MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
CRIME FIGHTER - THE ROOK
Jon wants to create a hero who’s a vigilante type, someone with no superpowers, but
great training and skill, along with various crime-fighting gadgets. The hero is intended for
a power level 10 game, with 150 starting power points.
Jon starts out with abilities. He wants his hero to be capable both physically and men-
tally. So he assigns rank 5 to both Agility and Dexterity to make his hero quick, ag-
ile, and accurate, and a 5 to Intellect to make him equally quick on the uptake. He
puts 3 each into Strength and Stamina making his hero well above average in those
abilities, but not quite as much as the others. Similarly, he gives his hero Presence 3
and Awareness 2, both above average, but not his strongest suits. Lastly, since he sees
his hero as a real combat expert, Jon gives him Fighting 8. Each ability rank costs 2 power
points, so Jon has spent 68 of his 150 points, just over a third.
Next, he looks at skills. He wants his hero to be quite skilled and makes a wish list of the skills he
wants. He starts out assigning 8 ranks to each of those skills—knowing skills
cost 1 power point per 2 ranks—but that would use up more than his re-
maining points! So he shifts those ranks around, decreasing less important
skills—like Sleight of Hand and Treatment—and increasing Ranged Com-
bat to match the hero’s Close Combat bonus. When he’s done, Jon has as-
signed 58 ranks in skills, quite a respectable amount, and spent 29 points
(58 ranks, divided by 2). That leaves him with 53 power points remaining.
Fortunately, Jon has decided his hero doesn’t really have any powers, relying
on skills, advantages, and equipment. So he turns to his character’s defenses. He
buys up his Dodge from 5 (for his Agility) to 14 for 9 points and his Parry from 8 (for
his Fighting) to 14 for 6 points. He increases Will from 2 (for his Awareness) to 8 for
another 6 points and gives his hero Fortitude 8, adding 5 points to his basic Stamina 3.
Jon has spent a total of (9 + 6 + 6 + 5) or 26 points on defenses, about half of what he has left.
Now he looks at his hero’s Toughness. Jon can’t increase that directly by spending power points; Tough-
ness can only be improved using advantages and powers, and his hero doesn’t have any powers. His hero
has Toughness 3 from his Stamina and his Toughness defense can be up to 6, given his Dodge and Parry of
14. Since Jon doesn’t want his hero to have any powers, he decides it’s time to look at advantages.
The Defensive Roll advantage catches Jon’s attention immediately: it grants improved Toughness by
using agility to “roll” with attacks. Perfect! He takes 3 ranks of Defensive Roll, giving his hero a total
Toughness rank of 6, for 3 points.
That brings Jon to equipment. He puts together a list of equipment, including an array of weapons
for his hero. The flashlight and tracers are simple, and the Gamemaster approves the weapons, but
Jon’s concept for a set of silent glider wings and a cowl that grants his hero various enhanced senses
push the equipment envelope a bit too far in the GM’s opinion. He asks Jon to make them devices, taking
them as powers with the Removable modifier (see page 201).
His 15 points worth of equipment needs 3 ranks of the Equipment advantage, which Jon notes. Looking over the
power effects, he puts together the following devices:
Cowl: Senses 3 (Extended Vision, Low-Light Vision, Radio), Removable (–1 point) • 2 points
Wings of the Rook: Flight 5, Subtle (sound baffling), Wings; Movement 1 (Safe Fall), Removable (–2 points) • 6 points
That’s 8 points in powers. Added to the 6 he’s put into advantages thus far, Jon has 13 points left. The rest he wants to put into
other advantages. He makes a list of the ones he wants and whittles it down to: Inventor, Jack-of-all-trades, Move-by Action,
Power Attack, Quick Draw, and Well-informed. That’s 6 points, leaving another 7. Jon makes his hero a Multi-millionaire to af-
ford all this crime-fighting stuff, that’s 4 ranks of Benefit. He also decides to give him a headquarters, the Roost, worth another
15 equipment points. That brings his Equipment rank up to 6, for the remaining 3 points.
Jon notes some Complications he thinks might suit his hero, getting some ideas he can give the GM to earn extra hero points
during the game. His hero is motivated by justice above all else, even if it means operating outside of the law. He has a strict per-
sonal code of honor, however, and won’t take unfair advantage. He believes right and wrong are not mere abstract concepts. Not
everyone agrees with his activities, however, so he keeps his true identity as Jack Cooper, dotcom millionaire, a secret.
Jon goes back and adds up his costumed crime fighter’s points, coming up with the starting total of 150, so he presents his
new hero, “the Rook,” to the Gamemaster for approval and he’s ready to play!
50 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Hero: _______T___h___e____R____o___o___k_________ Player: ____J___o___n__________________
Identity: _________J___a__c___k____C____o___o__p___e__r____________ X Secret Public
Gender:M____a___l_e_____ Age: _3__1_____ Height: _6__’__0___”____ Weight: __19___5____l__b_s_ Eyes: __B__l__u___e__________ Hair: _B___r__o___w____n________
Group Affiliation: __N___o___n__e______________________ Base of Operations: __E___m____e__r__a__l__d____C____i_t__y__________ Power Level: ________
Power Point Totals: Abilities _6___8_____+ Powers __8_______+ Advantages __1_9______+ Skills ___2___9___+ Defenses ___2___6___= ____1_5___0___
Strength 3 Agility 5 Fighting 8 Awareness 2 Defense
Stamina 3 Dexterity 5 Intellect 5 Presence 3
Dodge (agl) 14
Parry (FGT) 14
Initiative +5 Fortitude (STA) 8
Offense 6/83
+15 Close, Damage 3 Toughness (STA) *
Unarmed Will (awe)
Fighting Staff +15 Close, Damage 5, Reach 1
Rook’s Talons +15 Ranged, Damage 5
*Without Defensive Roll. Notes
Benefit 4 (Multi- Advantages Acrobatics 5 (+10), Athletics 5 Skills
millionaire), Defensive Roll
3, Equipment 6, Inventor, Jack-of-all- (+8), Close Combat: Unarmed 7
trades, Move-by Action, Power Attack, (+15), Intimidation 6 (+9), Investigation 1
Quick Draw, Well-informed (+6), Perception 6 (+8), Ranged Combat:
Throwing 10 (+15), Sleight of Hand 3
(+8), Stealth 8 (+13), Technology 5
(+10), Treatment 1 (+6), Vehicles 1 (+6)
Powers & Devices
C__o__w___l_:__S__e__n_s__e__s___3__(__E_x__t__e_n__d_e__d__V__i_s__i_o_n__,__L__o__w__-__L__i_g_h__t___V__is__i_o__n__, __R__a_d__i_o__)_,__R__e_m___o__v_a_b__l_e___(_–__1 _p__o__i_n_t__)__•__2___p__o__in__t_s_________
W___i_n__g_s____o_f____t_h__e___R__o__o__k__:__F__l_i_g_h__t___5___(_6__0____M__P__H___)_,__S___u__b_t__l_e___(_s__o__u__n__d___b__a_f__f_l__in__g_)_,___W___i_n_g__s__;__M___o__v_e__m__e__n_t___1__(_S___a_f__e___
F__l_a__s_F_h_a_ll_il_g)_h,__tR_:__e_Fm__e_oa__tv_au__br_l_ee___1(_(_–_I2__l_lp_u_o_m_i_n_it_n_sa__)t_i_•o__n6__)_p_•_o_1_i_np__to_s_i_n_t__________M___i_n_i_-__T__r_a__c__e_r__s__:__F__e_a__t_u___r_e___1__(_T__r__a_c__k__i_n_g__)__•__1__p__o__i_n_t__
A__r__s__e_n__a_l__:__A__r_r__a_y___(__9__p__o__i_n_t__s__)_______________________________________________________________________________________________________
______•__F__l_a_s__h____B__o__m__b__s__:__R__a__n__g_e__d__B__u___r_s__t___A__r_e__a___A__f__f_l_i_c__t__i_o_n___3___(__R__e_s__i_s__t__e_d___b__y___F__o__r_t_i_t__u__d_e__;___V_i_s__i_o__n________________
__________I__m___p_a__i_r_e__d_,__V__i_s__i_o__n___D__i_s__a_b__l_e__d_,__V__i_s__i_o__n___U__n__a_w___a__r_e_)___•__9___p__o__in__t__s___________________________________________________
______•__E__x_p__l_o__s__i_v_e___T__a__l_o__n_s__:__R___a_n__g_e__d___B__u__r_s__t___A__r__e_a___D__a__m__a__g_e___3___•__1__p__o__i_n_t__________________________________________________
____________••____FT____iIa__g__shn____ect__r__ian__p__Tg__a__a__cS__l__iott__a__na__fst____fe:__:d__R__)__S__a•__tn__r__1g__ee__pn__do__g__it__An__h__tf__-__f__bl__ai__c__s__t__e__ido____n__D____a4____m__(____aR__g__ee____s__2__is__,__t__R__e__de____a__b__c__y__h____F__1__o__•__r__1t____ipt____ou____idn____et__;______D____a__z____e____d__,____S______t__u____n____n____e__d____,____________________________________
______•__T__h__r_o__w___i_n_g___T__a__l_o__n__s__:__S__t_r__e_n__g_t__h__-__b_a__s__e_d___R___a_n__g_e__d___D__a_m___a__g_e___2___•__1__p__o__i_n_t___________________________________________
____________________________________________________________________________________________________________________________________________
Headquarters-The Roost: Large; Tou 10; Communications, Computer, Concealed, Gym,
Gear & EquipmentInfirmary, Laboratory, Library, Living Space, Power System, Security System, Workshop. •
15 points
Motivation--Justice: The Rook is looking to bring justice to Complications 0Power
those who deserve it—whether it be the victims of a crime
or the perpetrators. points
Honor: The Rook won’t take unfair advantage of anyone in or out of
combat. He believes in right and wrong no matter the circumstance. 1Hero
Identity: No one knows the Rook is actually Jack Cooper, and he plans to
keep it that way for as long as he can. points
CHAPTER 2: SECRET ORIGINS 51
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
THE POWERHOUSE - PRINCESS
Julia wants to play a fairly straightforward hero: super-strong and tough, but also a beautiful
young woman with an eye for fashion! She draws a sketch of a smiling, slender woman in a
pink T-shirt that says “Princess” on it in silver sequins, holding a car over her head!
Right off, Julia knows Princess is strong, really strong. So she assigns her Strength 12;
higher than PL10, but still not so high that she can’t also have a reasonable close
combat bonus. That Strength is enough for Princess to lift a hundred tons! She
can heft that car with ease! Julia gives her Stamina 12 to match.
Since she sees Princess as graceful, like a gymnast, Julia gives her Agility
5, but she goes with Dexterity 3, since her character isn’t as coordinated
(although she’s still above average). Likewise, Julia assigns Princess 2 ranks
each in Intellect, Awareness, and Presence; she’s smart, sassy, and deter-
mined, but not amazingly so. Julia wants Princess to be a capable close-up
fighter, so she gives her Fighting 6. That’s a total of 44 ranks in abilities for 88
power points, leaving 62 remaining.
Next up: powers. Julia wants Princess to be fast and tough. She gives her 4 ranks of
Speed, allowing her to keep up with a slow-moving car, and assigns her 5 ranks in Im-
munity (allowing her to ignore cold, disease, heat, pressure, and radiation) along with some
Impervious Toughness (8 ranks) and Regeneration (2 ranks). That’s 19 points in powers,
43 remaining.
Given her great Strength and Agility, Julia also sees Princess as being able to jump re-
ally far, so she gives her 7 ranks in Leaping as well. That’s another 7 points, leaving 36.
Julia looks over the advantage list, taking notes as she goes. She likes the idea of
Princess being a real toughy: having things like Diehard and Ultimate Tough-
ness, along with Interpose (allowing her to take the hit for a teammate).
But she also wants her to be quick and inspirational. She likes Attractive,
Extraordinary Effort, Inspire, and Well-informed. That’s seven advan-
tages thus far. She rounds out the list with some combat maneuvers
like All-out Attack and Power Attack (since Princess can cut loose if
she needs to), Improved Initiative (she’s quick) and another rank
of Inspire. That’s another four advantages, for a total of 11 points.
Julia asks the Gamemaster about one more advantage: she
wants Princess to have a secret identity, but not to have to
wear a mask. She and the GM agree that stretches even
the normal comic credulity a bit without some sort of ex-
planation. Julia suggests that Princess just has a “qual-
ity” about her that keeps people from realizing she
and “Jessica Prentiss” are one and the same. The GM
agrees, but says that it should be a Feature effect
(see page 192) rather than a Benefit advantage in
that case. That’s a 1-rank Feature for 1 more power
point worth of powers.
Julia has 24 points left for Princess’ defenses and skills. She looks at defenses first: Fortitude and Toughness are already maxed-
out by her Stamina 12, and she notes that. She also sees Princess’ maximum Will defense is now 8 (since Fortitude + Will cannot
exceed PLx2, or 20, in this case). Likewise, her Dodge and Parry cannot exceed 8 due to Princess’Toughness. She decides to go
to the limit with all three of them, for a total cost of 11 points, leaving 13 to spend.
Lastly, skills: Princess can have a total skill bonus up to +20 (PL10 + 10) but Julia doesn’t imagine any of her skills are going to
be that high. She picks out a couple of combat skills: Close Combat: Unarmed to bring Princess’ unarmed attack up to +8, and
Ranged Combat so she can pick up and throw things, also at +8. She puts 4 ranks each into Acrobatics and Athletics, and 3 into
Stealth. Since a lovely young woman lifting a truck can be pretty impressive, she decides to give Princess 4 ranks of Intimida-
tion, and rounds it out with 6 ranks of Perception. That’s 13 points worth of skills, or 26 ranks total.
Looking at Complications, Julia decides Princess has a boyfriend who was present when she gained her powers and therefore
knows her secret identity. He’s also the one person able to see through her “guise.” He sometimes tries to help out, but can also
get into trouble. Lastly, her heroine is motivated by a desire to help people. Julia shows the character sheet (and her sketch of
Princess in costume) to the Gamemaster for approval.
52 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Hero: _______P___r__i__n__c___e__s___s____________ Player: ____J___u___l__i_a_______________
Identity: ____J___e__s___s___i_c___a____P___r__e__n__t___i_s___s________ X Secret Public
Gender: _F___e__m____a__l_eAge: _1_9______ Height: _5___’_6___”____ Weight: __1_3__5_____l_b__s Eyes: __G____r__e__e___n______ Hair: __B___l_o___n___d__e_______
10Group Affiliation: __N___o___n___e_____________________ Base of Operations: __E___m____e__r__a___l_d_____C___i_t__y__________ Power Level: ________
Power Point Totals: Abilities _8___8_____+ Powers _2___7_____+ Advantages ___1_1_____+ Skills ____1_3____+ Defenses _____1_1___= _____15____0__
Strength 12 Agility 5 Fighting 6 Awareness 2 Defense
Stamina 12 Dexterity 3 Intellect 2 Presence 2
8Dodge (agl)
Offense Initiative +9 8Parry (FGT)
Fortitude (STA) 12
Unarmed +8 Close, Damage 12 Toughness (STA) 12
Ranged, Damage 12 8Will (awe)
Thrown Object +6
Notes
All-out Attack, Advantages Acrobatics 4 (+9), Athletics Skills
Attractive, Diehard, 4 (+16), Close Combat:
Extraordinary Effort, Improved Unarmed 2 (+8), Intimidation 4 (+6),
Initiative, Inspire 2, Interpose, Power Perception 6 (+8), Ranged Combat:
Attack, Ultimate Effort (Toughness Throwing 3 (+6), Stealth 3 (+8)
checks), Well-informed
Powers & Devices
F___a_s__t__:___S__p__e__e__d___4___(__3_0____M___P___H___)__•___4___p__o__i_n__t__s__________________________________________________________________________________
L___e_a__p__i_n__g_:___L__e__a__p_i_n__g___7____•___7____p__o__i_n__t_s_____________________________________________________________________________________________
R___e__s__i_l_i_e__n_t__:___I__m___m___u__n__i_t__y___5___(__C__o___l_d__,__D__i_s__e__a__s__e__,__H___e__a__t_,___P__r_e__s__s___u__r__e_,___R__a__d__i_a_t__i_o__n__)_;___I___m___p__e_r__v_i_o__u___s________
____T___o__u__g__h__n__e__s__s____8__;__R___e__g_e__n__e__r_a__t__i_o__n___2___•___1_5___p__o__i_n__t__s_____________________________________________________________________
U___n__r_e__c__o__g__n__i_z__a_b__l_e__:___F__e_a__t__u__r__e___1__(_N___o____o__n__e___c__a__n___t__e_l_l___J__e__s__s__i_c__a___a__n__d___P__r__i_n_c___e_s__s____a__r_e___t__h__e____s__a_m___e__________
____p__e__r_s___o__n__)__•___1__p__o__i_n__t______________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________________________________
Gear & Equipment
Motivation—Doing Good: Princess aspires to be a Complications 0Power
genuinely good and helpful person.
points
Identity: Jessica keeps her secret life as Princess a secret.
1Hero
Relationship: Jessica is in a serious, long-term relationship with
Mitchell Allen, who’s aware of her dual identity and tries to “help” points
her however he can.
CHAPTER 2: SECRET ORIGINS 53
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
QUICKSTART CHARACTER GENERATOR
The MUTANTS & MASTERMINDS Quickstart Character Gen- USING THE QUICKSTART
erator found on the following pages first appeared as a CHARACTER GENERATOR
booklet included with the M&M Gamemaster’s Kit. Our
goal in creating it was to make it easier for new players There are a few different ways to use the character gen-
and Gamemasters to create characters. It proved very erator. Gamemasters and players should agree on the
popular and when we had the chance, we offered up the method they’re using before beginning, and work with
idea of including an updated version of it in the Hero’s each other during the process to make sure the end re-
Handbook to the fans and their response was a resound- sult is agreeable. After all, you’re here to have fun, so your
ing, “Yes!” main goal should be to make sure the player ends up with
a character they want to play.
This updated version of the Quickstart Character Genera-
tor includes clearer instructions, some new powers and ROLL ‘EM!
options for some of the archetypes, and fixes to a couple
of the archetypes to make sure they didn’t break any of The first method is to pull out a d20 and roll on the
the rules. Random Archetype Table and then roll the die again
every time that Archetype’s tables tell you to. Each roll
NEXT-TO-INSTANT HEROES of the die tells you which Abilities, Advantages, Skills,
or Powers you get. Sometimes that requires a number
The character generator allows players to quickly create of rolls, sometimes just a few. The number of rolls you
power level 10 starting characters. Using these tables, new have to make depends on the Archetype you get. For ex-
players can start playing their new hero in mere minutes. ample, the Battlesuit, Mystic, and Weather Controller all
All they need to do is roll a d20 to find out what Archetype require a fair number of rolls to determine their Powers
they get, then roll on the tables for that Archetype and and Alternate Effects, while the Mimic, Shapeshifter, and
write everything down on a character sheet or piece of Summoner require fewer rolls, because they have only a
paper and they’re set! few powers.
Sure, this method removes a lot of choice from the pro- PICK AND CHOOSE
cess, but that speeds up character creation, since the
player doesn’t have to make every single decision along The second option is to treat the tables as a menu: sim-
the way (or even know the rules!). It can also provide some ply pick the Archetype you want, go to that page and start
much-needed inspiration to a player who doesn’t have a picking the different packages of Abilities, Advantages,
strong idea for a new hero. Experienced players may not Skills, and Powers you want. Keep in mind, however, there
need to randomly generate characters, but they may still are a lot of options for each Archetype, so this method
want to. The results from the random tables can be inter- may take more time as you weigh which options you like
esting in ways a carefully conceived and planned charac- best. With this method, you won’t get as many “weird”
ter is not. combinations as a random character (unless you choose
them), but the results are fully under your control.
Finally, the Gamemaster can use these tables to quickly
come up with a villain or NPC hero. Randomly roll a char- A LITTLE OF BOTH
acter or pick the Archetype and powers that best fit the
needs of the story and within moments the character is Finally, there’s the combination method in which you
ready to go! make some random rolls and choose some options your-
self (or choose not to take some random results in favor of
No matter how Gamemasters and players end up using
the Quickstart Character Generator, it should make starting
a game easier, faster, and more fun.
DESCRIPTORS
Descriptors like special effects or power sources do a lot to define a hero and his or her powers and appearance. All
the Archetypes’ effects include names for their powers, such as the Battlesuit’s “Gravity Drivers,” which allow it to fly,
but you’re welcome (encouraged, even!) to change the power’s name to something more to your liking. You may even
decide to change your character’s presumed origin entirely. So, Battlesuits are usually hi-tech inventions, but perhaps
you want your Battlesuit to be a mystic artifact—one that can fly due to Flight Enchantments or Levitation Gems built
into it. Descriptors are a simple way to customize your character and make it unique and interesting compared to all
the other heroes out there.
