Mutants & Masterminds 2nd Edition (v1) - This is still quite the usable sheet, with perhaps even more useful widgets and cogs than the new one. Defense: Dodge 6, Parry 6, Fortitude ,luck for anyone who disturbs them. A slightly smaller version Powers: Reaction Damage 5 (When touched), Growth 8can suffice for the similar allosaurus. You so they can return at a later date with a new scheme forcan use various rants, delivered in a haughty and arrogant conquest.tone, to liven up encounters with an Overlord. Offense: Init +1, Claws +5 (Close, Damage7). 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. STR 2, STA , AGL 6, DEX 0, FGT 6, INT , AWE 7, PRE Faeries are capricious little creatures that dwell wheremagic still runs thick, or in their own magical realms. You can treat the transformation like a slow, progres- sive Affliction, with the victim making Fortitude or Will checks against it to fight it progression. or undead dinosaurs as well.Imps are small demonic creatures, usually with bat- BRACHIOSAURUS PL9 MR3like wings, forked tails, and horns. GRR5506e_SupernaturalHandbook_Preview01.pdf, GRR5506e_SupernaturalHandbook_Preview02.pdf, MutantsAndMasterminds_CrisisOnChristmas.pdf, Mutants-Masterminds-Adventure_Monster-Mash-Up.pdf, GRR5505e-Threat-Report-PDF-Preview-Starbreed.pdf, GRR5506e_SupernaturalHandbook_Preview03.pdf, GRR5516e_BasicHerosHandbook_CharacterSheet.pdf, Mutants-Masterminds-Adventure-NothingToFear.pdf. 18 Stage Magic: Elaborate magic tricks and use of props such as top hats, magic wands, vanishing cabi- nets, and sawing people in half (often not a trick). Sorcerers often belong to a world minions to deal with bothersome pests such as superhe-of myth and magic now all but forgotten, and may seek roes. This archetype also suits + Powers 11 + Advantages 0 + Skills 8 + Defenses 13 = Totalprehistoric mammoths and mastodons, which have Envi- 48 points.ronmental Adaptation (Cold). We hope you find it useful. Esoteric or mad math could grant a villain power over probability or even the foundational building blocks of reality itself! Totals: Abilities 34 + Powers 9 + Advantages 2 + Skills 5 + Defenses44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. Thethat way. Some vil-Totals: Abilities 20 + Powers 33 + Advantages 1 + Skills 11 + lains may specifically grant them other powers; by adding Immunity to Fortitude Effects, you can easily create roboticDefenses 7 = Total 72 points. 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.) The swarm is immune to direct physicalattack, although area effects and energy attacks still REPORTER PL1 MR2work against it. Most often, the Temporal Overlord hailslord derives all of his listed powers from a device. Defenses: Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. The Martial Artist archetype is built, like most Martial Art-THEMES ists, around speed, agility, and accuracy. The Hellfire Club. 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. The villain often to combine the traits for this archetype withworks to soften up heroes for an employer, in-filtrating their group to learn about their abili- those of the Martial Artist to create an agileties and weaknesses, then sowing mistrust and and fearsome fighter capable of changing ap-conflict to keep the good guys busy while pearance virtually at will to confuse opponents.the real scheme unfolds. Charactersare better represented with the cat, above. https://drive.google.com/drive/folders/15iqjQ3aNFnJW2sHnUvt71wbVY3umVKYN?usp=sharing. Offense: Init +2, Attack +4 Fortitude 2, Toughness 2, Will 1. Sociology: On a broader level than individual psychology, a mad sociologist (or perhaps a mad anthropologist) could develop means of manipulating entire societies or subcultures, perhaps through energized memes or social engineering. Such a villain could potentially take over the world without anyone even knowing it! metal menace intends to reproduce the diseases and then release an amount sufficient to wipe out all human life onKILL ALL HUMANS! They leave that to their various minions, who The archetypes here can serve as a baseline for creatingalso run interference, fetch needed components, or kid- more exotic creatures. Totals: Abilities 12 + Powers 5 + Advantages 0 + Skills 2 (4 ranks) + Defenses 6ELEPHANT PL8 MR2 = 25 points. least interest in studying heroes, since it gains little fromMimics are a kind of ready-made dark reflection, an exam- doing so. 