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least interest in studying heroes, since it gains little fromMimics are a kind of ready-made dark reflection, an exam- doing so. The heroesAllocate points from the Psychos Minions advantage must investigate the crimes in order to find out where theas needed to suit the characters particular brand of un- victims are being held, and whatever pattern there mightderlings, including increasing the rank to accommodate be, in order to guess the next target.more powerful or plentiful minions as you see fit. Defense: Dodge 0, Parry 0, Fort 0, Tou 0,(Fortitude DC 13). Psycho deathtraps also tend to come into play when dealing with the villains other victims; the snares are intended for particular targets who arent the crime- fighters! 12 Heroes: Delusions of being a costumed hero or having powers, stalker-like obsession with a particular hero or team, gadgets intended to duplicate various powers. This is essentially a ters and then sort out which of them is theLimited form of Illusion real thing!116 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMASTER OF DISGUISE PL7STR STA AGL DEX FGT INT AWE PRE 22457226POWERS DEFENSE 10 FORTITUDE 6A Thousand Faces: Morph (humanoid forms) 15 points DODGE PARRYSKILLS WILL 10 TOUGHNESS 4/2*Acrobatics 8 (+12), Close Combat: Unarmed 4 (+11), Deception 8 *Without Defensive Roll.10 (+16), Insight 12 (+14), Intimidation 5 (+11), Investigation10 (+12), Perception 10 (+12), Persuasion 4 (+10), Ranged POWER POINTSCombat: Guns 6 (+11), Sleight of Hand 10 (+15), Stealth 11(+15), Technology 8 (+10), Vehicles 4 (+9) ABILITIES 60 SKILLS 51 19 POWERS 15 DEFENSES 166ADVANTAGES ADVANTAGES 21 TOTALDaze (Deception), Defensive Roll 2, Equipment 4, Evasion 2, POTENTIAL COMPLICATIONSGrabbing Finesse, Improved Defense, Improved Initiative,Improved Trip, Instant Up, Precise Attack (Ranged, Cover), Devious: Fond of overly complex plots.Quick Draw, Redirect, Skill Mastery (Deception), Taunt, Ultimate Vindictive: Wants to tear down others lives.Effort (Deception checks), Uncanny Dodge Who Am I? Discover the best professional documents and content resources in AnyFlip Document Base. On the other hand, the Imp The more surreal the idea, the better it is. mands or other forms of contact from the villain appear, leaving the police baffled as to the motive. 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. Freedom City, the actual town, is the default setting for the 1st and 2nd editions of the game and is where most setting information is provided for. Imaginea villain with a camera that really does capturepeoples souls, allowing him to control themthrough their photograph!MINION MASTERRather than directly controlling the heroes ortheir allies, the Minion Master is a Puppeteerwith legions of loyal or mind-controlledminions. : The Master of Disguise has identity issues from the ability to be almost anyone.OFFENSE INITIATIVE +6 suit and sunglasses. Skills: Perception 4 (+6), Stealth 2 (+16). Faiths & Pantheons WE Epic Enhancement (6 Frames) Wizards.com Epic Insights Forgotten Realms - D&D 3e - Oct 2002. Comic the result of a biological accident or experiment, perhapsbook Vampires tend to focus less on the horror aspects concerning tissue regeneration or blood-borne diseases.of the legend and treat them more as an exotic type of The villain often has the various qualities of a Vampire,super-human. Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. Skills: Close Combat: Dagger 2 (+3), Deception 6 (+7), Expertise: Cult Lore 6 (+6), Insight 5 (+5), Persuasion 6 (+7), Ranged Combat: Guns 3 (+3). Quirk: Warren is cocky, self confident, and arrogant. structs have no Stamina rank, Immunity to Fortitude Ef-Skills: Perception 4 (+5), Ranged Combat: Fiery Breath 6 (+6). of things the villain couldnt possibly know. "Tell me you've got . They may be animated from actual statues on the spur of theSTR 12 STA 12 AGL 0 DEX 0 FGT 6 INT 2 AWE 1 PRE 1 moment or stone-like creatures that simply look like me-Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; dieval gargoyles. The Martial Artist is teaching crooks in theers. Some are Regeneration) it may have. The Vampire likely Vampire story as well, with a seductive female vampireflees if confronted or thwarted in claiming a victim. Rather than supporting them, the government explained crime spree! Coincidentally, the hazards might also screen the lair frommans on which to base new neural matrices, rare earth things like sensors or certain superhuman powers.elements, special technology, or the like. Defenses: Dodge 3, Parry 3, Fortitude 6, Toughness 6, Will 2. Afew have other innate powers, either direct control over CLASSIC BITSbiology or improvements made to their own physiology,using themselves as experimental subjects. A ninja master for the highest bidder. 