Of course, it may then be a matter of fulfilling that causes for them while trying to figure out how to separatecondition, but smart heroes can often exploit loopholes in the Imp from the new ideas guy so they can deal withthe requirement to get the cosmic pest to go away. Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 3. Mind Control INITIATIVE +0 thing they control in the game (their character). Still, that doesnt mean the other sciences cannot get in on the action. Shadow Council. Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. 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. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = Total 23 points.A roughly 50--foot long humpback or sperm whale. 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! 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. After all, stopping a routine mugging is dull, but thwarting a massive alien invasion byOne example is the Game-Master, a cosmic game-player an alliance of a dozen different races now that soundsinterested in various tests of wit and skill involving the awesome!heroes. and finds evidence of a double life.CAPERS WITH FRIENDS LIKE THESEAdventures involving the Master of Disguise may include A villain or team of villains moves against the heroes inthe following: a devastating lightning attack that targets their weak- nesses, secret identities, and even families and loved onesYOU STOLE MY LIFE! Mutants & Masterminds PDF Mega-Bundle. 28 + Advantages 2 + Skills 4 + Defenses 15 = Total 71 points. In early confrontations, stead unites them into a team to oppose him! of the Rebuild and Return bit.ANDROID GIANT ROBOTTo the casual observer, the Android looks like an ordi- Rather than blending in, the villain is a huge robot, withnary human being. BEAR PL6 MR3All animals have certain game traits in common: they havean Intellect rank of 5 or 4 (any creature with a higher In- STR 8 STA 4 AGL 1 DEX 0 FGT 3 INT 4 AWE 1 PRE 2tellect isnt a normal animal). as lieutenants for more powerful villains, assisting them in combat and leading their minions on jobs. Note the 18 ranks ofpowers (or Alternate Effects) for the villain, based on what Impervious Protection along with the Immunity and Mindis going on in the adventure. Historical ninja worked as assassinslikely em- or cage-match, and theyre often driven to seek out newployment for their modern successors as well. The Imp may pull mean pranksintended to make heroes look bad or just show them up,such as altering their powers or costumes, threateningtheir personal lives, trying to expose a heros secretidentity, steal away a significant other, and so forth.ITS MY IDIOMAlthough the Imp is capable of accomplishing nearly any-thing, he tends to stay within a particular theme or style.For example, an Imp could be a shape-changer able toturn into anything he can imagine; or the Imp might beobsessed with 18th century pirate regalia, so all his vari-ous effects are associated with it (flintlocks, cannons,parrots, peg-legs, and so forth), even when theyrefantastic in nature (firing energy beams or growingto giant size). Gargoyles that are true unliving con-Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). SomeTainted Mimics not only duplicate the powers of their Vampire Mimics must kill or even consume their victims intargets, but also their power-related complications and some fashion in order to gain their powers, making themweaknesses. The Magical Construct is pabilities based on prior defeats. of Hand 4 (+6) Power Loss: Requires magical rituals or talismans. 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. Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Will Offense: Init +2, Icy Shadows +6 (Ranged, Damage 6), Knife 0. This can range fromstaged crimes to phony tests forscientific research or exhibitionsfor charity or the like. This archetype is a baselineSTR -2, STA 0, AGL 6, DEX 1, FGT 0, INT 0, AWE 2, PRE 0 giant insect. 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. Totals: Abilities 12 + Powers 44 +hyperactive and social, and love using their illusion pow- Advantages 1 + Skills 4 (8 ranks) + Defenses 8 = 69 points.ers to sew chaos and steal food or shiny baubles. Defenses: Dodge 5, Parry past into the present. 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. 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. Defenses: Dodge 3, Parry 0, Fortitude Will 0. Afew have other innate powers, either direct control over CLASSIC BITSbiology or improvements made to their own physiology,using themselves as experimental subjects. demonhunter. It can be best to either encourage the playerIn addition to looking like other to take on both roles and play them equally,people, the Master of Disguise or for the GM to temporarily take control ofhas sufficient ranks of Mind the players character, just the same as if theReading to think like them as hero were otherwise under a villains influ-well. 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. Different themes allow for traits, but not deviant powers possessed by individuals ofa wide range of different Mimics in a setting without too a species. 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. Skills: Athletics 2 (+3), Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended Perception 4 (+5). The city might be surrounded byan impenetrable shield, or even transported off theearthly plane altogether. Likewise, the Nobody could have come of turning thought into reality or granting wishes, or mayby the Item in any number of ways. Defenses: Dodge 0, Parry 6, Fortitude 9, Toughnesscrease the archetypes mental abilities and provide it with 9, Will . 