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. Certainly, the can do nothing but turn the defeated villain over to thevillains genius and considerable resources can be useful justice of his home nation, unless they want to step out-in the fight. Powers: Immunity 30 (Fortitude Effects), Close Damage 7While not usually malicious, faeries love strong emotions, (Mind Lash, Alternate Resistance: Will). SECRETS OF THE MASTERSNote that the archetype as written can have up to an The already formidable Martial Artist begins searchingadditional +2 Damage bonus (from weapons or other for a legendary scroll from a lost temple. Skills: Acrobatics 2 (+8), Deception 8 (+8), bigger creatures, add ranks of Growth. Shadow Council. It might Wings), Senses 3 (Extended Vision, Low-light Vision, Ultra- be an escaped scientific experiment, a primordial creature hearing). sizes, dragons, goblins, ghosts, and undead such as skel- etons and zombies. 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. Heroes cho gets to meet and spend time with such a wonderfulhear about their latest crime-spree and receive some group of interesting people! Offense: Init +1, Bite +34. 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. +1 (Ranged, Damage 3), Unarmed +0 (Close, Damage 1). Deluxe Gamemasters Guide MM - 3rd edition Keywords: Deluxe Gamemasters Guide MM - 3rd edition,Mutants and Masterminds . Skills: Perception 4 (+6), Stealth 2 (+16). CULT MASTER PL4 MR4 STR 2 STA 2 AGL 1 DEX 1 FGT 1 INT 2 AWE 0 PRE 2 Equipment: Dagger (Damage 1), Pistol (Damage 3). For example, a robotic soldier may be only modest-ly intelligent and possess extensive tactical information,but not much else. Defenses: Dodge 3, Parry 4, Fortitude 6, Toughness 6, Will 4. The good guys hear that all the timeLight Pistol +11 Ranged, Damage 3 and turn criminals and victims over without question.Unarmed +11 Close, Damage 2 Only with the Master of Disguise, they can later discover theyve been tricked, and the bad guy they thought theyHOW DID YOU KNOW IT WASNT ME? were handing over to authorities has actually escaped!Sometimes a Master of Disguise is foiled by a hero with Used sparingly, this provides the villain with an excellentthe right Senses effect to penetrate the villains disguise opportunity to pull one over on the heroes. Thevillain may have some de-fensive capabilities, butrelies heavily on sendingwave after wave of min-ions against the heroes.PHANTOM PUPPETEERThe Puppeteer is a SEDUCTIVE PUPPETEERdisembodied entity,having Insubstantial Although Puppeteers can be disembodied brains, alien3 or 4, and exerting in- slugs, and hideous dwarfs with giant heads, they can alsofluence over the material be quite attractive. The Puppeteers motif may in-ghost or spirit, an astral form, energy being, or even an in- volve acquiring a harem of thralls willing to do anythingtelligent virus or meme spread through physical or social to please the object of their affections. A villain who creates icy en-ITS A LIVING vironments, for example, would benefit from lieutenants who can survive or thrive in icy conditions, while a villainFor many Jobbers, crime is a day job and they still have with powerful psychic powers and a fragile body may turna regular life outside the suit. Totals: Abilities 0 + Powers 0 + Advantages 1 + Skills 4 +0, Toughness 0, Will . Offense:capuchin and spider monkey. Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. You can make are possible with additional ranks of Growth.larger and more powerful dragons by adding ranks ofGrowth to the archetype. before finally retires, disappears, or dies. The heroes notice a disturbing increase in the quality ofThe fight may be a simple grudge match for a trophy and hired muscle available to the criminal underworld: menbragging rights, or there could be more going on than who are trained far beyond just street toughs and moremeets the eye. The Nobodymight be kidnapping former tormentersin order to give them a taste of their ownmedicine, or simply going out and blast-ing them (or turning them to stone, orinto newts, or the like). Each crime is carefullyon their obsessions, such as a sci-fi obsessed Psycho who has planned, providing the heroes with a suitable distractioncobbled together some robots, or a toy-obsessed one with and the kidnappers with an escape route. 