villains Mental Blast, or become subject to Mind Control, turning against the other heroes.120 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESCAPERS down the fugitives! greater plot-device-level threat. Demonicfor power or willing to explore and use forbidden secrets. Needless Scavenger villains are kind of do-it-yourself Mimics. While not as criminally right-hooks from their rival hero at this point. The villain is a warlord or military leader of an alien the villain may have lived for centuries or even millennia.empire or invasion force, seeking to crush whole worlds This may explain the Overlords considerable intellect andbeneath his heel. Defenses: Dodge 0, Parry 2, Fortitude 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points. Lesser Vampire thralls have traits similar to the arche- type, although abilities, skills, and combat bonuses likely differ somewhat. Typically the villain is an older AsianA few are motivated by sheer lust for power or knowledge, scholar or scientist who styles himself after the mandarins,no matter the consequences. petri.ruotanen6205. Name Ideas: Bullwhip, Cat-O-Nine, Chainbringer, Creeping Ivy, Filament, Lash Master, Man-O-War, Ribbondanc- er, Rocktopus, Urumi 19 pointsTHE NEW ORDER YOURE NOT LAUGHING NOWAfter the heroes take down a local crime lord, one or more A common element of the Jobber life is humiliatingof the Jobbers in their employ decides to pick up the reins defeat, and the Jobber has taken one too many quips orand take over the organization. Some possibilities to consider: Chemistry: Great for brewing up all sorts of concoctions, from acids to wonder drugs, indestructible polymers and adhesives, or chemically created life forms (living embodiments of the periodic table of elements are a popular op- tion). A creative genius of its original maker, or someone equallyrobot villain might have only average intellect by human skilled in robotics, the brainwave patterns of living hu-standards, and little or even no knowledge other than itsprogrammed instructions. After a series ofmight be maliciously messing with the do-gooders by incidents that make everyone doubt their sanity, the Impshowing them up and making them look bad in public. The latest edition of the game is streamlined and updated, so it's faster and more fun. Mutants & Masterminds 2nd Edition (v1) - This is still quite the usable sheet, with perhaps even more useful widgets and cogs than the new one. AllMad Scientists tend to be behind-the-scenes bad of this pomp and circumstanceguys, troubling the heroes with the spawn surrounding such an obviousof their fevered intellects while intellectual inferior enrages thethey watch from afar in their hid- Mad Scientist, who swears toden labs. Cookie Notice (See the technology along with his other powers: assign the villainBrain in a Jar theme for an example of this.) Equipmentactivities, but without the style or raw power of more provided by an employer? Offense: Init Innate), Swimming 6 (30 MPH). (Permanent, Innate), Protection 2, Senses 4 (Low-light Vision, Acute Smell, Track, Ultra-hearing). 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. As the first stage of an ambitious scheme, the OverlordTACTICS seeks to eliminate opposition by removing the heroes from the board, sending various minions to capture or even killIn spite of their considerable personal power, Overlords tend them outright. Some sorcerersalso draw names from myth andlegend.CLASSIC BITSThe following are some classic elementsinvolving the Sorcerer archetype:AGELESS EXPERIENCEIf not actually immortal, Sorcerer vil- MYSTIC MINIONSlains are often far older than they seem.Mighty magics sustain the villains life far beyond a natu- More than heroic magicians, Sorcerers are prone to usingral span, whether the Sorcerer is an ageless beauty or a their powers to summon up various magical creatures ashideous living corpse. 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. Male Overlords may kidnap a chosen female and either try to sweep her off her feet or force her into marriage (although the latter tends to be more of an artifact of the Golden and Silver Ages). If the Martial Artist agrees, thenthe outcome is binding. Robots typically have formidable physical and The villain is an evil or amoral artificial intelligence that ex-intellectual capabilities and a vast array of technological ists as software running on a computer, rather than in a spe-weapons and devices at their command. lectual and scientific accomplish- ments is being honored by theTACTICS city or a national organization. Next Page. Hero's Handbook Deluxe MM 3rd Edition - AnyFlip At the extreme level, it may be ansuch advance, an artificial intelligence lacking in morality, Artificial Mimic (see the Mimic archetype for details).coldly devoted to the domination or even exterminationof humanity. The crushing blow comes whenThe hero starts having personal trouble, first with close the characters learn that a close friend and confidant offriends and associates who are upset about things they the team has betrayed them, revealing all their secrets tosay the hero has done, but which he cant recall. 