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. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). (+7), Insight 4 (+4) Short-Sighted: Has a lot of power, but doesnt know what to ADVANTAGES do with it. PDF MythComicSetting/DC Adventures - Heroes & Villains Vol 2.pdf - Github Some are Regeneration) it may have. Defenses: Dodge 7, Parry 7, Fortitude 7, Toughness 9, Will 7. A creative genius of its original maker, or someone equallyrobot villain might have only average intellect by human skilled in robotics, the brainwave patterns of living hu-standards, and little or even no knowledge other than itsprogrammed instructions. Feedback is appreciated. Add appropriate effects for particular types of insects, such as Flight (Winged) for flying insects,Powers: Feature 1 (bright glow), Flight 4 (30 MPH), Illusion 5 Affliction or Weaken effects for venomous insects, and(Affects All Senses), Shrinking 8. 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. In essence, the villain ence, so the other players cant tell the dif-can pull off a near-perfect ference quite so easily.deception, circumventingdiscovery due to gaps in The classic way the good guys figure outknowledge, at least so long the truth is the real heros willingness to sac-as the victim fails to resist rifice for the greater good, and knowledgethe mental effect. Defenses: Dodge 4, Parry 6, Animated trees are common minions for plant-controlling Fortitude 12, Toughness 14, Will 6. Thiswho focus on one hero in particular they have in common. Naming Ideas: Dr. Feelbad, Ghost Shrew, Injector, Mr. Medici, Pusher, Scorpion X 19 points Stilts/Spiders/Striding with long-legs (Elongation 4 [limited to legs], Speed 4), kickback (Strength-Based Damage 1213 4; Accurate; Linked to Close Move Object 8 [limited to away]), and Teflon-coating (Immunity 1 [being climbed]). and may also setup particular encoun-ters to test the heroescapabilities in variousways. tire world into a graveyard they can control.ALCHEMIST SEDUCTIVE SORCERESSThe alchemist works with mystical forces of transmutation The Seductive Sorceress matches sinful beauty with ar-and transformation, seeking mastery of the primal ele- cane power, often using her magic to sustain her youth-ments and the perfection of the legendary Philosophers ful good looks and enhance her considerable charms.Stone, a talisman able to transmute and control the ele- Although the Sorceress often uses seduction to get herments and grant immortality. Unfortunately, as initially tempting as it mightSome Imps seem like adults at first, but demonstrate in- appear to have an ally with unlimited power, the heroescreasingly childish behavior, revealing their true nature. evil entity, or some other power. Totals: Abilities 10 + Powers 8 Perception 4 (+5). Smaller lap dogs Pegasus) have Flight with the Wings modifier. The heroes may have a chance to try and preventIn this way the Robot may end up creating new rival vil- the abduction, but it can succeed as a complication, iflains as well! You're Reading a Free Preview Pages 37 to 54 are not shown in this preview. If so, award the players a hero point when they learn the truth.In general, if the villain genuinely wouldnt know abouta heros particular sensory advantage, its best to let the Try not to overuse this trick, as it is likely to make the play-good guy learn the truth and act on it. Totals: Abilities 24 + Powers 14 + Advantages 0 + Skills 3 + Defenses 8 = Total 15 points.Advantages 7 + Skills 8 (16 ranks) + Defenses 1 = 54. 7 Fear: A fascination with fears and phobia, fear-inducing weapons or techniques, setting up frightening scenarios. 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). when the Sorcerer is usually too busy to pull another van- ishing act, or unwilling to abandon the culmination of aRituals are usually elaborate, having to be performed at a scheme to the heroes.particular place and time, and needing exotic ingredientsranging from a rare flower from the highlands of Tibet to TACTICSthe heart of a pure maiden (symbolically or literally). 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. Mad scientists in particular maymodifytheir sharks to add cy- bernetic weapons or the ability to run across dry land. 16 Science Fiction: Futuristic gadgetry, interest in technology and fandom (conventions, Hollywood premieres, etc.). Mathematics: While it often seems evil, mathematics might not seem all that powerful, until you realize that it is the science underlying many other disciplines. Some Robots are alien in origin, but most EVIL COMPUTERcome from well-intentioned human experimentationgone awry. Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. Mutants & Masterminds Third Edition: Latest Releases Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. STR 1 STA 2 AGL 4 DEX 0 FGT 0 INT 4 AWE 1 PRE 3 Powers: Extra Limb 1 (Tail), Feature 1 (Use feet as hands), SNAKE, VIPER PL4 MR3 Shrinking 6 (Permanent, Innate). After a series ofmight be maliciously messing with the do-gooders by incidents that make everyone doubt their sanity, the Impshowing them up and making them look bad in public. The res-LEARNING CURVE urrected hero has some adjusting to do but, as time goes on, things dont seem right. 6 Conspiracies: Spy-tech orpsychicdevices; complex schemes based aroundthe Truthabout the Con- spiracy and whoever is behind it, paranoid precautions and security measures. Totals: Abilities 34 + Powers 23 + Advantages 0 + Skills 4 +Defenses 10 = Total 71 points.Warrior demons tend to be human-sized, with powerful One of the most massive land animals ever, the long-builds and tough (often scaly or bony) hides. In the past we have sold for customers a D&D Brown Box, several of the Limited Edition modules, and a number of other rare items. 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. A PDF archive of almost everything released for Mutants & Masterminds first edition and second edition! Looks nice. This makes the Mimic a sort. Copyright 20002023 Green Ronin Publishing, LLC. Advantages: Equipment 1. Today, Vigilance Press is happy to announce the release of Rogues, Rivals & Renegades Collection Two for Mutants and Masterminds Third Edition.This beefy collection of solo characters, corporations, and creatures is a great addition to any superhero campaign. They Defense, and the Defensive Attack manuver to make itmight have been students of the same master, probably more difficult for opponents to counter-attack. 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. Defense: Dodge 5, Parry 2, templates for similar types of characters in other situations.Fortitude 5, Toughness 5, Will 0. Mutants & Masterminds - Marvel Files Uploaded by Pedro Neves Copyright: Attribution Non-Commercial (BY-NC) Available Formats Download as PDF, TXT or read online from Scribd Flag for inappropriate content Download now of 117 MARVEL FILES MDSnowmans fABSORBING MAN COMBAT: Attack +11 [Unarmed +17, Ball & Chain +17; 18-20 Crit; 15ft.] At first, the good guys might not know the Imp is behind it all. the user.THEMES OMNIPOTENT NOBODYThe primary variations on the Jumped-Up Nobody in- The most extreme type of Jumped-Up Nobody is a plotvolve the exact nature of the Item of Power. 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. Contents. 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). Totals: Abilities 34 + Powers 9 + Advantages 2 + Skills 5 + Defenses44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. bition to conquer the world. Skills:abilities, such as bat-like wings and a penchant for flinginghellfire at their targets when in their natural form. Offense: Init +0, Effort, Ritualist, Trance. several months! Offense: Initrarely know when theyve gone too far with their pranks. Totals:OWL PL2 MR2 Abilities 10 + Powers 33 + Advantages 1 + Skills 7 + Defenses STR 2 STA 2 AGL 2 DEX 2 FGT 1 INT 4 AWE 2 PRE 3 6 = Total 37 points. 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. Thumbnails. More. Most often this technique issome sort of close combat attack, withan Affliction or Weaken effect. power, devotees of sorcerers, elder evils, and similar vil- Advantages: Connected, Equipment 2. 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. SQUID, GIANT PL8 MR4RAT PL3 MR1 STR 12 STA 12 AGL 2 DEX 0 FGT 4 INT 4 AWE 1 PRE 4 STR 4 STA 0 AGL 2 DEX 1 FGT 1 INT 4 AWE 1 PRE 4 Powers: Concealment Attack 4 (Visual, Cloud Area, Limited to Powers: Senses 2 (Low-light Vision, Acute Smell), Shrinking 10 (Permanent, Innate). Animals 2 (Low-light Vision, Acute Smell). Offense: Init +0, Attack +2 STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT 4 AWE 1 PRE 0 (Close, Damage 10). 