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 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. 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! That's 56 PDF-format books for a bit over 50 cents each! Core books and new releases for Mutants & Masterminds, Third Edition are below. Defense:For unusual swarms like undead or robots, remove the Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. I was having trouble finding a blank fillable PDF of the basic character sheet so I made one myself. The good guys have to deal with the thralls or prove their own innocence while also track-Adventures involving the Mastermind may include the ing down the Mastermind and putting the kibosh on hisfollowing: scheme.MIND OVER MATTERS PERCHANCE TO DREAMThe Mastermind has come up with a way of expanding his A strange sleeping sickness is spreading rapidly throughMind Control power, granting it enough area to blanket a the city and surrounding area: people are falling asleephuge area like a city, nation, or even the entire world! Hell show them all! What is their tie to the original villain and what isTACTICS motivating their new crime wave, and can the heroes stop them from tarnishing the legacy of a far less dangerousWhen all you have is a hammer, every problem looks like criminal that may even think of as a peer?a nail. Skills: Close Combat: Advantages 0 + Skills 3 + Defenses 11 = Total 28 points. 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. They have necked brachiosaurus is suitable as a template for similar-horns, claws, and a vicious temperament. A few manage to fit into the business worlda geneticist obsessed with the creation of new life versus and climb the corporate ladder, perhaps even to the verya chemist looking to perfect a wonder drug to grant top. Advantages: Connected, Equipment 2, Quick Draw, Ritualist. It shares more in common with the Hybrid andple of what the heroes abilities could do, if turned to evil. 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. Advantages: Improved Grab, Improved Hold. In addition to its other traits, the Ar- tificial Mimic has Immunity 30 (Fortitude Effects).A Mimics power level is somewhat difficult to peg, beinghighly variable. Skills:abilities, such as bat-like wings and a penchant for flinginghellfire at their targets when in their natural form. 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. There can be a considerable difference between their genius. Others may use theirminions for coverin this case, consider applying theInterpose advantage to minions or even a mandatoryInterpose-like effect that allows a Jobber to sacrificean adjacent minion to block a heros attack.CAPERSAdventures involving a Jobber may include:A CONTEST OF CRIMINALSOver a few drinks, several Jobbers decide to settlewhich of them is the best by all targeting the sametreasure. Perhapsthe brain is actually just a disembodied intel-lect, such as an artificial intelligence, digitizedpersonality, or a spirit lacking a physical body.In this case the life support is some otherequipment allowing it to function, such as acomputer or magical touchstone. Thethat way. Nowclared the greatest combatant in the world. Perhaps the126 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESOverlord is successful in capturing some of the settings good guys. The Jumped-Up Nobody is a terribly unbalancedYou can also use this trope as a way of introducing new character, and intentionally so. around the world or in the far corners of the universe.As the heroes begin to suspect this new champion of ITS A MAD, MAD WORLDjustice is too good to be true, they discover they are right:hes just a disguise for the Imp, who is actually creating A series of just plain weird things start happening to themany of the crises in order to swoop in and handle the heroes: clouds made of actual cotton; cartoon charactersproblem! Offense: Init +0, Unarmed +0 (Close, Damage 0). Larger and more powerful blobs are possibly Toughness 2, Will 5. 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. and tell them they need to meet this latest challenge! Heroes known for their skilled fighting techniquesmay attend as well, but they are expected to follow the SCHOOL OF SHADOWSrules of the competition. The fights could offer valuable information to certain School of Shadows how to fight, how to obey ordersparties, perhaps even allow a mimicking villain to copy the and, worst of all, how to work as an actual team. 