20 Toys: Weapons and devices styled as toys: boomerangs, yoyos, tops, jacks, bouncy balls, pogo sticks, etc. This caper concept bestsuits the Omnipotent Nobody version of thearchetype, given its scope.YOUNG GUNFollowing the tremendous rush of pow-er, the Jumped-Up Nobody goes look-ing to kick some capes and demonstratewhat a powerful super-being he is now.Naturally, the costumes he finds are theheroes, and he challenges them to a battlefor supremacy. Now he will show then angry at being attacked, and therefore unable tothem what real power can do! Larger simians have fewer Init +3, Attack +3 (Close, Damage 3 plus Weaken). tation of their powers.POD PUPPETEER SOCIAL PUPPETEERRather than controlling victims, the Pod Puppeteer re- Similar to the Seductive Puppeteer, the Social Puppeteerplaces them with exact duplicates under its control. This is a set-uplandlord tries to evict them, vehicles are ticketed or im- for the classic hero vs. hero battles of the comics, and apounded, and so forth. Character sheet here . 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. The villain often scheme and gives them the opportunity to take action.has various minions to do his dirty work, including defend-ing the Overlords lair and keeping the heroes busy. their superiority face-to-face, given that their Force Field makes them effectively bulletproof and their TelekinesisFor a Mastermind who focuses on controlling others is capable of picking up cars and similar heavy objects tominds, see the Puppeteer archetype. The good guys in the waking world have to tracka hero-fight, as another team aids the police in tracking down the villain somehow, without succumbing to their own fatigue and falling asleep as well.MIMICSometimes, imitation is the sincerest form of villainy. Totals: Abilities 2 + Powers 6 + Advantages 1 + Skills 11 + Defenses 10 = Total 30 points.MONKEY PL3 MR2 This archetype represents constrictor snakes large enough to threaten a human, like boa constrictors and anacondas. Undead Sorcerers aresion. The heroes just blunder into these traps, rather than being placed in them deliberately. Advantages: Equipment 1. Deluxe Gamemasters Guide MM - 3rd edition Keywords: Deluxe Gamemasters Guide MM - 3rd edition,Mutants and Masterminds . I struggled finding a character sheet for 3rd edition M&M that I liked, so I made one with all the information I feel like I use when I play. in ways that practically ensure their defeat (and racks up the hero point awards). Megalomania: Convinced of superiority and eventual success.RANTS the Overlord often has a trap prepared to deal with anyOverlords are particularly fond of the sound of their interlopers. heroes with them or, more likely, faking their own deathsLittle do you know that I have eyes everywhere!). TACTICSThe Puppeteer provides a perfect excuse for the comic Puppeteers tend to be behind-the-scenes bad guys, usingbook classic of heroes fighting each other: the villain sim- their thralls to do their dirty work and take all the risks forply controls one or more heroes and sets them against the them, while they remain safely out of sight. 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). 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! This may or may not be tied to the Psychos main obsession. Players can spend hero points to aidclude: these checks to break free of the villains control.MY FRIEND, MY ENEMY! sense of boredom or to lighten up the otherwise overly serious good guys. can give the student untold powers: invisibility, immor- tality, the ability to kill with a mere touch, and more. Mastermindstend to emphasize the cerebral over the merely physical, ALIEN MASTERMINDmaking them effective foes of physically powerful heroes(who might be more vulnerable to their powers), as well In keeping with the comic book concept that evolutionas mentalist heroes, for whom they are a kind of dark re- is headed toward the superiority of the brain over theflection. Perhaps the cap- The Overlord petitions the United Nations for recognitiontives are brought back to the villains lair so they can be as the head of a sovereign nation: either because the vil-brainwashed into an invincible superhuman army, or their lain really does rule some corner of the world, or perhapspowers can be copied into an artificial Mimic (see the as a representative of a people (a good approach for theMimic archetype) or transferred to the Overlord himself, Meta-Supremacist), or simply on the basis of the Over-making him virtually unstoppable. It shares more in common with the Hybrid andple of what the heroes abilities could do, if turned to evil. This might be given here, or some combination of the three power-sets,a particular origin for super-powers in the setting, such as although even more exotic powers are possible.mutants, psychics, or mystics, or a general belief that super-humans are clearly better than ordinary people and should NAME IDEASguide human society by right of their powers. 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. 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. 