mutants and masterminds 3e pdf trove

Faiths & Pantheons WE Epic Enhancement (6 Frames) Wizards.com Epic Insights Forgotten Realms - D&D 3e - Oct 2002. Defenses: Dodge 4, Parry 4, Fortitude 5, Toughness 4, Will 3. Indeed, they often take great offense to any hero section or hired or created supervillain lieutenants. Alternately, you can simply consider it a plot de-vice, since most other supervillains find ways to myste-riously return from death as well. Nobodies often forget justPOWER CORRUPTS how powerful they are, and old (human) habits die hard.Even if a Jumped-Up Nobody doesnt start out as a power- Offensively, Jumped-Up Nobodies tend to go for big,mad villain, they tend to end up that way, given the kind showy effects, especially dishing out a lot of damage toof might at their command. Even if the Bride is initially an ally, she may have a diffi- cult time adjusting to her newlife,especially if she sharesDELUXE GAME MASTERS GUIDE 135MUTANTS & MASTERMINDS some of the personality and traits of her original human Now the hunt is on for the thief of several types of deadlytemplate, such as affection for one of the heroes. evil entity, or some other power. her transformation into a vampire like him. The he- roes have to figure out a way to stop their foe without us-A Mimic capable of doing so may well imitate targets tac- ing their powers, or come up with a plan to trick or disabletics as well as their traits, allowing the villain to use the the Mimic before it can learn too much.heroes most effective tricks against them. Some common Mad Scientist themes in the comics corporations. 3rd Edition Character Sheets. of new and innovative challenges. SomeTainted Mimics not only duplicate the powers of their Vampire Mimics must kill or even consume their victims intargets, but also their power-related complications and some fashion in order to gain their powers, making themweaknesses. Therefore, he takes it upon himself toHalloween), or confronting the Imp with some intangible become their hero coach and provide them with all sortsquality, such as love, hope, fear, or the like. 4, Will 0. It can be a device character with truly limitless power, even beyondbook of spells, a magical talisman, cosmic artifact, piece that of the item given in the archetypes stats. Needless Scavenger villains are kind of do-it-yourself Mimics. Offense: Init +0, Effort, Ritualist, Trance. Offense: Initrarely know when theyve gone too far with their pranks. 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. Totals: Abilities 10 + Powers 8 Perception 4 (+5). Offense: Init +0, Attack +6 (Close,tasy dragons, however, are highly intelligent: for these, in- Damage 9). 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. The Vampire usuallyprefers getting a single victim alone, using Fascinate in This scenario works best with a non-player character aspreparation for a bite attack (with a fair grab bonus for the Vampires victim, unless a player is particularly willingholding an ordinary human victim immobile). Skills: Perception 6 (+6). Hav- ing decided to enlighten the whole city, the villain plansWhen finally cornered, most Psychos are fierce fighters, to release the compound into the water supply (perhapseven if they lack superhuman strength and resilience. Hell show them all! Offense: Init +2, Bite +0 (Close, Damage 5).With various villains possessing powers like animal con- Defenses: Dodge 8, Parry 6, Fortitude 0, Toughness 2, Will 2.trol, shapeshifting, and mimicking the traits of different Totals: Abilities 18 + Powers 30 + Advantages 0 + Skills 3 +animals, as well as a tendency to acquire pets, heroes may Defenses 0 = Total 15 points.encounter many different types of animals. Totals: Abilities 16 + Powers Powers: Strength-based Damage 1 (Bite), Growth 10 23 + Advantages 0 + Skills 0 + Defenses 10 = Total 17 points. The Evolved Mastermind is an example of such a char-acter, either a future being from a potential future time,or a present day human, hyper-evolved to this state byscientific means, accidentally or by deliberate experiment.For Silver Age villains, exposure to exotic radiation is oftenthe source of the hyper-evolutionary effect.Evolved Masterminds have a major superiority complexaround their exalted state. Offense: Init +3, Unarmed +2 (DC 14). Add appropriate effects for particular types of insects, such as Flight (Winged) for flying insects,Powers: Feature 1 (bright glow), Flight 