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. several months! police officer who gave her a parking ticket (leading to some personal tragedy in her twisted view), better toThe Psycho tends to take an obsession to, well, crazy kidnap him and arrange for him to be crushed inside anlengths, making it into a motif for costume and weap- impounded car at a junkyard, rather than just killing him and dumping the body somewhere. Unarmed +6 Responsibility: The Jobber has obligations to a more powerful villain or group.accidentally swapping the heroes minds or a Nightmare- office and sit down for a drink with heroes out of costume,themed Jobbers new sleeping dust trapping everyone in though they generally want to leaveshop talkat the officea shared dream for the session. The same goes for heroes interfering in a Psychos fun in other ways. Name Ideas: Buffalo Gal, Crusher, Gravestone, Johnny Legbreaker, Miss Grizzly 26 points Throwing Weapons with exploding ammo (Ranged Damage 8), entangle ammo (alternate; Ranged Affliction 8, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree), 1819 flash ammo (alternate; Ranged Burst Area Affliction 8, resisted by Fortitude; Impaired, Debilitated; Limited Degree), thrown flurry (alternate; Strength-Based Ranged Damage 6; Split 4), and swingline (alternate; Movement 2 [safe fall, swinging]). Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). 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. Skills:Skills: Acrobatics 3 (+6), Athletics 3 (+6), Perception 4 (+5), Close Combat: Unarmed 4 (+7), Perception 6 (+8). points.CROCODILE PL7 MR3 The statistics here may represent other birds of prey. Advantages: Benefit 1 (Athletics based Underwater), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, on Agility). bition to conquer the world. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. Defenses: Dodge 4, Parry 6, Animated trees are common minions for plant-controlling Fortitude 12, Toughness 14, Will 6. Assistants include the following:may double as effectiveminions, if they have other THEY CALLED ME MAD!useful abilities. The Nobodys weaknesseshero point for it. Jobbers typically have one strategy and stick withit, often getting creative in how to best apply their limitedpowers. The lion may also be used to represent other large felines.DELUXE GAME MASTERS GUIDE 143MUTANTS & MASTERMINDS SHARK PL4 MR3 STR 2 STA 1 AGL 2 DEX 1 FGT 4 INT 4 AWE 1 PRE 4 Powers: Strength-based Damage 1, Protection 3, Senses 2 (Acute Smell, Low-light Vision), Swimming 4 (8 MPH). For some Overlords, the process of conquering the worldALIEN OVERLORD (or dimension, or cosmos) is a long-term game indeed. Naturally, it also works as a Groom of thegal authorities to provide protection. The he-moves and fighting styles of the worlds greatest! 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. They leave that to their various minions, who The archetypes here can serve as a baseline for creatingalso run interference, fetch needed components, or kid- more exotic creatures. The game traits are largely the grants additional Protection or even Immunity to heatsame, although the Robot may have different skills, such damage. 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). Thethat way. 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. Keep in mind these characters are APE PL4 MR3intended to be treated according to the rules for minions,so their effective power level is somewhat less than their STR 6 STA 4 AGL 3 DEX 1 FGT 3 INT 4 AWE 1 PRE 1game traits indicate. Newly made Vampires may be under the control of their sire, or could have a measure of free will, serving the master Vampire for other reasons. Mutants and masterminds Core Rules 3E.pdf ( PDFDrive ) THIRD EDITION Writing and Design: Steve Kenson Editing and Development: Jon Leitheusser Additional Design: Ray Winninger Proofreader: Glenn Hall Art Direction and Graphic Design: Hal Mangold Cover Art: Imaginary Friends Studio Overlords tend to have extensive cal or projecting a high-tech force field), a helmet, and soheadquarters; they may be wealthy business tycoons, and forth. Some vil-Totals: Abilities 20 + Powers 33 + Advantages 1 + Skills 11 + lains