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). Totals: Abilities 6 + Powers 35 + Advantages 0 + Skills 7 + Defenses 7 = Total 43 points. Offense: Init 2, Tail Smash (DodgePowers: Strength-based Damage 1 (Claws), Immunity 18 (Acid DC 18, Damage 8), Unarmed +0 (Close, Damage 17). Some are Regeneration) it may have. For discussion of piracy of tabletop role-playing games; particularly discussion that is not allowed in r/dnd and r/dndnext. Skill Mimics only duplicate powers with askillortraining descriptor (or something similar). Totals:OWL PL2 MR2 Abilities 10 + Powers 33 + Advantages 1 + Skills 7 + Defenses STR 2 STA 2 AGL 2 DEX 2 FGT 1 INT 4 AWE 2 PRE 3 6 = Total 37 points. For more nihilistic ing escape if the heroes gain the upper hand.Sorcerers, the ritual may be intended as a means of de-stroying the world, perhaps by unleashing eldritch mon-sters from beyond the veil of our reality, such as demonsor elder gods. Some Mad Scientists are motivated ASIAN MASTERMINDby a desire for revenge against a society that mocked andrejected the fruits of their genius. Mutants & Masterminds 3rd Edition - Updated for 3e. Modify this as suits the desired power level for the character and series.ASSISTANTS Similarly, the archetype does not account for whateverIn addition to a lab, minions the Mad Scientist may have, fromMad Scientists often hired goons to home-made monsters.need assistants to do Include them to help run interfer-the grunt work around ence for the villain and provide thethe place. when the Sorcerer is usually too busy to pull another van- ishing act, or unwilling to abandon the culmination of aRituals are usually elaborate, having to be performed at a scheme to the heroes.particular place and time, and needing exotic ingredientsranging from a rare flower from the highlands of Tibet to TACTICSthe heart of a pure maiden (symbolically or literally). This may or may not be tied to the Psychos main obsession. Certainly, the can do nothing but turn the defeated villain over to thevillains genius and considerable resources can be useful justice of his home nation, unless they want to step out-in the fight. Perhapsthe brain is actually just a disembodied intel-lect, such as an artificial intelligence, digitizedpersonality, or a spirit lacking a physical body.In this case the life support is some otherequipment allowing it to function, such as acomputer or magical touchstone. Skills: Close Dinosaurs are most commonly the minions of monster-Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4 makers who have resurrected them using cloning, or time-(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). Because they are neitherespecially threatening nor especially subtle, Jobbers MY RIGHT HANDmake excellent leaders for otherwise ordinary criminals inopening encounters like this, adding some special effects Jobbers who take their career more seriously often serveto a short and exciting opening scene. 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. Defenses: 1. Offense: Init +0, Dagger +1 (Close, Damage 2), Pistol behalf, but the description of their magic can be changed to suit their cult or master. Whatever it is, it should most definitely include a title like Doctor or Professor (I didnt attend eight years of evilMonster-Makers have the Minions advantage for their university to be called Mister!). Looking for more? Hot, Shakedown 29 points Glue/Traps with snare (Ranged Cumulative Affliction 8, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree), snare trap (alternate; Cumulative Affliction 7, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree; Triggered), 45 and snare bomb (alternate; Burst Area Cumulative Affliction 6, Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobilized; Extra Condition, Limited Degree); Name Ideas: Adheser, Flypaper, Goo Girl, Handy Man, Mountain Man, Snap-Trap, String King, Trapules, the Welder 26 points Leaping with super leaping (Immunity 5 [falling damage], Leaping 5, Speed 4) and power kick (Strength-Based 67 Damage 4, Accurate 2). ADVANTAGES CAPERS Animal Empathy, Fascinate (Deception), Fearless, Improved Hold, Improved Initiative, Power Attack, Startle Adventures involving the Vampire may include:You can usually treat this slow transformation as a plot BRIDE OF THE VAMPIRE!device and an aspect of the Vampires Weaken attack; set aresistance difficulty appropriate for the series power level. Totals: Abilities 6 + Powers 0 + Advantages 3 + Skills 9 + Defenses 7 = Total 25 points.146 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESDEMONS DEMON, TEMPTER PL8 MR9A demon is generally an evil creature from a hellish realm, STR 0 STA 4 AGL 2 DEX 2 FGT 3 INT 1 AWE 2 PRE 5which resembles various places from human myth and Powers: Affliction 8 (Resisted by Will; Dazed, Stunned,legend. This from a far-future period, but parallel realities are also a possibility.124 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMETA-SUPREMACIST ting, then a Meta-Supremacist villain may arise to defend them by conquering humanity!Every Overlord comes with a massive ego and a belief in hisor her own superiority, but the Meta-Supremacist believes Some Meta-Supremacists have the power-sets of the