Examples include Doctor Genesis, theons and defenders of an oppressed or threatened Emperor, the Forever King, Lord Hyperion, Master Khan, Professor Power, and War-Lord. Defenses: Dodge 0, Parry 4, Fortitude 8, Toughness 8, Will . until circumstances force him into the ring to earn money or protect a loved one from criminal elements. 3 Books: Obsessive collecting of different rare volumes, literary references, stalking authors, committing crimes based on famous novels, perhaps a focus on a particular genre. For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! 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). of new and innovative challenges. Necessary-Flan-3766. Eventually, it comes down toheroes learn of the Vampires quest for the artifact when a confrontation at the artifacts resting place, wherean archeologist or renowned collector of ancient manu- the heroes have to keep it out of the wrong hands andscripts turns up missing or dead, and drained of blood. DriveThruRPG.com - Mutants & Masterminds | PDF - The Largest RPG Hav- ing decided to enlighten the whole city, the villain plansWhen finally cornered, most Psychos are fierce fighters, to release the compound into the water supply (perhapseven if they lack superhuman strength and resilience. Mutants & Masterminds Deluxe Hero's HandbookThe World's Greatest Superhero RPG!Authors: Steve Kenson with Leon Chang, Seth Johnson, Jon Leitheusser, and Prof. Christopher McGlothlin, M.Ed.Format: 320 pages, full color, Hardback Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for . All the while the Robot lec- ton to activate it. Add In a superhero setting, a robot may actually be an ar-the Morph effect to the archetypes powers, and any skills tificial construct given animation and intelligence byDELUXE GAME MASTERS GUIDE 133MUTANTS & MASTERMINDS means other than technology. Defenses: Dodge 2, Parry other dimensions, or anything else the GM wants. A Seductive Puppeteer exerts at leastworld almost entirely through some influence through sheer appearance and attractive-mental power. Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! So if a Psycho is targeting thesessed with crossword style puzzles and games. the good guys to come up with some clever plan to out- trick the trickster.COSMIC BRAT YOUR NEW BEST FRIEND!The most common type of Imp is the bothersome pestwho just wont leave and who is far too powerful for the Sometimes an Imp means well, even if things do not workhero to get rid of any way other than according to the out that way for the object of its attentions. They have to stop the Robotto prevent the release of the pathogens into the general from releasing the bio-weapons, without doing so acci-environment, and steps are being taken to sterilize the fa- dentally themselves. 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. cowardly when confronted, and sometimes get caught up in their own web of lies and deception. More. 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. Typically, the Overlord created the device himself, or sought out and won it. Skills: Close Combat: Advantages 0 + Skills 3 + Defenses 11 = Total 28 points. If such a talisman canturn a virtual no one into a world-class supervillain, justimagine what it could do in the hands of a masterful evilSorcerer!DELUXE GAME MASTERS GUIDE 137MUTANTS & MASTERMINDS SORCERER PL14 STR STA AGL DEX FGT INT AWE PRE -1 0 0 2 2 3 8 2 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 Magic: Array (36 points) Mystic Blast +10 Ranged, Affliction 12 Mystic Blast: Ranged Damage 18 36 points Mystic Bonds +10 Close, Damage 1 Mystic Bonds: Ranged Cumulative Affliction 12 (Resisted by Unarmed +2 Dodge; Hindered and Vulnerable, Defenseless and Immobile; DEFENSE 10 FORTITUDE 11 Extra Condition, Limited Degree) 1 point Mystic Passage: Teleport 18 1 point DODGE 8 TOUGHNESS 18/0* Scrying: Remote Sensing 9 (visual, auditory, mental) 1 point PARRY WILL 16 *Without Mystic Shield Mystic Levitation: Flight 4 8 points Mystic Senses: Senses 2 (Danger Sense, Magical Awareness) POWER POINTS 2 points ABILITIES 32 SKILLS 20 Mystic Shield: Protection 18, Impervious 12, Affects 35 POWERS 80 DEFENSES 175 Insubstantial, Sustained 31 points ADVANTAGES 8 TOTAL SKILLS COMPLICATIONS Deception 4 (+6), Expertise: Magic 16 (+19), Intimidation 9 (+11), Persuasion 4 (+6), Ranged Combat: Magic 3 (+5), Sleight Arrogant: Superior and overconfident. and our Heroes who fall asleep are trapped in a night-knowledge; they only learn about the incident when the mare world where they must find a way to save peopleauthorities come knocking on their headquarters with from the villains vampire-like drain on their mental en-some questions they want answered! OFFENSE Manipulative: Sees people as objects to manipulate. At the extreme level, it may be ansuch advance, an artificial intelligence lacking in morality, Artificial Mimic (see the Mimic archetype for details).coldly devoted to the domination or even exterminationof humanity. 