may specifically grant them other powers; by adding Immunity to Fortitude Effects, you can easily create roboticDefenses 7 = Total 72 points. Their foe is either a relative innocent, unaware that it accidentally trapped in the heros form, suffering memoryis endangering people or causing harm, or else is deliber- loss from an accident or some overload of its powers. and may also setup particular encoun-ters to test the heroescapabilities in variousways. Offense: Init 0, Grab, Improved Initiative. Totals: Abilities 12 + Powers 23 + breed, including using or adding an appropriate Affliction. Often, the proto-vampire falls into a death- like coma (incapacitated) as the final transformation takes place, although there may still be time for heroes to reverse the process with the right arcane ritual or other technique. Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! or undead dinosaurs as well.Imps are small demonic creatures, usually with bat- BRACHIOSAURUS PL9 MR3like wings, forked tails, and horns. The heroesno idea of what they can do until they try. After a number of failed checks, the victim irrevocably becomes one of the undead. Skills: Perception 4 (+6), Stealth ics, often in service to a powerful master villain or an even 4 (+6). PDF Mutants and masterminds 3rd edition trove - Weebly Parry 7, Fortitude 2, Toughness 0, Will 2. It's just not as pretty. They advantage provides additional opportunities to catchcould also have been master-and-student, with either the foes vulnerable. +6, Mind Lash +7 (Close, Damage 7; Will Resists), Unarmed +7Jinx faeries are withdrawn and grumpy, and cause bad (Close, Damage 2). 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. 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! Last. A team of Contacts, Eidetic Memory, Ranged Attack 3, Second Chance heroes can even cooperate to win it: allow the targets (Resistance checks vs. mental effects) allies to make supporting Will resistance checks, granting the primary character a circumstance bonus to resist thethem for criminal acts. 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. Con-cut agendas. 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. Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. The more thenot as if they come with a users manual.) Simplyapply the minion rules (or dont, if you want to use them A long-running Jobber who has opposed the heroessparingly) and select a theme reflective of their employer. Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. Of course, the villain often has to attend to those plans for conquest or is called away by some- thing, leaving the heroes to their fate and giving them the opportunity to escape.DELUXE GAME MASTERS GUIDE 125MUTANTS & MASTERMINDS OVERLORD PL15 STR STA AGL DEX FGT INT AWE PRE 13 2 1 1 8 12 7 7 POWERS OFFENSE INITIATIVE +1 Ranged, Damage 15 Force Field: Protection 15, Impervious 10 25 points Power Blast +15 Close, Damage 13 Life Support: Immunity 10 (Life Support) 10 points Unarmed +15 Power Blast: Ranged Damage 15 30 points Propulsion: Flight 6 12 points DEFENSE 13 FORTITUDE 14 Sensory Enhancements: Senses 11 (Accurate and Extended 13 TOUGHNESS 17 DODGE 16 2 Radio (radar), Darkvision, Direction Sense, Distance Sense, PARRY Infravision, Radio, Time Sense) 11 points WILL SKILLS POWER POINTS Close Combat: Unarmed 7 (+15), Expertise (Choose One) 8 ABILITIES 102 SKILLS 14 (+20), Insight 8 (+15), Intimidation 8 (+15), Investigation 4 38 (+16), Perception 4 (+11), Persuasion 8 (+15), Ranged Combat: POWERS 88 DEFENSES 296 Power Blast 7 (+8), Technology 12 (+24), Vehicles 4 (+5) ADVANTAGES 33 TOTAL ADVANTAGES COMPLICATIONS Assessment, Equipment 20, Improvised Tools, Inventor, Ranged Attack 7, Second Chance (Insight checks), Skill Mastery Destined to Rule: The Overlord is obsessed with power and (Technology), Takedown rulership. 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! Defenses: Dodge 6, Parry 5, Fortitude Feel free to vary the venom effect to suit the particular 2, Toughness 2, Will 2. Mutants & Masterminds 3e Enhanced Archetypes - Misfit Studios Role In its place, they may have an- the Nobody needs to grow into, and most rarely get theother flaw, usually involving the temporary nature of their time for it.powers or a price they must eventually pay.

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mutants and masterminds 3e pdf trove

mutants and masterminds 3e pdf trove

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mutants and masterminds 3e pdf trove