El-in the superior nature of an entire class of beings, of which emental or Mastermind archetypes rather than the onethe villain is the ultimate example, of course. Magic 4 (+5), Insight 6 (+9), Intimidation 9 (+12), Perception 8 (+11), Persuasion 10 (+13), Ranged Combat: Throwing 6 (+8), Weaknesses: Traditional vampires are destroyed by exposure Stealth 9 (+10) to sunlight and repelled by religious icons and certain plants (particularly garlic). Mind Control INITIATIVE +0 thing they control in the game (their character). Some intelligent dragons are also Skills 0 + Defenses 8 = Total 23 points.sorcerers with a Magic array and/or the Ritualist advantage. Vigilance Press Offense: Init +0, Unarmed +0 (Close, Damage 0). In some cases,and notice the deception: X-ray vision to see through a particularly in the midst of an adventure, you might wantmask, Scent for noticing the villain is not who he appears, to consider it a complication, especially if the good guysor abilities such as Mind Reading for sensing the thoughts dont get an Insight or Perception check to discover thebehind the guise. Mind, Professor Even in a direct combat encounter, Masterminds preferPsi, Psithon, Psyche to keep their distance from the heroes, making full use of their mental powers. Others hunt for with a way of defeating the villain is even more based onthe Item for years until they are rewarded with success. Offense: Init +0, Unarmed +4 (Close, Damage 12). Defenses: Dodge 7, Parry 7, Fortitude 7, Toughness 9, Will 7. Offense: Init +3, Claw +2 (Close, Damage 4). You can treat the transformation like a slow, progres- sive Affliction, with the victim making Fortitude or Will checks against it to fight it progression. It might of a new broker offering muscle-for-hire to the high-be staged by aliens looking to recruit the Earths best fight- est bidders. They also delight in using illusions villains power.to trick their foes into attacking each other, or that somecrisis is occurring when actually nothing is happening (or TACTICSsomething else entirely is going on). MUTANTS & MASTERMINDS The Time Traveler's Codex The Time Traveler's Codex. tack check. 5 to 6 feet tall at the shoulder, weighing 1,500 to 2,400 pounds.DOG PL2 MR1 HORSE PL3 MR1 STR 1 STA 1 AGL 1 DEX 2 FGT 2 INT 4 AWE 1 PRE 2 Powers: Senses 3 (Acute Smell, Tracking, Ultra-hearing), STR 4 STA 4 AGL 1 DEX 4 FGT 2 INT 4 AWE 1 PRE 3 Shrinking 2 (Permanent, Innate). tion or more light-sensitive eyes).THEMES Living Vampires may revel in their new condition or, more commonly, seek a cure for it. Otherwise, its up tofollowing. Totals: Abilities 10 + Powers 8 Perception 4 (+5). Perhaps the126 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESOverlord is successful in capturing some of the settings good guys. Indian el- Parry 6, Fortitude 6, Toughness 6, Will 3. 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). 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. Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. A minor alchemist who stumbles uponthe Philosophers Stone is more of a Jumped-Up Nobody UNDEAD SORCERERarchetype, but a masterful alchemist is easily the equal ofa full-fledged Sorcerer. Once all is said problem the heroes must solve, forcing them to persuadeand done, they punch out and hit the bar to complain or intimidate the Jobber into working with them willingly.about their kids braces and the overbearing mastermind This ability is best reflected with advantages like Favoredsigning their checks. The with them, perhaps even other heroes who have fallenfirst sign an investigator gets of a Vampire moving into an under the Vampires sway.area may be the acquisition of a suitable lair there, a taskusually entrusted to one of the Vampires thralls. wield as weapons.NAME IDEASBrainscan, Cerebrax, ESPer, Mentallus, Mr. For an added complication for theing the daylight hours, they tend to remain fairly close to heroes, thralls can be supporting characters connectedtheir lair, so they can return to it before the sun rises. Skills:abilities, such as bat-like wings and a penchant for flinginghellfire at their targets when in their natural form. Otherwise, theyare primarily part of the Personnel The scientific community hasfeature of a lair. Megalomania: Convinced of superiority and eventual success.RANTS the Overlord often has a trap prepared to deal with anyOverlords are particularly fond of the sound of their interlopers. Different themes allow for traits, but not deviant powers possessed by individuals ofa wide range of different Mimics in a setting without too a species. 