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. Still, that doesnt mean the other sciences cannot get in on the action. or easily removed; a gravity gun can be disarmed, while a villain with a wearable cosmos rig has to be taken downWhat they lack in terms of power, most Jobbers make up before the heroes can take their powers away.for with personality. The Sinister Simian is just thatan tists have even more refined themes, like one who createsintelligent (usually very intelligent) Mad Scientist ape. The heroes have tofairly easy to suss out or even trick the Imp into admitting contend with the problems their newly empowered foewhat it is. Offense: Init 0, Grab, Improved Initiative. Theyre often coldly professional, claiming theres masters.nothing personal in their missions of mayhem. Just when the heroes have won and think themore experienced or established heroes, leading to a universe is saved, the Overlord reveals it was all a largergroup of novices coming together to help them (and per- scheme to get the bigger threat out of the way and securehaps avenge and replace them, if the Overlord has killed power!the captives or rendered them powerless). Log in or sign up to leave a comment. Mutants & Masterminds - Marvel Files | PDF | Nature - Scribd 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. Offense: Init +3, Unarmed +2 (DC 14). A villain who creates icy en-ITS A LIVING vironments, for example, would benefit from lieutenants who can survive or thrive in icy conditions, while a villainFor many Jobbers, crime is a day job and they still have with powerful psychic powers and a fragile body may turna regular life outside the suit. Naturally, it also works as a Groom of thegal authorities to provide protection. PDF Secret Public - freeronin.com Insors. up situations where the heroes attacks hit each other asThis kind of rivalry can add an interesting roleplayingelement to the Martial Artists appearance, along with anopportunity for complications and hero points.THE SECRET TECHNIQUESome Martial Artists know one or more eso-teric techniques, allowing them to perform su-per-human feats. The Serpent Society. 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. They also delight in using illusions villains power.to trick their foes into attacking each other, or that somecrisis is occurring when actually nothing is happening (or TACTICSsomething else entirely is going on). The Horsemen of Apocalypse. Since Vampires have limited mobility dur- Vampires Drain attack. The lighter a story isDELUXE GAME MASTERS GUIDE 127MUTANTS & MASTERMINDS PSYCHO OBSESSIONS D20 OBSESSION Animals: Obsession with pets or animal friends, targeting animal rights issues or the fur industry, a 1 preference for animals over people, perhaps a desire to be an animal or a focus on a particular type of animal (such as cats, dogs, birds, and so forth). 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. 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. At the last moment, through a massive effort of will, the heroNAME IDEAS manages to shake off the villains domination and resist the command, at least long enough for fellow heroes toAnt Queen, Chess-Master, Director, Marionette, Poppet, take action.Prime-Mover, Shadowplay, Voodoo, Web-Master M&M handles this with both regular resistance checksCLASSIC BITS against Afflictions and in particular the Resistance aspect of the extra effort rules, which permit an immediateSome classic elements associated with the Puppeteer in- resistance check. Thiswho focus on one hero in particular they have in common. and discuss anything else, from sports to the local gossip.COLD OPEN Most workaday Jobbers have shockingly mundane concerns, like how to pay for healthcare, save forA recurring narrative device in comics is to open with retirement, or get their kids to respect them, and invariablythe heroes already engaging a minor threat such as a turn to villainy to solve these problems.criminal gang caught mid-heist. Rex is the most STR 8 STA 8 AGL 0 DEX 4 FGT 4 INT AWE 0 PRE aggressive predator of its type. Skills: Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). 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. satisfied with anything less than payment in full. Advantages: All-out Attack, Power Attack. Offense: Init +1, Claw +3 (Close, Damagethose in the wild that need to remain alert to either poten- 8). ADVANTAGES CAPERS Animal Empathy, Fascinate (Deception), Fearless, Improved Hold, Improved Initiative, Power Attack, Startle Adventures involving the Vampire may include:You can usually treat this slow transformation as a plot BRIDE OF THE VAMPIRE!device and an aspect of the Vampires Weaken attack; set aresistance difficulty appropriate for the series power level. NAME IDEASTHEMES Doppelganger, Effigy, Everyman, False-While the typical Master of Dis- Face, Imitator, Incognito, Manikin, Mr. No-guise is fairly low-powered, body, Nemo (meaning no one)you can create a more formi-dable version by applying the CLASSIC BITSMimic or Shapeshift powers,allowing the villain to copy The following are some classic bits in-others physical traits as well as volving the Master of Disguise:appearance. Some turn to villainy because their other who lays out sticky traps on the floor, and so forth.expertise or powers ruined their chance at a normal life, anda criminal record prevents them from finding legitimate VILLAINS WITHOUT NUMBERwork, feeding a vicious cycle of criminal behavior. The Acolyte, Initiate, and Adept represent the rank-and- file worshippers of a cult. The only difference is thatPsychos are less selective (or at least less socially accept- A common variation on the Psycho theme is a need forable) about their targets. Whose too strong or tough for such maneuvers receive themind is stronger: the heroes or the villains? 