Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). 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. Skills: Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). Mimics able to copy all powers tend to be ei-much overlap between them. 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. 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 intelligent dragons are also Skills 0 + Defenses 8 = Total 23 points.sorcerers with a Magic array and/or the Ritualist advantage. Eventually, sheThe Vampire as presented is a somewhat low-powered foe goes to join her new lord and master so he may completefor a group of superheroes, unless the characters are PL 8 her transformation. Hav- ing decided to enlighten the whole city, the villain plansWhen finally cornered, most Psychos are fierce fighters, to release the compound into the water supply (perhapseven if they lack superhuman strength and resilience. ITS ALL THE SUITThe Jobber is a classic low-power goon who nonetheless Many Jobbers rely on advanced technology to providebrings some powers to the fight. The villain might be a ness, often a sexual allure. Share it: . 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. A Seductive Puppeteer exerts at leastworld almost entirely through some influence through sheer appearance and attractive-mental power. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . Mad Scientist feels threatened by a similar invention in the same field, such as parallel development (or evenSome Sinister Simians have innate powers other than just improvement) of the breakthrough signature technology.their intellect, ranging from mental powers or mystical Similarly, others may steal the villains technology, provid-abilities (perhaps associated with some mythologicalDELUXE GAME MASTERS GUIDE 111MUTANTS & MASTERMINDS ing a clue for astute heroes and also provoking the villains some new invention on the heroes, or else orders loyal as-wrath when the theft is discovered! exercise the mental discipline needed to keep their new powers in check. This can also set up ergies. Name Ideas: Bowlegged Man, the Crane, the High Heel, Leg Man, Lifts, Mommy Longlegs, Power Walker 17 points Spinning with whirlwind spin (Concealment 4 [visual; partial], Senses 1 [radius vision], Speed 6), dizzying embrace (Affliction 8, Resisted by Will; Dazed, Defenseless, Incapacitated; Accurate), and tornado control (alternate; Close 1415 Cone Area Move Object 4). 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: Init +1, Dagger +4 (Close, Damage 2), Pistol +4 (Ranged, Damage 3), Unarmed +1 (Close, Damage 2). Con-cut agendas. Perhaps more than one villain is interested inbe virtually indestructible, able to move about during the it, pitting the heroes against multiple foes and the badday and immune to the concerns of others of its kind. Defenses: Dodge 0, Parry 4, STR 13 STA 12 AGL 0 DEX 1 FGT 8 INT 4 AWE 3 PRE 0 Fortitude 8, Toughness 8, Will . 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. 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. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. 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. Defenses: 1. 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. You so they can return at a later date with a new scheme forcan use various rants, delivered in a haughty and arrogant conquest.tone, to liven up encounters with an Overlord. Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! The lion may also be used to represent other large felines.DELUXE GAME MASTERS GUIDE 143MUTANTS & MASTERMINDS SHARK PL4 MR3 STR 2 STA 1 AGL 2 DEX 1 FGT 4 INT 4 AWE 1 PRE 4 Powers: Strength-based Damage 1, Protection 3, Senses 2 (Acute Smell, Low-light Vision), Swimming 4 (8 MPH). Expertise: Current Events 4 (+6), Expertise: Pop Culture 2 (+4),A Devouring Swarm causes physical damage to targets,biting or clawing anything they overrun. Totals: Abilities 6 + Powers 13 + Advantages 0 + Skills 4 +Vision and Acute Smell, are common for many animals. STR 10 STA 9 AGL 0 DEX 1 FGT 2 INT 4 AWE 1 PRE 2 LION PL6 MR4 Powers: Extra Limbs 1 (Trunk), Growth 9 (Permanent, Innate). A slightly smaller version Powers: Reaction Damage 5 (When touched), Growth 8can suffice for the similar allosaurus. 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). Anansi, the Brat, Coyote the Trickster, Kilroy, Mister Muggles, Pooka, Puck, Rumpelstiltskin, Sidekick,Another Player of Games is the Tester, who puts heroes in Storytime, the White Rabbitsituations similar to the Game-Master, but for purposes100 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCLASSIC BITS tween the Imp and the heroes, be creative when it comes to challenging them. 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. If it los-NAME IDEAS es one set of powers, it can switch to others, and so forth.Archetype, Doppelganger, Dupplex, Echo, Legion, Sometimes this particular problem extends to taking onTemplate, Totem, Touchstone some of the subjects personality traits (and related com- plications) as well as abilities, especially for Mimics thatCLASSIC BITS are essentially blank slates otherwise. 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). Whether or not it can actu-cerebral villain: a dis- ally work is up to the GM, but generally superheroes arentembodied brain kept in a inclined to let villains improve the human race withoutcontainer and sustained by its consent.life-support equipment. Defenses: Dodge 4, Parry 5, Fortitude 6, Toughness 6, Willtial threats or prey. Larger simians have fewer Init +3, Attack +3 (Close, Damage 3 plus Weaken). The only human-like androids and another who focuses oncombination of intellect, super-science, and simian physi- nanotechnology, for example. Totals: Because they are created from the mind, tulpas can take Abilities 14 + Powers 16 + Advantages 0 + Skills 4 + Defenses almost any form, particularly those created from dreams, 8 = Total 42 points. Thank you! Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! Vigilance Press The villain simplyagility and confusion, particularly mixing things up in has the misfortune of choosing a target who is secretlyclose combat. Thiswho focus on one hero in particular they have in common. ther limited to settings with a common power origin or are also Unlimited Mimics, able to duplicate any power inANIMAL MIMIC any amount (see the following).An Animal Mimic does not duplicate the traits of other SKILL MIMICpeople, but rather the abilities of animals, sometimeslimited to one at a time, others able to mix-and-match. Many Robots seek to build others like them, creating a family or even a race of sorts, subservient toROBOTIC BRUTE their maker, of course.The archetype as presented assumes the Robot is highly The Robot typically lacks some key element, prevent-intelligent and programmed with extensive technologi- ing it from doing all the work itself.

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