Once you have your character and paper, maybe moved some points around, and decided on your descriptors, you’re
ready to go!
54 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
something else that looks more interesting). This method 55
combines the best of the two options above because it
limits your choices, but also allows you to control, to some
extent, what you get.
Important note: No matter which option you use when
creating a character, feel free to alter the results of your
rolls to make sure you get a character you find interesting.
This is not cheating! Simply because these tables are in this
book doesn’t make them “rules” that you have to “follow.”
Instead, consider them play aids with guidelines to make
it easier to create your character…because that’s exactly
what they are.
ADDING COMPLICATIONS
Every superhero has challenges that make his or her life
more…interesting. Just like the characters in the comics,
your hero needs at least two Complications; one should
be a Motivation and the other (or others) is up to you.
Each Archetype lists a number of suggestions appropriate
for that Archetype. This is your hero, so take the Compli-
cations that make the most sense to you. If none of the
suggestions work for you, there are more Complications
to choose from in Chapter 2.
PULLING IT ALL TOGETHER
Once you have your character’s various traits and Compli-
cations determined and on paper, you’re ready to play! Your
character should be appropriate for a Power Level 10 (PL10)
game, so you can start playing right away without changes.
It’s possible, however, that you have an advantage that
doesn’t mesh correctly with your skills. For example, you
might get the Daze (Intimidation), Skill Mastery (Technol-
ogy), or Assessment advantages, each of which requires
a specific skill to work correctly: Intimidation, Technol-
ogy, and Insight, respectively. If that’s the case, feel free to
choose a different advantage, or if you like the effect the
advantage gives you, swap one of your skills for the one
you need. Instances in which this is a problem should be
rare, but they can happen.
Another aspect of “pulling it all together” is making sure
the character is interesting to you. Do this by customizing
your character a bit, if necessary. This is your hero, after all!
Gamemaster, you should work with your players to swap
around a few points’ worth of Abilities, Advantages, Skills,
and/or Powers so they end up with a character more to
their liking. Usually, this process is as simple as replacing
ranks of one effect for equivalent ranks of another ef-
fect, but remember, if you choose to delete a rank or two
from Presence and use those points to buy some ranks of
Stealth or to increase your Dodge defense, for example,
you’ll need to make sure you adjust any skill totals that
changed because of the hero’s lowered Presence rank. The
Abilities trickiest to change are usually Strength, Stamina,
Agility, Dexterity, and Fighting because they’re so closely
tied to a character’s total damage, defenses, and combat
abilities. If you change those numbers, up or down, make
sure the character isn’t breaking any PL limits or in danger
of being too weak for the game.
CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
RANDOM VS. RANDOM
The MUTANTS & MASTERMINDS Quickstart Character Generator is random, but it’s not 100% random. It was built to create a
character that fits within the concept of one of 20 different super-heroic archetypes—and it does that really well!—but, it
doesn’t give you a completely random character that combines a bunch of disparate powers at wildly differing ranks that
you then have to make work as a character.
The goal for this character generator is to get new players playing a hero of their very own as quickly as possible—and not
just playing, but playing a hero who is effective in a game with which they may be completely unfamiliar. Plus, by using
Archetypes often seen in comics as the starting point, all the heroes should be easily identifiable to anyone with even a
passing knowledge of comic characters.
THE NEXT STEP: POWER PROFILES
If creating a character with the Quickstart Character Generator gets you interested in writing up a completely new char-
acter from scratch, a good place to go for inspiration on how to create powers is the Power Profiles. Each entry covers
a type of power, like Fire, Gravity, Darkness, Armor, or Mental powers. The profiles include information on common
descriptors for the power you’re interested in as well as new features, example powers, and typical complications for
someone possessing such powers.
Players taking their first stab at creating a new character will likely find the Powers section most useful because it provides
examples of offensive, defensive, movement, and utility powers. There’s a brief explanation of each sample power along
with its M&M write-up using the game’s effects. The write-ups even include its power point cost per rank, so you don’t
have to figure it out.
You can get individual Power Profile PDFs, or the collected book at http://www.greenronin.com/store/category/power-
profiles.html
A CATALOG OF IDEAS: to make them work for your hero. Take advantage of that
POWERS & ALTERNATE POWERS when you’re looking for inspiration!
Once you’re playing the game, have a little experience GETTING STARTED
using Hero Points, and even accumulated a few Power
Points to spend to improve your hero, the character gen- Roll 1d20 once and consult the Random Archetype Ta-
erator is an excellent place to look for inspiration when ble, then go to the page listed for that Archetype and fol-
it’s time to come up with just the right Alternate Effect. low the instructions given there.
Whether you need an Alternate Effect when you’re in a
pinch during a game (by spending those Hero Points!) Now that you have your archetype, go to the page indicat-
or between sessions when it’s time to make permanent ed and you can start randomly generating your character
changes and additions to your hero (by spending Power or choosing what you want. No matter what, your char-
Points), this booklet is filled with hundreds of sample acter will have attacks, defenses, skills and other abilities
powers that should be easy to use as-is or modify slightly appropriate for a Power Level 10 character.
RANDOM ARCHETYPE TABLE
d20 Archetype Page d20 Archetype Page
1 Battlesuit 57 11 Powerhouse 80
2 Construct 58 12 Psychic 82
3 Crime Fighter 60 13 Shapeshifter* 85
4 Elemental 63 14 Speedster 87
5 Energy Controller 66 15 Summoner* 89
6 Gadgeteer 69 16 Supernatural Creature 92
7 Martial Artist 72 17 Totem 95
8 Mimic* 74 18 Warrior 98
9 Mystic 76 19 Weapon Master 100
10 Paragon 78 20 Weather Controller 104
*These Archetypes include the Variable power or require some knowledge of the rules to run effectively. If you’re a new
player, you may want to re-roll or pick a different Archetype if your result seems too complicated.
56 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
BATTLESUIT 13-16 Scientist: You work as a scientist and/or have
17-20 natural talent in that area.
Battlesuits typically fall into one of three categories: Wealthy: Whether you inherited or earned it, you’re
they’re either ranged combatants, melee powerhouses, or a part of the upper-crust of society.
a mix of the two. No matter what role the Battlesuit fills,
the person inside the armor tends to be a fairly normal ADVANTAGES COMBATANT
person, possibly highly trained or highly intelligent, who
relies on the armor to provide his or her powers. Accurate Attack, All-out Attack, Improved Initiative, Interpose,
Move-by Action
ABILITIES
ADVANTAGES INVENTOR
Roll 1d20 once and record the result. Eidetic Memory, Improvised Tools, Inventor, Ultimate Effort
(Technology), Well-informed
1-12 Genius: You’re incredibly intelligent and likely had a
13-18 hand in creating your battlesuit. ADVANTAGES LUCKY
Military: You were trained by the military as a
19-20 soldier or scientist and may have received or stolen Beginner’s Luck, Luck 2, Redirect, Teamwork
your battlesuit from them.
Accidental: You chanced upon your armor ADVANTAGES SCIENTIST
somehow, either the armor’s creation was a one-
time fluke, it was found by you, or it was given to Equipment 3 (Headquarters), Skill Mastery (Expertise:
you by an organization or aliens. Science), Skill Mastery (Technology)
Headquarters—Size: Large, Toughness: 10; Features:
ABILITIES - GENIUS Communications, Computer, Fire Prevention System, Hangar,
Infirmary, Laboratory, Library, Living Space, Power System,
STRENGTH AGILITY FIGHTING AWARENESS Security System, Workshop • 15 points)
0 1 2 2 ADVANTAGES WEALTHY
Attractive, Benefit 4 (Multi-millionaire)
STAMINA DEXTERITY INTELLECT PRESENCE
SKILLS
1 2 8 2
ABILITIES - MILITARY Roll 1d20 twice (do not re-roll if you get the same result
twice) and record the results.
STRENGTH AGILITY FIGHTING AWARENESS 1-4 People Person: You’re good with people and in
5-16 business.
3 1 3 2 17-20 Sciences: You’re well educated.
Student: You’re young, but you still know a thing
STAMINA DEXTERITY INTELLECT PRESENCE or two.
3 2 2 2
ABILITIES - ACCIDENTAL SKILLS PEOPLE PERSON
STRENGTH AGILITY FIGHTING AWARENESS Expertise: Business 4, Insight 4, Perception 4, Persuasion 4
2 3 2 3 SKILLS SCIENCES
STAMINA DEXTERITY INTELLECT PRESENCE Expertise: Science 6, Perception 4, Technology 6
1 2 3 2 SKILLS STUDENT
ADVANTAGES Expertise: Science 4, Perception 4, Persuasion 4, Technology 4
Roll 1d20 twice (re-roll if you get the same result twice) POWERS
and record the results.
OFFENSIVE POWERS
1-4 Combatant: You have natural talent or you’ve been
trained in combat, both in armor and out. Weapon Array (24 points plus 4 points of Alternate Effects),
Removable (-6 points)
5-8 Inventor: You know your way around technology, have
a headquarters, and can build gadgets given time. • Plasma Blast: Ranged Damage 10, Accurate 4 • 24 points
9-12 Lucky: Things are easy for you.
CHAPTER 2: SECRET ORIGINS 57
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Take the Weapon Array and the Plasma Blast (above), DEFENSES
plus roll 1d20 four times on the table below (re-roll if you
get the same result twice) and add them to the Weapon DODGE PARRY FORTITUDE TOUGHNESS WILL
Array as Alternate Effects.
+4 +2 +2 +0 +4
1-2 • Electrified Shell: Reaction Damage 6 • 1 point
3-4 • Electro-Stunner: Ranged Affliction 10 (Resisted POWER POINTS
5-7
by Dodge and Overcome by Fortitude; Dazed, ABILITIES 36 SKILLS 16
8-9 Stunned, Incapacitated), Accurate 4 • 1 point 12
• Plasma Bolts: Ranged Multiattack Damage 6, POWERS 76 DEFENSES 150
10-12 Accurate 6 • 1 point
13-15 • Force Capsule: Ranged Affliction 10 (Resisted ADVANTAGES 10 TOTAL
16-18 by Dodge and Overcome by Damage; Hindered
19-20 and Vulnerable, Defenseless and Immobile), Extra COMPLICATIONS
Condition, Limited Degree, Accurate 4 • 1 point
• Micro Rockets: Ranged Burst Area Damage 8 • Identity: The Battlesuit often has a secret identity he
• 1 point or she tries to protect.
• Omni-Blaster: Cone Area Damage 10,
Penetrating 4 • 1 point • Motivation—Responsibility: Whether an inventor
• Strength and Accuracy Booster: Enhanced of military weapons, a trained soldier, or a random
Strength 8; Enhanced Trait 6 (Close Attack 6) person to whom a Battlesuit was given, this arche-
• 1 point type often feels he or she has a responsibility to use
• Tractor/Presser Beam: Move Object 10, the battlesuit to help others or to make up for past
Accurate 4 • 1 point shortcomings.
DEFENSIVE POWERS • Relationship: The Battlesuit is often surrounded by
friends or loved ones that often become entangled
Ability Amplifier: Enhanced Defenses 16 (Dodge 4, in plots from which only the Battlesuit can save them.
Fortitude 4, Parry 4, Will 4), Removable (-3 points) • 13 points
• Weakness: Some Battlesuits, especially prototypes
Armored Shell: Impervious Protection 8, Removable (-3 or of alien origin, often suffer additional damage
points) • 13 points from electrical or magnetic attacks (or whatever else
seems appropriate for your particular concept).
Sealed Systems: Immunity 10 (Life Support), Removable (-2
points) • 8 points CONSTRUCT
MOVEMENT POWERS Constructs cover a broad range of character types, from
robots to golems or animated statues to undead. Re-
Roll 1d20 once and record the result. ally, this includes anything that moves, but doesn’t have
a physical or mental makeup quite like a human’s. Con-
1-7 Gravity Drivers: Flight 7 (250 MPH), Removable structs tend to be physically powerful, resilient, and often
8-10 (-3 points) • 11 points have some sort of ranged attack that’s either a weapon or
11-17 innate ability granted by their inhuman form. Most Con-
18-20 • Space Flight: Movement 2 (Environment structs are solid, but it’s possible to have a Construct made
Adaptation—Zero-G , Space Travel 1) • 1 point of fire, water, or just about anything else.
Locomotion Systems: Speed 7 (250 MPH); Leaping ABILITIES
4 (120 feet); Movement 2 (Choose two: Safe Fall,
Swinging, Wall-crawling 1, a second rank of Roll 1d20 once and record the result.
Wall-crawling), Removable (-3 points) • 12 points
1-4 Golem: You were literally assembled in some
Rocket Turbines: Flight 7 (250 MPH), Removable 5-12 way. You’re a golem, living statue, some sort
(-3 points) • 11 points 13-20 of elemental creature, or a human who’s been
transformed into a “non-living” but animate form.
• Aquatic Turbines: Swimming 8 (120 MPH); Technological: You’re a robot, android, or some
Movement 1 (Environment Adaptation—Aquatic) other sort of technological construct.
• 1 point Undead: You died, but you’ve been brought back
to (some semblance of ) life as a zombie, ghost,
Teleport-Tech: Teleport 3 (250 feet), Easy, Extended revenant, or another form of undead.
(8 miles), Change Direction, Change Velocity,
Turnabout, Removable (-3 points) • 12 points
UTILITY POWERS
Communication Systems: Radio Communication 2,
Removable (-2 points) • 6 points
Sensors: Senses 2 (Extended Vision, Infravision), Removable
(-0 points) • 2 points
58 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ABILITIES - GOLEM SKILLS BRUTE
STRENGTH AGILITY FIGHTING AWARENESS Athletics 6, Intimidation 6
8 0 6 4 SKILLS EXPERT
STAMINA DEXTERITY INTELLECT PRESENCE Perception 4, Choose One: Expertise: Magic 8 or Technology 8
- 0 0 4 SKILLS SEEKER
ABILITIES - TECHNOLOGICAL Investigation 5, Perception 3, Persuasion 4
STRENGTH AGILITY FIGHTING AWARENESS SKILLS SNEAK
8 0 6 1 Deception 6, Stealth 6
STAMINA DEXTERITY INTELLECT PRESENCE POWERS
- 2 4 1 Find the entry below for the type of Construct that
matches what you rolled for your Abilities.
ABILITIES - UNDEAD
PRIMARY POWERS - GOLEM
STRENGTH AGILITY FIGHTING AWARENESS Roll 1d20 once and record the result.
6 2 6 2 1-5 Blast: Ranged Damage 8, Accurate 6 • 22 points
Elemental Body: Enhanced Advantages 6 (Close
STAMINA DEXTERITY INTELLECT PRESENCE Attack 6); plus roll 1d20 once:
- 3 1 2
ADVANTAGES 1-5 Damaging Aura: Reaction Damage 6
6-10 • 22 points
Roll 1d20 once and record the result. 6-10 11-15
Gaseous Form: Flight 3 (16 MPH);
1-10 Brawler: You know how to use your strength to your 16-20 Insubstantial 2 (Gaseous) • 22 points
advantage.
11-15 Dabbler: You have some magical or technological Liquid Form: Concealment 10 (All
16-20 knowledge and can create useful devices or artifacts. Senses; Limited—In Liquid, Passive);
Perfect Recall: You have an uncanny memory. Insubstantial 1 (Liquid); Swimming 6
(30 MPH) • 22 points
Particulate Form: Elongation 2 (30
feet); Insubstantial 2 (Particulate);
Movement 2 (Permeate 2) • 22 points
ADVANTAGES BRAWLER Unstoppable: Enhanced Strength 4; Enhanced Trait
11-20 2 (Close Attack 2); Immortality 5; Regeneration 2
Improved Grab, Choose One: Power Attack or Accurate Attack
• 22 points
ADVANTAGES DABBLER PRIMARY POWERS - TECHNOLOGICAL
Choose one set: Artificer, Skill Mastery (Expertise: Magic); or, Roll 1d20 once and record the result.
Inventor, Skill Mastery (Technology)
ADVANTAGES PERFECT RECALL 1-4 Blast: Ranged Damage 9, Accurate 4 • 22 points
5-8 Retractable Claws and Combat Computer: Strength-
Eidetic Memory, Well-informed
9-12 based Damage 2, Penetrating 6; Enhanced Traits
SKILLS 13-16 14 (All-out Attack, Close Attack 4, Diehard, Evasion,
17-20 Fast Grab, Improved Critical (Claws), Improved
Roll 1d20 twice (do not re-roll if you get the same result Initiative 2, Precise Attack (Close; Concealment),
twice) and record the results. Takedown, Uncanny Dodge) • 22 points
Jetpack and Blaster Rifle: Flight 5 (60 MPH)
1-5 Brute: You’re big and intimidating. Removable (-2 points); Ranged Damage 10,
6-10 Expert: You know a lot about magic or technology. Accurate 4, Easily Removable (-10 points) • 22 points
11-15 Seeker: You’re looking for clues to your origin or past. Juggernaut: Enhanced Strength 4; Enhanced Trait 2
16-20 Sneak: You’re stealthy. (Close Attack 2); Immortality 5; Leaping 2 (30 feet)
• 22 points
Repeater: Ranged Mutliattack Damage 6, Accurate 4
• 22 points
CHAPTER 2: SECRET ORIGINS 59
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
PRIMARY POWERS - UNDEAD • Motivation—Doing Good: An artificial intelligence or
magically created Construct may have been created to
Roll 1d20 once and record the result. “do good”and pursues that goal to the best of its ability.
1-7 Bestial: Enhanced Traits 16 (Close Attack 8, Diehard, • Motivation—Justice: A revenant or ghost-pos-
8-14 Evasion, Improved Critical (Unarmed), Improved sessed Construct may recall enough of its former life
15-20 Initiative 2, Takedown, Uncanny Dodge); Leaping to be on the prowl for revenge against the specific
2 (30 feet); Movement 1 (Wall-crawling); Senses 2 people that killed it, or against all members of groups
(Darkvision) • 22 points with similar motivations.
Unholy Strength and Vitality: Enhanced Strength • Motivation—Responsibility: The Construct may feel
3; Enhanced Trait 5 (Close Attack 5); Leaping 3 (60 that its powers and abilities were given to it for a rea-
feet); Regeneration 5; Speed 3 (16 MPH) • 22 points son, so it has a responsibility to help however it can.
Wraith: Flight 1 (4 MPH); Insubstantial 4, • Enemy: The Construct could be a rogue android,
Concentration, Distracting; Strength-based golem, or summoned elemental hunted by its
Damage 2; Enhanced Advantages 6 (Close creator(s) or another person or group who believes
Attack 6) • 22 points the Construct is evil for some reason.
DEFENSIVE POWERS • Prejudice: Constructs often appear inhuman, which
causes others to react poorly to it.
Damage Resistance: Impervious Protection 8 • 16 points
Unliving: Immunity 38 (Aging, Critical Hits, Fortitude effects, • Weakness: The Construct suffers additional damage
or effect from some form of attack; robots may take
Sensory Affliction effects) • 38 points extra damage from electrical or magnetic attacks,
ghosts or magical creatures from magical or holy at-
Roll 1d20 once and record the result. tacks, and all Constructs may have a weakness to be-
ing mind controlled by appropriate outside sources.
1-6 Fast and Tough: Enhanced Defenses 12 (Dodge 8,
7-13 Parry 4); Impervious Protection 2 • 16 points CRIME FIGHTER
14-20
Unnatural Speed: Enhanced Defenses 16 (Dodge Crime Fighters are normal men or women who’ve trained
10, Parry 6) • 16 points for years to become physically and mentally prepared to
be heroes. They tend to have a couple of different areas of
Unnatural Toughness: Enhanced Defenses 8 expertise in addition to equipment or gadgets with which
(Dodge 6, Parry 2); Impervious Protection 4 they pursue their goals. Because they tend to not be as
• 16 points physically powerful as other types of heroes, they always
look for other means to defeat their foes, such as through
SECONDARY DEFENSIVE POWERS intimidation, psychology, or trickery.
Roll 1d20 once and record the result. ABILITIES
1-12 Inhuman Brain: Immunity 10 (Mental effects)
13-20 • 10 points
Almost Human: Enhanced Defenses 5 (Will 5);
Immunity 5 (Emotion effects) • 10 points
DEFENSES Roll 1d20 once and record the result.
DODGE PARRY FORTITUDE TOUGHNESS WILL 1-8 Dark Avenger: Your life changed in a single,
9-15 horrifying moment. Since then you’ve trained
+0 +0 +0 +0 +0 16-20 your body and mind to become an instrument of
vengeance.
POWER POINTS Detective: Physically you’re a match for most men,
but mentally you’re a giant, able to ferret out clues
ABILITIES 34 SKILLS 12 and interpret their meaning faster than a team of
POWERS 102 DEFENSES 0 other detectives.
ADVANTAGES TOTAL 150 Inventor: You fight crime using gadgets that you’ve
2 created or modified.
