He might mean well, sincerely wanting to help coming to life; inanimate objects talking to people andhis idols (the heroes) but hes too impatient to wait around developing temperamental personalities, and so forth.for actual things to happen. Totals: Defenses 3 = Total 10 points. 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. Illusionists schemes often involve trickingcurrent evolved state or heroes into doing the wrong thing, or otherwise framingseek to acquire a newbody, perhaps target-ing one of the he-roes for this dubioushonor!The brain might be-long to some infamous his-torical villain (Hitler, Stalin, Mordred,etc. Advantages: Hide in Plain Sight, Luck 4, Redirect, Startle. When choosing additional powers for the archetypes ar-BLUNDERING NOBODY ray, go for things that make a good show. challenging for the heroes! 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. EvenThe exact descriptors of the Imps almost limitless power when it comes to mind control, Imps are more likely toare left up the nature of the character; it almost doesnt force heroes to dance a jig uncontrollably than to simplymatter. Other- steps likely to alienate them from the authorities and thewise, the villain gets caught red-handed. Advantages: ImprovedGrab, Power Attack. Do not overlook the Martial Artists abilityhero turning against a teacher who stepped over the line to use Redirect when fighting multiple opponents, settingor unable to save a student who followed the wrong path. . 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. Advantages: All-out Attack, Power Attack. Evil Sorcerers ly massive and placid dinosaurs such as the brontosaurus.summon them as minions and foot soldiers. Advantages: Connected, Equipment 2. Totals: Abilities 8 + Powers 18+ Advantages 0 + Skills 0 (0 ranks) + Defenses 0 = 26 points. Are Some classic elements associated with the Jobber include:their abilities from a magic source, strange radiation, or astrangely specific mastery of science? 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. her transformation into a vampire like him. panned the Mad Scientists latest discovery or invention, claiming it isIn some cases, a Mad Scientist needs flawed, too dangerous, or simply wontexpert assistance, which usually involves work. An Imp could wield powerful magic, science so entrance them. The archetype is set at PL 15 to allow for POWER MIMICtargeted offensive traits (like Damage) of up to rank 20,given a +10 attack bonus. Copyright 20002023 Green Ronin Publishing, LLC. On the other hand, theaction. Naturally, the they are all that can stop the villain from becoming theMartial Artistindeed, all of the great martial artistsare ultimate assassin!there. Totals: Abilities 6 + Powers 0 + Advantages 3 + Skills 9 + Defenses 7 = Total 25 points.146 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESDEMONS DEMON, TEMPTER PL8 MR9A demon is generally an evil creature from a hellish realm, STR 0 STA 4 AGL 2 DEX 2 FGT 3 INT 1 AWE 2 PRE 5which resembles various places from human myth and Powers: Affliction 8 (Resisted by Will; Dazed, Stunned,legend. 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. Heavier work-dog is loyal and easily trained. The necromancer works with the dead, particularly reani- mating corpses as zombie or skeleton minions (see theTHEMES Minion Archetypes) and summoning the shades of the dead to provide knowledge and forbidden lore. 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. (Close, Damage 4). This gives them arather to an asylum of some sort, from which the villain chance to prevent the release of the madness compound.may eventually escape. one-two punch that helps a mastermind manage an en- tire team of heroes in combat. villain. Discover the best professional documents and content resources in AnyFlip Document Base. 3rd Edition Character Sheets. The latest edition of the game is streamlined and updated, so it's faster and more fun. Offense: Init +1, Claw +3 (Close, Damagethose in the wild that need to remain alert to either poten- 8). 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! Consignment Service. Possibly mixed with alchemy and mysticism. For an added complication for theing the daylight hours, they tend to remain fairly close to heroes, thralls can be supporting characters connectedtheir lair, so they can return to it before the sun rises. Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. 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. level 1. 