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mutants and masterminds 3e pdf trove

On the run in a strange version of theirfamiliar stomping grounds, the heroes mustrely on their skills, wits, and advantages tofigure out whats happened and what theycan do to reverse it. The same goes for heroes interfering in a Psychos fun in other ways. Many aquatic supervillains rely on shark minions for pro- tection and offense, while tyrants and mad scientists may employ shark pools as traps to protect their layers. Even a captured Psycho is rarely sent to prison, but gang and find the villains new hideout. The majority of Protection 5, Senses 2 (Darkvision). Its justtheir duty to their employer and their devotion to the arts SUMOTORIof combat and killing. That's 56 PDF-format books for a bit over 50 cents each! Some are Regeneration) it may have. Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. Advantages: Artificer, Equipment 1, Extraordinary 4 (+4), Insight 3 (+3), Persuasion 4 (+4). Indeed, they often take great offense to any hero section or hired or created supervillain lieutenants. 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. STR 8 STA 8 AGL 1 DEX 2 FGT 4 INT 5 AWE 1 PRE 4 HERD ANIMAL PL3 MR1 Powers: Growth 8 (Permanent, Innate), Senses 1 (Low-light Vision), Swimming 4. Defenses: Dodge 3, Parry 3, Fortitude 6, Toughness 6, Will 2. Name Ideas: Boomerage, Captain Javelin, Deadeye, Throwing Star, Zuboshi 20 points Whips/Tentacles with lash line (Strength-Based Damage 6; Accurate 2; Fast Grab, Improved Grab, Improved Hold), power pull (Enhanced Strength 6; Limited to Grappling and Pulling), and swingline (Movement 2 [safe fall, swing- 20 ing). 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). Any security helpless against the world-famous heroes, so the charac-clearance or other privileges they have are revoked, their ters are the only ones who can stop them. Others want to carry out The Asian Mastermind is based on the yellow peril ste-experiments no ethical society could condone, arrogantly reotype of pulp adventure stories translated into thedisdainful oflesserintellects and their so-called scruples. Hi all! Mad scientists in particular maymodifytheir sharks to add cy- bernetic weapons or the ability to run across dry land. Hell show them all! Whose too strong or tough for such maneuvers receive themind is stronger: the heroes or the villains? The archetype is often used blast their foes through buildings and across town. 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. Offense: Init +4, Bite +6 from the dawn of life on Earth, an alien visitor, or demonic (Close, Damage 3). (Close, Damage 4). . For example, a robotic soldier may be only modest-ly intelligent and possess extensive tactical information,but not much else. Offense: Init +1, Claws +4 (Close, Damage 2). A PDF archive of almost everything released for Mutants & Masterminds first edition and second edition! Core books and new releases for Mutants & Masterminds, Third Edition are below. 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). The de- mon-lords will use the slight offered by the others pact toEventually, their task complete, the heroes are summoned engage in a struggle that will devastate the earthly plane,into the Sorcerers presence, giving them the opportunity unless the heroes can exercise something akin to the wis-to pull a double-cross (perhaps substituting fakes for the dom of Solomon to prevent it!real talismans) or arrange a distraction while they or theirVAMPIREThe Vampire is a common villain in folk legend. 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. Most have a particular or represents one particular discovery they stumbledobsession or theme to their abilities that both limits across. 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. The crushing blow comes whenThe hero starts having personal trouble, first with close the characters learn that a close friend and confidant offriends and associates who are upset about things they the team has betrayed them, revealing all their secrets tosay the hero has done, but which he cant recall. of beating him (or even affecting him) each and every time.So an Unlimited Mimic might be able to duplicate an SCAVENGERendless number of powers, for example, possibly eventhe powers of every superhuman in existence! Totals: Abilities 14 + Powers 18 +2 (+9). Totals: Abilities 16ephants are 1 Str, but +1 Awe. sense of boredom or to lighten up the otherwise overly serious good guys. 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. down. Still, that does not even worse when the Nobody wants to help out bynecessarily have to mean the end of the villain, since the joining the team before he or she is ready, and it appearsNobody may be looking for a way to regain the lost power; the influence of the Item of Power is starting to corrupthe might even succeed, if a return appearance is desired. Defense: Dodge 5, Parry 2, templates for similar types of characters in other situations.Fortitude 5, Toughness 5, Will 0. A Seductive Puppeteer exerts at leastworld almost entirely through some influence through sheer appearance and attractive-mental power. Nowclared the greatest combatant in the world. 