4 (30 MPH), Illusion 5 Affliction or Weaken effects for venomous insects, and(Affects All Senses), Shrinking 8. Many aquatic supervillains rely on shark minions for pro- tection and offense, while tyrants and mad scientists may employ shark pools as traps to protect their layers. Mathematics: While it often seems evil, mathematics might not seem all that powerful, until you realize that it is the science underlying many other disciplines. petri.ruotanen6205. Perhaps the126 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESOverlord is successful in capturing some of the settings good guys. However, it requires some sort of activator, such as a binary compound released inITS MY PARTY a spray or aerosol to match the one in the water supply, or some sort of broadcast signal that triggers the latentThe Psycho begins a series of kidnappings, snatching chemical in the system. Offense: Init +1, Dagger +3 (Close, Damage 2), Pistol +3 (Ranged, Damage 3), Unarmed +1 (Close, Damage 1). Some real name or a suitable surnamelike Arkana, Improbable,may have Summon as well, being able to call their mon- Malevolence, Malific, Quark, and so forth.strous minions out of nowhere or control them directly. Assistants include the following:may double as effectiveminions, if they have other THEY CALLED ME MAD!useful abilities. More aggressive tulpas STR 2 STA 4 AGL 1 DEX 0 FGT 4 INT 2 AWE 0 PRE 2 may even spawn spontaneously from powerful fears or Powers: Flight 2 (8 MPH; Wings), Immunity 10 (Life Support), nightmares, particularly in people with psychic potential. greater plot-device-level threat. Totals: Abilities 10 + Powers Damage 4). This rev- elation is a great element to insert into a series retroac-Of course, this is exactly what is supposed to happen, as tively; after all, so long as all the evidence is consistent,the Master of Disguise is impersonating the hero to cause theres no way for the players to know their trusted friendtrouble and provide a distraction, either for one of his own hasnt actually been a disguised supervillain for the pastschemes or for a villainous employer. Consignment Service. inga chemical compound that induces madness. Mutants & Masterminds, Third Edition Mutants & Masterminds, Second Edition Mutants & Masterminds, First Edition True20, Freeport, and more! Some Alien Overlords have additional powers, after their present-day enemies are nothing but a memo-most commonly those of the Alien Mastermind; see the ry. This archetype can also represent a giant octopus or simi- lar creature.144 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESSWARM, DEVOURING PL5 MR2 CIVILIANSSTR 2, STA 5, AGL 5, DEX 1, FGT 2, INT 4, AWE 0, PRE 5 Numerous innocent people are under the heroesprotection, but their game traits dont often matter in the context of thePowers: Damage 5 (Shapeable Area), Insubstantial 1 (Innate; game. 1.1 Main Page/Player. Defenses 13 = Total 36 points.Aquatic animals are adapted for life underwater: they ef-fectively have Immunity to Drowning and the Movement Bears stand nearly 12 feet tall on their hind legs and weigh(Environmental Adaptation) effects. Offense: root itself and move about using its branches and roots. Indian el- Parry 6, Fortitude 6, Toughness 6, Will 3. If youre inflection of their own obsession with vengeance or justice. Thumbnails. (See the previous bit for details.) Rather than supporting them, the government explained crime spree! wield as weapons.NAME IDEASBrainscan, Cerebrax, ESPer, Mentallus, Mr. With somebrilliant as their ex-boss, the Jobber offers unique outside help, they have upgraded their power significantly,firepower by creating replicas of their own power suite increasing their PL to 12 or higher (or consider using theat an appropriate rank for their minions. Are Some classic elements associated with the Jobber include:their abilities from a magic source, strange radiation, or astrangely specific mastery of science? The Item often imprints on itswielder such that no one else can use it. Advantages: Improved This archetype represents a full-grown tree able to up- Grab, Improved Initiative. We have buyers around the world looking for rarities, and if you are interested in putting a select item up for sale . These are not account- in at 1,200 pounds. 