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. Mutants & Masterminds, Third Edition Mutants & Masterminds, Second Edition Mutants & Masterminds, First Edition True20, Freeport, and more! NAME IDEASTHEMES Doppelganger, Effigy, Everyman, False-While the typical Master of Dis- Face, Imitator, Incognito, Manikin, Mr. No-guise is fairly low-powered, body, Nemo (meaning no one)you can create a more formi-dable version by applying the CLASSIC BITSMimic or Shapeshift powers,allowing the villain to copy The following are some classic bits in-others physical traits as well as volving the Master of Disguise:appearance. Attack effects such as various kinds of Damage or Move Object (usableThe default archetype assumes a villainous character, for throwing around massive objects, or hitting heroesbut some Jumped-Up Nobodies are actually average or with them) are good choices.DELUXE GAME MASTERS GUIDE 107MUTANTS & MASTERMINDS JUMPED-UP NOBODY PL12 STR STA AGL DEX FGT INT AWE PRE 00000100 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 or other effect Item of Power: 135 points, Removable (27 points) 108 points Energy Blast +6 Ranged, Burst Area Damage 12 Amazing Confidence: Enhanced Advantages 5 (Beginners Energy Burst Luck, Ranged Attack 6); Enhanced Defenses 18 (Dodge 6, Parry 6, Fortitude 6) 25 points DEFENSE 6 FORTITUDE 6 Energy Mastery: Array (36 points) Energy Blast: Ranged Damage 18 36 points DODGE 6 TOUGHNESS 18/0* Energy Burst: Burst Area Ranged Damage 12 1 point PARRY Energy Bonds: Perception Ranged Cumulative Affliction 9 WILL 12 *Without Protection bonus (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Immobile), Extra Condition, Resisted by Dodge, Limited POWER POINTS Degree 1 point Transmutation: Ranged Transform 6 (50 lbs. It might be the villainsvarious creations, perhaps in place of Equipment. Offense: Init +1, Claws +4 (Close, Damage 2). This is not always the case,them in a nightmare world where the villain is seemingly however, and some Masterminds are quite willing to proveall-powerful. Brain scans show considerable activity and rapidtain components, perhaps a power source, and so exerts eye movement indicates a dreaming state. Defenses:ranks in Shrinking and correspondingly greater Str. This means if the he- enemies, allowing them to work their magic unhindered.roes are successful, the villain is not likely to try the same Sorcerers tend to favor broad area effects, particularlyscheme again. sizes, dragons, goblins, ghosts, and undead such as skel- etons and zombies. They advantage provides additional opportunities to catchcould also have been master-and-student, with either the foes vulnerable. Totals: Abilities 8 + Powers58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points. However, you may wish to sim- This is the classic Mimic type: a villain able to duplicateply treat the villains power level as fluid, changing it as the subjects powers, often the powers of multiple sub-needed to reflect the Mimics current capabilities. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. evil entity, or some other power. Thevillain may have some de-fensive capabilities, butrelies heavily on sendingwave after wave of min-ions against the heroes.PHANTOM PUPPETEERThe Puppeteer is a SEDUCTIVE PUPPETEERdisembodied entity,having Insubstantial Although Puppeteers can be disembodied brains, alien3 or 4, and exerting in- slugs, and hideous dwarfs with giant heads, they can alsofluence over the material be quite attractive. body (as described for the Evolved Mastermind), some alien villains from advanced species and civilizations haveSome Masterminds have little outward sign of their mental Mastermind qualities: an enlarged head or brain and ex-superiority, looking like ordinary people, while others have traordinary psionic powers. The plaguean improved mental influence to send various mind-con- even affects the heroes, should they happen to sleep any-trolled thralls to acquire them. A ninja master for the highest bidder. I also removed the character portrait part because usually you need the space for more powers, and you can always draw the character on a separate . Larger simians have fewer Init +3, Attack +3 (Close, Damage 3 plus Weaken). This might besance or a bothera foe intended more to make heroes scientific curiosity or some need to put heroes throughwant to bang their heads against walls than anything a crucible to refine their power and determination inelse. 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. (Use a suitable earthbound headquartersing everyone in the facility. Offense: Init +10, Un- name, this archetype also serves for giant arachnids likearmed +0 (DC 13). those fools with clear evidenceRANTS of success, most likely by using the new invention on them! On the other hand, the Imp The more surreal the idea, the better it is. The Acolyte, Initiate, and Adept represent the rank-and- file worshippers of a cult. Newly made Vampires may be under the control of their sire, or could have a measure of free will, serving the master Vampire for other reasons. Or did they build it themselves?experienced villains. By the time the just as much of a threat as the Robot, giving the heroesheroes realize their danger, it is usually too late to stop the twice the trouble!Robot from overwhelming and defeating them. Discover the best professional documents and content resources in AnyFlip Document Base. I struggled finding a character sheet for 3rd edition M&M that I liked, so I made one with all the information I feel like I use when I play. panned the Mad Scientists latest discovery or invention, claiming it isIn some cases, a Mad Scientist needs flawed, too dangerous, or simply wontexpert assistance, which usually involves work. These powers may be nativeclear examples of their emphasis on the mind, such as bald- to the villains species (perhaps with the Mastermind anness, an enlarged cranium (often with pulsating veins), and extraordinary example) or the villain could be a mutant ofan atrophied, almost vestigial body. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. The res-LEARNING CURVE urrected hero has some adjusting to do but, as time goes on, things dont seem right. ), preserved over the years. Their foe is either a relative innocent, unaware that it accidentally trapped in the heros form, suffering memoryis endangering people or causing harm, or else is deliber- loss from an accident or some overload of its powers. Whose too strong or tough for such maneuvers receive themind is stronger: the heroes or the villains? Others may simply have a schtick or Foe or Favored Environmentperhaps even allowinggimmick they love thats never amounted to much more Jobbers to stack two ranks of these advantages to improvethan holding up jewelry stores and shaking down tourist the provided circumstance bonus to +5.busses, continuing their villainous schemes for the art,rather than for power or profit. Some common Mad Scientist themes in the comics corporations. Optionally, you may wish to have printed copies of the many Mutants & Masterminds books available from Green Ronin Publishing (but they are not required in order to play or run a game.) It doesn't auto-fill anything so you'll still have to do the math. The villainThe primary themes of the Mastermind, in addition to could be alone in exile on Earth or the leader of an alienmind over matter, are the source of the villains extraor- armada bent on conquest.118 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESBRAIN IN A JARThe Brain in a Jar is a truly into beings like themselves. . Skills: Close Combat: Dagger 2 (+3), Deception 6 (+7), Expertise: Cult Lore 6 (+6), Insight 5 (+5), Persuasion 6 (+7), Ranged Combat: Guns 3 (+3). and may have additional powers related to their form, such as special forms of movement, additional limbs, and growth.DELUXE GAME MASTERS GUIDE 149, The words you are searching are inside this book. Advantages: Defensive Roll. Looks nice. These minions include all sorts of monsters: animat-to return to it, perhaps by transforming the modern world ed statues and suits of armor, demons of all shapes andinto one better suited to their tastes. The Martial Artist archetype is built, like most Martial Art-THEMES ists, around speed, agility, and accuracy. Whenas an example of the maxim power corrupts, with the they go up against opponents with sufficient defense toopportunity to fulfill any whim making the empowered evade their direct attacksgiven the relatively low +6Nobody selfish and cruel, becoming increasingly attack bonusmost are smart enough to go for area108 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESattacks or to use any perception ranged effects they may of people hostage to get the heroes attention and en-have in their array. The heroes notice a disturbing increase in the quality ofThe fight may be a simple grudge match for a trophy and hired muscle available to the criminal underworld: menbragging rights, or there could be more going on than who are trained far beyond just street toughs and moremeets the eye. Totals: Abilities 34 + Powers 23 + Advantages 0 + Skills 4 +Defenses 10 = Total 71 points.Warrior demons tend to be human-sized, with powerful One of the most massive land animals ever, the long-builds and tough (often scaly or bony) hides. The villain often scheme and gives them the opportunity to take action.has various minions to do his dirty work, including defend-ing the Overlords lair and keeping the heroes busy. For a deeper mys- only expanding as the number of victims under his swaytery, the villain could control the characters without their increases. Some Imps are deadly serious about this, looking trickster gods and spirits who use cunning and guile tofor ways to humiliate or even destroy their chosen oppo- get into and out of a lot of trouble. If a class of superhumans is mistrusted or persecuted in the set- CLASSIC BITS Some classic bits involving the Overlord archetype include the following: CONSORTS What is a ruler without a consort to help establish and carry on a dynasty? police officer who gave her a parking ticket (leading to some personal tragedy in her twisted view), better toThe Psycho tends to take an obsession to, well, crazy kidnap him and arrange for him to be crushed inside anlengths, making it into a motif for costume and weap- impounded car at a junkyard, rather than just killing him and dumping the body somewhere. This might be given here, or some combination of the three power-sets,a particular origin for super-powers in the setting, such as although even more exotic powers are possible.mutants, psychics, or mystics, or a general belief that super-humans are clearly better than ordinary people and should NAME IDEASguide human society by right of their powers. Even a captured Psycho is rarely sent to prison, but gang and find the villains new hideout. and our Some fan- Advantages: Improved Grab. 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.