mutants and masterminds 3e pdf trove

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). This massively built foe relies on strengthcharacters combat style and background. After a brush or two withit. Those who call them dan- NAME IDEASgerous are short-sighted fools unable to see the value oftheir work. The villain might assume a heros appear- a superhero, although the incident might also clue theance and grab that character so the two of them are Master of Disguise in on the heros secret, especially if, say,mixed-up enough to momentarily confuse the heros the villain breaks into the heros home or place of businessteammates. They may have villain uses the item, the worse the effects get. Only whenOthers change weaknesses, often within a theme, such all seems lost (the Moon begins falling out of the skyas the Imp who always leaves if you can beat him at a toward Earth, or a giant monster threatens to eat the Sun),game, but the game (and its rules) change with every does the Imp appear to harangue the hopeless heroesappearance. Defense: Dodge 6, Parry 6, Fortitude ,luck for anyone who disturbs them. Totals: Abilities 18 + Powers 21 +Advantages 0 + Skills 0 + Defenses 0 = Total 3 points. The plaguean improved mental influence to send various mind-con- even affects the heroes, should they happen to sleep any-trolled thralls to acquire them. Offense: Init +3, Burst Area Affliction (Close, Damage 0). Search. 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 The Item often imprints on itswielder such that no one else can use it. The Sinister Simian is just thatan tists have even more refined themes, like one who createsintelligent (usually very intelligent) Mad Scientist ape. 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. Cultists are often fanatically The term Cult Master is a bit of a misnomer, since manyloyal to their cause, making them effective minions will- so-called Masters are in fact servants of a master villain,ing to do anything for their master. Thank you! Skills: Fortitude 5, Toughness 1, Will 3. Mimics able to copy all powers tend to be ei-much overlap between them. Thevillain may have some de-fensive capabilities, butrelies heavily on sendingwave after wave of min-ions against the heroes.PHANTOM PUPPETEERThe Puppeteer is a SEDUCTIVE PUPPETEERdisembodied entity,having Insubstantial Although Puppeteers can be disembodied brains, alien3 or 4, and exerting in- slugs, and hideous dwarfs with giant heads, they can alsofluence over the material be quite attractive. Perhaps the organizers of the bout are of- like professional soldiers or ninja (see the Ninja minionsfering a bigger prize, or are looking to gain something from on page 140 for examples). Cookie Notice Rather thanrules of the Imps game (or trickery involving said rules). Name Ideas: Boomerage, Captain Javelin, Deadeye, Throwing Star, Zuboshi 20 points Whips/Tentacles with lash line (Strength-Based Damage 6; Accurate 2; Fast Grab, Improved Grab, Improved Hold), power pull (Enhanced Strength 6; Limited to Grappling and Pulling), and swingline (Movement 2 [safe fall, swing- 20 ing). 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. 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? Sometimes they play against the Game-Master,other times they are just pawns in one of his larger games, NAME IDEASpitting them against other heroes or villains on an oppo-site team. In some sources, undead suddenly Black Hand, Bloodsport, Golden Tiger, Shadow Dragon,seem to develop considerable hand-to-hand combat skills Steel Fist, Thunder Fist, White CraneDELUXE GAME MASTERS GUIDE 113MUTANTS & MASTERMINDS TACTICSCLASSIC BITSThe following are some classic bits associated with the The Martial Artist is a close-in fighter with plentyMartial Artist archetype: of tactical options, thanks to a full range of combat advantages. Indeed, they often take great offense to any hero section or hired or created supervillain lieutenants. with photonic blasters and quantum phase shifters (and whatnot) but also discover the source of the gizmos. 2 (+4), Perception 10 (+11). Attack effects such as various kinds of Damage or Move Object (usableThe default archetype assumes a villainous character, for throwing around massive objects, or hitting heroesbut some Jumped-Up Nobodies are actually average or with them) are good choices.DELUXE GAME MASTERS GUIDE 107MUTANTS & MASTERMINDS JUMPED-UP NOBODY PL12 STR STA AGL DEX FGT INT AWE PRE 00000100 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 or other effect Item of Power: 135 points, Removable (27 points) 108 points Energy Blast +6 Ranged, Burst Area Damage 12 Amazing Confidence: Enhanced Advantages 5 (Beginners Energy Burst Luck, Ranged Attack 6); Enhanced Defenses 18 (Dodge 6, Parry 6, Fortitude 6) 25 points DEFENSE 6 FORTITUDE 6 Energy Mastery: Array (36 points) Energy Blast: Ranged Damage 18 36 points DODGE 6 TOUGHNESS 18/0* Energy Burst: Burst Area Ranged Damage 12 1 point PARRY Energy Bonds: Perception Ranged Cumulative Affliction 9 WILL 12 *Without Protection bonus (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Resisted by Dodge, Limited POWER POINTS Degree 1 point Transmutation: Ranged Transform 6 (50 lbs.

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