ABILITIES - DARK AVENGER
COMPLICATIONS STRENGTH AGILITY FIGHTING AWARENESS
• Motivation—Acceptance: The Construct often feels 3 5 8 2
like an outsider, either because it’s not human and
wants to be, or used to be human and wants to be STAMINA DEXTERITY INTELLECT PRESENCE
again. Regardless, the Construct is a hero because it
wants to be accepted by the rest of humanity. 4 5 4 3
60 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ABILITIES - DETECTIVE 1-8 Incredible Presence: You are physically impressive
9-15 or otherwise intimidating. You also a natural leader.
STRENGTH AGILITY FIGHTING AWARENESS 16-20 Wealthy Socialite: You are wealthy and know a lot
of people.
3 4 8 4 World Traveler: You have traveled the world, met
people everywhere, and learned a number of
STAMINA DEXTERITY INTELLECT PRESENCE languages.
4 4 5 2 ADVANTAGES INCREDIBLE PRESENCE
ABILITIES - INVENTOR Daze (Intimidation), Skill Mastery (Intimidation), Startle,
Leadership
STRENGTH AGILITY FIGHTING AWARENESS
ADVANTAGES WEALTHY SOCIALITE
3 5 8 2
Benefit 3 (Millionaire), Connected
STAMINA DEXTERITY INTELLECT PRESENCE
ADVANTAGES WORLD TRAVELER
3 5 7 1
Languages 3 (choose four), Contacts
ADVANTAGES
MENTAL ADVANTAGES
Close Attack 2, Defensive Roll 2, Improved Initiative, Jack-of- Roll 1d20 twice (re-roll if you get the same result twice) and
all-trades, Power Attack, Ranged Attack 7, Well-informed. record the results. If you rolled the Detective for your Abili-
Take the advantages listed above, then roll on the Back- ties, take Sleuth and only roll once, re-roll if you get Sleuth
ground Advantages, Mental Advantages, and Physical again. If you rolled Inventor for your Abilities, take Scien-
Advantages tables below. tist and only roll once, re-roll if you get Scientist again.
BACKGROUND ADVANTAGES 1-10 Criminologist: You study your enemies and know
how they think and behave.
Roll 1d20 once and record the result. If you rolled the Dark 11-15 Scientist: You are a trained scientist and capable of
Avenger for your Abilities, take Incredible Presence in- 16-20 inventing gadgets of your own.
stead of rolling on this table. Sleuth: You’re a student of observation.
CHAPTER 2: SECRET ORIGINS 61
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES CRIMINOLOGIST SKILLS EXPERT
Assessment, Skill Mastery (Expertise: Streetwise)
ADVANTAGES SCIENTIST Perception 6, Technology 8, Treatment 6
Inventor, Skill Mastery (Technology) SKILLS INVESTIGATOR
Expertise: Streetwise 4, Insight 5, Investigation 6, Perception 5
ADVANTAGES SLEUTH SKILLS SNEAK
Skill Mastery (Investigation), Tracking Deception 6, Sleight of Hand 6, Stealth 8
PHYSICAL ADVANTAGES POWERS/EQUIPMENT
Roll 1d20 once and record the result. Roll 1d20 once and record the result. If you rolled the In-
ventor set of Abilities, take Gadgets instead of rolling.
Acrobat: You’re a trained acrobat, capable of
1-10 incredible feats of agility. CONTEMPORARY WEAPONS AND EQUIPMENT
11-15 Martial Artist: You’re a trained fighter.
16-20 Thief: You’re a trained thief, able to disappear with a Advantage: Equipment 10 (Equipment listed
moment’s notice. immediately below)
Smartphone • 2 points
ADVANTAGES ACROBAT 1-4 Headquarters—Size: Medium, Toughness: 8;
5-10 Features: Communications, Computer, Concealed,
Evasion, Instant Up Garage, Gym, Living Space, Power System, Security
System • 10 points
ADVANTAGES MARTIAL ARTIST
Motorcycle: Medium; Str 1; Speed 6; Defense 10;
Defensive Attack, Uncanny Dodge Toughness 8 • 10 points
ADVANTAGES THIEF Knife: Strength-based Damage 1, Improved Critical
• 2 points
Hide in Plain Sight, Skill Mastery (Stealth)
Customized Heavy Pistol with Laser Sight:
SKILLS Ranged Damage 4, Accurate 2 • 10 points
Close Combat: Unarmed 6 Customized Assault Rifle: Ranged Multiattack
Take the skill listed above, then if you rolled Dark Aveng- Damage 5, Accurate • 16 points
er for your Abilities, take Avenger and roll once, re-roll
if you get Avenger again. If you rolled the Detective GADGETS
for your Abilities, take Investigator and roll once, re-roll
if you get Investigator again. If you rolled Inventor for Advantage: Equipment 3 (Headquarters)
your Abilities, take Expert and roll once, re-roll if you get Headquarters—Size: Large, Toughness: 10;
Expert again. Features: Communications, Computer, Concealed,
Fire Prevention System, Gym, Infirmary, Laboratory,
Living Space, Power System, Security System,
Workshop • 15 points
Roll 1d20 once and record the result.
Combat Suit: Enhanced Strength 1;
Leaping 1 (15 feet); Movement 2
1-5 (Wall-crawling 2); Protection 1; Senses
1 (Infravision); Removable (-2 points)
• 7 points
1-4 Athlete: You’re physically capable and impressive. 6-10 Flight Suit: Flight 5 (60 MPH), Wings;
5-8 Avenger: You’ve trained yourself in a number of Senses 1 (Ultravision); Strength-based
9-12 useful skills. Damage 1, Movement 1 (Wall-crawling
13-16 Expert: You know a lot about some subjects. 1); Removable (-2 points) • 7 points
17-20 Investigator: You’ve studied investigation and other
forms of observation. Gimmick Gadgets: Ranged Damage
Sneak: You’re stealthy. 5, Accurate, AE: Ranged Cloud Area
Affliction 3 (Resisted and Overcome
SKILLS ATHLETE
11-15 by Fortitude; Dazed, Stunned,
Acrobatics 6, Athletics 8, Intimidation 6 Incapacitated), AE: Movement 2 (Safe
Fall, Swinging); Easily Removable (-6
SKILLS AVENGER points) • 7 points
Expertise: Streetwise 6, Intimidation 8, Vehicles 6 Stealth Suit: Concealment 4 (All
Visual), Passive; Ranged Affliction
6 (Resisted and Overcome by
16-20 Fortitude; Vulnerable, Defenseless),
Limited Degree, Unreliable—5 shots;
Movement 1 (Wall-crawling 1);
Removable (-2 points) • 7 points
62 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
HIGHTECH GEAR ure. This motivation is especially appropriate for the
Advantage: Equipment 10 (Equipment listed Dark Avenger.
immediately below)
Smartphone, Restraints, Flashlight, Multi-tool, • Motivation—Thrills: You don’t have any powers, per
Rebreather • 6 points se, but why should that stop you from having fun?
Headquarters—Size: Huge, Toughness: 10;
Features: Communications, Computer, Concealed, • Enemy: The Crime Fighter usually has at least one vil-
Garage, Gym, Laboratory, Living Space, Power lain central to his or her existence who plagues the
System, Security System, Workshop • 15 points hero consistently.
Motorcycle: Medium; Str 1; Speed 6; Defense 10;
11-20 ELEMENTAL
Toughness 8 • 10 points
Swingline: Movement 1 (Swinging) • 2 points The Elemental is a being composed of a pure element, usu-
Utility Belt • 17 points ally one of the classical four elements of earth, air, fire, or
• Bolos: Ranged Cumulative Affliction 4 (Resisted water. They have powers reflecting their elemental compo-
sition, as well as control and mastery over that element.
by Dodge, Overcome by Damage; Hindered and
Vulnerable, Defenseless and Immobilized), Extra ABILITIES
Condition, Limited Degree • 12 points
• Boomerangs: Strength-based Ranged Damage 1, Roll 1d20 once and record the result.
Accurate 2 • 1 point
• Explosives: Ranged Burst Area Damage 4 • 1 point 1-10 Embodiment: You are a sentient incarnation of an
• Power-Knuckles: Strength-based Damage 3, 11-20 elemental force.
Improved Critical, Inaccurate • 1 point Transformed: You are a human whose body has
• Taser: Ranged Cumulative Affliction 4 (Resisted been transformed into something other than flesh
and Overcome by Fortitude; Dazed, Stunned, and blood.
Incapacitated) • 1 point
• Tear-Gas Pellets: Ranged Cloud Area Affliction 4 ABILITIES - EMBODIMENT
(Resisted and Overcome by Fortitude; Dazed and
Visually Impaired, Stunned and Visually Disabled),
Extra Condition, Limited Degree • 1 point
DEFENSES STRENGTH AGILITY FIGHTING AWARENESS
DODGE PARRY FORTITUDE TOUGHNESS WILL 1 1 4 3
+7 +5 +4 +0 +8 STAMINA DEXTERITY INTELLECT PRESENCE
2 2 0 1
POWER POINTS ABILITIES - TRANSFORMED
ABILITIES 68 SKILLS 23 STRENGTH AGILITY FIGHTING AWARENESS
POWERS 7/0* DEFENSES 24
ADVANTAGES 28/35* TOTAL 150 2 2 4 2
*If you rolled Gadgeteer on the Powers/Equipment table, STAMINA DEXTERITY INTELLECT PRESENCE
then you have Powers 7 and Advantages 28, otherwise
you have Powers 0 and Advantages 35. 2 1 1 0
ADVANTAGES
COMPLICATIONS Choose One: Power Attack or Accurate Attack
• Motivation—Patriotism: You strongly believe in the Take the advantages listed above, then roll 1d20 once and
ideals your country was founded on and fight to uphold record the result.
them... especially from those who would twist them to 1-8 Imposing: Your form is fearsome and impressive.
their own purposes. Patriotic Crime Fighters often have
9-12 Overseer: You tend to take a guiding role.
a military background, but they don’t have to.
• Motivation—Doing Good: Crime Fighters with this 13-20 Unobtrusive: You blend into the background and
motivation are usually trying to live up to an example stay out of the way.
set by someone else, possibly the previous wearer of ADVANTAGES IMPOSING
the mantle this hero has taken up.
• Motivation—Justice: You’re on a quest to bring jus- Daze (Choose One: Deception or Intimidation)
tice to the world, possibly to make up for a past fail- Choose One: Startle or Taunt
CHAPTER 2: SECRET ORIGINS 63
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES OVERSEER AIR ELEMENTAL
Contacts, Leadership PRIMARY POWERS
ADVANTAGES UNOBTRUSIVE Roll 1d20 once and record the result.
Favored Environment (Choose One), Choose One: Evasion or 1-5 Android Host: Enhanced Strength 6, Reduced
Improved Initiative 6-20 Stamina 7 (Stamina —); Enhanced Defenses 8
(Dodge 4, Parry 4); Immunity 20 (upgrades Life
SKILLS Support to all Fortitude effects); Protection 8
• 34 points
Ranged Combat: (Element) Control 6
Choose One: Acrobatics 4, or Athletics 4, or Close Combat: Gaseous Form: Visual Concealment 4, Partial;
Unarmed 4 Enhanced Advantages 2 (Defensive Roll 2);
Choose One: Deception 6 or Intimidation 6 Enhanced Defenses 18 (Dodge 9, Parry 9);
Insubstantial 2, Permanent • 34 points
Take the skills listed above, then roll 1d20 once and record
the result. If you rolled Embodiment for Abilities, take Na- Flight: Flight 7 (250 MPH) • 14 points
tive instead of rolling on this table.
OFFENSIVE POWERS
1-5 Native: You are well versed in or have researched Air Control: Array (24 points plus 2 Alternate Effects)
the properties of your element. • Air Blast: Ranged Damage 12 • 24 points
6-10 Pilot/Driver: You are proficient in the care and use
11-15 of planes or cars. Take the Air Control Array and Air Blast (above) and roll
16-20 Scientist: You are knowledgeable in the sciences. 1d20 twice (re-roll if you get the same result twice) and
Soldier: You are a former military man. add them to the Air Control array as Alternate Effects.
SKILLS NATIVE 1-3 • Fog: Environment 12 (Visibility -5; 8 mile radius)
4-6 • 1 point
Expertise: Elements 8, Perception 4 7-10
• Suffocation: Progressive Ranged Affliction 6
SKILLS PILOT/DRIVER 11-13 (Resisted and Overcome by Fortitude; Dazed,
14-17 Stunned, Incapacitated) • 1 point
Expertise: Repair 4, Vehicles 8 18-20
• Tornado: Cylinder Area Move Object 8,
SKILLS SCIENTIST Concentration Duration, Damaging • 1 point
Expertise: Science 8, Technology 4 • Wind Binding: Ranged Affliction 12 (Resisted
by Dodge, Overcome by Strength; Hindered and
SKILLS SOLDIER Vulnerable, Immobile and Defenseless), Extra
Condition, Limited Degree • 1 point
Athletics 4, Expertise: Military 8
• Wind Control: Move Object 12 • 1 point
POWERS • Wind Screen: Deflect 12, Cylinder Area (×2),
Limited to Attacks Targeting Dodge • 1 point
EARTH ELEMENTAL
PRIMARY POWERS I
Elemental Constitution: Immunity 12 (Critical Hits, Life Earthen Body: Enhanced Strength 8; Impervious Protection
Support) • 12 points 8 • 32 points
ELEMENTAL TYPE Reconstitution: Regeneration 10, Source (Element) • 5 points
Roll 1d20 once and record the result. PRIMARY POWERS II
Air Elemental: You have a body formed from air Roll 1d20 once and record the result.
or are a wind entity. Possibly, you may inhabit an
1-5 android host body in order to interact with the 1-4 Clay Form: Elongation 4; Insubstantial 1; Morph 4
world. 5-10 (Any Form); Movement3 (Slithering, Sure-Footed,
6-10 Earth Elemental: You are formed of earth, clay, Wall-crawling); Speed 2 • 37 points
11-15 sand, or rock; alternatively, you might even be a
16-20 sentient, humanoid plant elemental. Earth Form: Burrowing 6 (4 MPH); Movement 2
Fire Elemental: You are made of living fire, held (Permeate (Earth), Sure-Footed); Senses 1 (Ranged
together by sheer willpower or a containment suit. Touch); Visual Concealment 4, Limited to earthen
Water Elemental: You are comprised of water in surroundings • 15 points
one of its forms: liquid, ice, or vapor.
Earth Control: Perception Ranged Move Object 10,
Limited to Earthen Materials • 20 points
64 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
INNATE ELEMENTALS
The Elementals described here generally have traits such as Insubstantial default to Permanent. However, some elemen-
tals may be able to transform between their elemental and a flesh and blood form. Such elementals may have Sustained
powers and possibly the Activation Flaw if the transformation takes time or effort. In this case, the Activation Flaw can free
up a point that the player can spend on an additional Alternate Effect or Advantage.
Alternately, the elementals who are considered Embodiments (as rolled on the Abilities) may have Innate forms that can-
not be turned off even by nullification effects. Players may wish to take a point from another trait (such as an Alternate
Effect or Advantage) to buy the Innate Extra.
5-10 • Earth Blast: Ranged Damage 10 • 1 point FIRE ELEMENTAL
11-14 • Earthen Snare: Cumulative Affliction 10 (Resisted
PRIMARY POWERS
by Dodge, Overcome by Damage; Hindered and
Vulnerable, Immobile and Defenseless), Extra Flame Form: Immunity 5 (Fire Damage); Insubstantial 3,
Condition, Limited to Two Degrees • 1 point Permanent • 20 points
Particulate Form: Elongation 7; Insubstantial 2; Flight: Flight 6 (120 MPH) • 12 points
Movement 2 (Slithering, Sure-Footed); Speed 2;
Visual Concealment 4, Partial • 23 points PHYSICAL POWERS
Sandstorm: Environment 5 (Visibility -5; 500 feet Roll 1d20 once and record the result.
radius) • 10 points
1-10 Containment Suit: Enhanced Strength 6, Affects
Plant Form: Visual Concealment 4, Limited: in 11-20 Corporeal 8, Removable (-4 points) • 16 points
vegetation; Immunity 2 (Plant Powers); Teleport 7,
Medium (Plants) • 13 points Flaming Aura: Reaction Damage 4 • 16 points
Plant Control: Array (20 points + four Alternate Effects) OFFENSIVE POWERS
• Plant Toxin: Cumulative Affliction 10 (Resisted
Fire Control: Array (24 points plus two Alternate Effects)
and Overcome by Fortitude; Dazed, Stunned, • Fire Blast: Ranged Damage 12 • 24 points
Incapacitated) 20 points
Take the Plant Control array and Plant Toxin (above) Take the Fire Control array and Fire Blast (above) and roll
and roll 1d20 four times (re-roll if you get the same 1d20 twice (re-roll if you get the same result twice) and
result) and add them to the array as Alternate Effects. add them to the array as Alternate Effects.
15-17 1-4 • Animate Tree: Summon 10,
Controlled, Limited to Size and
5-8 Availability of tree • 1 point 1-3 • Asphyxiate: Burst Area Progressive Affliction
4-6 6 (Resisted and Overcome by Fortitude; Dazed,
9-12 • Entanglement: Burst Area 7-10 Stunned, Incapacitated) • 1 point
13-16 Cumulative Affliction 10 (Resisted 11-13
17-20 by Dodge, Overcome by Damge; • Fire Ball: Ranged Burst Area Damage 8 • 1 point
Hindered and Vulnerable, Defenseless 14-17 • Fire Burst: Burst Area Damage 10, Penetrating 4
and Immobile), Extra Condition,
Limited to Two Degrees, Limited: 18-20 • 1 point
Requires Ambient Plant-life • 1 point • Flame Shapes: Sustained Shapeable Area
• Plant Perception: Remote Sensing 5 Damage 6 • 1 point
(All Senses), Medium (Plants) • 1 point • Flash: Ranged Burst Area Cumulative Affliction
• Wood Objects: Create 7, Innate, 8 (Resisted and Overcome by Fortitude; Visually
Movable • 1 point Impaired, Visually Disabled, Visually Unaware),
Limited to One Sense • 1 point
• Transmit: Teleport 10, Extended, • Open Flame: Environment 6 (Extreme Heat,
Medium (Plants) • 1 point Bright Light) • 1 point
Rock Form: Reaction Damage 7 (to being hit), WATER ELEMENTAL
Limited to effect rank or Damage rank, whichever
18-20 is less; Enhanced Strength 2; Immunity 1 (Own Roll 1d20 once and record the result.
Powers); Impervious Protection 4 • 34 points
Liquid Form: Visual Concealment 4, Limited: in
Plus add the following as Alternate Effects of Liquid; Elongation 8; Immunity 2 (water effects);
Strength damage. Insubstantial 1, Permanent; Movement 2
• Groundstrike: Burst Area Affliction 10 (Resisted 1-10 (Slithering, Sure-footed); Protection 8, Impervious;
by Fortitude, Overcome by Dodge; Dazed and Regeneration 8, Source (Water); Swimming 7 (60
Vulnerable, Stunned and Prone), Extra Condition, MPH) • 50 points
Limited to Two Degrees, Limited—Both
Elemental and targets must be in contact with
the ground • 1 point
• Shockwave: Burst Area Damage 10, Limited—
Both Elemental and targets must be in contact
with the ground • 1 point
CHAPTER 2: SECRET ORIGINS 65
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Water Control: Array (20 points + four Alternate POWER POINTS
Effects)
ABILITIES 28 SKILLS 14
• Water Blast: Ranged Damage 10 • 20 points POWERS 86 DEFENSES 19
Take the Water Control array and Water Blast ADVANTAGES 3 TOTAL 150
(above) and roll 1d20 four times (re-roll if you get the
same result) and add them to the array as Alternate
Effects.
1-4 • Dehydrate: Cumulative Affliction COMPLICATIONS
5-8 10 (Resisted by and Overcome by
1-10 9-12 Fortitude; Fatigued, Exhausted, • Motivation—Acceptance: A transformed elemental
13-16 Incapacitated) • 1 point may lament his lost humanity and be isolated as a re-
sult of his new, inhuman form.
17-20 • Drown: Progressive Affliction
6 (Resisted and Overcome by • Accident: Many Elementals have difficulty interact-
Fortitude; Dazed, Stunned, ing with others due to their nature. Fire Elementals, in
Incapacitated) • 1 point particular, are apt to inadvertently cause destruction
in their wake, but even Water Elementals may cause
• Hard Water Objects: Create 10 property damage by just their presence.
• 1 point
• Enemy: Elementals may have a rivalry or feel enmity
• Move Water: Perception Ranged towards their diametric opposite (fire to water, earth
Move Object 10, Limited to Water to air) and towards beings associated with their op-
• 1 point posing element.
