referencing his or her mental condition: Cuckoo,Loon, Madman, Noose, Nutcase, Screwloose, Straitjacket, Psychos love deathtraps associated with their particularand so forth. 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. Once the heroesget involved, the rules change, and the Jobberssplit into teams to see who can catch the mostheroes unprepared and take them down.HEROIC EFFORTSA Jobber accidentally manages to stop a crime inprogress while waiting to rob the same business,leaving them basking in the adulation of a crowdand smiling for news cameras. Offense: Init +2, Bite +5 (Close, Damage 3), Slam +4 (Close, Damage 2). 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. 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. With power and Elemental or Jumped-Up Nobody archetypes) and areno subtlety, they begin a more overt and violent crime now rampaging through the city to draw out the heroeswave than the ones the heroes just stopped, and taking or take revenge on old rivals. Core books and new releases for Mutants & Masterminds, Third Edition are below. This can be by design of therobots artificial intelligence or a limitation in its program-ming. Exotic winged horses (like the mythicalcurity forces employ them as guardians. STR 5 STA 0 AGL 2 DEX 3 FGT 0 INT 5 AWE 2 PRE 3 Powers: Flight 3 (16 MPH; Wings), Senses 2 (Accurate Hearing),ANIMALS Shrinking 12 (Permanent, Innate). Perhaps the Android was originally intended ascondition turn against humanity. This file presents an index, automatically generated by our server, of all the free downloads available for fans of the third edition of the Mutants & Masterminds superhero RPG and the DC Adventures RPG, including printable character sheets. By the time the just as much of a threat as the Robot, giving the heroesheroes realize their danger, it is usually too late to stop the twice the trouble!Robot from overwhelming and defeating them. If the Revenant does not recovertrue masters themselves, the opposite numbers of martial on its own, remove its Stamina score as well.artist heroes, peerless mercenaries, or the leaders of secretorders of assassins. Offense: Init +2, Attack +1 ous snakes: asps, cobras, rattlesnakes, vipers, and so forth. Totals: Abilities 0 + Powers 0 + Advantages 1 + Skills 4 +0, Toughness 0, Will . Skills: Perception 6 (+7). Totals: Abilities 8 Acute Smell), Shrinking 8 (Permanent, Innate), Weaken + Powers 15 + Advantages 1 + Skills 9 + Defenses 7 = Total 24 points. A Puppeteer may maintain the guise and manipulates people, what effect it has on them, andof an ordinary citizen or even a hero to throw off suspicion. Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Will Offense: Init +2, Icy Shadows +6 (Ranged, Damage 6), Knife 0. The Martial Artist is teaching crooks in theers. Mastermindstend to emphasize the cerebral over the merely physical, ALIEN MASTERMINDmaking them effective foes of physically powerful heroes(who might be more vulnerable to their powers), as well In keeping with the comic book concept that evolutionas mentalist heroes, for whom they are a kind of dark re- is headed toward the superiority of the brain over theflection. 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. Cir-cumstances often mean the Sorcerer has only one shot at Sorcerers almost universally prefer to fight at a distance,performing the ritual: the necessary astrological or cosmic overseeing a battle and using their spells to hinder or dis-conjunction might occur only once every 3,000 years, for able foes. 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. 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. The same goes for heroes interfering in a Psychos fun in other ways. Their foe is either a relative innocent, unaware that it accidentally trapped in the heros form, suffering memoryis endangering people or causing harm, or else is deliber- loss from an accident or some overload of its powers. 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. If youre inflection of their own obsession with vengeance or justice. And if there is one weakness, its always a pretty face. Looks nice. BYSTANDER PL0 MR1*No effective Strength due to Insubstantial effectSWARM, IRRITATING PL3 MR1 STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0 Equipment: Cell phone. 