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). Skills: Close Combat: lains may wield a degree of magic power that makes them more dangerous than their robe-clad brethren. If such a talisman canturn a virtual no one into a world-class supervillain, justimagine what it could do in the hands of a masterful evilSorcerer!DELUXE GAME MASTERS GUIDE 137MUTANTS & MASTERMINDS SORCERER PL14 STR STA AGL DEX FGT INT AWE PRE -1 0 0 2 2 3 8 2 POWERS OFFENSE INITIATIVE +0 Ranged, Damage 18 Magic: Array (36 points) Mystic Blast +10 Ranged, Affliction 12 Mystic Blast: Ranged Damage 18 36 points Mystic Bonds +10 Close, Damage 1 Mystic Bonds: Ranged Cumulative Affliction 12 (Resisted by Unarmed +2 Dodge; Hindered and Vulnerable, Defenseless and Immobile; DEFENSE 10 FORTITUDE 11 Extra Condition, Limited Degree) 1 point Mystic Passage: Teleport 18 1 point DODGE 8 TOUGHNESS 18/0* Scrying: Remote Sensing 9 (visual, auditory, mental) 1 point PARRY WILL 16 *Without Mystic Shield Mystic Levitation: Flight 4 8 points Mystic Senses: Senses 2 (Danger Sense, Magical Awareness) POWER POINTS 2 points ABILITIES 32 SKILLS 20 Mystic Shield: Protection 18, Impervious 12, Affects 35 POWERS 80 DEFENSES 175 Insubstantial, Sustained 31 points ADVANTAGES 8 TOTAL SKILLS COMPLICATIONS Deception 4 (+6), Expertise: Magic 16 (+19), Intimidation 9 (+11), Persuasion 4 (+6), Ranged Combat: Magic 3 (+5), Sleight Arrogant: Superior and overconfident. of Hand 4 (+6) Power Loss: Requires magical rituals or talismans. Defenses:Fortitude , Toughness 10, Will 6. Totals: Abilities 6 + Powers 10 + Advantages 2 + Skills 5 + Defenses 8 = Total 31 points. one-two punch that helps a mastermind manage an en- tire team of heroes in combat. 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. 14 Occult: Mystical, occult, or Satanic paraphernalia and trappings, often delusions of supernatural pow- ers or possession by demonic entities (or is it a delusion?) and tell them they need to meet this latest challenge! Phantom Puppeteer) are literally beyond the heroesgrasp without some special measures.There may be a strong temptation to have the Puppeteerseize control of one or more of the player characters, CAPERSusing them against their teammates. Offense: Init +1, Claw +3 (Close, Damagethose in the wild that need to remain alert to either poten- 8). In combat, theyare direct and overconfident, opening up with theirstrongest power before trying alternate powers ormaneuvers.While they easily outmatch local law enforcement,Jobbers are rarely on equal footing with superheroes.Jobbers often lead minionseither their own or othercriminals loyal to their employerand use Aid actionsand Team Attack maneuvers with their minions tomatch a heros power level. It shares more in common with the Hybrid andple of what the heroes abilities could do, if turned to evil. Otherwise, its up tofollowing. Mad scientists in particular maymodifytheir sharks to add cy- bernetic weapons or the ability to run across dry land. To further complicate matters, thecility, but there is evidence the systems failure was caused Robot might use captured humans as carriers, leavingby a break in, by someoneor somethingthat man- the heroes with the dilemma of whether or not they canaged to escape. The Undead Sorcerer exists in a kind of half-life, eitherDEMON SORCERER trapped there by the decree of foes who bound and entombed him, or through his own machinations, tran-The Sorcerer is not human at all, but an infernal creature: a scending the limits of mortality at the price of the plea-demon, devil, or some similar being from a hellish dimen- sures and aesthetics of the flesh. 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. Skills: Perception 6 (+7). It might be the villainsvarious creations, perhaps in place of Equipment. ther limited to settings with a common power origin or are also Unlimited Mimics, able to duplicate any power inANIMAL MIMIC any amount (see the following).An Animal Mimic does not duplicate the traits of other SKILL MIMICpeople, but rather the abilities of animals, sometimeslimited to one at a time, others able to mix-and-match. Animals 2 (Low-light Vision, Acute Smell). In addition challenges by taking on costumed heroes as opponents,to their formidable collection of advantages and skills, a inside and outside the ring.ninja may also carry a selection of equipment includinga sword (the straight-bladed ninjato is their traditional The Ultimate Fighter may be a cold and heartless mer-weapon) and the equivalent of a utility belt with throw- cenary, interested only in proving he is the best there