• Watery Snare: Ranged Affliction 10 • Weakness: Elementals may have weaknesses associ-
(Resisted by Dodge, Overcome by ated with their composition. For instance, Fire Elemen-
Strength; Hindered and Vulnerable, tals may be vulnerable to being doused by water, a
Immobile and Defenseless), Extra Water Elemental may be susceptible to cold effects
Condition, Limited to Two Degrees (unless he is an Ice Elemental), an Earth Elemental
• 1 point composed of sand may be dispersed by strong winds
or be subject to transformation to immobile glass
Ice Form: Enhanced Strength 8; Immunity 7 (cold when hit by flames or high temperatures, and so forth.
damage, ice effects); Impervious Protection 8;
Senses 2 (Tracking, Infravision) • 45 points ENERGY CONTROLLER
Ice Slide: Flight 5 (60 MPH), Platform • 5 points Energy Controllers are able to control a particular form
Ice Control: Array (20 points + four Alternate Effects) of energy such as fire, electricity, or magnetism. They are
• Ice Blast: Ranged Damage 10 • 20 points generally ranged combatants, have the power of flight,
Take the Ice Control array and Ice Blast (above) and and protect themselves with force fields. In addition to
roll 1d20 four times (re-roll if you get the same result) being able to fire powerful energy blasts, Energy Control-
and add them to the array as Alternate Effects. lers often utilize their powers to produce a wide variety of
unusual and useful effects.
11-15 1-4 • Cold Blast: Ranged Affliction 10
5-8 (Resisted by and Overcome by ABILITIES
9-12 Fortitude; Fatigued, Exhausted,
Incapacitated) • 1 point Roll 1d20 once and record the result.
13-16
• Cold Field: Environment 10 (Extreme 1-6 Charismatic: You have a powerful force of
17-20 Cold) • 1 point personality.
7-14 Hotheaded: You are impetuous and reckless.
• Ice Shapes: Create 6, Continuous, 15-20 Reserved: You are aloof or serene.
Innate • 1 point
• Icy Snare: Cumulative Affliction 10
(Resisted by Dodge, Overcome by
Damage; Hindered and Vulnerable,
Immobile and Defenseless), Extra
Condition, Limited to Two Degrees
• 1 point
• Icy Surfaces: Environment 10
(Impede Movement) • 1 point
16-20 Vapor Form: Roll for the powers of an Air Elemental ABILITIES - CHARISMATIC
instead, using water vapor as your form’s descriptor.
DEFENSE STRENGTH AGILITY FIGHTING AWARENESS
DODGE PARRY FORTITUDE TOUGHNESS WILL 0 3 3 2
+4 +2 +7 +0 +6 STAMINA DEXTERITY INTELLECT PRESENCE
3 3 0 3
66 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ABILITIES - HOTHEADED 67
STRENGTH AGILITY FIGHTING AWARENESS
1 4 3 2
STAMINA DEXTERITY INTELLECT PRESENCE
2 3 0 2
ABILITIES - RESERVED
STRENGTH AGILITY FIGHTING AWARENESS
0 4 3 3
STAMINA DEXTERITY INTELLECT PRESENCE
2 3 2 0
ADVANTAGES
Roll 1d20 twice (re-roll if you get the same result twice)
and record the results.
1-4 Aggressive: You like to take the offensive.
5-7 Disciplined: You were trained to fight smartly and
8-11 as part of a team.
12-13 Intimidating: You use your powers in a loud and
14-16 impressive fashion.
17-20 Hidden Reserves: When you need to, you can push
yourself and your powers to amazing levels.
Precise: You are careful and exact in using your
powers.
Wisecracker: Your powers give you great
confidence, and you let everyone know it.
ADVANTAGES AGGRESSIVE
All-out Attack, Power Attack
ADVANTAGES DISCIPLINED
Assessment, Teamwork
ADVANTAGES INTIMIDATING
Daze (Intimidation), Startle
ADVANTAGES HIDDEN RESERVES
Extraordinary Effort, Great Endurance
ADVANTAGES PRECISE
Accurate Attack, Precise Attack (Ranged, Cover)
ADVANTAGES WISECRACKER
Fearless, Taunt
CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
SKILLS SKILLS OBSERVANT
Ranged Combat: Energy Control 5, Choose One: Deception 7 Investigation 4, Perception 4
or Intimidation 7
SKILLS POPULAR
Take the skills listed above, then roll 1d20 twice (re-roll if
you get the same result twice) and record the results. Insight 4, Persuasion 4
1-4 Athlete: You have undergone intensive physical SKILLS PILOT/DRIVER
training.
5-8 Cool: You’re young and trendy Technology 4, Vehicles 4
9-10 Observant: You are alert and watchful.
11-14 Popular: You know how to deal with people. SKILLS SLY
Pilot/Driver: You are a skilled race car driver or
15-18 hotshot pilot. Sleight of Hand 4, Stealth 4
Sly: You’re sneaky and low-key.
19-20 POWERS
SKILLS ATHLETE OFFENSIVE POWERS
Acrobatics 4, Athletics 4 Roll 1d20 once and record the result.
SKILLS COOL Energy Control: Array (24 points, plus 3 points of
Alternate Effects)
Expertise: Popular Culture 4, Perception 4
• Energy Blast: Ranged Damage 12 • 24 points
ENERGY DESCRIPTORS 1-10 Quick Change: Feature 1 (transform into costume as
11-15
As a descriptor, substitute any one energy type on the a free action) • 1 point
list below (or one you come up with) in place of the Take the Energy Control array and Energy Blast
word, “Energy,” or “Energy Control type,” above. (above), then roll 1d20 three times on the Alternate
An Energy Controller’s personality often reflect the Effects sidebar (re-roll if you get the same result
energy type he or she controls, so the descriptions for twice) and add them to the Energy Control array as
Abilities, Advantages, and Skills can help narrow down Alternate Effects.
which energy type fits your character if you prefer to as-
sign one to your hero. Energy Control: Array (24 points, plus 4 points of
Alternatively, you might decide to randomly determine Alternate Effects)
your Energy Controller’s descriptor by rolling on the
table below. • Energy Blast: Ranged Damage 12 • 24 points
Roll 1d20 once and record the result. Take the Energy Control array and Energy Blast
(above), then roll 1d20 four times on the Alternate
1-3 Cold: You emit cold or remove heat. Effects sidebar (re-roll if you get the same result
4-5 Cosmic: You wield the very versatile and twice) and add them to the Energy Control array as
primal cosmic energy. Alternate Effects.
6-7 Darkness: You control darkness—be it
shadow, void, or some other-dimensional Energy Control: Array (25 points, plus 3 points of
8-9 force—or else subtract light. Alternate Effects)
10-12 Electrical: You generate electricity.
Fire: You produce flame and heat. Roll 1d20 once and record the result as the first
13 Hellfire: You control an extra-dimensional, power in your Energy Control array.
14 flame-like energy.
15-16 Light: You generate intense light and heat. 16-20 1-2 • Enervating Blast: Ranged Damage
Magnetic: You generate magnetic fields and 3-6 12, Incurable • 25 points
17-18 manipulate ferrous metals. 7-9
19 Plasma: You project super-heated gas, or 10-11 • Homing Blast: Ranged Damage 12,
20 plasma. 12-13 Homing • 25 points
Sonic: You manipulate and generate sound. 14-16
Vibration: You produce and control vibration 17-18 • Invisible Blast: Ranged Damage 12,
and resonant frequencies. 19-20 Subtle • 25 points
• Phantom Blast: Ranged Damage 12,
Affects Insubstantial • 25 points
• Pinpoint Blast: Ranged Damage 12,
Precise • 25 points
• Proxy Blast: Ranged Damage 12,
Indirect • 25 points
• Reflective Blast: Ranged Damage 12,
Ricochet • 25 points
• Variable Blast: Ranged Damage 12,
Variable Descriptor • 25 points
68 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ALTERNATE EFFECTS DEFENSES
Once you have the first power in your Energy Control ar- DODGE PARRY FORTITUDE TOUGHNESS WILL
ray, roll 1d20 three times on the Alternate Effects table
(re-roll if you get the same result twice) and add them to +4 +1 +5 +0 +6
the Energy Control array as Alternate Effects.
POWER POINTS
• Dazzle: Cumulative Ranged Affliction 12 (Resisted
1-2 by Dodge, Overcome by Fortitude; Impaired, ABILITIES 34 SKILLS 14
Disabled, Unaware), Limited to One Sense (Choose POWERS 82 DEFENSES 16
3-4 one sense: Vision or Auditory) • 1 point ADVANTAGES 4 TOTAL 150
5-6
7-8 • Disintegrate: Ranged Affects Objects Weaken COMPLICATIONS
9-10 Toughness 8 • 1 point
11-12 • Motivation—Recognition: Energy Controllers, par-
13-14 • Energy Burst: Choose One: Burst Area Damage ticularly those with a flashy energy type, often desire
15-16 10, Penetrating 4 • 1 point or Ranged Burst Area fame and attention.
Damage 8 • 1 point
17-18 • Motivation—Responsibility: Given the potential for
19-20 • Energy Constructs: Create 12 • 1 point collateral damage, Energy Controllers may learn the
• Energy Manipulation: Deflect 12, Reflect, burden of responsibility that comes with their power.
Redirect, Limited to Energy attacks • 1 point • Power Loss: Energy Controllers may suffer diminished
• Energy Weapon: Penetrating Damage 12 • 1 point use of their powers under descriptor-dependent con-
• Environmental Control: Environment 12 (8 miles; ditions. For instance, a Cold Controller may find his
powers less effective in extreme heat, a Fire Controller
Choose two: Cold, Heat, Impede Movement, Light, may not be able to use his powers in an environment
Visibility) • 1 point without oxygen (and therefore fuel to sustain his fires),
• Obscure: Ranged Visual Concealment 4 Attack, a Sonic Controller may not be able to use his powers in
Choose One Extra: Burst Area or Cloud Area • 1 point a vacuum (where sound does not carry), and so forth.
• Snare: Cumulative Ranged Affliction 8 (Resisted
by Dodge, Overcome by Damage; Hindered and • Rivalry: Energy Controllers often have a rivalry with
Vulnerable, Defenseless and Immobile), Extra an Energy Controller who commands an opposed
Condition, Limited to Two Degrees • 1 point descriptor.
• Telekinesis: Move Object 12 • 1 point
DEFENSIVE POWERS
Energy Immunity: Immunity 5 (Energy Control type damage) GADGETEER
• 5 points
Roll 1d20 once and record the result.
1-5 Energy Absorption: Enhanced Strength 10, Fades; Gadgeteers share some things in common with Battle-
6-10 Enhanced Stamina 10, Fades • 20 points suits and even Crime Fighters in that they’re all “self-made
11-20 men” that use equipment of some kind to augment their
Energy Shield: Enhanced Defenses 10 (Dodge 5, Parry own abilities. In the case of the Gadgeteer, that equip-
5); Impervious Protection 5, Sustained • 20 points ment comes in the form of powerful devices that can
take on many different forms, from a jetpack and blaster
Force Field: Impervious Protection 10, Sustained to ice-themed gadgets to whatever the Gadgeteer hap-
• 20 points pens to be tinkering with at the moment. The Gadgeteer’s
greatest strengths are his or her intelligence and versatil-
UTILITY POWERS ity—especially if there’s a few minutes to run to the work-
bench!
Energy Sense: Senses 1 (Energy type Awareness) • 1 point
Roll 1d20 once and record the result.
Roll 1d20 twice (re-roll if you get the same result twice)
and record the results.
1-4 Energy Aura: Reaction Damage 4, Activation 1-6 Adventurer: You’ve always enjoyed pushing the
5-8 (Standard Action, -2 points) • 14 points 7-14 boundaries, in science and in life.
9-16 Gimmick: Your genius is concentrated into a
17-18 Energy Form: Insubstantial 3 (Energy Control type), particular field of study, such as force fields,
Activation (Move Action, -1 point) • 14 points cryogenics, radiation, bio-manipulation, or
19-20 something more esoteric. Choose a topic your
Flight: Flight 7 (250 MPH) • 14 points Gadgeteer bases his or her gimmicks off, or roll on
Scry: Visual Remote Sensing 14 (60 miles), Medium the Energy Descriptors table found in the Energy
Controller archetype to find the type of energy they
(presence or conductor of Energy Control type) specialize in.
• 14 points
Transmit: Teleport 14 (60 miles), Medium (presence
or conductor of Energy Control type) • 14 points
CHAPTER 2: SECRET ORIGINS 69
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
15-20 Scientist: At heart, you’re a scientist. You’re always ADVANTAGES TINKERER
working on something in the lab, but you like to get
“out in the field” and test the practical applications Accurate Attack, Luck, Power Attack
of your inventions. Plus, there are all sorts of unusual
things out in the world that you’d never get to ADVANTAGES WELL TO DO INVENTOR
experience in the lab.
Benefit 3 (Millionaire)
ABILITIES - ADVENTURER
SKILLS
STRENGTH AGILITY FIGHTING AWARENESS Close Combat: Unarmed or Gadgets 6, Expertise: Science 10,
Ranged Combat: Gadgets 6, Technology 10, Vehicles 4
2 2 4 3
Take the skills listed above, then roll 1d20 once and record
STAMINA DEXTERITY INTELLECT PRESENCE the result.
2 2 8 2
ABILITIES - GIMMICK 1-5 Businessman/woman: You know how to run a
business.
STRENGTH AGILITY FIGHTING AWARENESS 6-10 Explorer: You have the skills necessary to explore
11-15 new places.
2 2 4 4 16-20 Investigator: You’re a talented detective.
Infiltrator: You’re stealthy.
STAMINA DEXTERITY INTELLECT PRESENCE
SKILLS BUSINESSMAN/WOMAN
1 2 9 1
Expertise: Business 5, Insight 6, Persuasion 5
ABILITIES - SCIENTIST
STRENGTH AGILITY FIGHTING AWARENESS SKILLS EXPLORER
1 2 4 4 Athletics 7, Perception 5, Stealth 4
STAMINA DEXTERITY INTELLECT PRESENCE SKILLS INVESTIGATOR
2 2 10 0 Insight 4, Investigation 7, Perception 5
ADVANTAGES SKILLS INFILTRATOR
Beginner’s Luck, Eidetic Memory, Equipment 3 (Headquarters), Deception 6, Sleight of Hand 4, Stealth 6
Improvised Tools, Inventor, Skill Mastery (Technology)
POWERS
Headquarters—Size: Large, Toughness: 10; Features:
Communications, Computer, Fire Prevention System, Infirmary, OFFENSIVE POWERS
Laboratory, Library, Living Space, Personnel, Power System,
Security System, Workshop • 15 points Roll 1d20 once and record the result.
Take the advantages listed above, then roll 1d20 once and Energy Projector Device: Ranged Damage 8,
record the result. Accurate 2; AE: Ranged Affliction 8 (Resisted
and Overcome by Fortitude; Dazed Stunned,
1-5 Athletic: You take care of yourself and are physically fit. 1-4 Incapacitated), Accurate 2; AE: Ranged
6-10 Natural Leader: You’re a natural leader. 5-7 Multiattack Damage 5, Accurate 3; AE: Close Cone
11-15 Tinkerer: You’re constantly tinkering with your 8-12 Area Dazzle 9; Removable (-4 points) • 17 points
inventions and are able to get the most out of them.
16-20 Well-to-do Inventor: You either inherited wealth or Force Armor: Enhanced Strength 8; AE: Burst Area
have made money off some of your more mundane Affliction 8 (Resisted and Overcome by Fortitude;
inventions. Dazed and Vulnerable, Defenseless and Stunned),
Extra Condition, Limited Degree; AE: Create 8; AE:
ADVANTAGES ATHLETIC Burst Area Damage 8; AE: Reaction Damage 4; AE:
Ranged Damage 7, Accurate 2; AE: Move Object 8;
Evasion, Improved Initiative, Uncanny Dodge Activation—Move Action (-1 point), Removable (-4
points) • 17 points
ADVANTAGES NATURAL LEADER
Gimmick Blaster: Array (24 points, plus 3 points of
Inspire 2, Leadership Alternate Effects), Easily Removable (-10 points) •
17 points (this cost includes the cost of the Alternate
Effects)
70 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Energy Blast: Ranged Damage 12 MOVEMENT POWERS
Take the Gimmick Blaster and Energy Blast
(above), plus roll 1d20 three times (re-roll if you Roll 1d20 once and record the result.
get the same result twice) and add them to the
Gimmick Blaster array as Alternate Effects. Name Biological Overclocking: Enhanced Advantage 1
each of these Alternate Effects as appropriate for (Move-by Action); Leaping 2 (30 feet); Quickness
your character’s gimmick. 1-4 2; Speed 5 (60 MPH); Removable (-2 points)
1-3 Create 7, Continuous, Innate • 8 points
4-5 Move Object 12 Boot Jets: Leaping 5 (250 feet); Feature 1 (Can
5-8 Hover); Movement 1 (Safe Fall); Speed 2 (8 MPH);
Ranged Affliction 12 (Resisted and
6-8 Overcome by Fortitude; Dazed, Removable (-2 points) • 8 points
8-12 Stunned, Incapacitated)
9-16 Flight Harness: Flight 5 (60 MPH), Removable (-2
points) • 8 points
Ranged Affliction 12 (Resisted by
9-11 Dodge, Overcome by Damage; Personal Teleporter: Teleport 4 (500 feet), Increased
Vulnerable, Defenseless, 17-20 Mass (100 lbs.), Turnabout, Removable (-2 points)
Incapacitated)
• 8 points
Ranged Cloud Area Affliction 8 INNATE POWERS
(Resisted and Overcome by Fortitude;
12-14 Dazed and Visually Impaired, Roll 1d20 once and record the result.
Stunned and Visually Disabled) Extra
Condition, Limited Degree Low-Level Telepath: Communication 1 (Mental),
Concentration, Limited—Only with friends/loved
15-17 Ranged Burst Area Damage 8 1-4 ones • 2 points
18-20 Close Cone Area Damage 8, Penetrating 8 5-8 Mental Database: Enhanced Advantage 1
9-12 (Assessment), Enhanced Skill 1 (Insight 2) • 2 points
13-14 Personal Combat Enhancers: Enhanced Advantage 13-16
15-16 11 (All-out Attack, Defensive Attack, Evasion, 17-20 Physically Fit: Speed 2 (8 MPH), Stacks with other
17-20 Extraordinary Effort, Diehard, Fearless, Great Speed effects • 2 points
Endurance, Improved Critical (Unarmed),
Improved Initiative, Takedown 2); Enhanced Polymath: Quickness 4, Limited to Mental Tasks,
Strength 3; Enhanced Trait 5 (Close Attack 5); Stacks with other Quickness effects • 2 points
Activation—Move Action (-1 point), Removable
(-4 points) • 17 points Technopath: Comprehend 2 (Machines), Distracting
• 2 points
Physical Boosters: Enhanced Strength 8; Leaping
2 (30 feet); Quickness 2; Speed 2 (8 MPH); DEFENSES
Activation—Move Action (-1 point), Removable
(-4 points) • 17 point DODGE PARRY FORTITUDE TOUGHNESS WILL
High-tech Arsenal: Ray Gun (Ranged Damage 12, +6 +4 +7 +0 +6
AE: Power Truncheon (Strength-based Damage
8), AE: Stunner (Ranged Affliction 12 (Resisted POWER POINTS
and Overcome by Fortitude; Dazed, Stunned,
Incapacitated)), AE: Force Capsule Grenade ABILITIES 50 SKILLS 26
(Ranged Affliction 12 (Resisted by Dodge, POWERS 40 DEFENSES 23
Overcome by Damage; Hindered and Vulnerable, ADVANTAGES 11 TOTAL 150
Defenseless and Immobile), Extra Condition,
Limited Degree); Easily Removable (-10 points)
• 17 points
DEFENSIVE POWERS COMPLICATIONS
Roll 1d20 once and record the result.
1-5 Combat Training and Armored Costume: • Accident: Gadgets can be temperamental things, so
Enhanced Advantage 2 (Defensive Roll 2), it’s not unimaginable that sometimes a Gadgeteer’s
6-10 Enhanced Defenses (Dodge 4, Parry 4), Protection devices might act up, run out of power, break, ex-
11-15 4, Removable (-1 point) • 13 points plode, or otherwise cause problems for the hero.
16-20
Displacer Field: Enhanced Defenses (Dodge 6, Parry • Enemy: For some reason, Gadgeteers tend to have a
6) Linked to Protection 4, Sustained, Removable nemesis who believes they need to prove how supe-
(-3 points) • 13 points rior he, she, or it is compared to the Gadgeteer.
Energy-Absorbing Body Suit: Protection 10, • Fame: Gadgeteers often don’t hide their identities
Impervious 6, Removable (-3 points) • 13 points from the public and in fact might be media darlings
because of their incredible inventions.