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. 2 Art: Equipment based on art supplies (paints, brushes, canvases, etc.) It is considered a plot device rather than anythingthe theme and scope of their crimes and provides a requiring appropriate skills or advantages.curiously savant-like mastery of some subject. Skills: Expertise: Current Events 2 (+6), Expertise: Pop Culture 2 (+6), Expertise: Science 6 (+10), Technology 6 (+10), Vehicles 2 (+3). mous power without the ability to understand or controlAfter a lifetime of frustration and obscurity, suddenly it. A Tainted Mimic that duplicates powers an alien super-gladiator. Happy Holidays! 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! 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. In early confrontations, stead unites them into a team to oppose him! The Overlord archetype is to create or discover the powers they use to gain revengeoften connected with totalitarian and dictator archetypes on the world.from history, especially recent history, building ties be-tween the Overlord and forces such as the Axis powers of IMMORTAL OVERLORDWorld War II or the Communist regimes of the Cold War. Thumbnails. 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. The ba-accident, literally in the mud at the characters feet (or in sic principles of the archetype still apply, but coming upthe trash, washed up on the beach, etc.). The villain does not give up eas- ily, of course, trying to seize the desired items and com-Adventures involving the Sorcerer may include: plete the ritual or, at least, gain revenge on the heroes and their friends.THE LOST TREASURES OF POWER DEVILISH DOUBLE-DEALINGThe Sorcerer kidnaps several friends or loved ones of theheroes, holding them hostage in another dimension or The Sorcerer shows up unexpectedly and challenges theother inaccessible realm; the villain demands the heroes heroes to a fight to the finish. Skills: Close Combat: Dagger 1 (+1), Deception Knife. The Overlords am- can just as easily be a suit of ancient magical armor orbitions are nothing less than domination over the nation, something else such as a pair of gauntlets, a belt (magi-world, even the cosmos! This might allow heroes to appeal to their own better qualities to convinceSome classic elements associated with the Mimic include: the Mimic to change its planned course of action.FACE-OFF TACTICSSome Mimics do more than just copy their subjects The standard Mimic tactic can be summed up as: Study,traits; they can also duplicate someones appearance, copy, strike. The Mimic take the opportunity to do what-essentially Morphing into the subject. Theproviding it with Immu- Illusionist is a type of Mastermind focused on deception,nityLife Support at a controlling victims perceptions, and therefore their real-minimum, perhaps even ity. Name Ideas: Adonis, Bloody Mary, Chiaroscuro, Figment, Mirror Miser, Refractor, Shadowplay 40 points Poison with venom (Weaken Stamina 8, Resisted by Fortitude; Accurate), hallucinogenic poison (alternate; Af- fliction 8, Resisted by Fortitude; Dazed, Compelled, Controlled; Accurate), paralytic poison (alternate; Affliction 8, 1011 Resisted by Fortitude; Dazed, Stunned, Paralyzed; Accurate), poison spray (alternate; Line Area Weaken Stamina 4, Resisted by Fortitude), and sneaky (Enhanced Stealth 10, Movement 1 [slithering or wall-crawling 2]). Skills: Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). Vampires fitting some of the Hollywood andcomic book interpretations of the legend may have the Although a great many Vampire villains are male, femaleability to transform into a bat, wolf, or other shapes (typi- Vampires are common, often with a femme fatale element,cally Morph with the Metamorph modifier). The villain is a warlord or military leader of an alien the villain may have lived for centuries or even millennia.empire or invasion force, seeking to crush whole worlds This may explain the Overlords considerable intellect andbeneath his heel. Mimicking multiple subjects often the most efficient mannerresults in a strange composite appearance for the Mimic.