ising stars, smoke bombs, and other devices uses to carry against any and all opponents, putting his skills to workout their missions and ensure their escape. SORCERERThe mystical arts offer the potential of tremendous power, and so forth, or could have different physical game traitsand some fall victim to the temptation to misuse their arts as well, including increased Strength and Stamina, Protec-for evil. Lethal Legion. Some intelligent dragons are also Skills 0 + Defenses 8 = Total 23 points.sorcerers with a Magic array and/or the Ritualist advantage. The enraged scientist disappears,kidnapping other scientists or scholars and along with all of the experimentalforcing them to work on a particular proj- data and even prototypes, leadingect, allowing heroes the opportunity to the heroes to investigate. The Imp may pull mean pranksintended to make heroes look bad or just show them up,such as altering their powers or costumes, threateningtheir personal lives, trying to expose a heros secretidentity, steal away a significant other, and so forth.ITS MY IDIOMAlthough the Imp is capable of accomplishing nearly any-thing, he tends to stay within a particular theme or style.For example, an Imp could be a shape-changer able toturn into anything he can imagine; or the Imp might beobsessed with 18th century pirate regalia, so all his vari-ous effects are associated with it (flintlocks, cannons,parrots, peg-legs, and so forth), even when theyrefantastic in nature (firing energy beams or growingto giant size). He begins to visitand three successive failed checks result in transformation her in the night, slowly drinking her blood and beginninginto a vampire over the course of the final 24 hours. So, for example, if thea golem, animated statue, or even steampunk clockwork, heroes beat the Robot by melting it in the last encoun-some creation of mysticism or weird science rather than ter, the new version may have potent heat shielding thatconventional technology. Totals: Abilities 22 + Powers 12 + Advantages 0 +The crocodile described here is up to 20 feet long, with Skills 2 + Defenses 8 = Total 0 points.powerful, toothed jaws. 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. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Super-Powered by M&M Trademark License: Make your own Mutants & Masterminds-compatible products! If the heroes defy any of this legal great opportunity to use a group of non-player heroes.harassment, a warrant for their arrest is posted almost im-mediately and they become hunted fugitives. Eventually, the good guys dis-The heroes encounter a new Mimic villain for the first cover the hero is not the genuine article, but the Mimic,time. Natural competitors, Ultimate Fightermedieval Japan, or a more modern interpretation of their types test their skills in the crucible of the fighting ringlegend. Some Imps are potentially deadly, but even these some fashion. . Others hunt for with a way of defeating the villain is even more based onthe Item for years until they are rewarded with success. When confronted Wings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fireor angered their true nature is revealed by a slip in theirfaade: an intense fiery glow held within their eyes that Damage, Poison, Disease), Morph 1 (Human guise), Imperviousnot even the contact lenses can mask. Next Page. It can be best to either encourage the playerIn addition to looking like other to take on both roles and play them equally,people, the Master of Disguise or for the GM to temporarily take control ofhas sufficient ranks of Mind the players character, just the same as if theReading to think like them as hero were otherwise under a villains influ-well. Some (like thecharacters. 0 + Advantages 2 + Skills 16 + Defenses 0 = Total 28 points.WHALE PL8 MR4 In a world filled with superheroes and supervillains, there STR 12 STA 0 AGL 2 DEX 3 FGT 2 INT 3 AWE 2 PRE 3 are always reporters around to get the latest storyor Powers: Growth 12 (Permanent, Innate), Protection 1, Senses 4 just get in the way. and may also setup particular encoun-ters to test the heroescapabilities in variousways. More. Skills: Athletics 4 (+12),tend to have a higher than average Awareness, particularly Perception 4 (+5). of the Rebuild and Return bit.ANDROID GIANT ROBOTTo the casual observer, the Android looks like an ordi- Rather than blending in, the villain is a huge robot, withnary human being. Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! Defense: Dodge 10, Parry 6, Fort 3, Tou 0, spiders and scorpions as well.Will 6. 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. Or over estimated his chances. The res-LEARNING CURVE urrected hero has some adjusting to do but, as time goes on, things dont seem right. challenging for the heroes! When the inevitable con- prove once and for all who is thefrontation does happen, the Mad greater genius. If un- after a hero for her new consort.able to escape, the creature fights fiercely, summoningwhatever potential minions might be at hand. What is their tie to the original villain and what isTACTICS motivating their new crime wave, and can the heroes stop them from tarnishing the legacy of a far less dangerousWhen all you have is a hammer, every problem looks like criminal that may even think of as a peer?a nail. The Nobodys weaknesseshero point for it. STR 1 STA 2 AGL 4 DEX 0 FGT 0 INT 4 AWE 1 PRE 3 Powers: Extra Limb 1 (Tail), Feature 1 (Use feet as hands), SNAKE, VIPER PL4 MR3 Shrinking 6 (Permanent, Innate). Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. "Tell me you've got . The first to attack may provide a redherring, making heroes believe that an unaffiliatedemployer is after the treasure or that a wave oftheme-robberies is about to begin, but as moreand more villains make a run at the same target thesituation becomes more obvious. In some sources, undead suddenly Black Hand, Bloodsport, Golden Tiger, Shadow Dragon,seem to develop considerable hand-to-hand combat skills Steel Fist, Thunder Fist, White CraneDELUXE GAME MASTERS GUIDE 113MUTANTS & MASTERMINDS TACTICSCLASSIC BITSThe following are some classic bits associated with the The Martial Artist is a close-in fighter with plentyMartial Artist archetype: of tactical options, thanks to a full range of combat advantages. They advantage provides additional opportunities to catchcould also have been master-and-student, with either the foes vulnerable. They Called Me Mad! theres always the possibility of a Visual Area Affliction with a control effect.CAPERSCapers involving the Jumped-Up Nobody might includethe following:ILL SHOW THEM!With the power he now wields, the Jumped-UpNobody goes after a hit list of everybodywho ever crossed him, and its a long list.The heroes first encounter with the vil-lain is when panicked calls for help comefrom the people threatened by his ven-detta (directly or indirectly). The Dragon's Trove will be happy to sell high end RPG products for you. 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). Log in or sign up to leave a comment. BEAR PL6 MR3All animals have certain game traits in common: they havean Intellect rank of 5 or 4 (any creature with a higher In- STR 8 STA 4 AGL 1 DEX 0 FGT 3 INT 4 AWE 1 PRE 2tellect isnt a normal animal). Often the undead state is merely136 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESa steppingstone toward an eventual goal of apotheo-sisthe achievement of virtual godhoodeven if thewhole world must be sacrificed on the altar of theSorcerers ambition.NAME IDEASArcanix, Eidolon, Infernus, Magus, Mor-gan, Umbrus, often with a title likeDoctor or Master in front of it formen and Lady or Madame in frontof it for women. Charactersare better represented with the cat, above. Totals: Abilities 0 + Powers 0 + Advantages 1 + Skills 4 +0, Toughness 0, Will . If tainting a reservoir or processing plant) or even in the airthe final confrontation takes place somewhere potentially over the city via balloon or plane.dangerous (in a factory, atop a moving train, etc. Advantages: Equipment 1. Historical ninja worked as assassinslikely em- or cage-match, and theyre often driven to seek out newployment for their modern successors as well. Now the heroes are left in the clutchescases, he has a clear-cut alibi, being away on a mission or of the villains deathtrap while their foes go on an unre-the like. Sort by: best. The classic ex-ample is a D-list sorcerer who has sold his soul to a de- Ignored before he possessed such might, the Jumped-Upmon or other entity in exchange for tremendous power. Perhaps more than one villain is interested inbe virtually indestructible, able to move about during the it, pitting the heroes against multiple foes and the badday and immune to the concerns of others of its kind. This massively built foe relies on strengthcharacters combat style and background. It is this