Mutants & Masterminds - Archetype Archive 1,2,3 & Legacies.pdf
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Mutants & Masterminds Archtype Archive 1
ARCHETYPE ARCHIVE 1
Design
Michael Hammes
Editing and Layout
Philip Reed
Artwork
Ig Barros and Vitor Ishimura
Green Ronin Staff
Chris Pramas, Nicole Lindroos, Hal Mangold, Marc Schmalz,
Robert J. Schwalb, Steve Kenson & Evan Sass
Graphic Design based on the work of
Sean Glenn
and
Hal Mangold
Archetype Archive 1 is ©2005 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way
constitutes a challenge to the respective copyright holders of that material. Mutants & Masterminds, Green Ronin, and their associ-
ated logos are Trademarks of Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: All original
character and place names, Power Points, Hero Points, and Villain Points.
The following text is Open Gaming Content: all stat blocks.
Green Ronin Publishing
PO Box 1723
Renton, WA 98057-1723
www.greenronin.com
Ronin Arts
www.roninarts.com/superline
www.raforums.com
I
NTRODUCTION
This
Mutants & Masterminds
supplement offers ten new
archetypes for different sorts of characters that might inter-
est players and Gamemasters alike. They also offer a look at
how you can create these characters in
M&M
for players and
Gamemasters interested in customizing or rebuilding the
archetypes.
These archetypes are also useful to Gamemasters look-
ing for some quick villains or NPC heroes; take a few arche-
types, give them catchy names and descriptions, and you’re
ready to go!
Skills are listed with the number of ranks after the skill
name and the total skill bonus listed in parenthesis. For
example: Bluff 5 (+8), means the character has 5 ranks of
Bluff and a total bonus of +8 when making Bluff checks.
All of the archetypes are for a power level 10 game, the
default starting power level. Several of the archetypes use
the Attack/Defense trade-off rule to adjust their maximum
attack, defense, damage, and Toughness save bonuses, as
determined by their power level.
Archetype Listing
The following archetypes make their appearance in this
supplement:
Android
– a machine in human guise that combines the
best qualities of both.
Bulk
–the unstoppable force and the immovable object
combined into one.
Fortunate Hero
– the personification of being both lucky
and good.
Illusionist
– using the powers of magic to beguile.
Mystic Warrior –
a fierce combatant that draws power
from a magical weapon.
Psychic –
there are no secrets from this powerful mind.
Star Child –
a waif able to command the powers of the
universe.
Super Soldier –
the end result of the best training and
equipment the government can supply.
Weather Controller –
able to call upon the forces of
nature in all their fury.
Wealthy Thrillseeker –
in it just for the kicks.
PAGE 2 OF 14
A GREEN RONIN PRODUCTION
CREATED BY RONIN ARTS
P
REVIEW
P
OWER
The Fortunate Hero archetype in this supplement uses
the Probability Control power, a power that will be appear-
ing in the upcoming
Mastermind’s Manual
. The power’s
description has been included in this supplement for your
convenience.
At the Gamemaster’s discretion, you can split your
Probability Control among multiple die rolls in the same
round, having a lesser effect. So, for example, you could split
Probability Control 12 into two minimum die rolls of 6, or any
other combination adding up to 12. In this case, the GM may
wish to allow Probability Control ranks greater than 20, but
with no more than 20 ranks assigned to any particular die
roll in a round.
P
ROBABILITY
C
ONTROL
Effect:
Alteration
Action:
Free
Extras
Range:
Personal
Duration:
Instant
Cost:
4 points per rank
•
Fortune (+1):
You can grant the benefits of your
Probability Control to someone else by touch.
You have some control over the otherwise random
whims of chance. Each round you can make your Probability
Control rank the minimum result of any one die roll you
make. If the die comes up with a lower result, use your power
rank instead. So if you have Probability Control 12 you can
choose a die roll and be ensured a minimum result of 12 on
the die, treating any roll of less than a 12 as a 12. A 20 on the
die roll acquired through Probability Control is not consid-
ered a “natural 20.”
At rank 1 Probability Control only ensures that a natural
1 on an attack roll is not an automatic miss, if the total attack
roll would still hit the target’s Defense. Higher ranks increas-
ingly ensure reliably good outcomes (or at least a degree of
immunity to poor ones) while the highest ranks ensure the
character can regularly accomplish amazing things.
Probability Control’s maximum rank is the campaign’s power
level or 20 (whichever is less).
•
Jinx (+1):
You can affect someone else with bad luck by
touch (requiring a successful melee attack roll for an
unwilling subject). The target gets a Will saving throw to
avoid the effect. If it fails, on one of the subject’s die rolls
for the next round (chosen by you), a roll equal to or less
than your Probability Control rank is treated as a 1.