12, Toughness 12, Will 4. They may have villain uses the item, the worse the effects get. Either theyll peteer might decide the player characters would makebe jailed and out of the way or their reputations will be ru- even better pawns.ROBOTA common theme in the comics onward is technology run or advantages from the Master of Disguise you find ap-amok, when advances intended to improve the human propriate. 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. Click to view in fullscreen Zoom In. Feedback is appreciated. Sort by: best. 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. Rogues Gallery VTT Token Pack $14.99 When choosing additional powers for the archetypes ar-BLUNDERING NOBODY ray, go for things that make a good show. They lovingly embrace their gimmickswith an appropriate costume for themselves and minions, THATS ODDLY SPECIFICthemed crimes, and strings of bad puns. When confronted Wings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fireor angered their true nature is revealed by a slip in theirfaade: an intense fiery glow held within their eyes that Damage, Poison, Disease), Morph 1 (Human guise), Imperviousnot even the contact lenses can mask. The GM sets any limitations on the Mimics powerin accordance with the villains concept and the needs of However, a Scavenger could also collect the residue leftthe adventure. The latest edition of the game is streamlined and updated, so it's faster and more fun. 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. Perhaps actual devices for controlling or affecting time. With somebrilliant as their ex-boss, the Jobber offers unique outside help, they have upgraded their power significantly,firepower by creating replicas of their own power suite increasing their PL to 12 or higher (or consider using theat an appropriate rank for their minions. Hot, Shakedown 29 points Glue/Traps with snare (Ranged Cumulative Affliction 8, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree), snare trap (alternate; Cumulative Affliction 7, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree; Triggered), 45 and snare bomb (alternate; Burst Area Cumulative Affliction 6, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree); Name Ideas: Adheser, Flypaper, Goo Girl, Handy Man, Mountain Man, Snap-Trap, String King, Trapules, the Welder 26 points Leaping with super leaping (Immunity 5 [falling damage], Leaping 5, Speed 4) and power kick (Strength-Based 67 Damage 4, Accurate 2). Thumbnails. Totals: Abilities 16ephants are 1 Str, but +1 Awe. 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). 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. true villain operating it from afar or within.Some Androids might not only look human, but have the MAGICAL CONSTRUCTcapability to change their outward appearance, a combina-tion of the Robot and Master of Disguise archetypes. Defenses 0 = Total 5 points. can be tricky to handle, since the players obviously know who is playing the realDOPPELGANGER character and who is playing the villain! 2 (+4), Perception 10 (+11). Advantages: Equipment 1. through a broken jaw.106 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESJUMPED-UP NOBODYIf it were not for a strange twist of fate, the Jumped-Up even well-intentioned people suddenly gifted with enor-Nobody would be just that: no one of any consequence. Charactersare better represented with the cat, above. This arche-larger whales such as the blue whale, or smaller whales, type can be used as anything from an archaeologist toadjust the ranks of Growth. Offense: Init +1, Claws +5 (Close, Damage7). Perhaps the126 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESOverlord is successful in capturing some of the settings good guys. 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. to play the role. A Seductive Puppeteer exerts at leastworld almost entirely through some influence through sheer appearance and attractive-mental power. 5 comments. seeking to play against the heroes, the Imp wants to workThe Imp may be an actual child (or at least look and act with them, becoming their new partner, teammate, orlike one) or an adult or other being with childish qualities. Similarly, the prize can be anything from the ImpTHERES A NEW HERO IN TOWN not wiping out life as we know it on Earth to the promise of fulfilling the winners every wish, something the goodAn amazing new superhero shows up in the same area as guys are not going to want their archenemies to get!the characters and begins showing them up with a dizzy-ing array of incredible powers. SOVEREIGNTYThe Overlords plans for the heroes might involve morethan just getting them out of the way. or transmogrification. Alternately,the Brain might be an entire severed head kept alive ina similar manner, or a villain with a massively enlargedhead but atrophied and useless body, left immobile andin need of special life support while his mind is free toroam and plot.EVOLVED MASTERMINDComic book evolution often depicts far-future humansas small and big-brained, with superhuman mental pow-ers. Acrostic, a criminal ob- to be poetic in some way. Offense: Init +1, Dagger +3 (Close, Damage 2), Pistol +3 (Ranged, Damage 3), Unarmed +1 (Close, Damage 1). Comic book monsters may be creatures out of leg- Acute Smell, Ultra-hearing). He might do somethingshowy like take a bus, train, or building fullDELUXE GAME MASTERS GUIDE 109MUTANTS & MASTERMINDS MAD SCIENTISTThe Mad Scientist is a classic villain archetype, isolated of super-tech gadgets in a setting when the heroes startby a combination of brilliance, arrogance, and madness, wondering, Where are people getting all this stuff?driven to prove something by hatching schemes forconquest and plunder. people who rely on them.Once the Master of Disguise knows about a particular sen- TACTICSsory advantage, either because it is public knowledge or itwas used against him before, you can be sure of him tak- Although capable of handling fights against normal op-ing it into account next time.