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. If the Martial Artist agrees, thenthe outcome is binding. Discover the best professional documents and content resources in AnyFlip Document Base. Most have additional skills to help them blend into society until called upon. SIGNATURE DEVICESThe Robot-Builders creations may be nothing more thanmindless machines or a true new form of intelligent life, Mad Scientists are intensely egotistical and competitive,potentially threatening to displace its organic predeces- so they tend to develop distinctive modus operandi. The heroes not Scientist, his minions, and his customers in the process.MARTIAL ARTISTWhether a rogue ninja, master of unarmed combat, or a as part of their unlife, which can create this type of villain.peerless mercenary soldier, the Martial Artist is often an Simply add Immunity 30 (Fortitude Effects) to the arche-agent used to remove obstacles for a master villain or types powers, along with any other undead traits (such asorganization. Appearing as beautiful menSTR 1 STA 2 AGL 1 DEX 1 FGT 3 INT 0 AWE 1 PRE 0 and women, They often keep their large, leathery wingsPowers: Strength-based Damage 2 (Claws), Flight 2 (8 MPH; concealed under clothing. The heroesno idea of what they can do until they try. Illusion 5 (all senses; Selective, Resistible by Will), Illusion 6 (all senses; Limited to One Subject, Resistible by Will),The Brain is primarily and Morph 4 (any form; Continuous, Resistible by Will).a plotting villain, op-erating through min- With an Illusionist, heroes can never be entirely certain whations and underlings, is real and what isnt, and neither can anyone else. Evil Sorcerers ly massive and placid dinosaurs such as the brontosaurus.summon them as minions and foot soldiers. Social Share. 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. tially it truly believes it is the hero it appears to be, butIn either case, the more the good guys fight the Mimic and what happens when its real memories begin surfacing, orshow off their abilities, the more their opponent learns the impersonation imposes too much mental strain? Or did they build it themselves?experienced villains. Defenses: Dodge 4, Parry 6, Animated trees are common minions for plant-controlling Fortitude 12, Toughness 14, Will 6. Hes likewise highlysomething if theres a reason than just pulling out new resistant to mental assault and immune to mere mortalpowers at random. Illusionistalthough capable of act- villains often rely on psychological attacks, particularly ifing through Telekinesis. Most inexplicablyescape prison with ease to haunt their favorite heroes Many Jobbers rely on amazingly advanced technologytime and time again. 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. Giant squids are popular minions for seafaring heroes and villains, usable for attacking ships and water-borne foes. those fools with clear evidenceRANTS of success, most likely by using the new invention on them! They Master, or anything with Cosmic, Mega-, Power, Supreme,can round out the characters arsenal of attacks and provide or Ultimate in it.some additional effects. STR 17 STA 15 AGL 2 DEX 4 FGT 0 INT 5 AWE 2 PRE 0 Powers: Line Area Damage 8 (Tail Smash; Alternate Effect ofDEMON, WARRIOR PL6 MR5 Strength Damage), Growth 14 (Permanent, Innate), Protection 3, Senses 3 (Low-light Vision, Acute Smell, Ultra-hearing).STR 6 STA 5 AGL 1 DEX 0 FGT 5 INT 1 AWE 1 PRE 0 Skills: Perception 4 (+6). What-ever the Imps idiom, it often has something to do with hisweakness as well.PASSIVE AGGRESSIONAlthough the Imp might have unlimitedpower, even when it comes down to adirect confrontation, Imps do not dothings like simply making heroesvanish, turning them into stone (orany other inert matter), controllingtheir minds, or otherwise destroy-ing or defeating them outrightwith nothing more than a thought.Why? If youre inflection of their own obsession with vengeance or justice. 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. Defenses 13 = Total 36 points.Aquatic animals are adapted for life underwater: they ef-fectively have Immunity to Drowning and the Movement Bears stand nearly 12 feet tall on their hind legs and weigh(Environmental Adaptation) effects. 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. Perhaps the Android was originally intended ascondition turn against humanity. In the comics, engineering sciences with their big iron (and later, life sciences, by way of Dr. Frankenstein) get all the at- tention. 