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. The villains powersmight also be dependent on a se- In the case of a player character, thisrum or other source. Anansi, the Brat, Coyote the Trickster, Kilroy, Mister Muggles, Pooka, Puck, Rumpelstiltskin, Sidekick,Another Player of Games is the Tester, who puts heroes in Storytime, the White Rabbitsituations similar to the Game-Master, but for purposes100 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCLASSIC BITS tween the Imp and the heroes, be creative when it comes to challenging them. Looks nice. It can be a device character with truly limitless power, even beyondbook of spells, a magical talisman, cosmic artifact, piece that of the item given in the archetypes stats. 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. Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3, Will 3. Skills:abilities, such as bat-like wings and a penchant for flinginghellfire at their targets when in their natural form. Offense: Init roes may interact with on a regular basis, and can be used as+5, Shapeable Area Damage 5. 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. tion or more light-sensitive eyes).THEMES Living Vampires may revel in their new condition or, more commonly, seek a cure for it. Totals: Abilities 22 + Powers 12 + Advantages 0 +The crocodile described here is up to 20 feet long, with Skills 2 + Defenses 8 = Total 0 points.powerful, toothed jaws. It turns out thetraps protecting the talismans. POWER POINTS ABILITIES 78 SKILLS 31 15 POWERS 0 DEFENSES 153 ADVANTAGES 29 TOTAL COMPLICATIONS Obsession: Utterly obsessed with something (see the Psycho Obsession table). When the heroes are not around for them tothreaten or gloat at, the villains rant to their underlings Given their supreme arrogance, many Overlords refuse to(who know enough to either agree or keep their mouths accept the ignominy of defeat and capture; they may rushshut), and when no one else is available, they will often into the exploding ruins of their lairs, trying to salvage arant out loud to themselves (or to the heroes, even if they last-minute victory or save a priceless artifact or device.are not present and cannot possibly hear them: So, you Some even deliberately self-destruct, hoping to take thethink to approach my stronghold unnoticed, do you? they build themselves, despite having no special genius or other technical skills. Modify this as suits the desired power level for the character and series.ASSISTANTS Similarly, the archetype does not account for whateverIn addition to a lab, minions the Mad Scientist may have, fromMad Scientists often hired goons to home-made monsters.need assistants to do Include them to help run interfer-the grunt work around ence for the villain and provide thethe place. Totals: Abilities 8 Acute Smell), Shrinking 8 (Permanent, Innate), Weaken + Powers 15 + Advantages 1 + Skills 9 + Defenses 7 = Total 24 points. Oftentimes, an Overlord seeks a suitable partner, and may choose a hero or supporting character in the series to fill that role, whether the pro- spective consort wants to or not! Authorities are baffled and largelydemands they leave the city immediately! The following are some examples of civilians the he-Permanent), Movement 1 (Wall-crawling). 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. Offense: Init +1, Bite +2 (Close, Damage Vision, Low-light Vision), Speed 4 (30 MPH). If you feel this sudden power develop- concerns like having to breathe.ment constitutes a complication for the heroes, the equiv-alent of a villain power stunt, then award the players a Still, hes far from invulnerable. Defenses: Dodge 2, Parry 2, Fortitude 3, Toughness 1, Will 1. quickly learn that having the Imp on your side isnt nearly as helpful as it might seem.In addition to an inherent weakness or winning the termsof the Imps game, the Cosmic Brat may have another limi- For one thing, the Imp still doesnt understand humantation: sooner or later, Mom and Dad might come looking. limitations or customs, going around violating all kinds of laws and procedures to get the job done. petri.ruotanen6205. Esoteric or mad math could grant a villain power over probability or even the foundational building blocks of reality itself! Download PDF Share Related Publications. Or did they build it themselves?experienced villains. 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. DAWN OF THE DAYWALKERIf you are looking for a more formidableVampire to confront The Vampire has located a legendary lost artifact reputedthe heroes as a team, increase the archetypes power level to grant the undead immunity to their traditional weak-and associated traits (particularly combat bonuses anddefenses). They may have villain uses the item, the worse the effects get. Similarly, a video-game-obsessed Psycho could place the heroes in deathtraps based around various classic arcade games. For or possess oddly specific scientific expertise relevant to amany, villainy is a strict 9-to-5 day job. Advantages: Connected, Equipment 2, Quick Draw, Ritualist. Totals: Abilities 16 + Powers Powers: Strength-based Damage 1 (Bite), Growth 10 23 + Advantages 0 + Skills 0 + Defenses 10 = Total 17 points. 