Force Field: Immunity 6 (Critical Hits, Cold, Heat,
High Pressure, Radiation) Linked to Protection 10, • Motivation—Doing Good: Just as the Gadgeteer
Sustained, Removable (-3 points) • 13 points creates amazing inventions for the betterment of
CHAPTER 2: SECRET ORIGINS 71
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
mankind, he or she may also become a hero for the STAMINA DEXTERITY INTELLECT PRESENCE
same reason.
35 1 1
• Motivation—Recognition: Some Gadgeteers want
their genius recognized not just by other scientists, ABILITIES - STRENGTH AND POWER
but by millions of adoring fans.
STRENGTH AGILITY FIGHTING AWARENESS
• Motivation—Responsibility: The Gadgeteer often
feels it’s only right to use his or her incredible intel- 46 12 4
ligence to help others.
STAMINA DEXTERITY INTELLECT PRESENCE
• Motivation—Thrills: Gadgeteers love to push the
limit and live on the edge of scientific research, so it 44 1 1
only makes sense that they might like dressing up in
tights and taking on the role of a hero. ADVANTAGES
• Quirk—Psychological Problems: Perhaps the Gad- Agile Feint, Defensive Roll 4, Improved Initiative, Power Attack,
geteer’s devices have slowly been poisoning his Takedown
or her mind, or biofeedback caused by improperly
functioning cybernetics or other mechanical systems BACKGROUND ADVANTAGES
have caused the Gadgeteer to exhibit some sort of
mental problem. Take the advantages listed above, then roll 1d20 once and
record the result.
• Relationship: Gadgeteers often have a number of
important people in their life, either family, loved 1-6 Armed Fighter: You are an expert with exotic
ones, other researchers, or employees who like to get 7-13 weapons.
into trouble. 14-20 Wealthy: You are well connected and rich.
Well Traveled: You have walked the world righting
MARTIAL ARTIST wrongs and challenging senseis.
The Martial Artist has honed his skills in unarmed combat ADVANTAGES ARMED FIGHTER
to bridge the physical gap between him and his super-
powered associates. In fact, some Martial Artists display Equipment 2 (select one weapon), Improvised Weapon, Quick
feats that seem impossible by normal standards—and Draw
may have a mystical origin.
ADVANTAGES WEALTHY
ABILITIES
Roll 1d20 once and record the result. Benefit 3 (Millionaire), Connected
1-6 Finesse and Control: Your speed and reflexes ADVANTAGES WELL TRAVELED
7-14 almost too fast to be human.
15-20 Mystic Endowment: You have unlocked your Contacts, Languages 1 (Choose One), Tracking, Well-informed
body’s potential by cultivating your inner energy.
Strength and Power: You have trained your body ELEMENT ADVANTAGES
close to human perfection.
If you rolled Mystic Endowment for Abilities, then roll 1d20
ABILITIES - FINESSE AND CONTROL once and record the result. Otherwise, roll 1d20 twice (re-
roll if you get the same result twice) and record the results.
STRENGTH AGILITY FIGHTING AWARENESS 1-4 Earth: You are steadfast and stable.
5-8 Fire: You are dynamic and creative.
3 7 13 5 9-12 Metal: You are transformative and quick.
13-16 Water: You are calm and pliable.
STAMINA DEXTERITY INTELLECT PRESENCE 17-20 Wood: You are flexible and supportive.
3 5 0 0
ABILITIES - MYSTIC ENDOWMENT ADVANTAGES EARTH
STRENGTH AGILITY FIGHTING AWARENESS Daze (Intimidation), Diehard, Fearless, Great Endurance
3 5 12 6 ADVANTAGES FIRE
Extraordinary Effort, Inspire, Interpose, Leadership
72 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES METAL 9-12 Monastic: You learned your martial arts from a
temple or mystical city.
Beginner’s Luck, Eidetic Memory, Luck, Taunt 13-16 Ninja: You are skilled in the arts of stealth and
17-20 assassination.
ADVANTAGES WATER Soldier: You were trained by the military.
Assessment, Evasion, Trance, Uncanny Dodge SKILLS AGENT
ADVANTAGES WOOD Acrobatics 4, Athletics 4, Close Combat: Unarmed 2, Insight 4,
Investigation 4, Perception 4, Stealth 6, Technology 4
Favored Environment (Choose One), Hide in Plain Sight, Precise
Attack (Close, Concealment), Teamwork SKILLS MERCENARY
STYLE ADVANTAGES Acrobatics 4, Athletics 6, Close Combat: Unarmed 2, Expertise:
Streetwise 6, Insight 4, Intimidation 6, Perception 4
Roll 1d20 once and record the result.
SKILLS MONASTIC
1-4 Crane: You avoid direct confrontation, countering
5-8 and pinpointing weaknesses. Acrobatics 4, Athletics 4, Close Combat: Unarmed 2, Expertise:
9-12 Dragon: Your style emphasizes versatility and balance. Philosophy 6, Insight 6, Perception 6, Treatment 4
13-16 Leopard: You rely on sheer speed and eschew defense.
17-20 Snake: You fight from unusual stances and positions SKILLS NINJA
to catch your opponent off-guard.
Tiger: You strike with great strength and ferocity. Acrobatics 6, Athletics 4, Close Combat: Unarmed 2,
Deception 4, Perception 4, Sleight of Hand 6, Stealth 6
ADVANTAGES CRANE
SKILLS SOLDIER
Defensive Attack, Evasion, Grabbing Finesse, Improved
Defense, Improved Disarm, Instant Up, Move-by Action, Acrobatics 4, Athletics 6, Close Combat: Unarmed 2, Expertise:
Redirect, Set-up Tactics 4, Intimidation 4, Perception 4, Stealth 4, Vehicles 4
POWERS
ADVANTAGES DRAGON COMBAT POWERS
Accurate Attack, All-out Attack, Defensive Attack, Evasion, If you rolled Mystic Endowment for Abilities, then roll
Fast Grab, Grabbing Finesse, Improved Disarm, Improved Trip, 1d20 once and record the result. Otherwise, do not roll for
Move-by Action Combat Powers.
ADVANTAGES LEOPARD Chi Mastery: Array (12 points plus 3 Alternate
Effects) • 15 points (this cost includes the cost of the
All-out Attack, Improved Critical (Unarmed), Improved Alternate Effects)
Initiative, Improved Trip, Move-by Action, Seize Initiative, Skill
Mastery (Acrobatics), Startle, Takedown Roll 1d20 four times (re-roll if you get the same result
twice) and record the results as Alternate Effects.
ADVANTAGES SNAKE
1-3 Death Touch: Progressive Weaken
Chokehold, Defensive Attack, Fast Grab, Grabbing Finesse, Stamina 4 (Resisted by Fortitude)
Improved Disarm, Improved Grab, Improved Hold, Prone
Fighting, Weapon Bind Flurry of Blows: Selective Multiattack 5,
4-7 Variable Descriptor 2 (any attack effect
ADVANTAGES TIGER 1-12 you wield, up to the attack’s rank)
All-out Attack, Defensive Attack, Improved Critical (Unarmed), 8-11 Iron Fist: Strength-based Damage 5,
Improved Smash, Move-by Action, Skill Mastery (Athletics), Penetrating 8, Inaccurate
Startle, Takedown, Weapon Break
12-14 Mental Weapon: Damage 6, Alternate
SKILLS Resistance (Will)
If you rolled Mystic Endowment for Abilities, roll 1d20 once Nerve Strike: Cumulative Affliction 6
and record the result. Otherwise, roll 1d20 twice (do not re- 15-17 (Resisted and Overcome by Fortitude;
roll if you get the same result twice) and record the results.
Dazed, Stunned, Paralyzed)
18-20 Restorative Chi: Healing 6
1-4 Agent: You work with a government or private spy 13-16 Missile Redirection: Immunity 5 (Thrown
agency. 17-20 Weapons), Concentration Duration, Reflect,
Redirect • 15 points
5-8 Mercenary: You contract out your fighting skills.
Untouchable: Immunity 30 (attacks targeting Parry),
Concentration Duration • 15 points
CHAPTER 2: SECRET ORIGINS 73
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
UTILITY POWERS 13-20 Perfect Weapon: You are a weapon created
specifically to use your opponent’s powers against
If you rolled Mystic Endowment for Abilities, then roll them.
1d20 once on the table below and record the result. Oth-
erwise, do not roll for Utility Powers. ABILITIES - BLANK SLATE
1-4 Chi Sense: Senses 5 (Danger Sense; Detect Life— STRENGTH AGILITY FIGHTING AWARENESS
5-8 Acute, Radius, Ranged) • 5 points
9-12 2 2 2 2
17-20 Meditation: Immunity 5 (choose five: aging, cold,
disease, heat, need for sleep, poison, starvation STAMINA DEXTERITY INTELLECT PRESENCE
and thirst, suffocation (suffocation counts as two
choices)), Sustained • 5 points 2 2 2 2
Perfect Serenity: Immunity 5 (interaction effects) ABILITIES - METAMIND
• 5 points
Weightless Step: Leaping 3 (60 ft.); Movement 1
(Trackless) • 5 points
DEFENSE STRENGTH AGILITY FIGHTING AWARENESS
DODGE PARRY FORTITUDE TOUGHNESS WILL 1 1 2 1
+6 +0 +6 +0 +5 STAMINA DEXTERITY INTELLECT PRESENCE
1 1 8 1
POWER POINTS ABILITIES - PERFECT WEAPON
ABILITIES 72 SKILLS 32/16* STRENGTH AGILITY FIGHTING AWARENESS
POWERS 0/20* DEFENSES 17
ADVANTAGES 29/25* TOTAL 150 1 1 8 2
*If you rolled Mystic Endowment for Abilities. STAMINA DEXTERITY INTELLECT PRESENCE
1 1 1 1
COMPLICATIONS ADVANTAGES
• Motivation—Recognition: The title of “best fighter Roll 1d20 three times (re-roll if you get the same result
alive” is one that drives many Martial Artists. twice) and record the results.
• Motivation—Thrills: The Martial Artist became a su- 1-4 Complementary: You are good at fitting in where
perhero in order to seek excitement. 5-8 needed.
9-11 Discerning: You are good at sizing up people.
• Honor: Some Martial Artists live by a warrior’s code 12-13 Engramatic: You’ve retained a little fragment of
of honor or a life of ascetic discipline. 14-16 everyone you’ve mimicked.
17-18 Innocent: You are naïve and pure.
• Rivalry: Martial Artists often have a nemesis or fated 19-20 Incisive: You know exactly which buttons to push.
rival against whom they measure themselves. Spontaneous: You don’t let your past dictate your
actions.
MIMIC Subtle: You stay out of the way.
The Mimic copies the traits of others to use as his own. This ADVANTAGES COMPLEMENTARY
affords him immense versatility, limited primarily by the
type and availability of his subjects. At the same time, the Set-up, Teamwork
Mimic usually has few other abilities upon which to rely.
ADVANTAGES DISCERNING
ABILITIES
Assessment, Skill Mastery (Insight)
Roll 1d20 once and record the result.
ADVANTAGES ENGRAMATIC
1-8 Blank Slate: You are equally capable of pursuing
any path. Eidetic Memory, Jack-of-all-trades
9-12 Metamind: Your great mental capacity allows you
to master anything.
74 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES INNOCENT 3-4 Mental Duplication: Mind Reading 10, Limited
5-6 to Duplicated mind; Variable 10 (50 points, for
Animal Empathy, Luck 7-9 duplicating a subject’s mental traits), Continuous,
10-13 Resistible by Will • 80 points
ADVANTAGES INCISIVE
14-15 Nemesis: Variable 8 (40 points, for traits suitable for
Daze (Deception), Taunt confronting a particular opponent), Continuous,
16-17 Free Action • 80 points
ADVANTAGES SPONTANEOUS
18-20 Object Mimicry: Variable 8 (40 points, for traits of
Improved Initiative, Uncanny Dodge object touched), Reaction • 80 points
ADVANTAGES SUBTLE Power Duplication: Variable 10 (50 points, for
duplicating one target’s powers), Continuous
Evasion, Hide in Plain Sight • 80 points
SKILLS Power Theft: Cumulative Affliction 12 (Resisted
and Overcome by Will; Powers Impaired, Powers
Roll 1d20 twice (do not re-roll if you get the same result Disabled, Transformed—Powerless) Linked to
twice) and record the results. Variable 8 (40 points, for duplicating one target’s
powers), Move Action, Limited to Afflicted
1-3 Dynamic: You are a good all-around athlete. subjects • 80 points
Empathic: You understand what makes other
4-7 people tick. Reflex Memory: Variable 8 (40 points, for observed
Furtive: You don’t like to stand out. Skills and Advantages), Continuous, Free Action
8-10 Inscrutable: Your emotions are difficult to read. • 80 points
11-14 Observant: Little escapes your notice.
15-18 Sponge: You possess an open and receptive mind. ARTIFICIAL MIMIC
19-20 Android Body: Immunity 30 (Fortitude Effects),
Reduced Traits (Stamina —, Fortitude —);
Protection 5 • 16 points
Power Duplication: Variable 8 (40 points, for
duplicating a target’s powers), Continuous • 64 points
DEFENSES
SKILLS DYNAMIC DODGE PARRY FORTITUDE TOUGHNESS WILL
Acrobatics 6, Athletics 6 +5 +5 +5 +0 +5
SKILLS EMPATHIC POWER POINTS
Insight 8, Persuasion 4
SKILLS FURTIVE ABILITIES 32 SKILLS 12
POWERS 80 DEFENSES 20
Deception 6, Stealth 6 ADVANTAGES 6 TOTAL 150
SKILLS INSCRUTABLE COMPLICATIONS
Deception 8, Perception 4 • Motivation—Acceptance: Due to the nature of their
powers, many Mimics feel as if they lack an identity of
SKILLS OBSERVANT their own. They may seek acceptance as unique indi-
viduals.
Insight 6, Perception 6
• Addiction: A Mimic may actually need or somehow
SKILLS SPONGE derive sustenance from duplicating the traits of oth-
ers.
Expertise: Current Events 4, Expertise: Popular Culture 4,
Investigation 4 • Quirk: Mimics may inadvertently absorb a portion of
their subject’s personality and even be overwhelmed
POWERS on occasion, forcing the Mimic to behave like their
subject.
Roll 1d20 once and record the result.
Animal Mimicry: Variable 10 (50 points, to mimic • Weakness: By duplicating their powers, Mimics may
acquire the weaknesses and vulnerabilities of their
1-2 Traits of one animal at a time), Continuous subjects.
• 80 points
CHAPTER 2: SECRET ORIGINS 75
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
MYSTIC ABILITIES - MAGICAL HERITAGE
The Mystic commands vast magical powers and uses STRENGTH AGILITY FIGHTING AWARENESS
them to defend the Earth from otherworldly threats as
well as to combat the evils found just down the street. 0 1 4 7
The Mystic typically has extensive knowledge of magic
and other realms, but few real-world skills to speak of. The STAMINA DEXTERITY INTELLECT PRESENCE
magical powers the Mystic commands are nearly limitless,
allowing the Mystic to fire blasts of magical energy, fly, 0 3 2 4
create illusions, heal others, travel to other dimensions,
and reproduce virtually any other power imaginable. ABILITIES - MYSTIC MASTER
ABILITIES STRENGTH AGILITY FIGHTING AWARENESS
Roll 1d20 once and record the result. 01 4 6
1-6 Host: You’re the host of a mystical being which gives STAMINA DEXTERITY INTELLECT PRESENCE
7-13 you access to supernatural powers.
14-20 Magical Heritage: Your family has a long history of 03 3 4
being blessed with magical powers... or perhaps it’s
cursed. ADVANTAGES
Mystic Master: You’ve trained long and hard to
master the mystic arts. Equipment 3 (Headquarters), Ranged Attack 5, Trance
Headquarters—Size: Medium, Toughness: 10; Features:
ABILITIES - HOST Concealed, Dual-size (Huge), Laboratory, Library, Living Space,
Personnel, Sealed, Security System, Self-repairing, Workshop
• 15 points
STRENGTH AGILITY FIGHTING AWARENESS Take the advantages listed above, then roll 1d20 once and
record the result.
1 1 4 5
1-5 Centered: You’ve trained yourself to remain calm
STAMINA DEXTERITY INTELLECT PRESENCE 6-10 and centered, no matter what.
Enchanter: You can create magical artifacts.
0 3 2 5
76 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
11-15 Powerful Connection: You have a strong 3-4 • Dispel Magic: Nullify 8, Broad (Magic),
16-20 connection or mastery over the magic at your 5-6 Simultaneous • 1 point
command. 7-8
Student of the Arts: You study and research 9-10 • Enervation: Ranged Weaken 8, Broad (Physical
constantly in order to keep informed. 11-12 Abilities (one at a time)) • 1 point
13-14
ADVANTAGES CENTERED • Enhanced Strength: Enhanced Strength 9;
15-16 Enhanced Trait 6 (Close Attack 6) • 1 point
Fearless, Ultimate Effort (Will checks)
17-18 • Ghost Hands: Perception Move Object 7, Precise,
ADVANTAGES ENCHANTER 19-20 Subtle 2 • 1 point
Artificer, Skill Mastery (Expertise: Magic) • Healing Hand: Healing 5, Energizing, Persistent,
Restorative, Stabilize • 1 point
ADVANTAGES POWERFUL CONNECTION
• Maddening Blast: Ranged Damage 8, Resisted by
Accurate Attack, Power Attack Will • 1 point
ADVANTAGES STUDENT OF THE ARTS • Mystic Bindings: Ranged Affliction 12 (Resisted
and Overcome by Will; Hindered and Vulnerable,
Ritualist, Well-informed Defenseless and Immobile), Extra Condition,
Limited Degree • 1 point
SKILLS
• Mystic Constructs: Create 7, Continuous, Innate,
Precise, Subtle • 1 point
• Phantasms: Illusion 4 vs. All Senses, Area (30
cubic feet), Resistible by Will, Selective • 1 point
SECONDARY POWERS
Expertise: Magic 10, Insight 6, Perception 4 Astral Projection (Remote Sensing 8 (Visual, Auditory,
Mental), Limited—Physical body is defenseless, Subtle
Take the skills listed above, then roll 1d20 once and record 2), AE: Levitation and Mystic Shield (Flight 4 (30 MPH);
the result. Sustained Protection 12, Impervious 6) • 27 points
1-8 Affecting Presence: You have the skills necessary to OTHER POWERS
9-14 explore new places.
15-20 Occult Investigator: You make it a point to Roll 1d20 once and record the result.
investigate unusual crimes. You may even consult for
the police. Additional Magic Spells: Roll 1d20 three times (re-
Prestidigitator: You’ve studied the art of deception. roll if you get the same result twice) and add them
to your Magic Spells array as Alternate Effects.
SKILLS AFFECTING PRESENCE 1-2 • Apparition: Immunity 2 (Suffocation);
Insubstantial 4 (Incorporeal) • 1 point
Intimidation 4, Persuasion 4
3-5 • Hex: Luck Control 4 (All Options),
SKILLS OCCULT INVESTIGATOR Luck 5 • 1 point
Investigation 4, Sleight of Hand 4 6-7 • Illusory Appearance: Morph 2,
Attack, Burst Area, Selective • 1 point
SKILLS PRESTIDIGITATOR
• Invisibility: Concealment 10 (All
Deception 4, Sleight of Hand 4 8-9 Senses), Precise, Passive, Resistible
1-8 • 1 point
POWERS
10-11 • Message: Communication 4 (Mental)
OFFENSIVE POWERS • 1 point
12-13 • Pierce the Veil: Movement (Dimension
Travel 3), Affects Others • 1 point
• Protective Aura: Immunity 7 (Cold,
Heat, Pressure, Radiation, Vacuum, All
14-16 Suffocation), Affects Others, Sustained
Magic Spells: Array (24 points, plus 5 points of Alternate • 1 point
Effects)
• Teleportation: Teleport 3 (250 feet),
• Magical Blast: Ranged Damage 12 • 24 points 17-20 Accurate, Easy, Extended (8 miles),
Take the Magic Spells and Magical Blast (above), plus roll Portal • 1 point
1d20 five times (re-roll if you get the same result twice) and
add them to the Magic Spells array as Alternate Effects. 9-10 Immortal: Immortality 1, Immunity 1 (Aging)
11-20 • 3 points
1-2 • Billowing Darkness: Ranged Burst Area
Concealment 4 Attack (All Visual) • 1 point Mystic Awareness: Senses 3 (Mystic Awareness,
Analytical, Radius) • 3 points
CHAPTER 2: SECRET ORIGINS 77
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
DEFENSE Man of Action: You’re the height of human
perfection, whether through a lifetime of
DODGE PARRY FORTITUDE TOUGHNESS WILL 1-6 experimental training or due to influence from some
outside source.
+7 +4 +6 +0 +7 7-14 Superhuman: You’re a powerful mutant, alien, or
15-20 human who’s gained incredible abilities.
