Mutants & Masterminds Hero Archetypes.pdf
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523 KB
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INTRODUCTION
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
QUOTE:
My armor’s systems can
handle it. Stand back.
BATTLESUIT
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
12
12
10
20
14
10
+6
+6
+1
+1
+1
+0
+5
+2
+0
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
SPEED
HERO
+2
+2
+5
+6
15/14
30/50
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
(FLIGHT)
POINTS
SKILLS
CUSTOMIZATION
Computers +10, Craft (Armor) +10, Disable Device +10,
Repair +10, Spot +5.
Choose your hero’s Energy Blast type (see
Energy Control
, p. 69, for energy types).
You can substitute any of the following
powers for Energy Blast: Dazzle, Fatigue,
Snare, or Stun. You can substitute another
movement power such as Swimming,
Teleportation, or Tunneling for Flight and
Super-Flight. Any of these powers also can
be added to the Battlesuit as a power
stunt (substituting for one of its current
power stunts).
FEATS
Aerial Combat, Great Fortitude, Power Attack, Talented,
Toughness.
POWERS AND DEVICES
Amazing Save (Reflex) +4 [
Extra:
Will;
Cost:
2 pp;
Total:
8 pp], Armor +10 [
Extras:
Energy Blast, Flight, Super-
Strength;
Power Stunts:
Blind-Fight, Darkvision, Radio
Broadcast, Radio Hearing, Super-Flight;
Flaw:
Device;
Cost:
6 pp;
Total:
70 pp].
DESCRIPTION
The Battlesuit wears a sophisticated suit of powered armor, a shell of advanced alloys that grants
protection from most attacks and a suite of powers.
DC
QUOTE:
YOU THINK YOU’RE SO TOUGH?
LET’S SEE YOU STAND UP TO
THIS!
ELEMENTAL
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
10
14
14
13
12
13
+6
+8
+2
+0
+2
+2
+1
+1
+1
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
HERO
SPEED
+2
+6
+6
+5
17/15
30/50
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
(FLIGHT)
POINTS
SKILLS
CUSTOMIZATION
Choose the element or energy that the
Elemental commands (see Element Control
and Energy Control in Chapter Five).
Acrobatics +8, Bluff or Taunt (choose one) +8, Concentration
+8, Profession or Science (choose one) +5, Spot +5.
FEATS
DESCRIPTION
Accurate Attack, Dodge, Expertise, Point Blank Shot,
Power Attack, Precise Shot.
The Elemental commands one of the
primal forces of nature.
POWERS
Amazing Save (Fortitude) +4 [
Extras:
Reflex,
Willpower;
Cost:
3 pp;
Total:
12 pp], plus choose one
of the following:
1)
Element Control +10 [
Extras:
Three of Elemental
Blast, Elemental Movement, Elemental Shield, or
Shape Element;
Power Stunts:
Two of Create
Element, Destroy Element, Elemental Snare,
Suffocate, or Super-Flight;
Cost:
5 pp;
Total:
54 pp].
2)
Energy Control +10 [
Extras:
Energy Blast and
Flight or Force Field and one of Energy
Absorption, Energy Field, or Energy Shapes;
Cost:
5 pp;
Total:
50 pp]. Add the Attack Focus (Energy
Blast) and Aerial Combat or Super-Flight feats.
3)
Plant Control +10 [
Extras:
Plant Sense, Pollen
Cloud (Stun), Regeneration;
Power Stunt:
Photosynthesis;
Cost:
5 pp;
Total:
52 pp]. Add the
Immunity (exhaustion) feat.
4)
Weather Control +10 [
Extras:
Fog, Flight,
Lightning;
Power Stunt:
Fatigue;
Cost:
5 pp;
Total:
52 pp]. Add the Immunity (cold) feat.
RP
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
INTRODUCTION
QUOTE:
Yeah, I can fix it,
just give me a second.
GADGETEER
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
10
14
10
20
18
10
+5
+7
+2
+0
+2
+0
+5
+4
+0
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
SPEED
HERO
+3/+5
+0
+5
+7
18/16
30/30
6
(EVASION)
SAVE
SAVE
SAVE
(FLAT-FOOTED)
(DEVICE)
POINTS
SKILLS
Computers +18, Craft (Electronics) +18, Craft (all others, untrained) +15, Demolitions +18, Disable Device +18, Listen +6,
Open Lock +6, Profession (Inventor) +10, Repair +18, Science (choose one) +18, Science (all others, untrained) +15, Spot +6.