2 (+2). before finally retires, disappears, or dies. Or over estimated his chances. While not as criminally right-hooks from their rival hero at this point. 17 Sports: Sporting equipment devices and weapons, crimes around major sporting events or team rivalries. It is designed to mimic the traits of others and altersway of looking at human foibles and virtues from an out- its structure to do so, perhaps using nanotechnology,siders perspective. 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. Mutants & Masterminds PDF Mega-Bundle 56 57 M&M PDF Products for just $75.00! Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. Offense: Init +0, Unarmed +0 (Damage 0). 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. Init +1, Bite +4 (Close, Damage 8). Some sorcerersalso draw names from myth andlegend.CLASSIC BITSThe following are some classic elementsinvolving the Sorcerer archetype:AGELESS EXPERIENCEIf not actually immortal, Sorcerer vil- MYSTIC MINIONSlains are often far older than they seem.Mighty magics sustain the villains life far beyond a natu- More than heroic magicians, Sorcerers are prone to usingral span, whether the Sorcerer is an ageless beauty or a their powers to summon up various magical creatures ashideous living corpse. 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]). (+5). CULT MASTER PL4 MR4 STR 2 STA 2 AGL 1 DEX 1 FGT 1 INT 2 AWE 0 PRE 2 Equipment: Dagger (Damage 1), Pistol (Damage 3). SNAKE, CONSTRICTOR PL4 MR2 STR 3 STA 1 AGL 2 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Powers: Movement 1 (Slithering), Protection 2, Senses 2 (Infravision, Acute Smell). A gift from a mad scientist? 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). Others are more con-temporary, but no less powerful or dangerous, having NECROMANCERbargained with powers beyond human ken for mysticalforces no mortal was meant to wield. Offense: Init +3, Unarmed +7 (Close, Damage 5). Eventually, the good guys dis-The heroes encounter a new Mimic villain for the first cover the hero is not the genuine article, but the Mimic,time. Typically, Sorcerers often become invisible or teleport, vanishinga ritual grants the villain almost limitless power, or sum- and reappearing elsewhere on the battlefield, or attempt-mons a being capable of doing so. Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. The typi- tra effort to develop other power stunts, perhaps includ-cal Puppeteer has Mind Control powers of some sort, of- ing a devastating Area Damage effect resisted by Will orten far-reaching. Not even death can trap a true master of the mystic arts. Cookie Notice 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. Of course, theres nothing to say an Overlord can- not have an entire harem, or some sort of multiple mate arrangement, especially for Alien Over- lords with entirely different customs, or Immor- tal Overlords who expect to out-live all their mortal partners (and have no doubt done so many times in the past). Skills: Close Combat: Dagger 3 (+4), Deception 6 (+8), Expertise: Cult Lore 8 (+10), Insight 6 (+6), Persuasion 6 (+8), Ranged Combat: Guns 3 (+4). It might of a new broker offering muscle-for-hire to the high-be staged by aliens looking to recruit the Earths best fight- est bidders. 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! Perhaps they already have110 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMAD SCIENTIST PL9STR STA AGL DEX FGT INT AWE PRE-1 0 0 2 2 11 3 1SKILLS DEFENSE 6 FORTITUDE 6 4 TOUGHNESS 0Expertise: Science 8 (+19), Insight 4 (+7), Ranged Combat: DODGE 12Guns 4 (+6), Technology 8 (+19), Vehicles 4 (+6) PARRY WILLADVANTAGES POWER POINTSEidetic Memory, Equipment 20, Inventor, Second Chance(Technology skill checks), Skill Mastery (Technology) ABILITIES 36 SKILLS 14 23OFFENSE POWERS 0 DEFENSES 97Ranged Weapon +6 INITIATIVE +0 ADVANTAGES 24 TOTALUnarmed +2 Ranged, typically Damage 12 or POTENTIAL COMPLICATIONS similar effect Arrogant: Underestimates intellectual inferiors (which is Close, Damage 1 everyone). 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. ), elaborateand often deadly jokes or pranks. Then theresPLAYER OF GAMES the inability to tell a serious supervillain from some rude newspaper publisher who calls the heroes names (But ISomeImpsare hardly deserving of the title, being almost thought you said you didnt like him?Thats no reason tofull-fledged devils, except these cunning figures are not turn him into a rat!) or problems that should not be solvedthe primordial forces of evil (see the Elder Evil archetype with superhuman powers (You wished he loved you, nowfor that). Not all demons are created equal, nor are theyall the same. The with them, perhaps even other heroes who have fallenfirst sign an investigator gets of a Vampire moving into an under the Vampires sway.area may be the acquisition of a suitable lair there, a taskusually entrusted to one of the Vampires thralls. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). Mutants & Masterminds 3e Enhanced Archetypes: Adventurer Stock #: MIS5077. 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). 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. For or possess oddly specific scientific expertise relevant to amany, villainy is a strict 9-to-5 day job. The Psycho is an threes might target the Holy Trinity Church, or memorabil-excellent foil for edgy, driven heroes and often a dark re- ia from a famous sports triple-play, for example. 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. Totals: Abilities 12 + Powers 23 + breed, including using or adding an appropriate Affliction. These minions include all sorts of monsters: animat-to return to it, perhaps by transforming the modern world ed statues and suits of armor, demons of all shapes andinto one better suited to their tastes. They accomplish this ei- ther through the power of their bite, or by feeding the victim small amounts of the Vampires own blood, filled with cor- rupt, transformative power. Squadron Sinister. It might require taking away the Item of Power,Item a villain has worked to acquire, or the cosmic mis- or tricking the villain into over-extending his abilities ortake that assigns something meant for a heroic wielder using them in some way that ensures his defeat.to a less worthy subject. 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. Powers: Immunity 30 (Fortitude Effects), Close Damage 7While not usually malicious, faeries love strong emotions, (Mind Lash, Alternate Resistance: Will). + Advantages 0 + Skills 9 + Defenses 9 = Total 36 points. Low-light Vision), Shrinking 8 (Permanent, Innate). 0 + Advantages 2 + Skills 16 + Defenses 0 = Total 28 points.WHALE PL8 MR4 In a world filled with superheroes and supervillains, there STR 12 STA 0 AGL 2 DEX 3 FGT 2 INT 3 AWE 2 PRE 3 are always reporters around to get the latest storyor Powers: Growth 12 (Permanent, Innate), Protection 1, Senses 4 just get in the way. It can getthe story and loses them by the end. If the heroes do not prevent it, theor less. Elemental archetypes.In keeping with their imitative style, Mimic villains in the ARTIFICIAL MIMICcomics are often artificial beingssuch as androids orcloneswith little or no life experience, or aliens with An Artificial Mimic is not a living being, but a constructno real understanding of human life or culture save what such as an android, robot, or even magical golem of somethey absorb through imitation. While some appear as the bestial, horned Controlled), Strength-based Damage 3 (Claws), Flight 2 (8 MPH;monsters that immediately strike fear into those aroundthem, others look human at first glance. 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. Defenses:Fortitude , Toughness 10, Will 6. Even if they interrupt the process, the Robots brideA cunning Robot sometimes takes advantage of its free- might still come to life, but with the unexpected fault ofdom from the needs of the flesh, distracting foes with having an all-too human sense of feeling. Advantages: Improved Grab. fects and Protection 6 for their Toughness bonus.Offense: Init +0, Bite and Claw +6 (Close, Damage 12), FieryBreath +6 (Ranged, Damage 12). By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Instead, they primarilyDELUXE GAME MASTERS GUIDE 121MUTANTS & MASTERMINDS MIMIC PL15 STR STA AGL DEX FGT INT AWE PRE 00000000 POWERS DEFENSE* 10 FORTITUDE 10 Mimic: Variable 20 (100 points), Continuous, Move Action DODGE 10 TOUGHNESS 10 180 points PARRY WILL 10 *Varies based on mimicked traits Sense Powers: Senses 4 (Detect Powers, Ranged, Acute, Analytical) 4 points ADVANTAGES POWER POINTS Assessment ABILITIES 0 SKILLS 0 40 POWERS 184 DEFENSES 225 OFFENSE* ADVANTAGES 1 TOTAL Unarmed +0 INITIATIVE +0 COMPLICATIONS Close, Damage 0* Freakish: The Mimic is often an outcast due to its physicalcopy skill ranks and related traits like combat bonuses and appearance, origin, or manner.sometimes advantages, particularly those that come fromtraining. 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.