mutants and masterminds 3e pdf trove

tack check. 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 enraged scientist disappears,kidnapping other scientists or scholars and along with all of the experimentalforcing them to work on a particular proj- data and even prototypes, leadingect, allowing heroes the opportunity to the heroes to investigate. Defenses:ranks in Shrinking and correspondingly greater Str. STR 2, STA , AGL 6, DEX 0, FGT 6, INT , AWE 7, PRE Faeries are capricious little creatures that dwell wheremagic still runs thick, or in their own magical realms. We hope you find it useful. Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. Formed from psychic energy, tulpas are servants createdGARGOYLE PL5 MR3 by psychics, or rogue thoughts that wander the astral plane or mystic dimensions. An Advantages: Contacts, Equipment 1. 1.1 Main Page/Player. The good news is the Robot engineeredby a desire to have a normal life, the new robot may be- the theft, and the villain (or its mechanical minion) is im-come unstable and dangerous, forcing the heroes to take mune and therefore not a carrier. The Jumped-Up Nobody is a terribly unbalancedYou can also use this trope as a way of introducing new character, and intentionally so. Totals: Abilities 18 + Powers (Close, Damage 12). One might be known forcal traits makes for a formidable, if unusual, supervillain. Offense: Init +1, Claw +3 (Close, Damagethose in the wild that need to remain alert to either poten- 8). Once the heroesget involved, the rules change, and the Jobberssplit into teams to see who can catch the mostheroes unprepared and take them down.HEROIC EFFORTSA Jobber accidentally manages to stop a crime inprogress while waiting to rob the same business,leaving them basking in the adulation of a crowdand smiling for news cameras. Feedback is appreciated. 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. Advantages: Equipment 1. Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). Log In Sign Up. 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. Rex is the most STR 8 STA 8 AGL 0 DEX 4 FGT 4 INT AWE 0 PRE aggressive predator of its type. Totals: Abilities 12 + Powers 44 +hyperactive and social, and love using their illusion pow- Advantages 1 + Skills 4 (8 ranks) + Defenses 8 = 69 points.ers to sew chaos and steal food or shiny baubles. For a giant shark, add Growth to the desired level and alter the sharks abilities appropriately. Mutants & Masterminds Supernatural Supernatural Handbook. Totals: Abilities 12 + Powers 0 + Advantages 1 + Skills 9 + Defenses 1 = Total 23 points.A roughly 50--foot long humpback or sperm whale. He might mean well, sincerely wanting to help coming to life; inanimate objects talking to people andhis idols (the heroes) but hes too impatient to wait around developing temperamental personalities, and so forth.for actual things to happen. Typically the villain is an older AsianA few are motivated by sheer lust for power or knowledge, scholar or scientist who styles himself after the mandarins,no matter the consequences. 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. Offense: Init +0, Attack +4 (Close, Damage PTERANODON PL5 MR3 8, plus Reaction Damage 5). For an added complication for theing the daylight hours, they tend to remain fairly close to heroes, thralls can be supporting characters connectedtheir lair, so they can return to it before the sun rises. Offense: Init +0, Attack +6 (Close,tasy dragons, however, are highly intelligent: for these, in- Damage 9). Skills: This archetype represents a wide variety of small, poison- Perception 6 (+8), Stealth 2 (+12). : The Master of Disguise has identity issues from the ability to be almost anyone.OFFENSE INITIATIVE +6 suit and sunglasses. Edi- WITH FRIENDS LIKE THESEtorials dig up every mistake theyve ever made and head-lines over their photos read Threat or Menace? Not long Another team of heroes (perhaps with a friendly rivalrythereafter, the Mayor and other city officials come to see with the player characters) has gone on a sudden and un-the team. A Mad heaven and creating new life in defiance of the laws ofScientist arms merchant can explain the widespread use nature. Some is taken down. 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. Defenses: Dodge 6, Parry 6, Fortitude 4, Toughness 2, Will 4. MINIONSDELUXE GAME MASTERS GUIDE Psychos tend to have at least a few minions around to do the heavy lifting and run interference if necessary. own hand). Some Imps are deadly serious about this, looking trickster gods and spirits who use cunning and guile tofor ways to humiliate or even destroy their chosen oppo- get into and out of a lot of trouble. Totals: Abilities 8 + Powers 23 + Advantages 0 +the necessary skills, including interaction skills, Insight, andpossibly Expertise: Magic. Insors. bition to conquer the world. Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs, Scan this QR code to download the app now. He begins to visitand three successive failed checks result in transformation her in the night, slowly drinking her blood and beginninginto a vampire over the course of the final 24 hours. exercise the mental discipline needed to keep their new powers in check. Per-An underground freestyle, no-holds-barred martial arts haps the Martial Artists first step is to wipe out the scrollscompetition is held at a particular place and time each guardians so they cannot stand in his way. Necessary-Flan-3766. Init +4, Bite +8 (Close, Damage 14). The classic ex-ample is a D-list sorcerer who has sold his soul to a de- Ignored before he possessed such might, the Jumped-Upmon or other entity in exchange for tremendous power. Social Share. can be tricky to handle, since the players obviously know who is playing the realDOPPELGANGER character and who is playing the villain! Yay. Offense: Init +0, Dagger +1 (Close, Damage 2), Pistol behalf, but the description of their magic can be changed to suit their cult or master. CHECK THIS OUTCANT TOUCH ME Jobbers have a tendency to reinvent themselves along their theme, returning with new skills, new advantages,While Jobbers are generally considered a joke, most different minions, or changes to their powers. least interest in studying heroes, since it gains little fromMimics are a kind of ready-made dark reflection, an exam- doing so. 6 Conspiracies: Spy-tech orpsychicdevices; complex schemes based aroundthe Truthabout the Con- spiracy and whoever is behind it, paranoid precautions and security measures. Offense:capuchin and spider monkey. Super-Powered by M&M Trademark License: Make your own Mutants & Masterminds-compatible products! Heroes dealing with Blundering No-More often than not, the Jumped-Up Nobody is a tempo- bodies have to keep them calm and under control whilerary villain, a character who gets his powers at the start of containing their incredibly dangerous powers. 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! So the Monster-SINISTER SIMIAN Maker, for example, engineers unique life forms and bio- technology whereas the Robot-Builder creates machinesAs apes are common characters in the comics, so are sim- capable of independent action. Defenses: Dodge 0, Parry 4, Fortitude 8, Toughness 8, Will . WaffleMoorer. 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. Totals: Abilities 38 + Powers 48 + Advantages 7 + Skills 11 + Defenses 17 = Total 121 points.DEMON, IMP PL4 MR5 The Tempter Demons primary purpose is to lure the moral into betraying their beliefs. Offense: Init +2, Attack +3 (Close, Damage 3). It turns out the per-do so. Totals: Abilities 10 + Powers 8 Perception 4 (+5). 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]). Then they must inves- thin ice, since the slightest thing can send the villain overtigate, figuring out the villains current plan and hideout the edge, and the heroes are running out of time beforebefore eventually confronting the Psycho, either at the the Psycho gets bored or angry and decides to end thesite of the next intended crime or at the villains lair. Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. This can be by design of therobots artificial intelligence or a limitation in its program-ming. The archetype is set at PL 15 to allow for POWER MIMICtargeted offensive traits (like Damage) of up to rank 20,given a +10 attack bonus. Advantages: Environmental Adaptation STR 4 STA 4 AGL 0 DEX 4 FGT 0 INT 4 AWE 0 PRE 3 (Aquatic). 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 . This archetype suffices for most spe- cies of bear. The good guys hear that all the timeLight Pistol +11 Ranged, Damage 3 and turn criminals and victims over without question.Unarmed +11 Close, Damage 2 Only with the Master of Disguise, they can later discover theyve been tricked, and the bad guy they thought theyHOW DID YOU KNOW IT WASNT ME? were handing over to authorities has actually escaped!Sometimes a Master of Disguise is foiled by a hero with Used sparingly, this provides the villain with an excellentthe right Senses effect to penetrate the villains disguise opportunity to pull one over on the heroes. Totals: Abilities 12 + Powers 23 + breed, including using or adding an appropriate Affliction. Theyto say, Unlimited Mimics grow exponentially in power as pick up discarded powers to add to their arsenal and usethey gather subjects, unless there is something that re- them against the heroes. Lastly, theres the temptationheroes in one manner or another, just as insistent on their for the Imp toliven things upby making them even moregame (and their rules) as other Imps tend to be. sense of boredom or to lighten up the otherwise overly serious good guys. An Imp could wield powerful magic, science so entrance them. 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. Optionally, you may wish to have printed copies of the many Mutants & Masterminds books available from Green Ronin Publishing (but they are not required in order to play or run a game.) heroes with them or, more likely, faking their own deathsLittle do you know that I have eyes everywhere!). Some are happy with their brand If the technology is provided by someone else, considerof casual villainy, never quite being leadership material, what happens if the Jobber goes rogue, or if their bosswhile others resent their role as second-string evil. 