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. Whatever it is, it should most definitely include a title like Doctor or Professor (I didnt attend eight years of evilMonster-Makers have the Minions advantage for their university to be called Mister!). From Cro-Magnum, the gunslinging neanderthal, to Schadenfreude's Cat, we're sure you'll find characters in this . Totals: Abilities 36 + Powers Dodge 8, Parry 8, Fortitude 7, Toughness 4, Will 5. Skills: Perception 6 (+7). 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. use Athletics to ride horses, unless the GM wishes to re- quire an Expertise: Riding skill.DOLPHIN PL4 MR3 HYENA PL4 MR2 STR 1 STA 1 AGL 3 DEX 1 FGT 2 INT 2 AWE 1 PRE 2 Powers: Senses 4 (Accurate Hearing, Low-light Vision, Ultra- STR 3, STA 4, AGL 1, DEX 3, FGT 4, INT 4, AWE 1, PRE 0 hearing), Swimming 4 (8 MPH). For more information, please see our Defenses: Dodge 2, Parry 2, Fortitude 3, Toughness 1, Will 1. Log In Sign Up. Privacy Policy. Some possibilities to consider: Chemistry: Great for brewing up all sorts of concoctions, from acids to wonder drugs, indestructible polymers and adhesives, or chemically created life forms (living embodiments of the periodic table of elements are a popular op- tion). Freedom City (Tabletop Game) - TV Tropes It is really only worthdefining as a power if the villain can use it during anadventure, being destroyed and re-turning multiple times.Some Robots also learn from theirmistakes. to play the role. As mentioned under Mystic Minions, they mostexample, or the primary ingredient is so rare that the rite commonly summon up various creatures to engage theirwill use up all of it known to exist. Phantom Puppeteer) are literally beyond the heroesgrasp without some special measures.There may be a strong temptation to have the Puppeteerseize control of one or more of the player characters, CAPERSusing them against their teammates. For example, a Psycho obsessed withever, coupled with a particular obsession. This archetype can also represent a giant octopus or simi- lar creature.144 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESSWARM, DEVOURING PL5 MR2 CIVILIANSSTR 2, STA 5, AGL 5, DEX 1, FGT 2, INT 4, AWE 0, PRE 5 Numerous innocent people are under the heroesprotection, but their game traits dont often matter in the context of thePowers: Damage 5 (Shapeable Area), Insubstantial 1 (Innate; game. Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. In that case, the vil-that heros identity and proclaim he is the real one and lain can often get edgy heroes to take the kind of extremethe other is a fake! 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. 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. Indeed, they often take great offense to any hero section or hired or created supervillain lieutenants. Mutants & Masterminds 3rd Edition - Updated for 3e. 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. Thus the prodigal creations of the Robot ment, and the kidnapping of prominent roboticists andare new potential heroes. Reddit and its partners use cookies and similar technologies to provide you with a better experience. A variant of the Immortal Overlord is the Temporal Over-ARMORED OVERLORD lord, who may also be ageless, but appears throughout history due to the ability to move back and forth betweenA common archetype in the comics, the Armored Over- different eras. One might be known forcal traits makes for a formidable, if unusual, supervillain. 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. All the while the Robot lec- ton to activate it. See the Elder Evil archetype for some pos-sibilities.138 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS allies rescue the hostages. The goal is to either chase them out of the city so the world! The heroes have tofairly easy to suss out or even trick the Imp into admitting contend with the problems their newly empowered foewhat it is. Overlords tend to have extensive cal or projecting a high-tech force field), a helmet, and soheadquarters; they may be wealthy business tycoons, and forth. Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. While some appear as the bestial, horned Controlled), Strength-based Damage 3 (Claws), Flight 2 (8 MPH;monsters that immediately strike fear into those aroundthem, others look human at first glance. MUTANTS & MASTERMINDS IMP The Imp is less of a "villain" and more a high-level nui- of . Advantages: Connected, Equipment 2, Quick Draw, Ritualist. ness the same).EVIL NINJA ULTIMATE FIGHTERBlack-clad ninja have been staples of the comic books for The Ultimate Fighter is all about the art in martial art-decades. Mind, Professor Even in a direct combat encounter, Masterminds preferPsi, Psithon, Psyche to keep their distance from the heroes, making full use of their mental powers. Skills: Perception 4 (+6), Stealth ics, often in service to a powerful master villain or an even 4 (+6). 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. But soon, a new criminal picks up her mantle andThey are more likely than most villains to work well equipment, but with far darker, more violent tendencies,together, forming a criminal league or gallery of rogues sensible tactics, and possibly even powerful minions. They are seeking new ways to un- an ape able to disguise itself as a human.derstand and control life, perhaps improving it, even tothe point of conquering death! Rather Dagger 1 (+1), Deception 4 (+5), Expertise: Cult Lore 4 (+4), than serving some powerful master, an Arcane Cultist may replace a Cult Master as the leader of a secret society. Illusion 5 (all senses; Selective, Resistible by Will), Illusion 6 (all senses; Limited to One Subject, Resistible by Will),The Brain is primarily and Morph 4 (any form; Continuous, Resistible by Will).a plotting villain, op-erating through min- With an Illusionist, heroes can never be entirely certain whations and underlings, is real and what isnt, and neither can anyone else. STR 9 STA 9 AGL 0 DEX 0 FGT 6 INT AWE 0 PRE Powers: Extra Limbs 4 (Vines), Growth 9 (Permanent, Innate).This archetype is a fairly unintelligent monster. 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. 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). Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. PDF Secret Public - freeronin.com ADVANTAGES CAPERS Animal Empathy, Fascinate (Deception), Fearless, Improved Hold, Improved Initiative, Power Attack, Startle Adventures involving the Vampire may include:You can usually treat this slow transformation as a plot BRIDE OF THE VAMPIRE!device and an aspect of the Vampires Weaken attack; set aresistance difficulty appropriate for the series power level. mands or other forms of contact from the villain appear, leaving the police baffled as to the motive. 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). This is a -1 cost per rank flaw and, if its ap- particularly gruesome and dangerous foes.plied to the villainous Mimics power, looks like this: NEMESIS Mimic: Variable 20 (100 points), Continuous, Move Action, The Nemesis is a kind of Mimic who, rather than using the LimitTainted Mimicry (Acquires subjects complications heroes own powers against them, has the traits necessary and weaknesses as well as their traits) 160 points to counter their powers, replacing the Mimic power with a Variable effect called Nemesis. Totals: Abilities 8 + Powers 18+ Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 26 points. Trickster faeries are Toughness 8, Will . Undead Sorcerers aresion. More a colorful character than a dangerous criminal, her loss leavesEven when they arent minions, Jobbers often flock the hero community and local news feeling awkwardlytogether for strength in numbers against a citys heroes. Skills: Deception 4 (+5),insect swarm that is incapacitated is dispersed. Character sheet here . device, able to withstand anything the heroes can dish out and capable of defeating the heroes, one per round.In a series of encounters, the heroestransported by thevillains magicface a variety of mystic guardians and The villains victory is short-lived, however. Rogues Gallery VTT Token Pack $14.99 Players can spend hero points to aidclude: these checks to break free of the villains control.MY FRIEND, MY ENEMY! Defenses: Dodge 0, Parry 0, Fortitude Powers: Growth 2 (Permanent, Innate), Protection 4, Senses 9, Toughness 9, Will 6. More. Equipment: Equipment. Mutants & Masterminds Deluxe Hero's Handbook (Print) Happy Holidays! If the heroes do not prevent it, theor less. Various sorts of giant insects appear as a result of scientificFAERIE, TRICKSTER PL5 MR6 experiments, mutagens (like radiation or biochemicals), or as visitors from alien worlds. Cookie Notice Evil Sorcerers ly massive and placid dinosaurs such as the brontosaurus.summon them as minions and foot soldiers. level 1. Lastly, theres the temptationheroes in one manner or another, just as insistent on their for the Imp toliven things upby making them even moregame (and their rules) as other Imps tend to be. Some fan- Advantages: Improved Grab. The Immortal Overlord has Immunity to Aging, at the least,From beyond the stars, the Alien Overlord comes to con- and often Regeneration or true Immortality, meaningquer! Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! Low-light Vision), Shrinking 8 (Permanent, Innate). Offense: Init roes may interact with on a regular basis, and can be used as+5, Shapeable Area Damage 5. Defenses: Dodge 5, Parry 5, Fortitude 7, Toughness 7, Will5. sistants and minions to get them! A Mad Scientist with the heroes in his clutches can go on for some time aboutTHE LAB his brilliance, but catch one out in the open and hes more likely to cower behind his flunkies or try and make a breakEvery scientist needs somewhere to work, and setting up, for it.maintaining, and supplying a lab or workshop is impor-tant. sense of boredom or to lighten up the otherwise overly serious good guys. 3rd Edition Character Sheets : r/mutantsandmasterminds - Reddit 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. Instead, they primarilyDELUXE GAME MASTERS GUIDE 121MUTANTS & MASTERMINDS MIMIC PL15 STR STA AGL DEX FGT INT AWE PRE 00000000 POWERS DEFENSE* 10 FORTITUDE 10 Mimic: Variable 20 (100 points), Continuous, Move Action DODGE 10 TOUGHNESS 10 180 points PARRY WILL 10 *Varies based on mimicked traits Sense Powers: Senses 4 (Detect Powers, Ranged, Acute, Analytical) 4 points ADVANTAGES POWER POINTS Assessment ABILITIES 0 SKILLS 0 40 POWERS 184 DEFENSES 225 OFFENSE* ADVANTAGES 1 TOTAL Unarmed +0 INITIATIVE +0 COMPLICATIONS Close, Damage 0* Freakish: The Mimic is often an outcast due to its physicalcopy skill ranks and related traits like combat bonuses and appearance, origin, or manner.sometimes advantages, particularly those that come fromtraining. comic book medium. 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. Maybe the Imp transforms intoJUST LIKE MAGIC something the heroes can fight, such as a creature, giant robot, or fighter plane, and gives them a fair shot. Skills:abilities, such as bat-like wings and a penchant for flinginghellfire at their targets when in their natural form. Others may simply have a schtick or Foe or Favored Environmentperhaps even allowinggimmick they love thats never amounted to much more Jobbers to stack two ranks of these advantages to improvethan holding up jewelry stores and shaking down tourist the provided circumstance bonus to +5.busses, continuing their villainous schemes for the art,rather than for power or profit. He wraps up a dangerous This adventure is an excuse to put the heroes through anyhostage situation in no time, stops natural disasters, cap- series of contests you care to think up, including stagingtures escaped super-monsters, and so forth, all without interesting fights with various opponents in exotic locales,raising a sweat. These might be fairly run-of-the-mill (albeitto be hands-off opponents, preferring to enact their schemes tough) minions like those from the Minion Archetypesfrom afar. So far as most of the world is concerned,include the following. In this regard, the Livingplus Magic or Weather Control. 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. For this type of Martialfor different sorts of Martial Artist villains, varying the Artist, reverse the archetypes Strength and Agility scores,archetypes advantages and other traits accordingly, even reduce base attack bonus by 2, and exchange Defensiveadding appropriate weapons for fencers or stick-fighters, Roll advantage for the Protection effect (keeping Tough-for example. DAWN OF THE DAYWALKERIf you are looking for a more formidableVampire to confront The Vampire has located a legendary lost artifact reputedthe heroes as a team, increase the archetypes power level to grant the undead immunity to their traditional weak-and associated traits (particularly combat bonuses anddefenses). A few Psychos have non-human minions based public venues or on live television! 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. 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.