Oftentimes, an Overlord seeks a suitable partner, and may choose a hero or supporting character in the series to fill that role, whether the pro- spective consort wants to or not! Some may heroes with more of a physicalcreate their own, mak- challenge.ing do with robots, uplift-ed animals, or mole-men; CAPERSothers need human as-sistance, often with at Adventures involvingleast a minimal amount the Mad Scientist mayof training. Offense: Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH). If you feel this sudden power develop- concerns like having to breathe.ment constitutes a complication for the heroes, the equiv-alent of a villain power stunt, then award the players a Still, hes far from invulnerable. Skills: Perception 4 1). 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. Name Ideas: Brawllerina, Gustnado, Gyro-Master, Madame Centrifuge, Pinwheel, Spin Cycle, Turnabout, Whirligig 21 points Strength with powerhouse (Enhanced Strength 7, Enhanced Advantage [Close Attack, Improved Grab]) and 1617 resilient (Immunity 10 [life support; limited to half effect]). Maybe the Vampire gets it, and the good guys have to find a way of neutralizing a foeThen the race is on to keep the Vampire from acquiring who lacks any apparent weaknesses!the item, as both parties visit libraries, museums, MINION ARCHETYPESAlthough the villain archetypes in this book provide a full ed for in their point totals, since they also lack the ability toroster of threats for a team of heroes, many villains prefer move and operate on land for any length of time.not to sully their hands with the dirty work of dealing withheroic pests. Likewise, the Nobody could have come of turning thought into reality or granting wishes, or mayby the Item in any number of ways. They can visit exotic lo- desperate Sorcerer literally sold his soul to gain revengecales, or even other dimensions or times, from European on the heroesnot once, but twice! variety of lethal displays and the whole thing rigged to blow sky-high at the stroke of midnight! Defense: Dodge 0, Parry 0, Fort 0, Tou 0,(Fortitude DC 13). Some vil-Totals: Abilities 20 + Powers 33 + Advantages 1 + Skills 11 + lains may specifically grant them other powers; by adding Immunity to Fortitude Effects, you can easily create roboticDefenses 7 = Total 72 points. of things the villain couldnt possibly know. Perhaps an insane hatred of all religions. they can read opponentsminds to learn their deepest fearsThe Brain may exult in its and desires. Vampires fitting some of the Hollywood andcomic book interpretations of the legend may have the Although a great many Vampire villains are male, femaleability to transform into a bat, wolf, or other shapes (typi- Vampires are common, often with a femme fatale element,cally Morph with the Metamorph modifier). The collection of items can be a series of short en- power from each, but at the cost of surrendering his soulcounters or even whole adventures of their own, with he- to them once the day was done. In the past we have sold for customers a D&D Brown Box, several of the Limited Edition modules, and a number of other rare items. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . Some Vampires have the Vampire is quite similar to the Hybrid archetype.Ritualist advantage, allowing them to perform magicalrituals (a good intermediate step before full-blown Mag- QUEEN OF THE DAMNEDic powers). MONSTER-MAKERUnfortunately, their work costs, and often costs big, so toarrange a source of income, the scientist sells high-tech Ever since Frankenstein, a classic image of the Maddevices to customers willing to pay, usually providing Scientist is as the modern Prometheus, stealing fire fromweapons to criminals and even other supervillains. It shares more in common with the Hybrid andple of what the heroes abilities could do, if turned to evil. of beating him (or even affecting him) each and every time.So an Unlimited Mimic might be able to duplicate an SCAVENGERendless number of powers, for example, possibly eventhe powers of every superhuman in existence! mous power without the ability to understand or controlAfter a lifetime of frustration and obscurity, suddenly it. Click to view in fullscreen Zoom In. They tend to be among the most alien and Seductive Puppeteers turn out to be truly hideous, theircreepy of Puppeteers (along with the Spawn Puppeteer, appearance of beauty an illusion or some other manifes-following). Yay. Astonishing Adventures: Menace on . exercise the mental discipline needed to keep their new powers in check. Skills: Perception 4 (+4), Stealth 4 Their touch inflicts agony to living minds. 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). Im looking for mutants and masterminds 3e books : TheTrove - Reddit villain. and discuss anything else, from sports to the local gossip.COLD OPEN Most workaday Jobbers have shockingly mundane concerns, like how to pay for healthcare, save forA recurring narrative device in comics is to open with retirement, or get their kids to respect them, and invariablythe heroes already engaging a minor threat such as a turn to villainy to solve these problems.criminal gang caught mid-heist. Some turn to villainy because their other who lays out sticky traps on the floor, and so forth.expertise or powers ruined their chance at a normal life, anda criminal record prevents them from finding legitimate VILLAINS WITHOUT NUMBERwork, feeding a vicious cycle of criminal behavior. Necessity is, as they say, the Shield granted by the Item of Power makes the archetypemother of invention, so the Nobody is more likely to try highly resistant to a direct assault. They may have villain uses the item, the worse the effects get. For eventive, Set-up, Taunt. Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. Totals: Abilities 6 + Powers 13 + Advantages 0 + Skills 4 +Vision and Acute Smell, are common for many animals. They hang out at bars with to super-strong Jobbers to defend them. The heroes may have a chance to try and preventIn this way the Robot may end up creating new rival vil- the abduction, but it can succeed as a complication, iflains as well! Mutants & Masterminds - Marvel Files Uploaded by Pedro Neves Copyright: Attribution Non-Commercial (BY-NC) Available Formats Download as PDF, TXT or read online from Scribd Flag for inappropriate content Download now of 117 MARVEL FILES MDSnowmans fABSORBING MAN COMBAT: Attack +11 [Unarmed +17, Ball & Chain +17; 18-20 Crit; 15ft.] Now he will show then angry at being attacked, and therefore unable tothem what real power can do! Alternately,the Brain might be an entire severed head kept alive ina similar manner, or a villain with a massively enlargedhead but atrophied and useless body, left immobile andin need of special life support while his mind is free toroam and plot.EVOLVED MASTERMINDComic book evolution often depicts far-future humansas small and big-brained, with superhuman mental pow-ers.