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Mutants & Masterminds Archtype Archive 1
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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.
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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
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ANDROID
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+7
+5
+4
+2
+0
“I’m like you,
only better.”
24
20
18
14
10
TOUGHNESS
+12
FORTITUDE
REFLEX
+5
WILL
+5
The Android is an automaton that combines the best of
human and machine features. Of course, while the Android’s
exterior is human, it is nothing more than a flesh-and-blood
façade to hide the machine inside.
Skills: Computers 8 (+12), Knowledge (technology) 4
(+10), Notice 8 (+10), Sense Motive 8 (+10)
Feats: Assessment, Eidetic Memory, Fearless, Improvised
Tools, Improved Initiative, Jack-of-All-Trades
Powers: Datalink 2 (100 feet), Immunity 30 (Fortitude
saves), Protection 12 ( Extras: Impervious), Quickness 2
(x5), Strike 5 ( Power Feats: Mighty), Super-Senses 7
(direction sense, distance sense, infravision, radio, time
sense, tracking, ultra-hearing), Super Strength 2 ( Heavy
Load: 2.8 tons)
Combat: Attack +8, Grapple +17, Damage +12
(unarmed), Defense +8, Knockback –12, Initiative +8
Totals: Abilities 26 + Skills 8 + Feats 6 + Powers 75 + Combat 32 + Saves 3 = 150
ARCHETYPE ARCHIVE 1
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BULK
POWER LEVEL 10
STR
DEX
CON
INT
WIS
CHA
+12
+0
+14
+0
+0
+0
“Comin’
through!”
34/20
10
38/20
10
10
10
TOUGHNESS
+14
FORTITUDE
+14
REFLEX
+3
WILL
+5
The Bulk is the unstoppable force and the immovable object
all in one. Able to absorb and dish out massive amounts of
punishment, the Bulk is an impregnable wall on defense and
an unstoppable juggernaut on offense.
Skills: Intimidate 6 (+6), Notice 6 (+6), Profession
(choose one) 4 (+4), Search 4 (+4)
Feats: Fast Overrun, Improved Overrun
Powers: Enhanced Constitution 18 ,
Enhanced Strength 14 , Immovable
12 ( Extras: Unstoppable), Immunity 5
(critical hits, cold, heat, pressure),
Impervious Toughness 14 , Super
Strength 5 ( Heavy Load: 100 tons; Power
Feats: Shockwave, Thunderclap)
Combat: Attack +8, Grapple +25, Damage +12
(unarmed), Defense +6, Knockback -26, Initiative
+0
Totals: Abilities 20 + Skills 5 + Feats 2 + Powers 87 + Combat 28 + Saves 8 = 150
ARCHETYPE ARCHIVE 1
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