POWER POINTS Vessel: You are the vessel for the power of a god or
some other supernatural force.
ABILITIES 42 SKILLS 14 ABILITIES - MAN OF ACTION
POWERS 59 DEFENSES 24
ADVANTAGES 11 TOTAL 150 STRENGTH AGILITY FIGHTING AWARENESS
COMPLICATIONS 6 6 6 4
• Accident: The Mystic commands incredible super- STAMINA DEXTERITY INTELLECT PRESENCE
natural powers, but sometimes those powers get out
of control, or awaken sleeping horrors, or cause other 6 4 3 2
unintended consequences that have to be dealt with.
ABILITIES - SUPERHUMAN
• Enemy: Some Mystics are plagued by enemies who
want to displace them or steal their power. STRENGTH AGILITY FIGHTING AWARENESS
• Honor: It’s not uncommon for a Mystic to follow a 8 4 8 2
code of conduct that keeps them on the straight and
narrow, perhaps because it’s the right thing to do, STAMINA DEXTERITY INTELLECT PRESENCE
perhaps because they need to in order to keep their
powers in check. 8 4 1 2
• Motivation—Acceptance: Mystics are often either ABILITIES - VESSEL
not from Earth or were trained in the mystic arts on
another world. When they come to this plane they STRENGTH AGILITY FIGHTING AWARENESS
use their talents to help others and hopefully earn a
place for themselves on their adopted world. 8 4 8 3
• Motivation—Responsibility: The Mystic was given STAMINA DEXTERITY INTELLECT PRESENCE
his or her power for a reason—to defend Earth, to
hunt down otherworldly creatures, or any number of 8 4 0 2
other options. Or perhaps the Mystic recognizes that
his or her power comes with a price. ADVANTAGES
• Power Loss: Mystics often have the Complication Roll 1d20 once and record the results.
that prevents them from using their powers when
they can’t move and/or speak to cast their spells. 1-4 Athlete: You’re either a natural athlete or have had
5-8 extensive training.
• Prejudice: Some Mystics are surrounded by an aura 9-10 Leader: You’re a natural at leading others.
of “otherness” that sets them apart from the rest of 11-13 Lucky: You’re extraordinarily lucky.
humanity and makes it difficult for them to interact 14-17 Resources: You have extensive resources.
with others. Or, maybe people just fear witches. Warrior: You’re either naturally talented at fighting
18-20 or have trained in fighting styles.
PARAGON Wealthy: Whether you inherited or earned it,
you’re wealthy.
Paragons are what people first think of when they think
of superheroes. A Paragon is nearly perfect in every way: ADVANTAGES ATHLETE
fast, strong, tough, often has the ability to fly, and repre-
sents everything good about humanity. Paragons are of- Extraordinary Effort, Improved Initiative, Power Attack,
ten talented in a wide range of areas and easily take on Uncanny Dodge
leadership roles.
ADVANTAGES LEADER
ABILITIES
Inspire 2, Leadership, Teamwork
Roll 1d20 once and record the result.
78 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES LUCKY 8-14 Super-strength: Enhanced Strength 4 • 8 points
15-20 Soldier: Enhanced Trait 4 (Close Attack 4); Power-
Beginner’s Luck, Luck 2, Redirect
lifting 4 • 8 points
ADVANTAGES RESOURCES
DEFENSIVE POWERS
Equipment 4 (Headquarters)
Headquarters—Size: Gargantuan, Toughness: 12; Features: Immunities: Immunity 10 (Life Support) • 10 points
Communications, Computer, Gym, Infirmary, Isolated, Invulnerability: Protection 4 • 4 points
Laboratory, Library, Living Space, Personnel, Power System,
Security System, Teleport (Affects Others), Workshop • 20 points MOVEMENT POWERS
ADVANTAGES WARRIOR Roll 1d20 once and record the result.
All-out Attack, Improved Initiative, Interpose, Move-by Action 1-15 Flight: Flight 8 (500 MPH) • 16 points
16-20 Super Movement: Speed 3 (16 MPH); Leaping 7
ADVANTAGES WEALTHY
(900 feet); Movement 3 (Swinging, Wall-crawling
Benefit 4 (Multi-millionaire) 2) • 16 points
SKILLS UTILITY POWERS
Roll 1d20 twice (re-roll if you get the same result twice) If you have the Superhuman or Vessel set of abilities, role
and record the results. once on this table. Do not roll on this table otherwise.
1-5 Athlete: You’re a trained athlete. 1-4 Improved Invulnerability: Impervious Toughness 6
6-10 Broad Training: You have a broad set of skills from • 6 points
your education or experiences. 5-7
11-15 Charismatic: You’re good with people. Inhuman Physiology: Enhanced Advantage 1
16-20 Learned: You’re well educated, with some 8-11 (Diehard); Immunity 2 (Critical Hits); Regeneration 3
technological training. 12-15 • 6 points
16-18
SKILLS ATHLETE 19-20 Enhanced Senses: Senses 6 (Extended Auditory
2, Extended Vision 2, Microscopic Vision, Ultra-
Acrobatics 6, Athletics 6, Perception 4 Hearing) • 6 points
SKILLS BROAD TRAINING Quickness: Quickness 6 • 6 points
Telepathy: Mental Communication 1, Subtle 2
Expertise: (Choose One) 4, Insight 2, Perception 2, Persuasion
4, Ranged Combat: Throwing 4 • 6 points
Traveler: Movement 3 (Dimension Travel 3) • 6 points
SKILLS CHARISMATIC
DEFENSE
Expertise: (Choose One) 4, Insight 4, Perception 4, Persuasion 4
MAN OF ACTION
SKILLS LEARNED DODGE PARRY FORTITUDE TOUGHNESS WILL
Expertise: (Choose One) 6, Perception 4, Technology 6 +4 +4 +4 +0 +6
POWERS SUPERHUMAN/VESSEL
OFFENSIVE POWERS DODGE PARRY FORTITUDE TOUGHNESS WILL
+4 +0 +2 +0 +6
If you have the Man of Action Abilities, don’t roll for your POWER POINTS
Offensive Power, instead, take Find Weakness:
Find Weakness: Strength-based Damage 4; Enhanced ABILITIES 74 SKILLS 16
Advantage 4 (Close Attack 4) • 8 points POWERS 38/44* DEFENSES 18/12*
ADVANTAGES TOTAL
Roll 1d20 once and record the result. 4 150
Powerful: Enhanced Strength 2, Enhanced
*The first number is if you have the Man of Action set of
1-7 Advantage 2 (Close Attack 2); Power-lifting 2 Abilities and the second number if you have the Superhu-
• 8 points man or Vessel set of Abilities.
CHAPTER 2: SECRET ORIGINS 79
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
COMPLICATIONS ABILITIES - ALTERNATE FORM
• Identity: The Paragon often hides his or her true STRENGTH AGILITY FIGHTING AWARENESS
identity from the rest of the world. Often the Para-
gon feels that this “normal” identity keeps him or her 4 1 6 1
grounded and in touch with the rest of humanity.
STAMINA DEXTERITY INTELLECT PRESENCE
• Motivation—Doing Good: The Paragon is motivat-
ed to be a hero because it’s the right thing to do. 4 0 0 2
• Motivation—Patriotism: The Paragon is a patriot ABILITIES - INNATE POWER
and fights to uphold the ideals of his or her country.
STRENGTH AGILITY FIGHTING AWARENESS
• Motivation—Responsibility: The Paragon is often
motivated by the belief that with power comes re- 41 6 1
sponsibility.
STAMINA DEXTERITY INTELLECT PRESENCE
• Power Loss: Usually caused by transforming back
to a normal human form, some Paragons lack access 40 1 1
to their powers all the time. If you choose this op-
tion, create a non-powered version of your character ABILITIES - MUTATE/MUTANT
that doesn’t have any of its Powers, has human-level
Abilities, and may even have lower ranks of Skills and STRENGTH AGILITY FIGHTING AWARENESS
completely different Advantages.
4 0 6 0
• Prejudice: Some Paragons are appear inhuman in
some way and are treated with distrust or fear by the STAMINA DEXTERITY INTELLECT PRESENCE
public.
4 0 2 2
• Relationship: Paragons often have a large number
of friends, family, or fans that get into trouble with ADVANTAGES
alarming frequency.
Power Attack
• Weakness: Because the Paragon is so powerful in so
many ways, he or she often suffers from a crippling Roll 1d20 twice (re-roll if you get the same result twice)
weakness to a particular type of attack. and record the results.
POWERHOUSE 1-2 Driven: You’re capable of pushing yourself beyond
your limits. Regularly.
The Powerhouse is the strongest one there is! Where other 4-6 Fighter: You know how to fight and mix up your
archetypes spread their points out amongst a number of blows as needed.
different powers and abilities, the Powerhouse concen- 7-8 Good with Crowds: You can hold your own against
trates on two things: strength and protection. In fights, 9-10 overwhelming odds.
the Powerhouse is always on the front line, tearing it up 11-13 Popular: You have friends you can call on.
and, even so, is usually the last one standing. The Pow- 14-17 Team Player: You know your role on a team.
erhouse is often inhuman-looking, either because he or 18-20 Tough: You know how to take a hit.
she’s been turned into a hulking brute, or is from an alien Quick: You’re faster than you look.
world, or is capable of transforming into living stone, steel,
or something equally resistant to damage. ADVANTAGES DRIVEN
ABILITIES
Extraordinary Effort
Roll 1d20 once and record the result.
1-6 Alternate Form: You are made of a highly resistant ADVANTAGES FIGHTER
7-14 material like metal or stone.
15-20 Innate Power: You’re an alien or are from some Choose One: Accurate Attack or All-out Attack
hidden offshoot of humanity with incredible powers.
Mutate/Mutant: You were either born with mutant ADVANTAGES GOOD WITH CROWDS
powers or were mutated in a one-in-a-million
accident or experiment. Takedown
ADVANTAGES POPULAR
Connected
80 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES TEAM PLAYER OFFENSIVE POWERS II
Interpose Roll 1d20 once and record the result as the first power
in an array, then roll 1d20 once and add the result as a
ADVANTAGES TOUGH 1-point Alternate Effect (re-roll if you get the same result
as your first roll).
Ultimate Effort (Toughness checks)
ADVANTAGES QUICK 1-3 Energy Blast: Ranged Damage 10, Accurate 5,
4-6 Distracting, Tiring • 10 points
Improved Initiative
7-9 Foot Stomp: Line Area Damage 10, Powerhouse and
SKILLS target must be in contact with the same surface
10-12 • 10 points
Close Combat: Unarmed 2 13-14
15-17 Groundstrike: Burst Area Affliction 10 (Resisted
Take the skill listed above, then roll 1d20 twice (re-roll if 18-20 and Overcome by Fortitude; Dazed and Hindered,
you get the same result twice) and record the results. Stunned and Prone, Incapacitated), Extra
Condition, Instant Recovery, Powerhouse and
1-4 Athlete: You’re a trained athlete. target must be in contact with the same surface
5-8 Ex-Military: You used to be in the armed forces. • 10 points
9-12 Charmer: You have a way with people.
Rough Upbringing: You were raised on the streets Shockwave: Burst Area Damage 10, Powerhouse
13-16 or have had a hard life. and targets must be in contact with the same
Sharp Mind: You’re difficult to fool. surface • 10 points
17-20
Super-Breath: Close Range Cone Area Move Object
SKILLS ATHLETE 5, Limited to moving toward and away, Linked
to Cone Area Damage 5, Unreliable (only the
Athletics 4, Perception 4, Ranged Combat: Throwing 4 Damage is Unreliable) • 10 points
Cut Loose!: Penetrating 10 on Strength • 10 points
Thunderclap: Cone Area Affliction 10 (Resisted and
Overcome by Fortitude; Dazed, Stunned), Limited
Degree • 10 points
SKILLS EX MILITARY DEFENSIVE POWERS
Expertise: Military 4, Perception 4, Ranged Combat: Throwing 4 Only if you rolled Solid Form or Super-Strength on the
Offensive Powers table, take Super-Stamina, directly
SKILLS CHARMER below, then roll on the table below, as directed. Do not
take Super-Stamina if you rolled Density or Growth on
Deception 4, Insight 4, Persuasion 4 the Offensive Powers table, instead, roll on the table
below.
SKILLS ROUGH UPBRINGING
Super-Stamina: Enhanced Stamina 10 • 20 points
Expertise: Streetwise 4, Intimidation 6, Perception 2
Roll 1d20 four times (re-roll if you get the same result
SKILLS SHARP MIND twice unless it involves a choice) if you rolled Density or
Growth on the Offensive Powers table. Only roll twice if
Expertise: (Choose One) 4, Insight 4, Perception 4 you rolled Solid Form or Super-Strength on the Offen-
sive Powers table
POWERS
OFFENSIVE POWERS 1-3 Invulnerability: Immunity 10 (Choose one common
4-10 power descriptor: Cold, Electricity, Fire, Magic,
Roll 1d20 once and record the result. 11-13 Radiation, Sonic, Weather) • 10 points
14-20
1-3 Density: Growth 8 (-4 Dodge & Parry, +8 Strength, Life Support: Immunity 10 (Life Support) • 10 points
4-6 +8 Stamina), Does Not Modify Size, Speed, or Resistant: Immunity 10 (choose two 5-point
7-11 Skills; Protection 4 • 20 points
12-20 immunities: Alteration effects, sensory Affliction
Growth: Growth 8 (-4 Dodge & Parry, -8 Stealth, +4 effects, Fatigue effects, or damage type (Bullets,
Intimidation, +8 Strength, +8 Stamina, +1 Speed); Cold, Electricity, Fire, Magic, Radiation, Sonic))
Protection 4 • 20 points • 10 points
Thick Skin: Impervious Toughness 10 • 10 points
Solid Form: Activation (Move Action, -1 point),
Enhanced Ability 8 (Strength 8); Immunity 2 MOVEMENT POWERS
(Critical Hits); Power-lifting 3 • 20 points
Roll 1d20 once and record the result.
Super-Strength: Enhanced Strength 8; Power-
lifting 4 • 20 points
CHAPTER 2: SECRET ORIGINS 81
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
1-3 Burrowing: Burrowing 6 (4 MPH), Penetrating • 12 • Motivation—Responsibility: Due to their incredible
points powers, many Powerhouses become heroes because
they feel as if they have a responsibility to do so.
4-8 Flight: Flight 6 (120 MPH) • 12 points
• Power Loss: Some Powerhouses lose their powers
9-14 Super-Leaping: Leaping 12 (4 miles) • 12 points in the presence of a certain substance, while others
physically transform from a normal human form and
15-20 Super-Movement: Speed 5 (60 MPH); Leaping 7 return to it often.
(1,000 feet) • 12 points
• Prejudice: The Powerhouse often looks unusual and
UTILITY POWERS struggles with feeling isolated or like an outsider, or
even being treated like a monster!
Roll 1d20 once and record the result.
• Relationship: The Powerhouse typically has a small
1-2 Enhanced Senses: Senses 5 (Extended Auditory 2, group of friends he or she relies on for human con-
3-6 Extended Vision 2, Low-light Vision) • 5 points tact and friendship. These relationships are very im-
portant to the Powerhouse.
7-10 Fast Recovery: Regeneration 4, Enhanced
Advantage 1 (Diehard) • 5 points PSYCHIC
11-14
15-17 Faster: Depending on the Movement Power you Psychic heroes have a wide variety of psionic powers
18-20 rolled; Burrowing: add 1 rank of Penetrating available to them, but they typically concentrate on one
Burrowing and Senses 3 (Infravision, Direction category of powers, be they telepathic or telekinetic in or-
Sense, Distance Sense); Flight: add 2 ranks of igin. Within those broad categories, the Psychic can usual-
Flight and an Alternate Effect of Swimming 6; ly perform a number of powerful feats. Another common
Super-Leaping: add 5 ranks of Leaping; Super- type of Psychic is the ninja-like combatant who combines
Movement: add 2 ranks of Speed and 3 ranks of stealth and mental powers to devastating effect.
Leaping • 5 points
ABILITIES
Immortal: Immortality 2, Enhanced Advantage 1
(Diehard) • 5 points Roll 1d20 once and record the result.
Like Hitting a Brick Wall: Reaction Damage 1,
Penetrating 1 • 5 points
Pliable Form: Elongation 1 (15 feet); Movement 2
(Permeate, Safe Fall) • 5 points
DEFENSE
DODGE PARRY FORTITUDE TOUGHNESS WILL 1-8 In-Born: Your powers are due to the fact that you’re
9-14 a mutant or a member of a psychic race.
+5 +0 +0 +0 +5 Psychic Warrior: You’ve trained your mind and body
15-20 to work as one and have tapped into a vast psionic
POWER POINTS reserve of power.
Wild Talent: Your abilities sprang seemingly from
ABILITIES 36 SKILLS 13 nowhere, or are the result of an accident or exposure
POWERS 88 DEFENSES 10 to something, and are quite powerful. Perhaps
ADVANTAGES 3 TOTAL 150 you’re the next step in human evolution.
ABILITIES - IN-BORN
COMPLICATIONS STRENGTH AGILITY FIGHTING AWARENESS
• Identity: Some Powerhouses keep their identity a 0 1 0 6
secret from the rest of the world. Especially those
Powerhouses that can change into and out of their STAMINA DEXTERITY INTELLECT PRESENCE
super-powered identity.
1 2 4 4
• Motivation—Acceptance: Those Powerhouses with
the Prejudice complication often choose this mo- ABILITIES - PSYCHIC WARRIOR
tivation and become a hero in order to earn a place
in “normal” society. An alien Powerhouse may also STRENGTH AGILITY FIGHTING AWARENESS
choose this motivation even if he or she doesn’t look
unusual. 2 2 4 4
• Motivation—Patriotism: Many Powerhouses are STAMINA DEXTERITY INTELLECT PRESENCE
die-hard patriots and fight to defend or represent
their country. 2 2 2 0
82 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ABILITIES - WILD TALENT SKILLS DABBLER
STRENGTH AGILITY FIGHTING AWARENESS Expertise: (Choose One) 4, Insight 4, Perception 4
1 2 1 6 SKILLS NINJA
STAMINA DEXTERITY INTELLECT PRESENCE Acrobatics 4, Perception 4, Stealth 4
1 2 3 2 SKILLS SNEAK
ADVANTAGES Deception 4, Perception 4, Stealth 4
Roll 1d20 once and record the result. SKILLS STUDENT
1-4 Charmed Life: You live a charmed life; maybe Expertise: (Choose One) 6, Insight 2, Perception 4
you’re just lucky, but maybe it’s low-level psionic
5-8 influence... who can say? POWERS
9-12 Contemplative: You are always calm and
13-16 controlled. OFFENSIVE POWERS
17-20 Perfect Mind: You use a greater percentage of
your mind. Roll 1d20 once to determine if you should roll on the
Thought Leader: You use your abilities to help Psionic, Mentalist, or Telekinetic table, then roll 1d20
others reach greater heights. again on that table and record the result.
Trained Fighter: You know how to fight.
Psionic: Take Telepathy, listed immediately below,
ADVANTAGES CHARMED LIFE then roll on the Psionic Table.
Attractive, Fascinate (Persuasion), Luck Telepathy: Mind Reading 5 Linked to Area Mental
Communication 3 • 25 points
ADVANTAGES CONTEMPLATIVE
Psionic Table: Roll 1d20 once and record the result
Fearless, Trance, Ultimate Effort (Will checks) as the first power of an array, then roll 1d20 twice
and add each result as a 1-point Alternate Effect (re-
ADVANTAGES PERFECT MIND roll if you get the same result as your first roll).
Eidetic Memory, Jack-of-all-trades, Ultimate Effort (Will checks), 1-3 ESP: Remote Sensing 6 (Normal Visual,
Normal Auditory, Mental) • 24 points
ADVANTAGES THOUGHT LEADER
4-7 Mental Blast: Perception Range Damage
Choose either: Inspire, Leadership, and Teamwork, or Inspire 2 6, Resisted by Will • 24 points
and Leadership or Teamwork
1-10 8-11 Psi-Knife: Damage 8, Penetrating 4,
ADVANTAGES TRAINED FIGHTER Accurate 4, Resisted by Will • 24 points
Improved Initiative, Power Attack, Uncanny Dodge Psionic Invisibility: Concealment 10,
Affects Others, Limited—Concealment
SKILLS 12-14 only works against beings with a
brain, Precise, Reach 3 • 24 points
Sleep Touch: Cumulative Affliction 9
(Resisted by Dodge, Overcome by Will;
15-17 Fatigued, Exhausted, Asleep), Accurate
3, Insidious, Subtle 2 • 24 points
Roll 1d20 twice (do not re-roll if you get the same result Telekinetic Weapon: Damage 8,
twice) and record the results. 18-20 Accurate 4, Affects Insubstantial 2,
Penetrating 8, Reach, Split • 24 points
1-4 Charmer: You’re good with people. 11-15 Mentalist: Take Telepathy, listed immediately
5-8 Dabbler: You dabble in whatever interests you. below, then roll on the Mentalist Table as directed.