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. Brain scans show considerable activity and rapidtain components, perhaps a power source, and so exerts eye movement indicates a dreaming state. Defense: Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. Irritating Swarms Expertise: Streetwise 2 (+4), Expertise: Writing 4 (+6), Investigationsting or poison, or overwhelm victims with fear. Spawn NO, NEVER!Puppeteers are most often aliens, using parasitic spawnto seize control over populations as a prelude to repro- In many scenarios where a hero is under a Puppeteersduction or invasion, but they can also be mutants or even control, the villain will order the thrall to do somethingtechnological, with their spawn being artificial or nano- like attacking a friend or loved one, or dooming thetech implants they manufacture. or undead dinosaurs as well.Imps are small demonic creatures, usually with bat- BRACHIOSAURUS PL9 MR3like wings, forked tails, and horns. Needless Scavenger villains are kind of do-it-yourself Mimics. Of all the various Mimics, this one has thetimes abilities, skills, advantages, and other traits as well. Do not overlook the Martial Artists abilityhero turning against a teacher who stepped over the line to use Redirect when fighting multiple opponents, settingor unable to save a student who followed the wrong path. Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs, Scan this QR code to download the app now. Name Ideas: Brawllerina, Gustnado, Gyro-Master, Madame Centrifuge, Pinwheel, Spin Cycle, Turnabout, Whirligig 21 points Strength with powerhouse (Enhanced Strength 7, Enhanced Advantage [Close Attack, Improved Grab]) and 1617 resilient (Immunity 10 [life support; limited to half effect]). There might be some tellssuch one or more ranks of (most likely Permanent) Growth. 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). The he-moves and fighting styles of the worlds greatest! Totals: Abilities 8 + Powers 27 + Advantages 0 + Skills 4 + Defenses 16 = Total 55 points.This archetype can serve for most of the larger, armored ANIMATED TREE PL8 MR2dinosaurs such as the stegosaurus, ankylosaurus, and tric-eratops. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. A Puppeteer may maintain the guise and manipulates people, what effect it has on them, andof an ordinary citizen or even a hero to throw off suspicion. 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. 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! 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.). These manipulates people through Presence, interaction skillsare often clones or alien replicants, although they can just and guile. You canTheir tremendous egos make Mad Sci- choose almost any sort of newentists especially prone to ranting and scientific device or gadget, frombragging about their accomplishments weather control to shrink ray, andand their brilliance. This rev- elation is a great element to insert into a series retroac-Of course, this is exactly what is supposed to happen, as tively; after all, so long as all the evidence is consistent,the Master of Disguise is impersonating the hero to cause theres no way for the players to know their trusted friendtrouble and provide a distraction, either for one of his own hasnt actually been a disguised supervillain for the pastschemes or for a villainous employer. and our In inventing invulnerable force fields, while another special-addition to the usual Mad Scientist traits, add the physical izes in adhesives and chemical solvents.abilities and skills of an ape: STR 6, STA 4, AGL 3, Athletics6 (+11), Growth 4, Protection 2, and Senses 2 (Low-light Signature devices can create adventure hooks when aand Acute Smell). Advantages: Benefit 1 (Athletics based on Agility). Unless the mind reader has a reason to believeMaster of Disguise could be a spy or assassin for hire, a the villain is not whom he appears to be, there isnt even athief relying on misdirection and deception to get the resistance check!job done, or a master villain using various guises to sowdissent, confusion, and trouble. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Offense: Init +0, Unarmed +4 (Close, Damage 12). Illusionists schemes often involve trickingcurrent evolved state or heroes into doing the wrong thing, or otherwise framingseek to acquire a newbody, perhaps target-ing one of the he-roes for this dubioushonor!The brain might be-long to some infamous his-torical villain (Hitler, Stalin, Mordred,etc. OFFENSE Manipulative: Sees people as objects to manipulate.