obsession that leads the Psycho into a challenge of this new game and transferring some of hiscareer in supervillainy rather than just being a run-of-the- desire for revenge to the heroes who defeat him (but notmill criminal. Advantages: ImprovedGrab, Power Attack. The Magical Construct is pabilities based on prior defeats. Then they must inves- thin ice, since the slightest thing can send the villain overtigate, figuring out the villains current plan and hideout the edge, and the heroes are running out of time beforebefore eventually confronting the Psycho, either at the the Psycho gets bored or angry and decides to end thesite of the next intended crime or at the villains lair. up situations where the heroes attacks hit each other asThis kind of rivalry can add an interesting roleplayingelement to the Martial Artists appearance, along with anopportunity for complications and hero points.THE SECRET TECHNIQUESome Martial Artists know one or more eso-teric techniques, allowing them to perform su-per-human feats. Shadow Council. MUTANTS & MASTERMINDS IMP The Imp is less of a "villain" and more a high-level nui- of . Defenses:ranks in Shrinking and correspondingly greater Str. The lockdown has managed from later in this chapter.) Comic book monsters may be creatures out of leg- Acute Smell, Ultra-hearing). Eventually, sheThe Vampire as presented is a somewhat low-powered foe goes to join her new lord and master so he may completefor a group of superheroes, unless the characters are PL 8 her transformation. Defenses: Dodge 2, Parry 2, Fortitude 3, Toughness 1, Will 1. The No-of advanced alien technology, or anything else the GM body might possess a literal plot device, an item capablecares to make up. The rogue heroes are under the Puppeteers control, and are stealing the components for the next stage of the vil-Naturally, the sudden change of heart on the part of the lains plans: a super-science gadget or magical artifact orcity and its populace is the work of the Puppeteer, influ- ritual to massively increase Mind Control range, allowingencing key people to turn public opinion against the he- the villain to take over the city, country, or even the entireroes. sense of boredom or to lighten up the otherwise overly serious good guys. Deception 8 (+13), Expertise: Magic 6 (+7), Insight 8 (+10). Offense: Powers: Movement 1 (Slithering), Senses 2 (Infravision, Init +4, Attack +0 (Close, Damage 1). Advantages: Defensive Roll. Skills: Athletics 4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6). Aas slightly glowing eyes, a plastic sheen, or a completely small giant robot (no more than Growth 6-7) may be aexpressionless facebut under most circumstances, the master villain or lieutenant. Discover the best professional documents and content resources in AnyFlip Document Base. Editable Character Sheet PDF. Appearing as beautiful menSTR 1 STA 2 AGL 1 DEX 1 FGT 3 INT 0 AWE 1 PRE 0 and women, They often keep their large, leathery wingsPowers: Strength-based Damage 2 (Claws), Flight 2 (8 MPH; concealed under clothing. Whatever the source of the power, itis, for all intents and purposes, limitless (with possibly oneexception, see One Weakness, following).CMON, LETS PLAY!Looking for entertainment, the Imp is more prone thanmost antagonists toward playing games, often childishor cruel (or both), such as high-powered versions of hide-and-seek, scavenger hunts, tag, checkers (perhaps playedwith buildings or landmarks, or living pieces), or varioussports or board games. Some Mimics do ever is necessary for it to duplicate a targets traits, thenthis deliberately, to further confuse opponents aboutwho is the genuine article or even to replace a subject and uses them against its foes inimpersonate them. The Puppeteers motif may in-ghost or spirit, an astral form, energy being, or even an in- volve acquiring a harem of thralls willing to do anythingtelligent virus or meme spread through physical or social to please the object of their affections. Perhaps the vil-Scientist tends to flip a switch (orwhatever) that unleashes some fear- lain kidnaps whoever is giving the award to force them to acknowledge him, or simply plans to attack the award112 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESceremony with an army of robots or some new fiendish only have to deal with formerly two-bit criminals armeddevice to show up his rival.

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