FEATS
POWERS AND DEVICES
Dodge, Evasion, Expertise, Photographic Memory, Power
Attack, Talented (Craft and Repair).
Amazing Save (Damage) +3 (
Extras:
Reflex,
Willpower;
Cost:
3 pp;
Total:
9 pp), Super-
Intelligence +10 [
Cost:
2 pp;
Total:
20 pp].
Devices:
Device +8 [Choose the Weapon power
or one of the following: Dazzle, Energy Blast, or
Snare;
Flaw:
Device;
Cost:
1 pp;
Total:
8 pp], Device
+8 [Chose one of the following powers: Armor,
Flight, or Teleport;
Flaw:
Device;
Cost:
1 pp;
Total:
8 pp], Gadgets +10 [
Cost:
1 pp;
Total:
10 pp].
CUSTOMIZATION
You can change around some of the Gadgeteer’s skills
to reflect different specialties or areas of expertise. You
also can substitute different powers for the Gadgeteer’s
devices, or split the power ranks up into different
devices (so long as no device has more than 10 ranks).
DESCRIPTION
The Gadgeteer knows how to handle nearly anything technical, from computers to alien super-
science. She can whip up just the right device for almost any situation and is the one to call if you
need to disarm a villain’s doomsday weapon as the counter clicks off the final seconds.
JP
QUOTE:
Been scrappin’ me whole life,
kid. You can give up now and
save yourself a beating.
Personally,
I hope you don’t.
MARTIAL ARTIST
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
18
20
16
13
14
11
+12
+13
+9
+4
+5
+3
+1
+2
+0
ATTACK BONUS
ATTACK BONUS
(DEX+IMP. INIT.)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
HERO
SPEED
+3
+3
+7
+4
21/21
30
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
POINTS
SKILLS
CUSTOMIZATION
You can drop some of the Martial Artist’s
feats in exchange for more skill ranks:
removing one feat allows you to add 2
skill ranks. You also can remove feats to
give the martial artist some weapons: one
feat gives the hero 2 ranks in the Weapon
power (p. 92). Substitute Taunt for Bluff
to create a Martial Artist that uses words
as weapons along with fists.
Acrobatics +10, Balance +10, Bluff +6, Escape Artist
+10, Hide +10, Jump +6, Listen +6, Move Silently +10,
Sense Motive +6, Spot +6.
FEATS
Assessment, Blind-Fight, Counterattack, Dodge, Evasion,
Expertise, Improved Disarm, Improved Initiative, Improved
Trip, Instant Stand, Iron Will, Lightning Reflexes, Power
Attack, Rapid Strike, Surprise Strike, Takedown Attack.
POWERS AND DEVICES
Combat Sense +5 [
Cost:
1 pp;
Total:
5 pp].
DESCRIPTION
The Martial Artist is a master of armed and unarmed combat, a living weapon. Super-soldiers, ninjas,
kung fu masters, and other trained fighters fall into this category. The Martial Artist is second to none
in combat, and (with the right combination of feats) can even take down much more physically pow-
erful opponents. Against minions, a Martial Artist is like a one-person army.
RP
INTRODUCTION
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
QUOTE:
THERE’S MORE TO ME
THAN MEETS THE EYE.
METAMORPH
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
12
14
14
12
10
16
+6
+7
+2
+1
+2
+2
+1
+0
+3
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
SPEED
HERO
+2
+2
+2
+0
19/17
30
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
POINTS
SKILLS
CUSTOMIZATION
Bluff +10, Disguise +10, Hide +8, Move Silently +8,
Spot +5.
You can change the extras on the
Metamorph’s power or add a flaw or two
if you want (gaining a free extra for each
flaw that you add). See the Shapeshift
power, p. 80, for details.
FEATS
Extra Limbs.
POWERS AND DEVICES
Shapeshift +10 [
Extras:
Elongation, Exact, Movement,
Plasticity, Protection;
Cost:
7 pp;
Total:
70 pp].