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. A variant of the Immortal Overlord is the Temporal Over-ARMORED OVERLORD lord, who may also be ageless, but appears throughout history due to the ability to move back and forth betweenA common archetype in the comics, the Armored Over- different eras. It is this obsession that leads the Psycho into a challenge of this new game and transferring some of hiscareer in supervillainy rather than just being a run-of-the- desire for revenge to the heroes who defeat him (but notmill criminal. The appear-ance of a Pod Puppeteer is often a prelude to an invasionintended to replace all of humanity with duplicates.DELUXE GAME MASTERS GUIDE 131MUTANTS & MASTERMINDS PUPPETEER PL10 STR STA AGL DEX FGT INT AWE PRE -1 0 0 0 0 3 5 5 POWERS DEFENSE 6 FORTITUDE 5 4 TOUGHNESS 0 Mind Control: Perception Ranged Affliction 10 (Resisted DODGE 15 by Will; Dazed, Compelled, Controlled), Cumulative, PARRY Progressive, Subtle; Linked to Senses 1 (Communication WILL Link with Target) 62 points SKILLS POWER POINTS Deception 6 (+11), Expertise: Behavioral Sciences 8 (+11), Insight ABILITIES 24 SKILLS 19 8 (+13), Perception 4 (+9), Persuasion 8 (+13), Stealth 4 (+4) 25 POWERS 62 DEFENSES 135 ADVANTAGES ADVANTAGES 5 TOTAL Assessment, Connected, Contacts, Daze (Deception), Fascinate COMPLICATIONS (Deception) Cowardly: Prefers to avoid direct physical confrontations. power) or could potentially adapt to multiple opponents, even an entire team of heroes.UNLIMITED MIMIC A variation on the Nemesis is a villain with super-adapta-An Unlimited Mimic is a Power Level X character with tion abilities; however the heroes overcome the villain, heessentially limitless Variable points, although the effect effectively gains Immunity to it or adapts a power to dealmight still be limited in terms of what it can duplicate, with it, forcing the good guys to come up with a new wayperhaps using one of the other themes. When the inevitable con- prove once and for all who is thefrontation does happen, the Mad greater genius. feat the same way twice.A Magical Construct is often the lieutenant of an occult A CREATED RACEmaster villain, while lesser Magical Constructs may be theroboticminions of a mystic (see the Minion Archetypes The Robot is often a unique entity, created by accident orfor examples). The villains powersmight also be dependent on a se- In the case of a player character, thisrum or other source. Hi all! ), the Psy-cho will almost inevitably appear to die (lost in a fall or Ideally, the heroes can piece together clues from theexplosion, for example), only to manage to return in the crime scenes and early encounters with the Psychosfuture. 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. 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. This includes: Character Sheets (Official and Fanmade) FULL ebooks GM Kit Tips & Tricks Etc TRANSFORMATION Although in many legends only those slain by a vampire will become one, in the comics, vampires often pos- sess the ability to slowly trans- form victims into Vampires over time. For Scientists are specialists in their chosen field. Psycho obsessions can be almost anything, necessarily abandoning his original vendetta).but are often either whimsical or connected to the Psy-chos condition in some way. Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! Likewise, the Nobody could have come of turning thought into reality or granting wishes, or mayby the Item in any number of ways. If the heroes can stop the triggervarious people from their homes, workplaces, and even from being used, the substance should pass harmlessly from everyones system, given time. Some Alien Overlords have additional powers, after their present-day enemies are nothing but a memo-most commonly those of the Alien Mastermind; see the ry. Totals: Abilities 0 + Powers 0 + Advantages 2 + Skills 6 + +6 (Close, Damage 3), Paralyzing Fear +6 (Affliction 6), Tendrils of Darkness +6 (Move Object 6), Unarmed +2 (Close, Damage Defenses 4 = Total 12 points. These manipulates people through Presence, interaction skillsare often clones or alien replicants, although they can just and guile. Beginners Luck, Ranged Attack 4 disdainful of self-control and thelittle peoplewho are no longer a threat or concern.I DIDNT KNOW I COULD DO THAT! Some Items of Power even actively corrupt their wielders,Given their typically accidental origin stories, Jumped-Up their essences tainted by evil magic, or perhaps possessedNobodies rarely understand their powers very well. Defenses: Dodge 6,This archetype represents the African elephant. Some classic elements associated with the Mad Scientist include:A sub-type of the Monster-Maker is the Robot-Builder,who creates new life out of steel, silicon, and plastic. seeking to play against the heroes, the Imp wants to workThe Imp may be an actual child (or at least look and act with them, becoming their new partner, teammate, orlike one) or an adult or other being with childish qualities. You can make are possible with additional ranks of Growth.larger and more powerful dragons by adding ranks ofGrowth to the archetype. Mutants & Masterminds 3rd Edition - Updated for 3e. between imagination and solid reality, the cosmic visitor has begun blurring it, causing dreams, imagination, andTHE IDEAS GUY nightmares to bleed over into the real world.Its the heroes worst nightmare come true: the Imp The good guys have no end of crises and emergencies tolatches on to a cunning and dangerous supervillain (such handle, along with ultimately convincing their strangeas the Psycho archetype) and, like a magical genie, starts visitor to stop and put things back to normal.102 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESJOBBERNot every villain is cut out to rule the world or bring Jobbers may be frustratingly difficult to catch in a chasesociety to its knees, and not every villain wants to. 