•
Range (+1):
You can use Fortune and/or Jinx at normal
range as a +1 extra. For a +2 extra, you can use either at
perception range. You must have the Fortune or Jinx
extra(s) to benefit from this extra.
Flaws
• Limited (–1):
You can only use the Fortune or Jinx abil-
ity of Probability Control; the power doesn’t benefit you.
You must have the appropriate extra (Fortune or Jinx) to
take this flaw.
PAGE 3 OF 14
AGENT
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+2
+3
+2
+2
+4
+4
14
16
14
14
18
18
TOUGHNESS
+6/+2*
FORTITUDE
+5
REFLEX
+8
WILL
+7
* Flat-footed
What the Agent may lack in powers is made up for in skill,
savvy, and wits. Agents may work for a national government
or a law-enforcement organization (or, alternatively for a
criminal conspiracy or no one but themselves). An Agent has
the skills to handle any situation that may come along, and
the ability to improvise when that’s not enough.
Skills:
Acrobatics 8 (+11), Bluff 8 (+12), Climb 8 (+10),
Computers 6 (+8), Concentration 6 (+10), Diplomacy 4
(+8), Disable Device 10 (+12), Disguise 8 (+12), Drive 6
(+9), Escape Artist 4 (+7), Gather Information 8 (+12),
Intimidate 4 (+8), Investigate 4 (+6), Knowledge (current
events) 6 (+8), Knowledge (streetwise) 6 (+8), Language
4 (choose 4), Notice 8 (+12), Pilot 6 (+9), Search 4 (+6),
Sense Motive 8 (+12), Sleight of Hand 4 (+7), Stealth 10
(+13), Survival 4 (+8)
Feats:
Attack Focus (ranged) 3, Attractive, Defensive
Attack, Defensive Roll 4, Dodge Focus 4, Equipment 3,
Evasion, Improved Aim, Improved Initiative, Improvised
Tools, Jack-of-All-Trades, Move-by Action, Power Attack,
Precise Shot, Quick Draw, Skill Mastery (Bluff, Disable
Device, Notice, Stealth), Stunning Attack, Uncanny Dodge
(auditory)
Equipment:
Light pistol (+3 damage), Commlink, Sports
car
Combat:
Attack +11 (melee), +14 ranged, Grapple +13,
Damage +2 (unarmed), Defense +14 (+5 flat-footed),
Knockback –3, Initiative +7
“It’s nothing I
haven’t done
before.”
Totals:
Abilities 34 + Skills 35 (140 ranks) + Feats 28 + Powers 0 + Combat 42 + Saves 11 = 150
ARCHETYPE ARCHIVE 2
1 OF 10
www.mutantsandmasterminds.com
AMPHIBIAN
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+8
+3
+6
+0
+3
+2
“Water, water,
everywhere . . .
which means you’re
in big trouble!
26
16
22
10
16
14
TOUGHNESS
+8
FORTITUDE
+10
REFLEX
+7
WILL
+7
The Amphibian is at home both above and below the waves.
Some Amphibians are native to the aquatic depths; citizens
(or nobility) of Atlantis or aliens from water-worlds. Others
hail from the surface world; ordinary humans infused with
aquatic DNA or the mystic power of the seas. In either case,
while an Amphibian is most effective when there is water
nearby, they should not be underestimated on land.
Skills:
Acrobatics 8 (+11), Handle Animal 8 (+10),
Intimidate 4 (+6), Knowledge (earth sciences) 2 (+2),
Notice 8 (+11), Ride 4 (+7), Sense Motive 6 (+9), Stealth
4 (+7), Survival 8 (+11), Swim 8 (+16)
Feats:
Animal Empathy, Attack Focus (melee) 4, Defensive
Attack, Environmental Adaptation (aquatic), Improved
Grab, Improved Grapple, Favored Environment 2 (aquatic),
Power Attack
Powers: Animal Control 10
(
Power Feats:
Mental Link;
Flaws:
Limited - sea-life only),
Immunity 3
(cold, drown-
ing, high pressure),
Protection 2
,
Super-Senses 6
(direc-
tion sense, low-light vision, tremorsense, ultra-hearing),
Super-Strength 5
(
Heavy Load
: 14.4 tons),
Swimming 6
(100 MPH)
Combat:
Attack +10 (melee), +6 (ranged),
Grapple +23, Damage +8 (unarmed), Defense
+10, +2 attack or dodge bonus underwater,
Knockback –4, Initiative +3
Drawbacks:
Weakness (lack of water, hourly, –3
points)
Totals:
Abilities 44 + Skills 15 + Feats 12 + Powers 38 + Combat 32 + Saves 12 – Drawbacks 3 = Total 150
ARCHETYPE ARCHIVE 3
1 OF 10
www.mutantsandmasterminds.com
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