DESCRIPTION
The Metamorph has an elastic, malleable body that can transform in any number of ways. The
Metamorph is a master of disguise, able to go almost anywhere and pretend to be almost anything
(from a mouse to an elephant, or even bigger). The Metamorph’s pliable flesh can resist most cuts
and impacts, and with a +10 bonus to Escape Artist checks, it’s almost impossible to hold a
Metamorph who would prefer to be free!
DC
QUOTE:
I can do anything
you can do better.
MIMIC
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
12
13
12
12
12
14
+6
+6
+5
+1
+1
+1
+1
+1
+2
ATTACK BONUS
ATTACK BONUS
(DEX+IMP. INIT.)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
HERO
SPEED
+1
+6
+6
+6
17/16
30
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
POINTS
SKILLS
CUSTOMIZATION
You can substitute Mimic (skills) in place
of Mimic (powers) for a mimic that dupli-
cates a subject’s skills.
Knowledge (Super-Powers) +6, Listen +6, Sense Motive
+5, Spot +6, Taunt +8.
FEATS
Assessment, Detect (super-powers), Dodge, Improved
Initiative.
DESCRIPTION
The Mimic can duplicate either the
physical properties of things or powers of
others, simply by touching them. Alone,
the Mimic’s abilities are limited, but with
a simple touch the Mimic is the equal of
most opponents.
POWERS AND DEVICES
Amazing Save (Fortitude) +5 [
Extras:
Reflex, Willpower;
Cost:
3 pp;
Total:
15 pp], plus choose one of the following:
1)
Alternate Form +10 (solid form) [
Extra:
Continuous;
Power Stunts:
Extra Forms (energy, explosive, gaseous,
liquid, semisolid);
Flaw:
Touch;
Cost:
5 pp;
Total:
60 pp].
2)
Mimic Powers +10 [
Extras:
Additional Attribute
(feats), All Attributes, Expanded Powers (4 pts.);
Cost:
6 pp;
Total:
60 pp].
RP
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
INTRODUCTION
QUOTE:
By the Mists of Malador!
I bid thee begone,
Demon of Darkness!
MYSTIC
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
10
13
12
16
18
16
+4
+5
+1
+0
+1
+1
+3
+4
+3
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
SPEED
HERO
+1
+1
+1
+6
16/15
30/50
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
(FLIGHT)
POINTS
SKILLS
CUSTOMIZATION
Concentration +10, Knowledge (occult) +10, Sleight of
Hand +8, Spot +8.
Substitute other spells from the Sorcery
spell lists as desired (see p. 82). You also
can add flaws to the Mystic’s Sorcery:
each flaw allows you to choose five more
spells as power stunts.
FEATS
Detect (magic), Indomitable Will, Iron Will, Skill Focus
(Knowledge—occult), Trance.
POWERS AND DEVICES
Sorcery +10 [
Spells:
Animation, Energy Blast, ESP, Flight, Force Field, Illusion, Mind Control;
Power
Stunt:
Neutralize (only vs. mystic powers);
Cost:
7 pp;
Total:
72 pp].
DESCRIPTION
The Mystic has achieved mastery of the arts of magic, and can cast a wide range of spells. Most
Mystics achieve their power through years of study and practice. A Mystic also might have great
power as the result of natural talent or an inheritance of some sort (like being descended from a long
line of sorcerers or destined to be one of the greatest wizards the world has ever seen). Heroic mystics
protect the innocent from malevolent magical forces and creatures (such as demons and evil mystics).
DC
QUOTE:
Don’t worry,
you can count on me!
ORIGINAL
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
18
13
18
10
13
12
+9
+6
+1
+4
+1
+4
+0
+1
+1
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
HERO
SPEED
+4
+4
+1
+1
15/14
30/50
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
(FLIGHT)
POINTS
SKILLS
DESCRIPTION
Alien visitor or perfect human from
tomorrow? The Original is a hero with
great strength, invulnerability, and the
power to fly through the air at great
speed. A role-model to heroes of all
generations, the Original often leads a
quite ordinary private life that contrasts
sharply to the life-saving heroics that put
him in front of television cameras the
world over.
Some Originals have a heart of gold
and a code of honor while others are
hard-bitten warriors, trained for battle.
Whatever the case, the one thing others
can be sure of is that the Original will
never let them down.