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. 5 Computers (and possibly the Internet): Hacking and computer skills, complex programming, com- puter-crimes, perhaps even a delusion of being a robot. Defenses: Dodge 2, Parry 2, Fortitude 3, Toughness 1, Will 1. Others are more con-temporary, but no less powerful or dangerous, having NECROMANCERbargained with powers beyond human ken for mysticalforces no mortal was meant to wield. 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. 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. Sort: [Newest first] [Oldest first] [Alphabetical]. MASTER OF THE MARTIAL ARTSWhile not much of a direct threat to a group of superheroes, Although the archetype is a fairly formidablethe Master of Disguise is capable of doing quite a bit fighter, some Masters of Disguise are trueof damage to their reputations and personal rela- adepts in the arts of combat. The following are some classic bits associated with thePOWER SOURCE Jumped-Up Nobody villain archetype:Some Jumped-Up Nobodies dont gain their power from SHOWS OF POWERan item, but from another outside source. Skills: Close Dinosaurs are most commonly the minions of monster-Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4 makers who have resurrected them using cloning, or time-(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). The swarm is immune to direct physicalattack, although area effects and energy attacks still REPORTER PL1 MR2work against it. This often leaves only a thin line revenge for whatever happened to leave the Psycho wan-between them and obsessed vigilante heroes. The Area Perception Affliction attack courage them to play along, or he might simply show upis there for just such a reason: it lets the Nobody entangle at their headquarters or a public event and attack them.a group of heroes in energy bonds (earth manacles, the Ideally, the Nobody wants an audience to witness hisgrasping skeletal hands of undead minions, or whatnot) inevitable victory; if theyre not cheering him on, well,and then let them have it while their mobility is limited. ), preserved over the years. NAME IDEASYou can further customize the archetype by assigning differ- Typically over-the-top and grandiose monikers like theent or additional powers to the Item of Powers array. Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. MASTERMINDThe Mastermind is a mentalist supervillain, possessing dinary mental prowess, and the exact types of powers theconsiderable intellect and psionic abilities which compen- Mastermind possesses.sate for a relative lack of physical prowess. Offense: Init +2, Attack +3 (Close, Damage 3). Alternately, the villain may wear a high-tech to fruition and they are often patient enough to even waitbattlesuit of some type, like the Armored Overlord (fol- out years in prison. Offense: Init +0, Attack +4 (Close, Damage PTERANODON PL5 MR3 8, plus Reaction Damage 5). AllMad Scientists tend to be behind-the-scenes bad of this pomp and circumstanceguys, troubling the heroes with the spawn surrounding such an obviousof their fevered intellects while intellectual inferior enrages thethey watch from afar in their hid- Mad Scientist, who swears toden labs. The typical Scavenger collectssetsthe Mimics tally and forces it to start over again (such different devices and equipment, often stolen from theiras having to have subjects in close proximity or line of prior owners, or copied from existing items.sight). Power Mimics are often Limited to particular power types or descriptors to give them a more coherentTHEMES theme and differentiate them from others with similar ca- pabilities. The heroes learn of an undergroundA sudden flood of black-market mad-science devices is auction and look to break it up, but have to deal with theresponsible for a crime-wave in the city. 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. Log in or sign up to leave a comment. These powers may be nativeclear examples of their emphasis on the mind, such as bald- to the villains species (perhaps with the Mastermind anness, an enlarged cranium (often with pulsating veins), and extraordinary example) or the villain could be a mutant ofan atrophied, almost vestigial body. 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). See the Elder Evil archetype for some pos-sibilities.138 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS allies rescue the hostages. 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. SORCERERThe mystical arts offer the potential of tremendous power, and so forth, or could have different physical game traitsand some fall victim to the temptation to misuse their arts as well, including increased Strength and Stamina, Protec-for evil. PUPPETEERThe Puppeteer is a manipulator of the first order. Offense: Init +0, Dagger +1 (Close, Damage 2), Pistol behalf, but the description of their magic can be changed to suit their cult or master.

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mutants and masterminds 3e pdf trove