9-12 Ninja: You have been trained in the way of the ninja. Telepathy: Mind Reading 5 Linked to Area Mental
13-16 Sneak: You’re sneaky and underhanded when you
need to be. Communication 3 • 25 points
17-20 Student: You’re a high-school, college, or post- Mentalist Table: Roll 1d20 once and record the
graduate student. result as the first power of an array, then roll 1d20
twice and add each result as a 1-point Alternate
Effect (re-roll if you get the same result as your
first roll).
SKILLS CHARMER 1-3 ESP: Remote Sensing 6 (Normal Visual,
Normal Auditory, Mental) • 24 points
Deception 4, Insight 4, Persuasion 4
CHAPTER 2: SECRET ORIGINS 83
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Induce Blindness: Perception Range DEFENSIVE POWERS
Cumulative Affliction 8 (Resisted and
Roll 1d20 once and record the result.
4-5 Overcome by Will; Visually Impaired,
Visually Disabled, Visually Unaware), Armored Costume and Combat Training: Protection 4,
Limited to one sense • 24 points Subtle, Removable (-1 point); Enhanced Advantages 8
6-12 Mental Blast: Perception Range Damage 1-5 (Defensive Attack, Defensive Roll 2, Evasion, Improved
6, Resisted by Will • 24 points Defense, Improved Initiative, Instant Up, Takedown);
Enhanced Defenses 8 (Dodge 4, Parry 4) • 20 points
Mental Illusions: Illusion 6 (All Senses),
11-15 13-14 Feedback, Resistible by Will, Selective 6-10 Precognitive Reactions: Enhanced Advantages 8
(Defensive Roll 4, Evasion 2, Improved Defense,
• 24 points Improved Initiative); Enhanced Defenses 12 (Dodge
6, Parry 6) • 20 points
Mental Paralysis: Perception Range
Cumulative Affliction 6 (Resisted and
15-16 Overcome by Will; Dazed, Stunned, Psychokinetic Shield: Protection 10, Impervious 5,
11-15 Sustained, Linked to Immunity 10 (Mental effects),
Paralyzed) • 24 points
Limited to Half Effect • 20 points
Mind Control: Perception Range
Cumulative Affliction 6 (Resisted and
17-19 Overcome by Will; Dazed, Compelled, 16-20 Telekinetic Shield: Impervious Protection 10,
Sustained • 20 points
Controlled) • 24 points
UTILITY POWERS
Weaken Resolve: Perception Range
20 Weaken Will 8 • 24 points
Roll 1d20 once and record the result.
Telekinetic: Take Telekinesis, listed immediately 1-2 Levitation: Flight 2 (8 MPH), Subtle • 5 points
below, then roll on the Telekinetic Table. 3-6 Mental Awareness: Senses (Mental Awareness,
7-8
Telekinesis: Move Object 10, Accurate 4 • 24 points 9-10 Acute, Detect, Radius, Range) • 5 points
Telekinetic Table: Roll 1d20 once and record the result 11-12 Telekinetic Flight: Flight 5 (60 MPH), Distracting •
as the first power in an array, then roll 1d20 three times 13-14
and add each result as a 1-point Alternate Effect (re-roll 15-16 5 points
if you get the same result as your first roll). Telekinetic Hands: Move Object 2, Precise • 5 points
17-18 Telepathic Translation: Comprehend Languages 3
1-3 Telekinetic Column: Line Area 2 (60 19-20
feet) Damage 8 • 24 points (Speak, Understand, Understood), Noticeable • 5
points
4-7 Telekinetic Constructs: Create 8, Healing: Empathic Healing 4, Stabilize • 5 points
Movable • 24 points Inhuman: Immunity 5 (Critical Hits, Disease, Poison,
and Choose one environmental condition: Cold,
8-12 Telekinetic Bolt: Ranged Damage 10, Heat, Pressure, Radiation, Vacuum) • 5 points
Accurate 4 • 24 points Immortal: Immortality 2; Immunity 1 (Aging) • 5
points
Telekinetic Grab: Ranged Concentration Space-bending: Teleport 2 (120 feet), Accurate,
Affliction 10 (Resisted by Dodge, Distracting, Subtle • 5 points
Overcome by Damage; Hindered and
16-20 13-14 Vulnerable, Defenseless and Immobile),
Accurate 4, Extra Condition, Instant
Recovery, Limited Degree • 24 points
15-16 Telekinetic Hammer: Ranged Burst Area DEFENSE
Damage 8 • 24 points
Telekinetic Snare: Ranged Cumulative
Affliction 10 (Resisted by Dodge,
Overcome by Damage; Hindered DODGE PARRY FORTITUDE TOUGHNESS WILL
and Vulnerable, Defenseless and
17-18 Immobile), Accurate 4, Extra +6 +4 +5 +0 +8
Condition, Limited Degree, Limited— POWER POINTS
There must be materials about to bind
the target • 24 points
Telekinetic Weapon: Damage 8, ABILITIES 36 SKILLS 12
19-20 Accurate 4, Affects Insubstantial 2, POWERS 76 DEFENSES 23
ADVANTAGES 3 TOTAL 150
Penetrating 8, Reach, Split • 24 points
MIX AND MATCH PSYCHIC POWERS COMPLICATIONS
The Psychics you can create using these tables tend to • Identity: Psychics often keep their identities and the
be very specialized, especially the Telekinetic and Tele- fact that they have powers a secret from the rest of
pathic. If you’re interested in playing a hero who has the world.
both telekinetic and telepathic powers, take the Telepa-
thy power, then take the Telekinesis power as the first • Motivation—Acceptance: Psychics often become
power in an array and roll for (or choose) three alternate heroes to act as an example of the good psychics can
effects off whichever lists you want.
84 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
do in the hope of gaining acceptance for him- or her- 9-12 Smart Alec: You never stop talking. Sometimes
self as well as other psychics. 13-16 people want to hit you.
17-20 Spontaneous: You have poor impulse control,
• Motivation—Responsibility: Some Psychics use which is actually a blessing in combat.
their powers for good, because they feel they must Wealthy: You inherited or have money of your own
have been given their powers to help others. somehow.
• Power Loss: Because mental powers often require ADVANTAGES FAST REACTION SPEED
some amount of focus; drugs, disorientation of any
kind, or noisy settings may prevent a Psychic from us- Evasion, Improved Initiative
ing his or her powers.
ADVANTAGES INVENTOR
• Quirk—Impressionable: Psychic’s with telepathy
may pick up personality traits and attitudes from Inventor, Skill Mastery (Choose One)
people they’ve interacted with using their powers.
ADVANTAGES SMART ALEC
SHAPESHIFTER
Daze (Deception), Taunt
Shapeshifters include characters who actually change their
shape to become animals, machines, mythic creatures, or hu- ADVANTAGES SPONTANEOUS
manoid monsters, as well as characters who can change their
density, grow, shrink (or both!), or stretch to fantastic lengths. Improved Initiative, Uncanny Dodge
ABILITIES ADVANTAGES WEALTHY
Roll 1d20 once and record the result. Benefit 2 (Independently Wealthy)
1-10 Everyman: You’re an ordinary, everyday Joe. Or SKILLS
11-20 you’re an alien being or construct made to look and
behave just like you’re an ordinary, everyday Joe. Close Combat: Unarmed 8
Whiz: You’re an inventor, scientist, or incredibly smart.
Take the skill listed above, then roll 1d20 twice and record
ABILITIES - EVERYMAN the result (do not re-roll if you get the same result).
STRENGTH AGILITY FIGHTING AWARENESS 1-4 Adventurer: You like action and adventure and you
have the skills to keep you alive while pursuing them.
2 2 2 2 5-8 Explorer: You’re well traveled and know how to
9-12 blaze your own trails.
STAMINA DEXTERITY INTELLECT PRESENCE 13-16 Infiltrator: You’re a trained deceiver and infiltrator.
17-20 Investigator: You’re a talented detective.
2 2 2 2 Researcher: You’ve been educated in technology
and a field of interest.
ABILITIES - WHIZ
STRENGTH AGILITY FIGHTING AWARENESS SKILLS ADVENTURER
2 2 2 1 Athletics 4, Expertise: (Choose One) 4, Perception 4
STAMINA DEXTERITY INTELLECT PRESENCE SKILLS EXPLORER
2 0 7 0 Athletics 4, Perception 6, Stealth 2
ADVANTAGES SKILLS INFILTRATOR
Defensive Roll 3, Move-by Action Deception 5, Stealth 3, Technology 4
Take the advantages listed above, then roll 1d20 once and SKILLS INVESTIGATOR
record the result.
Insight 4, Investigation 4, Perception 4
1-4 Fast Reaction Speed: You have excellent reaction
times. SKILLS RESEARCHER
5-8 Inventor: You love gadgets, especially building them! Expertise (Choose One) 6, Technology 6
CHAPTER 2: SECRET ORIGINS 85
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
POWERS Density Decrease: Insubstantial 4
(Incorporeal, affected by magic),
Roll 1d20 once and record the result. Reaction, Linked to Flight 1 (4 MPH),
Limited to air-walking, and Immunity
1-3 Shapeshifter: Variable 9 (45 points, for assuming 11-20 10 (Life Support), Quirk: immunity to
4-8 different shapes), Move Action • 72 points suffocation requires holding breath, and
Concealment 1 (Hearing), Continuous;
9-13 Size-Changer: Roll 1d20 once or choose Giant Size Disruption Attacks: Array (24 points),
or Shrinking. You may take the other power as an Incorporeal Weapon (Affects Corporeal
Alternate Effect by reducing Giant Size’s Power- Damage 12, Resisted by Fortitude,
lifting to only 1 rank and dropping the Impervious Limited to the Toughness of object used
extra from Shrinking’s Protection 1. Also, only take as weapon), AE: Disrupt Electronics
the Flight Belt supplied by the Giant Size power. (Close Range Affects Corporeal Nullify 12
(electronics), Simultaneous), AE: Disrupt
1-10 Giant Size: Growth 10 (40 feet tall; +10 Str, Synapses (Affects Corporeal Affliction
11-20 +10 Sta, -5 Dodge, -5 Parry, -10, Stealth, +5 12 (Resisted and Overcome by Fortitude;
Intimidation, +1 Speed), Continuous, Linked Dazed, Stunned, Incapacitated); Innate
to Enhanced Advantages 8 (Accurate Attack, Understanding of Powers (Enhanced
Great Endurance, Improved Grab, Improved Advantages 13 (Close Attack 6, Defensive
Hold, Improved Smash, Interpose, Power Roll 2, Hide in Plain Sight, Redirect, Set-up
Attack, Ultimate Effort (Toughness checks)) 2, Teamwork), Enhanced Skill -4 (Close
and Enhanced Defenses -4 (Dodge 1, Parry Combat: Unarmed -8) (Note: the Innate
1, Fortitude -6; Fortitude only negates Understanding of Powers abilities only
the last 6 ranks of Growth) and Enhanced work when no powers are active or when
Presence 6 and Enhanced Skill 1 (Close Density Decrease is active) • 72 points
Combat: Unarmed -2, Intimidation +4)
and Immunity 5 (Bullets) and Impervious 14-16 Specific Shapeshifter: Variable 9 (45 points, for
Toughness 12 and Protection 1 and Power- 17-20 assuming different shapes), Continuous, Limited
lifting 2; Flight Harness (Flight 6 (120 MPH), (Choose one type of entity you can turn into:
Limited—Not when grown, Removable (-1 Animals, Machines, Humanoids, Aliens, etc.), Move
point)) • 72 points Action • 72 points
Shrinking: Shrinking 12 (6 inches tall; +6 Stretcher: Strength-based Damage 6; Elongation 8
Dodge, +6 Parry, +12 Stealth, -6 Intimidation, (1,800 feet); Enhanced Advantages 14 (Accurate
-1 Speed), Continuous, Normal Strength, Attack, Chokehold, Close Attack 2, Evasion, Fast
Linked to Damage 8, Limited—Growth Grab, Improved Grab, Improved Hold, Improved
Punch (1 rank of Damage per rank of Trip, Interpose, Power Attack, Precise Attack
Shrinking you grow up from) and Enhanced (Close; Cover), Takedown 2); Enhanced Skill 4
Advantages 10 (Evasion 2, Hide in Plain Sight, (Close Combat: Grab +8); Impervious Toughness 8,
Improved Defense, Improved Trip, Power Limited—Physical Impact Damage; Insubstantial
Attack, Redirect, Set-up, Taunt, Ultimate Effort 1 (Liquid), Precise; Morph 2 (Humanoid Forms),
(Dodge checks)) and Impervious Protection Distracting; Movement 6 (Environmental
1; Flight Harness (Flight 5 (60 MPH), Adaptation - Tight Spaces, Safe Fall, Slithering,
Removable (-2 points)) • 72 points Sure-footed, Swinging, Wall-crawling); Protection 7;
Speed 3 (16 MPH) • 72 points
Density-Changer: Roll 1d20 once or choose Density
Increase or Density Decrease. You may take the DEFENSE
other power as an Alternate Effect by eliminating
Density Increase’s Foot Stomp power and dropping
one rank from Density Decrease’s Set-up advantage.
Density Increase: Growth 5 (3 tons; DODGE PARRY FORTITUDE TOUGHNESS WILL
+5 Str, +5 Sta), Density (does not
modify defenses, size, speed, or skills), +6 +6 +6 +0 +6
Continuous, Linked to Enhanced Abilities
10 (Enhanced Stamina 5, Enhanced POWER POINTS
Strength 5, 1 rank of Stamina and
1-10 Strength per rank of Growth (Density) ABILITIES 32 SKILLS 16
active), Enhanced Advantages 8 (All-out POWERS 72 DEFENSES 24
Attack, Great Endurance, Improved ADVANTAGES 6 TOTAL 150
Grab, Improved Hold, Improved Smash,
Interpose, Power Attack, Ultimate Effort COMPLICATIONS
(Toughness checks)) and Enhanced
Advantages -3 (Defensive Roll -3) • Fame: Many Shapeshifters (especially heroic ones)
and Enhanced Defenses -6 (Fortitude don’t worry about hiding their identities and are of-
-6; Fortitude only negates 3 ranks ten well known to the public.
of Growth and 3 ranks of Enhanced
Stamina) and Enhanced Skill -1 (Close • Motivation—Acceptance: Alien, robotic, or artificial
Combat: Unarmed -2) and Immunity 17 life form Shapeshifters often become heroes to win
(Life Support, Bullets, Critical Hits) and acceptance from the people of their new world.
Impervious Toughness 12; Like Hitting
a Brick Wall (Reaction Damage 1, when
hit); Foot Stomp (Line Area Damage
10, you and target must be on the same
surface (this is a 1-point Alternate Effect
of Strength 10 or higher)); Flight Harness
(Flight 6 (120 MPH), Limited—Not when
Growth (Density) is active, Removable (-1
point)) • 72 points
86 CHAPTER 2: SECRET ORIGINS
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• Motivation—Doing Good: Some Shapeshifters are 87
heroes because it’s the right thing to do.
• Motivation—Recognition: Shapeshifters sometimes
become heroes in order to receive praise or fame.
• Motivation—Thrills: Many Shapeshifters become he-
roes because they enjoy the action and adventure... and
their powers often keep them from any lasting injury.
• Relationships: Shapeshifters often have close
friends and family around them.
SPEEDSTER
Speedsters can move great distances in little or no time.
They do this either by running or flying at superhuman
speeds, or by instantly transporting themselves from one
place to another. Because of their great speed, Speedsters
seldom need ranged powers. Speedsters are also able to
use their movement mode to break the laws of physics in
ways even other fast superheroes are incapable of doing.
ABILITIES
Roll 1d20 once and record the result.
1-10 Veteran: You’re an experienced hero who has
11-15 come into his own.
16-20 Youth: You’re still just an impulsive kid, new to the
scene and experimenting with your powers.
Old-Timer: You’ve seen a lot more than most heroes,
but you’re not quite ready to hang up your cleats.
ABILITIES - VETERAN
STRENGTH AGILITY FIGHTING AWARENESS
2 4 4 2
STAMINA DEXTERITY INTELLECT PRESENCE
2 3 1 2
ABILITIES - YOUTH
STRENGTH AGILITY FIGHTING AWARENESS
1 5 4 2
STAMINA DEXTERITY INTELLECT PRESENCE
1 5 0 2
ABILITIES - OLD-TIMER
STRENGTH AGILITY FIGHTING AWARENESS
1 3 5 3
STAMINA DEXTERITY INTELLECT PRESENCE
1 2 2 3
CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES POWERS
Roll 1d20 once and record the result. MOVEMENT POWERS
1-5 Fighter: You were trained in combat. Roll 1d20 once and record the result.
6-10 Nimble: You are quick-footed.
11-15 Prodigy: You have learned a little bit of everything. Running: Roll 1d20 once:
Team-Player: You have experience working as part
16-20 of a super-team. 1-10 Gravity-Defying Runner: Movement
3 (Wall-crawling 2, Water Walking),
ADVANTAGES FIGHTER Limited to While Moving; Quickness 10;
Speed 15 (64,000 MPH) • 28 points
Close Attack 2, Equipment (Sword or other melee weapon)
1-10 Rapid Metabolism: Immunity 1 (Poison);
11-15 Quickness 11; Regeneration 5; Speed
11 (4,000 MPH) • 28 points
ADVANTAGES NIMBLE Time-Traveler: Movement 3 (Time
Travel—any time); Quickness 10; Senses
Evasion, Instant Up, Move-by Action
16-20 4 (Precognition), Check Required
ADVANTAGES PRODIGY (Intellect or Expertise: History); Speed
10 (2,000 MPH) • 28 points
Beginner’s Luck, Eidetic Memory, Well-informed
Flying: Roll 1d20 once:
ADVANTAGES TEAM PLAYER 11-15 Cosmic Speedster: Flight 9 (1,000 MPH);
Immunity 6 (cold, heat, radiation,
Interpose, Set-up, Teamwork
1-5 suffocation, vacuum); Movement 2
SKILLS (Environmental Adaptation—Zero-G;
Space Travel 1) • 28 points
6-15 Hypersonic: Flight 14 (32,000 MPH) • 28
points
Roll 1d20 twice (do not re-roll if you get the same result 16-20 Hyper-Speed: Flight 10 (2,000 MPH);
twice) and record the results. Quickness 8 • 28 points
1-4 Athlete: You are a trained athlete. Teleporting: Roll 1d20 once:
5-8 Charmer: People like you.
9-12 Police: You work in law enforcement. Dimensional Walker: Movement 3
13-16 Scientist: You are an expert in a field of science. 1-5 (Dimension Travel—any dimension);
17-20 Thief: You’ve operated outside the law.
Teleport 11 (8 miles) • 28 points
16-20 6-10 Proximal: Teleport 9 (2 miles), Accurate,
Turnabout • 28 points
SKILLS ATHLETE Transmit: Teleport 9 (2 miles), Easy,
11-15 Extended (500 miles), Medium (Choose
Acrobatics 4, Athletics 8, Perception 4
One), Turnabout • 28 points
SKILLS CHARMER
World-Walker: Teleport 9 (2 miles),
16-20 Extended (500 miles), Turnabout
• 28 points
Deception 6, Insight 4, Persuasion 6 OFFENSIVE POWERS
SKILLS POLICE Speedster Stunts: Array (20 points plus 1 point of Al-
ternate Effect)
Insight 4, Investigation 6, Perception 6
Roll 1d20 once and record the result as the first power in
SKILLS SCIENTIST the Speedster Stunts array. Then roll on the following
table.
Expertise: (Choose One) 6, Technology 6, Vehicles 4
1-2 Disruption: Penetrating Damage 9, Accurate 2 • 20
SKILLS THIEF 3-4 points
5-10
Deception 4, Stealth 6, Technology 6 Kinetic Theft: Ranged Affliction 9 (Resisted and
Overcome by Will; Hindered, Immobile, Paralyzed),
Accurate 2
Rapid Attack: Selective Multiattack Damage 6,
Accurate 2 • 20 points
88 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
11-14 Rapid Fire: Selective Ranged Multiattack Damage 4, SUMMONER
15-18 Accurate 4 • 20 points
The Summoner is an archetype that covers a lot of ground,
19-20 Sonic Boom: Burst Area Damage 10 • 20 points from heroes who create duplicates of themselves to those
Vertigo Attack: Cumulative Affliction 9 (Resisted who animate images, summon otherworldly creatures, or
create minions out of thin air. In order to make the Sum-
and Overcome by Fortitude; Dazed, Stunned, moner fit into this book, these tables produce a duplicator
Incapacitated), Accurate 2 • 20 points (who summons duplicates of him- or herself ) or a sum-
moner whose summoned creatures are minions with de-
Roll 1d20 once and add the power to the Speedster cent combat abilities.