Listen +12, Profession (choose one) +4, Search +12,
Spot +12.
FEATS
Durability, Penetration Vision.
POWERS AND DEVICES
Flight +10 [
Power Stunt:
Super-Flight;
Cost:
2 pp;
Total:
22 pp], Super-Strength +10 [
Extras:
Immunity,
Protection, Super-Senses;
Cost:
7 pp;
Total:
70 pp].
RP
CUSTOMIZATION
Choose ten Immunity feats for the Original (see
Immunity
, p. 51).
INTRODUCTION
MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
QUOTE:
Was that
supposed
to hurt?
POWERHOUSE
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
20
14
20
10
12
12
+11
+8
+2
+5
+2
+5
+0
+1
+1
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
SPEED
HERO
+5
+5
+2
+1
16/14
30/50
5
SAVE
SAVE
SAVE
SAVE
(FLAT-FOOTED)
(LEAP)
POINTS
SKILLS
DESCRIPTION
Intimidate +5, Listen +5, Profession (choose one) +5,
Spot +5.
A Powerhouse is simple and straightfor-
ward: tremendously strong and nigh
invulnerable to injury. Powerhouses are
like walking tanks. A Powerhouse may
come from a different species with innate
super-strength or may have been trans-
formed by radiation, genetic engineering,
magic, or by any number of other factors.
It’s best to give them wide berth.
Battles between multiple Powerhouses
can topple entire city blocks!
FEATS
Durability, Immunity (cold, exhaustion, heat, pressure).
POWERS AND DEVICES
Choose one of the following:
1)
Super-Strength +10 [
Extras:
Leaping, Protection,
Shockwave;
Cost:
7 pp;
Total:
70 pp].
2)
Growth +10 [
Extra:
Shockwave;
Cost:
7 pp;
Total:
70 pp].
CUSTOMIZATION
You can drop Durability in favor of more Immunities (such as to starvation or suffocation), making
the Powerhouse even tougher.
KS
QUOTE:
I sense powerful psionic forces
gathering.
We must act quickly!
PSYCHIC
STR
DEX
CON
INT
WIS
CHA
MELEE
RANGED
INITIATIVE
10
13
14
14
20
14
+5
+6/+9*
+1
+0
+1
+2
+2
+5
+2
ATTACK BONUS
ATTACK BONUS
(DEX)
DAMAGE
FORTITUDE
REFLEX
WILL
DEFENSE
HERO
SPEED
+2/+8
+2
+7
+11
18/16
30
5
(EVASION)
SAVE
SAVE
SAVE
(FLAT-FOOTED)
POINTS
SKILLS
CUSTOMIZATION
If you prefer you can take two of the
power sets below left at 5 ranks each
rather than one at rank 10.
Concentration +12, Diplomacy +8, Listen +10, Sense
Motive +10, Spot +10.
FEATS
Dodge, Evasion, Indomitable Will, Psychic Awareness.
DESCRIPTION
The Psychic has extraordinary mental
powers. The powers may involve reading
and influencing minds (Telepathy), mind-
over-matter (Telekinesis), or extra-sensory
perception (ESP). These combine with the
Psychic’s formidable willpower and keen
mind to make a powerful package.
POWERS AND DEVICES
Amazing Save (Reflex) +6 [
Extra:
Willpower;
Cost:
2 pp;
Total:
12 pp], plus choose one of the following:
1)
ESP + 10 [
Extras:
Combat Sense, Precognition,
Postcognition;
Cost:
5 pp;
Total:
50 pp].
2)
Telepathy +10 [
Extras:
Group Link, Mental Blast;
Cost:
5 pp;
Total:
50 pp].
3)
Telekinesis +10 [
Extras:
Energy Blast, Flight, Force
Field;
Cost:
5 pp;
Total:
50 pp].
*attack bonus reflects mental attacks.
KS
Plik z chomika:
Dihercen
Inne pliki z tego folderu:
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(15341 KB)
Mutants & Masterminds Above and Beyond.pdf
(2933 KB)
Mutants & Masterminds Crooks.pdf
(22881 KB)
Mutants & Masterminds Alliance of Evil (Villains).pdf
(1057 KB)
Mutants & Masterminds Beginner's Guide.pdf
(10235 KB)
Inne foldery tego chomika:
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