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. The heroes have to act quickly if they aretures its foes on their innate inferiority and how the odds to save her!are mathematically stacked against them. To add insult to injury,the villain might also seize control of the mindsof the populace, remove the heroes powers, orboth. Most often, the Temporal Overlord hailslord derives all of his listed powers from a device. This archetype can also represent a giant octopus or simi- lar creature.144 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESSWARM, DEVOURING PL5 MR2 CIVILIANSSTR 2, STA 5, AGL 5, DEX 1, FGT 2, INT 4, AWE 0, PRE 5 Numerous innocent people are under the heroesprotection, but their game traits dont often matter in the context of thePowers: Damage 5 (Shapeable Area), Insubstantial 1 (Innate; game. MUTANTS & MASTERMINDS IMP The Imp is less of a "villain" and more a high-level nui- of . More a colorful character than a dangerous criminal, her loss leavesEven when they arent minions, Jobbers often flock the hero community and local news feeling awkwardlytogether for strength in numbers against a citys heroes. 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? Offense: Init roes may interact with on a regular basis, and can be used as+5, Shapeable Area Damage 5. You're Reading a Free Preview Pages 37 to 54 are not shown in this preview. . A minor alchemist who stumbles uponthe Philosophers Stone is more of a Jumped-Up Nobody UNDEAD SORCERERarchetype, but a masterful alchemist is easily the equal ofa full-fledged Sorcerer. 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. 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). This massively built foe relies on strengthcharacters combat style and background. 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). By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. 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. (See the previous bit for details.) Offense: Init +3, Unarmed +7 (Close, Damage 5). These Nobodies have the same sorts of powers, previously tormented him and forcing them to groveljust without the Removable modifier (and with a corre- and beg for their lives. 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 . Please share whatever you have that isn't on the list. Totals: Abilities 2 + Powers 43 + Advantages 0 + Skills 3 + Defenses 11 = Total 55 points. See the Minion Archetypes sectionFORBIDDEN LORE for inspiration.Villainous Sorcerers by definition dabble with forces man You can either assign the villain appropriate ranks in thewas not meant to know. 2 (+4), Perception 10 (+11). Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. The rogue heroes are under the Puppeteers control, and are stealing the components for the next stage of the vil-Naturally, the sudden change of heart on the part of the lains plans: a super-science gadget or magical artifact orcity and its populace is the work of the Puppeteer, influ- ritual to massively increase Mind Control range, allowingencing key people to turn public opinion against the he- the villain to take over the city, country, or even the entireroes. 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. It might need thecal information, but that does not have to be the case. Defenses: Dodge 0, Parry 0, Fortitude Powers: Growth 2 (Permanent, Innate), Protection 4, Senses 9, Toughness 9, Will 6. Advantages: Equipment 1. Thus the prodigal creations of the Robot ment, and the kidnapping of prominent roboticists andare new potential heroes. For more information, please see our Alternately, the character might bemay also have lesser ninja as minions (see the Minion Ar- a reluctant warrior, masterfully trained but seeking peace,chetypes for details). 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. A slightly smaller version Powers: Reaction Damage 5 (When touched), Growth 8can suffice for the similar allosaurus. In that case, the vil-that heros identity and proclaim he is the real one and lain can often get edgy heroes to take the kind of extremethe other is a fake! 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. 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. Demonicfor power or willing to explore and use forbidden secrets. 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. possible. Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. 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.

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mutants and masterminds 3e pdf trove

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