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! This archetype suffices for most spe- cies of bear. Totals: Abilities 8 Acute Smell), Shrinking 8 (Permanent, Innate), Weaken + Powers 15 + Advantages 1 + Skills 9 + Defenses 7 = Total 24 points. Trickster faeries are Toughness 8, Will . It is designed to mimic the traits of others and altersway of looking at human foibles and virtues from an out- its structure to do so, perhaps using nanotechnology,siders perspective. The Jumped-Up Nobody is a terribly unbalancedYou can also use this trope as a way of introducing new character, and intentionally so. Now both infernal pow-roes getting involved in local affairs or running into com- ers are coming to collect their due, and neither will bepetition for the talismans. Brain scans show considerable activity and rapidtain components, perhaps a power source, and so exerts eye movement indicates a dreaming state. The Martial Artist is teaching crooks in theers. It might be the villainsvarious creations, perhaps in place of Equipment. From Cro-Magnum, the gunslinging neanderthal, to Schadenfreude's Cat, we're sure you'll find characters in this . They advantage provides additional opportunities to catchcould also have been master-and-student, with either the foes vulnerable. 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. 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. body (as described for the Evolved Mastermind), some alien villains from advanced species and civilizations haveSome Masterminds have little outward sign of their mental Mastermind qualities: an enlarged head or brain and ex-superiority, looking like ordinary people, while others have traordinary psionic powers. 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). The victims are treading oncryptic clue or taunting challenge. comic book medium. Alternately, choose another holiday or season as the villains obsession. Undead Sorcerers aresion. When a confused Mimic asks, Explain morphic materials, or a magical process such as alchemythis thing you call justice, how do the heroes respond? Social Share. 20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. Because they are neitherespecially threatening nor especially subtle, Jobbers MY RIGHT HANDmake excellent leaders for otherwise ordinary criminals inopening encounters like this, adding some special effects Jobbers who take their career more seriously often serveto a short and exciting opening scene. Defense: Dodge 8, Parry 7, Fortitude 4, Toughness 4, Will 6. Consignment Service. Skills: Athletics 3 (+5), Stealth 1 (+13). Totals: Abilities 10 + Powers Damage 4). 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. (+5). Skills: Perception 6 (+7). Defense: Dodge 0, Parry 0, Fort 0, Tou 0,(Fortitude DC 13). Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. Offense: Init +0, Attack +4 (Close, Damage PTERANODON PL5 MR3 8, plus Reaction Damage 5). 5 to 6 feet tall at the shoulder, weighing 1,500 to 2,400 pounds.DOG PL2 MR1 HORSE PL3 MR1 STR 1 STA 1 AGL 1 DEX 2 FGT 2 INT 4 AWE 1 PRE 2 Powers: Senses 3 (Acute Smell, Tracking, Ultra-hearing), STR 4 STA 4 AGL 1 DEX 4 FGT 2 INT 4 AWE 1 PRE 3 Shrinking 2 (Permanent, Innate). Totals: Abilities 18 + Powers 21 +Advantages 0 + Skills 0 + Defenses 0 = Total 3 points. Character sheet here . 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). 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. 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. After all, Mad Scientists are always building (or growing) things to trouble the heroes. A Tainted Mimic that duplicates powers an alien super-gladiator. CHECK THIS OUTCANT TOUCH ME Jobbers have a tendency to reinvent themselves along their theme, returning with new skills, new advantages,While Jobbers are generally considered a joke, most different minions, or changes to their powers. Editable Character Sheet PDF : r/mutantsandmasterminds - Reddit Totals: Abilities 22 + Powers 0 + Advantages 5 + Skills 16 + Defenses 16 = Total 59 points.about the end of the world. Totals: Abilities 18 + Powers 50 + Advantages 3 + Skills 7 TULPA PL7 MR5(14 ranks) + Defenses 9 = 87 points. Obsessed with success.and nanotechnology have only solidified this kind of foein the comics, a maker of monsters in various forms.Of course, most Monster-Makers dont see themselves ape-god or spirit) to more traditional super-powers. Privacy Policy. Robots typically have formidable physical and The villain is an evil or amoral artificial intelligence that ex-intellectual capabilities and a vast array of technological ists as software running on a computer, rather than in a spe-weapons and devices at their command. Apply the Removable modifier to the archetypessome are already rulers of their own small nations! Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. 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. A ninja master for the highest bidder. . Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. Whether or not it can actu-cerebral villain: a dis- ally work is up to the GM, but generally superheroes arentembodied brain kept in a inclined to let villains improve the human race withoutcontainer and sustained by its consent.life-support equipment. 5 Computers (and possibly the Internet): Hacking and computer skills, complex programming, com- puter-crimes, perhaps even a delusion of being a robot. 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! Name Ideas: Bowlegged Man, the Crane, the High Heel, Leg Man, Lifts, Mommy Longlegs, Power Walker 17 points Spinning with whirlwind spin (Concealment 4 [visual; partial], Senses 1 [radius vision], Speed 6), dizzying embrace (Affliction 8, Resisted by Will; Dazed, Defenseless, Incapacitated; Accurate), and tornado control (alternate; Close 1415 Cone Area Move Object 4). A Skill Mimic able to copy multiple subjects can Identity Crisis: Mental or psychological confusion due tobecome incredibly skilled in many different areas, able to mimicking different subjects.rival a whole team of heroes. Its justtheir duty to their employer and their devotion to the arts SUMOTORIof combat and killing. 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). The city might be surrounded byan impenetrable shield, or even transported off theearthly plane altogether. what the heroes find when they work their way to the cen- ter of the villains web of influence.Although Mind Control is a formidable power in and ofitself, a Puppeteer backed into a corner may also use ex-130 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESFOCUS PUPPETEERWhile the archetype as givencan attempt to control subjectssimply by seeing them, a FocusPuppeteer requires some talisman orfocus in order to establish control. It is this obsession that leads the Psycho into a challenge of this new game and transferring some of hiscareer in supervillainy rather than just being a run-of-the- desire for revenge to the heroes who defeat him (but notmill criminal. Advantages: Benefit 1 (Athletics based on Agility). THEMESPhysically, Puppeteers are little threat, but heroes rarelyconfront them directly, dealing instead with their various Puppeteer themes revolve around how the villain controlspawns and schemes. Totals: Abilities 12 + Powers 23 + breed, including using or adding an appropriate Affliction. Grandiose titles like Doctor, Emperor, King, Lord,A Meta-Supremacist may be a heartless and arrogant Master, and Professor are common for Overlords,conqueror, considering ordinary humans little more as are mythological names, particularly those ofthan cattle, but some see themselves as champi- deities. What-ever the Imps idiom, it often has something to do with hisweakness as well.PASSIVE AGGRESSIONAlthough the Imp might have unlimitedpower, even when it comes down to adirect confrontation, Imps do not dothings like simply making heroesvanish, turning them into stone (orany other inert matter), controllingtheir minds, or otherwise destroy-ing or defeating them outrightwith nothing more than a thought.Why? Offense: end, the spawn of science run amok, aliens, beings from Init +0,Tail Strike +6 (Close, Damage 12). Offense:Stealth 2 (+13). Mutants & Masterminds Venom archetype. Mutants & Masterminds PDF Mega-Bundle. . Other Puppeteers are more subtle, ma- an Illusion sufficient to fool the heroes and provide annipulating people through a web of influence, contacts, escape route.blackmail, and extortion. You can also leave some or all ofthem undefined and fill them in during game play as ideas CLASSIC BITSsuggest themselves (see Classic Bits for more on this). Defenses: Dodge 6, Parry 5, Fortitude Feel free to vary the venom effect to suit the particular 2, Toughness 2, Will 2. Con-cut agendas. The only human-like androids and another who focuses oncombination of intellect, super-science, and simian physi- nanotechnology, for example. greater plot-device-level threat. Shadow Council. as they seduce their prey and lure them to their doom.LIVING VAMPIRE A female Vampire may fixate on a hero as a potential consort, seeking to transform him into a Vampire as well.Rather than a supernatural undead creature, the Vampire Some might even collect a number of suitors, creating ais biological in nature: a mutant freak, alien humanoid, or kind of male harem of mind-controlled or influenced ser- vitor Vampires or thralls.DELUXE GAME MASTERS GUIDE 139MUTANTS & MASTERMINDS THRALLSNAME IDEAS Vampires often have various sorts of minions at their disposal.