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. Theyhave one unexpected area where they shine or easily may upgrade or change out their arsenal of gimmickoutmatch even veteran heroes. 5 Computers (and possibly the Internet): Hacking and computer skills, complex programming, com- puter-crimes, perhaps even a delusion of being a robot. or art icons (famous works), ob- session with art critics or artists or particular styles. You can create largerpterosaurs by adding ranks of Growth to increase size andother traits accordingly.148 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESDRAGON PL9 MR6 Gargoyles are flying creatures with stony hides. Character Sheets by Angille sizes, dragons, goblins, ghosts, and undead such as skel- etons and zombies. Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. Mad Scientist feels threatened by a similar invention in the same field, such as parallel development (or evenSome Sinister Simians have innate powers other than just improvement) of the breakthrough signature technology.their intellect, ranging from mental powers or mystical Similarly, others may steal the villains technology, provid-abilities (perhaps associated with some mythologicalDELUXE GAME MASTERS GUIDE 111MUTANTS & MASTERMINDS ing a clue for astute heroes and also provoking the villains some new invention on the heroes, or else orders loyal as-wrath when the theft is discovered! Offense: Init +2, Bite +0 (Close, Damage 5).With various villains possessing powers like animal con- Defenses: Dodge 8, Parry 6, Fortitude 0, Toughness 2, Will 2.trol, shapeshifting, and mimicking the traits of different Totals: Abilities 18 + Powers 30 + Advantages 0 + Skills 3 +animals, as well as a tendency to acquire pets, heroes may Defenses 0 = Total 15 points.encounter many different types of animals. 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. Im looking for mutants and masterminds 3e books : TheTrove - Reddit A Mad Mathematician might quest for The Implicate Theo- rem or some other formula that unlocks unlimited power. Psychos leave victims affected by strange, but familiar, manias.who manage to capture the heroes usually put them into Investigation reveals the Psycho is developingand test-an appropriate deathtrap. ), any material ABILITIES 2 SKILLS 8 into any result 1 point 0 POWERS 108 DEFENSES 118 Immunity 11 (Life Support, Own Powers) 11 points Invulnerability: Impervious Protection 18 36 points ADVANTAGES 0 TOTAL Mental Shield: Enhanced Will 12, Impervious 24 points COMPLICATIONS SKILLS Ill Show You! They are lieutenants who their powers, having no abilities of their own and insteadlead minions or support more powerful villains with clear- using a weapon, suit, or other gadget for their power. 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! as lieutenants for more powerful villains, assisting them in combat and leading their minions on jobs. Defenses: Dodge 3, Parry 0, Fortitude Will 0. . Totals: Abilities 12 + Powers 23 + breed, including using or adding an appropriate Affliction. Taken to extremes, the some sort, or even an outcast.villain might have a transparent skull, a brain-like patternof folds on his head as though his brain were escaping, or An Alien Mastermind typically has access to advancedeven being all brain, with no physical body at all! around the world or in the far corners of the universe.As the heroes begin to suspect this new champion of ITS A MAD, MAD WORLDjustice is too good to be true, they discover they are right:hes just a disguise for the Imp, who is actually creating A series of just plain weird things start happening to themany of the crises in order to swoop in and handle the heroes: clouds made of actual cotton; cartoon charactersproblem! Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. The archetype also serves forlarge alligators, including ones sometimes encountered This archetype includes cows, bison, and buffalo, typicallyin city sewers in the comic books. 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. level 1. For eventive, Set-up, Taunt. 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 7, Parry 6, Grab. 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. Offense:capuchin and spider monkey. They just noticeOnce the Imps weakness is triggered, hes gone, at least an uptick in strange happenings and crises. They also show up inLost Worldsce- narios where the heroes visit places where the giant beasts5, Fortitude 5, Toughness 3 (2 without Defensive Roll), Will 3. still thrive or end up stranded in the distant past. Needless Scavenger villains are kind of do-it-yourself Mimics. Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. Defense: Dodge 0, Parry 0, Fort 0, Tou 0,(Fortitude DC 13). Skills: Deception 4 (+5),insect swarm that is incapacitated is dispersed. There might be some tellssuch one or more ranks of (most likely Permanent) Growth. After all, they want oth-ers to appreciate their genius and find it dif- set the villain up to use it on anficult to pass up an opportunity to explain unsuspecting world.their latest invention or scheme to the igno-rant dolts who think they can stop it. An Evil Computer may control a number of differentslaverobots, perhaps even able to directly per-THEMES ceive whatever they do as a Remote Sensing effect.The Robots themes tend to involve the nature of its cre- The Evil Computer is more like the Brain in a Jar version ofation and what type of robot it is, ranging from a fairly the Mastermind archetype, with powers such as Datalinkhuman-looking android to more industrial shapes or even and various machine minions rather than mental powersimmobile computers, giant machines, or magical cre- that target living beings. Offense: Init +2, Attack +4 Fortitude 2, Toughness 2, Will 1. Freedom City (Tabletop Game) - TV Tropes 2 (+4), Perception 4 (+6), Persuasion 4 (+5), Stealth 4 (+4), VehiclesFor non-flying creatures, remove the swarms Flight. Mutants & Masterminds 2nd Edition (v2) - Hey look, it's like a comic book rather than a form! Subtle tends to be somethingsponding increase in cost). In spite of theExpertise: Nature 4 (+4), Stealth 0 (+14). When the inevitable con- prove once and for all who is thefrontation does happen, the Mad greater genius. Things get worse when there are public sightings stricted crime spree in the city.of the hero causing trouble or even committing crimes!Naturally, the police get involved and have to investigate, When they escape, the heroes find their supposed betray-and may want to arrest the hero on suspicion while they er trapped in the villains lair as well. Entire blocks vanished into the hellfire glow of the crevices while swaying tentacles the size of skyscrapers emerged from the ground to shatter buildings. 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. 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. After all, they will still be around longlowing). The Serpent Society. possible. Mad psychologists are often obsessed with phobias or other mental disorders. 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. 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. checks) Goober: No one seems to take the Jobber seriously. rescue these innocent people and what to do with them once they have. Defenses: Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. Yay. Stamina 4 (Progressive, Linked to Strength Damage, venom). Advantages: Improved Grab, Improved Hold. But soon, a new criminal picks up her mantle andThey are more likely than most villains to work well equipment, but with far darker, more violent tendencies,together, forming a criminal league or gallery of rogues sensible tactics, and possibly even powerful minions. This archetype is a baselineSTR -2, STA 0, AGL 6, DEX 1, FGT 0, INT 0, AWE 2, PRE 0 giant insect. 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! Advantages 0 + Skills 4 + Defenses 4 = Total 19 points. When choosing additional powers for the archetypes ar-BLUNDERING NOBODY ray, go for things that make a good show. They are knownto favor the use of grabs as they lay into their target.DELUXE GAME MASTERS GUIDE 147MUTANTS & MASTERMINDS STEGOSAURUS PL9 MR4 MONSTERS STR 11 STA 8 AGL 0 DEX 2 FGT 6 INT 5 AWE 2 PRE 0 Monsters is a catch-all category of creatures that show up Powers: Strength-based Damage 1(Tail Strike), Growth 8 as minions, ranging from hostile plant-life to fantasy crea- tures and giant, monstrous versions of otherwise mundane (Permanent, Innate), Protection 6, Senses 3 (Low-light Vision, things. Character sheet here . Skills:This archetype represents small, tailed monkeys like the Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). or undead dinosaurs as well.Imps are small demonic creatures, usually with bat- BRACHIOSAURUS PL9 MR3like wings, forked tails, and horns. Some find them by be granted untold power by an outside agency. minions! Created Date: 4/10/2020 4:55:17 PM . This can be by design of therobots artificial intelligence or a limitation in its program-ming. Totals: Abilities 18 + Powers 50 + Advantages 3 + Skills 7 TULPA PL7 MR5(14 ranks) + Defenses 9 = 87 points. STR 10 STA 9 AGL 0 DEX 1 FGT 2 INT 4 AWE 1 PRE 2 LION PL6 MR4 Powers: Extra Limbs 1 (Trunk), Growth 9 (Permanent, Innate). one-two punch that helps a mastermind manage an en- tire team of heroes in combat. greater plot-device-level threat. Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. Heroes known for their skilled fighting techniquesmay attend as well, but they are expected to follow the SCHOOL OF SHADOWSrules of the competition. 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. 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. 100% Upvoted. If the heroes defy any of this legal great opportunity to use a group of non-player heroes.harassment, a warrant for their arrest is posted almost im-mediately and they become hunted fugitives. The typical Jobber excels at something (see sider where this technology comes from: Is it a mystical ar-the Jobber Themes table), and applies that skill to criminal tifact they found? The Mimicarranges means ofsurveillance and in-telligence gathering(spy-cams, magicalscrying, hired minions,etc.) 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.