10 Games: Complex games (puzzles, board games, even RPGs) as crimes, use of game tokens as props and weapons. Of course, you can choose to treat Powers: Growth 4 (Permanent, Innate), Protection 2, Sensesa particularly exceptional minion or lieutenant as a full- 1 (Accute Smell). of new and innovative challenges. Whenas an example of the maxim power corrupts, with the they go up against opponents with sufficient defense toopportunity to fulfill any whim making the empowered evade their direct attacksgiven the relatively low +6Nobody selfish and cruel, becoming increasingly attack bonusmost are smart enough to go for area108 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESattacks or to use any perception ranged effects they may of people hostage to get the heroes attention and en-have in their array. Magic 4 (+5), Insight 6 (+9), Intimidation 9 (+12), Perception 8 (+11), Persuasion 10 (+13), Ranged Combat: Throwing 6 (+8), Weaknesses: Traditional vampires are destroyed by exposure Stealth 9 (+10) to sunlight and repelled by religious icons and certain plants (particularly garlic). Deluxe Gamemasters Guide MM - 3rd edition Keywords: Deluxe Gamemasters Guide MM - 3rd edition,Mutants and Masterminds . + Advantages 0 + Skills 9 + Defenses 9 = Total 36 points. 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. The villain cut dealscastles to remote Asian monasteries or South American with two different demon-lords, gaining virtually untoldruins. Equipment: Equipment. The villains powersmight also be dependent on a se- In the case of a player character, thisrum or other source. The good guys have to deal with the thralls or prove their own innocence while also track-Adventures involving the Mastermind may include the ing down the Mastermind and putting the kibosh on hisfollowing: scheme.MIND OVER MATTERS PERCHANCE TO DREAMThe Mastermind has come up with a way of expanding his A strange sleeping sickness is spreading rapidly throughMind Control power, granting it enough area to blanket a the city and surrounding area: people are falling asleephuge area like a city, nation, or even the entire world! Thank you! Some Asian Masterminds mix alchemy or Taoist sorcery with their science.THEMES CORPORATE CRIMINALMad Scientists tend to be distinguished by two things: theways in which they aremadand the areas of science they Not all Mad Scientists are solo acts, unable to profit fromfocus on. Many oftheseblue collarvillains are happy to leave business at the Jobbers straddle the Power Level between villains and minions, and can also represent elite minions of104 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESespecially powerful villains, such as an Elder Evils demon- I MISS THE OLD GUYimbued shock troops or an Overlords royal guard. Most often, the Temporal Overlord hailslord derives all of his listed powers from a device. 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. You can make are possible with additional ranks of Growth.larger and more powerful dragons by adding ranks ofGrowth to the archetype. 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). They Master, or anything with Cosmic, Mega-, Power, Supreme,can round out the characters arsenal of attacks and provide or Ultimate in it.some additional effects. 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. Nobodies often forget justPOWER CORRUPTS how powerful they are, and old (human) habits die hard.Even if a Jumped-Up Nobody doesnt start out as a power- Offensively, Jumped-Up Nobodies tend to go for big,mad villain, they tend to end up that way, given the kind showy effects, especially dishing out a lot of damage toof might at their command. The Sinister Simian is just thatan tists have even more refined themes, like one who createsintelligent (usually very intelligent) Mad Scientist ape. Like this book? 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: Deception 4 (+5),insect swarm that is incapacitated is dispersed. Some common Mad Scientist themes in the comics corporations. 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. Totals: Abilities 0 + Powers 0 + Advantages 1 + Skills 4 +0, Toughness 0, Will . Some Robots are alien in origin, but most EVIL COMPUTERcome from well-intentioned human experimentationgone awry. 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. