We hope you find it useful. Some Robots are alien in origin, but most EVIL COMPUTERcome from well-intentioned human experimentationgone awry. PDF Secret Public - freeronin.com Defenses: Dodge 3, Parry 3, Fortitude 3, Toughness 1, Will (+5). shows up to explain how the physical world needed someEither way, they have to figure out how to get rid of him livening up. Incapable of fully understanding the dividebefore his grandstanding creates a real disaster! theres always the possibility of a Visual Area Affliction with a control effect.CAPERSCapers involving the Jumped-Up Nobody might includethe following:ILL SHOW THEM!With the power he now wields, the Jumped-UpNobody goes after a hit list of everybodywho ever crossed him, and its a long list.The heroes first encounter with the vil-lain is when panicked calls for help comefrom the people threatened by his ven-detta (directly or indirectly). Instead, they are nigh-omnipotent nuisances for he does!But its not real!). exercise the mental discipline needed to keep their new powers in check. The first to attack may provide a redherring, making heroes believe that an unaffiliatedemployer is after the treasure or that a wave oftheme-robberies is about to begin, but as moreand more villains make a run at the same target thesituation becomes more obvious. Comic book monsters may be creatures out of leg- Acute Smell, Ultra-hearing). Not all demons are created equal, nor are theyall the same. DC Adventures is based on the award-winning Mutants & Masterminds super hero RPG from Green Ronin Publishing, and is compatible with the third edition of M&M. While DC Adventures contains all the rules and information you need to play the game, future M&M Third Edition products are also compatible and usable with the material in this book, so . satisfied with anything less than payment in full. Its justtheir duty to their employer and their devotion to the arts SUMOTORIof combat and killing. 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. The exact reason varies, butgenerally because it would offendthe Imps sense of fair play or makethe whole conflict too easy, especiallywhen the idea is provide some chal-lenge and entertainment.So when you are running a confrontation be-DELUXE GAME MASTERS GUIDE 101MUTANTS & MASTERMINDS ONE WEAKNESS making all of his wishes come true! Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! 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. In some cases,and notice the deception: X-ray vision to see through a particularly in the midst of an adventure, you might wantmask, Scent for noticing the villain is not who he appears, to consider it a complication, especially if the good guysor abilities such as Mind Reading for sensing the thoughts dont get an Insight or Perception check to discover thebehind the guise. This typically means aNow, when the Tainted Mimic copies another characters Mimic specifically designed to be the ultimate opponentpowers, it has to take all of the complications related to for a wide range of foes, from a hero-fighting construct tothose powers. sizes, dragons, goblins, ghosts, and undead such as skel- etons and zombies. The res-LEARNING CURVE urrected hero has some adjusting to do but, as time goes on, things dont seem right. This includes: Character Sheets (Official and Fanmade) FULL ebooks GM Kit Tips & Tricks Etc It turns out thetraps protecting the talismans. 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. Mutants and masterminds 3rd edition trove You are being redirected to . Skills:STR * STA 0 AGL 3 DEX 2 FGT 0 INT AWE 0 PRE Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2),Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Expertise: Pop Culture 2 (+2). 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. Theproviding it with Immu- Illusionist is a type of Mastermind focused on deception,nityLife Support at a controlling victims perceptions, and therefore their real-minimum, perhaps even ity. Yay. First. The he-moves and fighting styles of the worlds greatest! Customize the bystander byhundreds or thousands of tiny insects or animals acting choosing an expertise such as a profession or trade skill.as a single entity. For more information, please see our OFFENSE INITIATIVE +5 Effect Varies Quirk: The Jobber has a personality quirk or obsession related Jobber Attack +8 Close, Damage 2 to their power set. Editable Character Sheet PDF. Finance: Either amoneybagsorpoor-housepersona, obsession with obtaining or destroying wealth, 8 banking and finance gimmicks (bags with dollar signs, fountain pens, free toasters, barrels, bears and bulls, etc.). 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. Advantages 0 + Skills 4 + Defenses 4 = Total 19 points. The Hellfire Club. 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. Previous Page. Name Ideas: Adonis, Bloody Mary, Chiaroscuro, Figment, Mirror Miser, Refractor, Shadowplay 40 points Poison with venom (Weaken Stamina 8, Resisted by Fortitude; Accurate), hallucinogenic poison (alternate; Af- fliction 8, Resisted by Fortitude; Dazed, Compelled, Controlled; Accurate), paralytic poison (alternate; Affliction 8, 1011 Resisted by Fortitude; Dazed, Stunned, Paralyzed; Accurate), poison spray (alternate; Line Area Weaken Stamina 4, Resisted by Fortitude), and sneaky (Enhanced Stealth 10, Movement 1 [slithering or wall-crawling 2]). 7 Fear: A fascination with fears and phobia, fear-inducing weapons or techniques, setting up frightening scenarios. You're Reading a Free Preview Pages 37 to 54 are not shown in this preview. 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. You can treat the transformation like a slow, progres- sive Affliction, with the victim making Fortitude or Will checks against it to fight it progression. The last survi-year, and the best unarmed fighters in the world are invit- vor manages to reach the heroes and warn them of theed to attend and fight each other for the prize of being de- danger facing the world before he, too, perishes. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . 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). Perhaps actual devices for controlling or affecting time. For or possess oddly specific scientific expertise relevant to amany, villainy is a strict 9-to-5 day job. 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 . Defenses: Dodge 4, Parry 4, Fortitude 4, Toughness 1, Will 2. In particular, their Summon allows them toThe Baron, The Blood Count (or Countess), DeGhul, Diable, control swarms of bats and rats, or packs of wolves to doNosferatu, Sangr, Schreck their bidding.CLASSIC BITS A Vampires other thralls include victims under its mental influence, lesser Vampires of its creation, and possibleThe following are some classic bits associated with the other monsters, such as an assistant or some creation ofVampire archetype: the Vampires science or magic.HAUNTED MANOR If the Vampires bite is addictive or in some way grants supernatural influence over the victim, assign theThe archetypal lair for the Vampire is a spooky old castle or archetype a suitable Affliction, Limited to victims of themanor house. 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. wide breadth of knowledge, as well as formidable combat skills.The Alien Overlords powers may be innate, part of a non-human physiology or the result of an accident or genetic Immortal Overlords predictably take the long view ofexperimentation (perhaps to create some type of super- things; their schemes can take considerable time to comesoldier).