Defenses: Dodge 6, Parry 6, Fortitude 4, Toughness 2, Will 4. The winner might be chosen for ultimate power, or sacri- these shadow ninja goons, they investigate and learnficed to an evil force that values combat prowess. Skills:STR * STA 0 AGL 3 DEX 2 FGT 0 INT AWE 0 PRE Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2),Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Expertise: Pop Culture 2 (+2). Vampires have an array of mystic and perhaps even sunlight, although bright light usuallypowers and minions at their command, but also a number still pains Living Vampires (perhaps due to a skin condi-of distinct vulnerabilities. Offense: Init +1, Attack +2 (Close, Damage 4). Some (like thecharacters. Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. 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! Theyre typically hired goons, possibly dressed up to fit the villains theme, although they can also be cult-like followers (Psychos tend to have a strange sort of personal charisma) or equally crazy, perhaps even buying into the villains particular 129MUTANTS & MASTERMINDS delusions. Its Unarmed +0 Perception, Affliction, Will DC 20 best to make sure you have the players buy-in on the Close, Damage 1 idea in general before using this option. Cir-cumstances often mean the Sorcerer has only one shot at Sorcerers almost universally prefer to fight at a distance,performing the ritual: the necessary astrological or cosmic overseeing a battle and using their spells to hinder or dis-conjunction might occur only once every 3,000 years, for able foes. 0 + Skills 3 + Defenses 9 = Total 45 points.This archetype is a medium-sized flying dinosaur, al-though its wingspan is some 25 feet. This massively built foe relies on strengthcharacters combat style and background. Even larger and more powerful versionslowing it to make different types of attacks. Skills: Close Combat: Dagger 4 (+6), Deception 6 (+8), Expertise: Cult Lore 6 (+10), Expertise: Magic Dagger +1 (Close, Damage 1), Unarmed +0 (Close, Damage 6 (+10), Ranged Combat: Spellcasting 4 (+6), Treatment 2 (+6). In spite of theExpertise: Nature 4 (+4), Stealth 0 (+14). Totals: Abilities 38 + Powers 15 + Advantages 5 + Skills 14 (28 CULT INITIATE PL2 MR2 ranks) + Defenses 16 = 88 points. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . If the heroes do not prevent it, theor less. Copyright 20002023 Green Ronin Publishing, LLC. 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. The good guys in the waking world have to tracka hero-fight, as another team aids the police in tracking down the villain somehow, without succumbing to their own fatigue and falling asleep as well.MIMICSometimes, imitation is the sincerest form of villainy. A revenant may also represent other types of unliving Martial Artists, like statues imbued with a semblance ofMartial Artists are built for combat, and may be capable of life and considerable fighting skill, or even kung-fu ro-taking on superhuman foes with the right planning and bots programmed with the hand-to-hand styles of oldtactics. mous power without the ability to understand or controlAfter a lifetime of frustration and obscurity, suddenly it. Female Overlords are often seeking a mate that is truly a match for them, as well as a good potential father for any future offspring. Mutants & Masterminds Supernatural Supernatural Handbook. Eventually, the Mimic will have copiedstrengthto do things their individual subjects cannot. The Mystic Passage spell of the archetypes Magic array is sufficient to permit theRituals are a Sorcerers doomsday machines and infernal Sorcerer to go virtually anywhere in the blink of an eye,devices; defeating an evil Sorcerer is often a matter of pre- although limited to places the villain knows fairly well.venting the villain from acquiring the necessary elementsfor a ritual, or stopping a ritual before it is complete and This power allows the villain to escape earlier confronta-unleashes whatever corrupt magical powers the villain tions with the heroes leading up to the final encounter,wishes to call upon. Advantages: All-out Attack, Power Attack. 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. 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! Psycho deathtraps also tend to come into play when dealing with the villains other victims; the snares are intended for particular targets who arent the crime- fighters! Mad psychologists are often obsessed with phobias or other mental disorders. Instead of a big, damaging blast, theThe following are some things regularly associated with Imp is more likely to bring buildings or statues to life tothe Imp: fight the heroes, or enlarge ordinary urban rats or roach- es into giant monsters. Skills: Perception 4 (+11), Stealth 4 (+10). Psychology: The science of the mind might produce methods of brainwashing, psychological prediction or profil- ing, or base-level reprogramming (through means like neurolinguistics, for example). It turns out the villain is kidnapping people involved withTACTICS his or her particular obsession and getting them all to- gether for a crazy dream dinner party wherein the Psy-Psychos tend to be cat-and-mouse opponents. Yay. These geniuses may become the heads of top-secretsuperhuman powers, or a physicist seeking the secrets of research organizations, black science laboratories, gov-the universes creation (even if it means its destruction as ernment projects, or even presidents or CEOs of majorwell). side the law. Lastly, the Vampire might have min- ions that are other monsters, such as demons, gargoyles, golems (perhaps even a combination of reanimated corpses as a single flesh golem), skel- etons, werewolves, or zom- bies.