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = Total 23 points.A roughly 50--foot long humpback or sperm whale. Parry 7, Fortitude 2, Toughness 0, Will 2. You're Reading a Free Preview Pages 12 to 23 are not shown in this preview. Defenses: Dodge 3, Parry 4, Fortitude 6, Toughness 6, Will 4. Most often this technique issome sort of close combat attack, withan Affliction or Weaken effect. The appear-ance of a Pod Puppeteer is often a prelude to an invasionintended to replace all of humanity with duplicates.DELUXE GAME MASTERS GUIDE 131MUTANTS & MASTERMINDS PUPPETEER PL10 STR STA AGL DEX FGT INT AWE PRE -1 0 0 0 0 3 5 5 POWERS DEFENSE 6 FORTITUDE 5 4 TOUGHNESS 0 Mind Control: Perception Ranged Affliction 10 (Resisted DODGE 15 by Will; Dazed, Compelled, Controlled), Cumulative, PARRY Progressive, Subtle; Linked to Senses 1 (Communication WILL Link with Target) 62 points SKILLS POWER POINTS Deception 6 (+11), Expertise: Behavioral Sciences 8 (+11), Insight ABILITIES 24 SKILLS 19 8 (+13), Perception 4 (+9), Persuasion 8 (+13), Stealth 4 (+4) 25 POWERS 62 DEFENSES 135 ADVANTAGES ADVANTAGES 5 TOTAL Assessment, Connected, Contacts, Daze (Deception), Fascinate COMPLICATIONS (Deception) Cowardly: Prefers to avoid direct physical confrontations. 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. Esoteric or mad math could grant a villain power over probability or even the foundational building blocks of reality itself! Totals: Abilities 10 + Powers Damage 4). 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). Skills: Close Combat: Dagger 3 (+4), Deception 6 (+8), Expertise: Cult Lore 8 (+10), Insight 6 (+6), Persuasion 6 (+8), Ranged Combat: Guns 3 (+4). A trickster Imp causesnents, while others are just out for some fun, even if they problems for the heroes largely because he can, out of aturn the world upside-down in the process. You canions than they do with their boss, since the minions tend create giant animals by adding ranks of Growth (and itsto compose the majority of the challenges leading up to associated modifiers) to an archetype or robotic or un-the final confrontation with the villain. This gives theRobot something to acquire and the heroes something CAPERSto guard, or recover if the Robot manages to get its arti-ficial hands on it. This archetype suffices for most spe- cies of bear. Of course, if he has ers paranoid and mistrustful of everyone, unless that isthe opportunity, the Master of Disguise might assume the specific effect you are going for. Defense: Dodge 5, Parry 2, templates for similar types of characters in other situations.Fortitude 5, Toughness 5, Will 0. Maybe the Vampire gets it, and the good guys have to find a way of neutralizing a foeThen the race is on to keep the Vampire from acquiring who lacks any apparent weaknesses!the item, as both parties visit libraries, museums, MINION ARCHETYPESAlthough the villain archetypes in this book provide a full ed for in their point totals, since they also lack the ability toroster of threats for a team of heroes, many villains prefer move and operate on land for any length of time.not to sully their hands with the dirty work of dealing withheroic pests. 5 Computers (and possibly the Internet): Hacking and computer skills, complex programming, com- puter-crimes, perhaps even a delusion of being a robot. Offense: Init +1, Claws +4 (Close, Damage 2). I also removed the character portrait part because usually you need the space for more powers, and you can always draw the character on a separate . Psychos deal with their pain just like some heroes REVENGEdo: by inflicting it upon others. Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. On the other hand, the Imp The more surreal the idea, the better it is. Defenses: Dodge 6, Parry 5, Fortitude Feel free to vary the venom effect to suit the particular 2, Toughness 2, Will 2. Eventhose who prefer a directconfrontation are likely totake advantage of a vulnerableopponent. Psycho obsessions can be almost anything, necessarily abandoning his original vendetta).but are often either whimsical or connected to the Psy-chos condition in some way. 7 Fear: A fascination with fears and phobia, fear-inducing weapons or techniques, setting up frightening scenarios. The Vampire likely Vampire story as well, with a seductive female vampireflees if confronted or thwarted in claiming a victim. What is their tie to the original villain and what isTACTICS motivating their new crime wave, and can the heroes stop them from tarnishing the legacy of a far less dangerousWhen all you have is a hammer, every problem looks like criminal that may even think of as a peer?a nail. 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. Skills: Perception 6 (+9). jects at once. villains Mental Blast, or become subject to Mind Control, turning against the other heroes.120 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS down the fugitives! Insight 4 (+4), Persuasion 4 (+5), Ranged Combat: Guns 1 Their shadow magic animates darkness to attack on their (+1). Then they must inves- thin ice, since the slightest thing can send the villain overtigate, figuring out the villains current plan and hideout the edge, and the heroes are running out of time beforebefore eventually confronting the Psycho, either at the the Psycho gets bored or angry and decides to end thesite of the next intended crime or at the villains lair. Smart heroes canTHEMES play on their weaknesses and might be able to get some help from other members or factions of the trickstersSome themes common with Imp adversaries include the pantheon (whomever they may be). Mutants & Masterminds, Third Edition Mutants & Masterminds, Second Edition Mutants & Masterminds, First Edition True20, Freeport, and more! . Exotic winged horses (like the mythicalcurity forces employ them as guardians. 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). Sorcerers commonlysummon them as spies and minions. Even if the Bride is initially an ally, she may have a diffi- cult time adjusting to her newlife,especially if she sharesDELUXE GAME MASTERS GUIDE 135MUTANTS & MASTERMINDS some of the personality and traits of her original human Now the hunt is on for the thief of several types of deadlytemplate, such as affection for one of the heroes. Advantages: Connected, Equipment 2, Quick Draw, Ritualist. Init +1, Bite +4 (Close, Damage 8). In early confrontations, stead unites them into a team to oppose him! zoologist, or for anything with a lot of knowledge about a particular subject, such as a professor.WOLF PL3 MR2 CULTISTS STR 2 STA 2 AGL 2 DEX 0 FGT 3 INT 4 AWE 2 PRE 2 Powers: Senses 3 (Acute Smell, Low-light Vision, Tracking). The villainous ninja archetype might be an in- ist, and all about the win after going one-on-one againstheritor of the traditions and secrets of the fabled ninja of a tough opponent. The classic ex-ample is a D-list sorcerer who has sold his soul to a de- Ignored before he possessed such might, the Jumped-Upmon or other entity in exchange for tremendous power. For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. 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. Historical ninja worked as assassinslikely em- or cage-match, and theyre often driven to seek out newployment for their modern successors as well. Aas slightly glowing eyes, a plastic sheen, or a completely small giant robot (no more than Growth 6-7) may be aexpressionless facebut under most circumstances, the master villain or lieutenant. Advantages: Environmental Adaptation STR 4 STA 4 AGL 0 DEX 4 FGT 0 INT 4 AWE 0 PRE 3 (Aquatic). 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.) Alternately, you can simply consider it a plot de-vice, since most other supervillains find ways to myste-riously return from death as well. 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. 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. Once all is said problem the heroes must solve, forcing them to persuadeand done, they punch out and hit the bar to complain or intimidate the Jobber into working with them willingly.about their kids braces and the overbearing mastermind This ability is best reflected with advantages like Favoredsigning their checks. Permission is granted to reproduce this age for personal use only Skills Total Ability Ranks Other Acrobatics Athletics Close Combat _____ _____ _____ Deception 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. Totals: Abilities 10 + Powers 8 Perception 4 (+5). One might be known forcal traits makes for a formidable, if unusual, supervillain. In the latter case, the giant ro-man faade is torn away during conflicts, revealing metal bot tends to be a vehicle or supplemental body for theand circuitry beneath. comic book medium. Skills: Perception 4 1). SNAKE, CONSTRICTOR PL4 MR2 STR 3 STA 1 AGL 2 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Powers: Movement 1 (Slithering), Protection 2, Senses 2 (Infravision, Acute Smell). Skills:Skills: Acrobatics 3 (+6), Athletics 3 (+6), Perception 4 (+5), Close Combat: Unarmed 4 (+7), Perception 6 (+8). Even larger and more powerful versionslowing it to make different types of attacks. The reporter archetype can also be (Accurate Hearing, Low-light Vision, Ultra-hearing), Swimming used for any other type of professional by swapping out 5 (16 MPH). obsession in some way. 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! 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. Perhaps the entire exercise is an effort to get the heroes to do just that, forcing them to violate interna-Of course, the Overlord is looking for just the right mo- tional law and become vigilantes while the Overlord re-ment to double-cross the heroes, either betraying them veals the foe they think they captured and punished wasto their common foe in exchange for some consider- nothing but a decoy or doppelganger.