Stunts array as an Alternate Effect
There are a few options for the duplicator: a Martial Artist,
1-4 Air Control: Cone Area Move Object 10, Close and Energy Controller, and a Powerhouse. These are only
Range • 1 point examples of the sorts of duplicators you can use and you
5-6 are free to swap points around to change your duplicating
7-8 Anchor: Simultaneous Nullify Movement Effects 10 Martial Artist into a duplicating Battlesuit, Crime Fighter,
9-10 • 1 point Weapon Master or any other archetype, just be sure the
duplicates remain within their power level limits (117
11-20 Phase Shift: Insubstantial 4 • 1 point points and PL8 for Twin or 100 points and PL7 for Triplets,
Temporal/Dimensional Duplicate: Summon plus the cost of the Summon power).
Duplicate 10, Active, Feedback • 1 point Note that on the tables below, things are a bit different
Roll on the table above instead (re-roll if you get than for the other archetypes in this book. Follow the in-
structions and it should be clear. The change is necessary
the same result as earlier) • 1 point because the Summon power your character has influ-
ences the number of points available to spend on other
DEFENSIVE POWERS sections of the character.
Roll 1d20 once and record the result. ABILITIES
1-4 Bullet: Enhanced Defenses 12 (Dodge 6, Parry 6); Roll 1d20 once and record the result.
5-12 Protection 8, Impervious • 28 points
13-16 1-10 Duplicator: You can summon duplicates of
Hard Target: Enhanced Advantages 6 (Defensive 11-20 yourself.
17-20 Roll 3, Improved Initiative 3), Enhanced Defenses Summoner: You can summon creatures from other
22 (Dodge 11, Parry 11) • 28 points dimensions or seemingly from nowhere.
Natural Selection: Enhanced Agility 2, Enhanced
Stamina 2, Enhanced Defenses 20 (Dodge 10,
Parry 10) • 28 points
Too Fast to Follow: Concealment 4 (visual), Limited
to While Moving; Enhanced Advantages 4
(Defensive Roll 2, Improved Initiative 2); Enhanced
Defenses 20 (Dodge 10, Parry 10) • 28 points
DEFENSE ABILITIES - DUPLICATOR
DODGE PARRY FORTITUDE TOUGHNESS WILL Skip to the Duplicator Powers table in the Powers sec-
tion. Your character has the same Abilities as his or her
+0 +0 +7 +0 +7 summoned duplicate.
POWER POINTS ABILITIES - SUMMONER
ABILITIES 40 SKILLS 16 STRENGTH AGILITY FIGHTING AWARENESS
POWERS 77 DEFENSES 14
ADVANTAGES 3 TOTAL 150 2 2 2 4
COMPLICATIONS STAMINA DEXTERITY INTELLECT PRESENCE
4 2 4 4
• Power Loss: Your powers might come from some
POWERSextradimensional source from which you could be
cut off.
• Quirk: Speedsters often find the mundane world PRIMARY POWER - DUPLICATOR
moves too slowly for their tastes or are incredibly Roll 1d20 once on this table if you have the Duplicator
hot-headed. set of Abilities to determine if you summon a Twin (a
• Relationships: Speedsters often rely on their friends, single duplicate) or Triplets (two duplicates). Then roll a
relatives, or loved ones to stay grounded.
CHAPTER 2: SECRET ORIGINS 89
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
d20 once on that table to determine if your base form and POWERHOUSE TWIN PL 8
duplicates are Energy Controllers, Martial Artists, or Pow-
erhouses. Your base form has the same abilities, powers, STR 9 AGL 0 FGT 6 AWE 0
advantages, skills, defenses, and totals as the summoned STA 8 DEX 0 INT 0 PRE 2
characters, but with the addition of the Summon Twin or
Summon Triplets power. Powers: Foot Stomp (Line Area Damage 8,
Limited—Must be on same surface as target);
Summon Twin: Summon 8 (One PL8, 120 point 14-20 Super-Movement (Leaping 6 (500 feet),
duplicate), Heroic, Mental Link • 33 points Speed 3 (16 MPH)); Super-Tough (Immunity
10 (Life Support), Impervious Toughness 8,
ENERGY CONTROLLER TWIN PL 8 Protection 2, Regeneration 1)
Advantages: Accurate Attack, All-out Attack,
STR 1 AGL 2 FGT 1 AWE 2 Close Attack, Diehard, Fast Grab, Set-up,
STA 2 DEX 4 INT 0 PRE 2 Takedown, Teamwork
Powers: Energy Control (Array (16 points),
Energy Blast (Ranged Damage 8), AE: Energy Skills: Athletics 3 (+12), Intimidation 6 (+8),
Explosion (Ranged Burst Area Damage Perception 5 (+5)
5), AE: Energy Bolts (Ranged Multiattack
Damage 5), AE: Dazzle (Cumulative Ranged Offense: Init +0, Unarmed +7 (Close, Damage 9)
Affliction 8 (Resisted by Dodge and Overcome
by Fortitude; Impaired, Disabled, Unaware), Defense: Dodge 6, Parry 6, Fort 10, Tou 10, Will 6
Limited to Vision); Energy Field (Sustained
Protection 6 Linked to Reaction Damage 2, Totals: Abilities 50 + Powers 38 + Advantages 8
Precise); Energy Flight (Flight 6 (120 MPH)); + Skills 7 + Defenses 14 = 117
Energy Immunity (Immunity 1 (Immune
to own powers)); Transform (Quick Change Summon Triplets: Summon 7 (Two PL7, 105 point
(Feature 1, change into costume as a free duplicates), Heroic, Horde, Mental Link, Multiple
1-6 action)) Minions 1 (2 duplicates) • 50 points
Advantages: Accurate Attack, Power Attack,
Set-up, Teamwork ENERGY CONTROLLER TRIPLETS PL 7
Skills: Acrobatics 4 (+8), Athletics 4 (+5),
Expertise (Choose One) 4 (+4), Perception 4 STR 1 AGL 4 FGT 1 AWE 2
(+6), Ranged Combat: Energy Control 4 (+8) STA 2 DEX 4 INT 0 PRE 2
Offense: Init +4, Energy Blast +8 (Ranged,
1-10 Damage 8 or other effects), Unarmed +1 Powers: Energy Control (Array (14 points),
(Close, Damage 1) Energy Blast (Ranged Damage 7), AE:
Defense: Dodge 8, Parry 8, Fort 8, Tou 8, Energy Explosion (Ranged Burst Area
Will 8 Damage 4), AE: Energy Bolts (Ranged
Totals: Abilities 32 + Powers 50 + Advantages 2 Multiattack Damage 4), AE: Dazzle
+ Skills 10 + Defenses 23 = 117 (Cumulative Ranged Affliction 7 (Resisted
Note: Roll on the Energy Controller by Dodge and Overcome by Fortitude;
archetype’s Energy Descriptors table to Impaired, Disabled, Unaware), Limited to
determine the type of energy you control. Vision); Energy Field (Sustained Protection
5); Energy Flight (Flight 6 (120 MPH));
Transform (Quick Change (Feature 1, change
1-6 into costume as a free action))
Advantages: Accurate Attack, Power Attack,
Set-up 2, Teamwork
MARTIAL ARTIST TWIN PL 8 11-20 Skills: Acrobatics 4 (+8), Athletics 4 (+5),
Expertise (Choose One) 4 (+4), Perception 3
STR 1 AGL 5 FGT 10 AWE 2 (+5), Ranged Combat: Energy Control 3 (+7)
STA 4 DEX 5 INT 1 PRE 0 Offense: Init +4, Energy Blast +7 (Ranged,
Damage 7 or other effects), Unarmed +1
Equipment: Smartphone, Flashlight, (Close, Damage 1)
Motorcycle, Restraints, Swingline (Movement
1 (Swinging)), Tonfa (Strength-based Damage Defense: Dodge 7, Parry 7, Fort 7, Tou 7, Will 7
2, Reach 1), AE: Throwing Disks (Ranged,
Strength-based Damage 1) Totals: Abilities 32 + Powers 35 + Advantages 5
+ Skills 9 + Defenses 19 = 100
Advantages: Chokehold, Daze (Deception), Note: Roll on the Energy Controller
Defensive Roll 2, Equipment 4, Evasion, archetype’s Energy Descriptors table to
Improved Initiative, Instant Up, Power Attack, determine the type of energy you control.
Quick Draw, Set-up, Teamwork
Skills: Acrobatics 7 (+12), Athletics 6 (+10), MARTIAL ARTIST TRIPLETS PL 7
Deception 8 (+8), Expertise (Choose One)
7-13 7 (+8), Perception 6 (+8), Ranged Combat STR 4 AGL 5 FGT 10 AWE 2
(Throwing Disks) 5 (+10), Stealth 7 (+12), STA 4 DEX 5 INT 1 PRE 0
Vehicles 4 (+9)
Offense: Init +9, Throwing Disks +10 (Ranged, Advantages: Daze (Deception), Improved
Damage 5), Tonfa +10 (Close, Damage 6), Initiative, Power Attack, Set-up 2, Teamwork
Unarmed +10 (Close, Damage 4)
Defense: Dodge 10, Parry 10, Fort 8, Tou 6/4, Skills: Acrobatics 6 (+11), Athletics 6 (+10),
Will 8 7-13 Deception 8 (+8), Expertise (Choose One) 7
Totals: Abilities 62 + Powers 0 + Advantages 15
+ Skills 25 + Defenses 15 = 117 (+8), Perception 5 (+7), Stealth 6 (+11)
Offense: Init +9, Unarmed +10 (Close,
Damage 4)
Defense: Dodge 10, Parry 10, Fort 7, Tou 4, Will 7
Totals: Abilities 62 + Powers 0 + Advantages 6
+ Skills 19 + Defenses 13 = 100
90 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
POWERHOUSE TRIPLETS PL 7 Equipment: Bow (Ranged Damage 3),
Club (Strength-based Damage 2), Knife
STR 8 AGL 0 FGT 6 AWE 0 (Strength-based Damage 1, Improved
STA 8 DEX 0 INT 0 PRE 2 Critical), Nunchaku (Strength-based
Damage 2, Improved Critical), Shuriken
Powers: Foot Stomp (Line Area Damage 7, (Ranged Multiattack Damage 1), Sword
Limited—Must be on same surface as target); (Strength-based Damage 3, Improved
Super-Movement (Leaping 6 (500 feet)); Critical)
Super-Tough (Immunity 10 (Life Support),
Impervious Toughness 4) Advantages: Equipment 4, Evasion, Hide
in Plain Sight, Quick Draw
14-20 Advantages: Accurate Attack, All-out Attack,
Diehard, Fast Grab, Set-up 2, Takedown,
Teamwork Skills: Acrobatics 6 (+10), Athletics 6 (+8),
Perception 3 (+5), Ranged Combat (Ninja
Skills: Athletics 3 (+11), Intimidation 4 (+6), Weapons) 3 (+7), Sleight of Hand 4 (+8),
Perception 5 (+5) Stealth 10 (+14)
Offense: Init +0, Unarmed +6 (Close, Damage 8) Offense: Init +4, Bow +7 (Ranged, Damage
3), Sword +7 (Close, Damage 5, Crit. 19-20),
Defense: Dodge 6, Parry 6, Fort 8, Tou 8, Will 6 Unarmed +7 (Close, Damage 2)
Totals: Abilities 48 + Powers 26 + Advantages 8 Defense: Dodge 10, Parry 10, Fort 6, Tou
+ Skills 6 + Defenses 12 = 100 2, Will 6
PRIMARY POWER - SUMMONER Totals: Abilities 42 + Powers 8 + Advantages
7 + Skills 16 + Defenses 17 = 90
Roll 1d20 once on this table if you have the Summoner set ROBOTS PL 6
of Abilities and record the result.
15-20 STR 8 AGL 2 FGT 2 AWE 0
STA — DEX 0 INT — PRE —
Imaginary Friend: Summon 10 (One PL10, Powers: Armored Chassis (Protection 10,
150-point character; Choose or roll up another Impervious 8); Built-in Repeating Blaster
character using the tables in this book and use (Ranged Multiattack Damage 4, Accurate
that as your summoned creature. Note: the 4), AE: Stun Gun (Ranged Cumulative
summoned creature may not have minions, a Affliction 4; Resisted by Dodge,
headquarters, or any other traits the GM decides Overcome by Fortitude; Dazed, Stunned,
are outside the scope of the Summon power), Incapacitated; Accurate 4); Jetpack
Controlled, Heroic, Mental Link • 51 points (Flight 6 (120 MPH)); Robot (Immunity 30
(Fortitude Effects)); Self-repair Systems
Roll 1d20 once and record the result. (Only roll on (Regeneration 1); Sensors (Senses 3
this table if you Summon the Imaginary Friend.) 8-14 (Darkvision, Radio))
Advantages: Close Attack 2, Interpose
1-7 1-4 Invisibility: Concealment 10 (All Skills: Athletics 7 (+15), Perception 5 (+5),
senses), Blending • 10 points Vehicles 12 (+12)
Offense: Init +2, Built-in Repeating Blaster
5-8 Lucky: Luck Control 2 (Force a re-roll, +8 (Ranged, Multiattack Damage 4), Stun
Negate luck), Luck 4 • 10 points Gun +8 (Ranged, Cumulative Affliction
4, Resisted by Dodge, Overcome by
9-12 Mimic: Variable 2 (10 points), Fortitude), Unarmed +4 (Close, Damage 8)
Limited—Can only mimic a trait of Defense: Dodge 2, Parry 2, Fort Immune,
Imaginary Friend, Increased Action Tou 10, Will None
(Standard), Tiring • 10 points Totals: Abilities -6 + Powers 81 + Advantages
3 + Skills 12 + Defenses 0 = 90
13-16 Shapechange: Morph 2 (Humanoids)
• 10 points
17-20 Projections: Create 5 • 10 points
8-14 Summon Animals: Summon 4 (Sixteen PL4, WHY ARE MY DUPLICATES A FEW POINTS SHORT?
15-20 60-point minions; You can summon up to 16
animals with a cost of 60 power points or less (see The idea behind the duplicates (the Twin and Triplets,
the Hero’s Handbook for sample animals)), Active, not any of the other Summon powers) is that they’re ex-
Broad Type (Animals), Controlled, Horde, Mental actly the same as the hero of which they’re duplicates.
Link, Multiple Minions 4 (16 minions) • 61 points The way the points work out between the main charac-
ter and their summoned duplicates means the Twin is 3
Summon Minions: Summon 6 (Eight PL6, 90-point points short of the total allowed by its power level and
minions), Controlled, Multiple Minions 3 (8 the Triplets are 5 points short. As the hero gains experi-
minions), Horde, Mental Link • 61 points ence (up to 3 for the Twin and 5 for the Triplets) you can
purchase new abilities for your hero and add the same
Roll 1d20 once to determine what sort of minions abilities to your duplicates without affecting the cost or
you summon and record the result. rank of the Summon power. Once your hero earns more
power points, however, you’ll need to buy up his or her
1-7 NINJA PL6 Summon power to keep the main character and the du-
plicates exactly the same.
STR 2 AGL 4 FGT 7 AWE 2
STA 2 DEX 4 INT 0 PRE 0
Powers: Leaping 2 (30 feet); Movement 2
(Swinging, Wall-crawling); Speed 2 (8 MPH)
CHAPTER 2: SECRET ORIGINS 91
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
SHADOWS PL 6 • Motivation—Thrills: Outside of their Summon
ability, many Summoners don’t have a lot of powers.
STR 4 AGL 0 FGT 6 AWE 0 Some may find the constant threat of danger to be a
STA — DEX 0 INT 0 PRE 0 bit much, but not this Summoner! The more danger,
the better!
15-20 15-20 Powers: Claws (Strength-based Damage 2,
Affects Corporeal), Float (Flight 1 (4 MPH), • Power Loss: Summoners may need to speak or move
Shadow Form (Immunity 30 (Fortitude their hands in order to summon their minion(s).
Effects), Insubstantial 4 (Incorporeal; When these Summoners are bound and/or gagged,
Innate; Permanent), Protection 4, Strength they lose their powers.
Affects Corporeal)
• Relationship: A Summoner may have friends or fam-
Skills: Perception 4 (+4), Stealth 12 (+12) ily to whom he’s responsible—but it may be that the
Summoner needs to keep his summoned creature(s)
Offense: Init +0, Claws +6 (Close, Damage 6) happy as well. The Summoner may have Controlled
minions, but that doesn’t mean he can be mean to
Defense: Dodge 6, Parry 6, Fort Immune, them and still expect them to show up!
Tou 4, Will 5
• Secret: The Summoner’s minions and abilities come
Totals: Abilities 10 + Powers 61 + from somewhere; what if their origin is particularly
Advantages 0 + Skills 8 + Defenses 11 = 90 dark or dangerous? The Summoner would certainly
want to keep that secret private as long as possible.
ADVANTAGES
SUMMONER
Defensive Roll 4 and Choose One: Artificer, Ritualist, or Inventor SUPERNATURAL CREATURE
SKILLS Supernatural Creatures are fantastical beings out of folk-
tales and scary stories. They’re generally regarded as ur-
SUMMONER ban legends in comic books, but when they exist, their
powers place them on par with other superhumans. They
Perception 4, Stealth 4, and Choose One Expertise: Magic 6 or draw their powers from a mystical or infernal source, al-
Technology 6 though some Supernatural Creatures have a scientific ori-
gin or explanation for their powers.
DEFENSE
ABILITIES
SUMMONER
DODGE PARRY FORTITUDE TOUGHNESS WILL Roll 1d20 once and record the result.
+10 +8 +4 +0 +7 1-7 Demon: You are a creature from the nether realms,
8-14 such as a hellspawn, revenant, or incubus.
POWER POINTS* 15-20 Vampire: You are an undead creature that survives
by preying on others and you possess supernatural
ABILITIES 48 SKILLS 7 powers.
29 Werewolf: You have features of both man and wolf.
150
POWERS 61 DEFENSES ABILITIES - DEMON
ADVANTAGES 5 TOTAL
*These numbers are for the Summoner only; for the Du- STRENGTH AGILITY FIGHTING AWARENESS
plicator, use the totals listed for the appropriate Twin or
Triplets, then add the points for the Summon power. 8 3 8 2
COMPLICATIONS STAMINA DEXTERITY INTELLECT PRESENCE
7 1 0 2
• Motivation—Acceptance: The Summoner has un- ABILITIES - VAMPIRE
usual abilities that make him or her an outsider. He or
she uses those powers to gain acceptance. STRENGTH AGILITY FIGHTING AWARENESS
• Motivation—Doing Good: Some Summoners are 6 5 8 2
heroes because they believe it’s the right thing to do.
STAMINA DEXTERITY INTELLECT PRESENCE
• Motivation—Responsibility: With the powers
they’ve been given, some Summoners believe it’s - 2 2 2
their responsibility to help others.
92 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ABILITIES - WEREWOLF SKILLS REFINED
STRENGTH AGILITY FIGHTING AWARENESS Expertise (Choose One) 4, Insight 4, Perception 6, Persuasion 10
7 4 9 3 SKILLS TEEN
STAMINA DEXTERITY INTELLECT PRESENCE Deception 8, Expertise: Popular Culture 4, Expertise:
Streetwise 4, Perception 4, Technology 4
6 1 0 1
SKILLS TEMPTER
ADVANTAGES
Deception 12, Insight 6, Perception 6
Roll 1d20 once and record the result.
POWERS
1-5 Aristocrat: You used your powers to gain wealth OFFENSIVE POWERS
and social status.
6-10 Heartthrob: People are attracted to your dark and Roll 1d20 once and record the result, then roll on the De-
11-15 handsome looks. mon, Vampire, or Werewolf table below depending on
16-20 Savage: You delight in your strength and power. which set of Abilities you rolled.
Wilder: You are comfortable in the wild and possibly
more bestial or feral than others of your kind. 1-6 Brutish Strength: Enhanced Strength 4 • 8 points
7-12 Devilish Speed: Enhanced Advantages 6 (Close
ADVANTAGES ARISTOCRAT
13-20 Attack 4, Improved Initiative 2); Quickness 2
Benefit 2 (Wealthy), Equipment 2 (Lair Headquarters) • 8 points
Lair Headquarters—Size: Large, Toughness: 10; Features: Supernatural Might: Enhanced Strength 2; Power-
Concealed or Secret, Defense Systems or Deathtraps, Laboratory lifting 2; Enhanced Advantages 2 (Close Attack 2)
or Workshop, Library, Living Space, Security System • 10 points • 8 points
ADVANTAGES HEARTTHROB DEMON
Attractive, Daze (Deception), Fascinate (Choose One: Demonic Physiology: Protection 3 • 3 points
Deception or Persuasion), Inspire
PRIMARY POWERS
ADVANTAGES SAVAGE
Hellfire Control: Array (20 points plus 1 Alternate Effect) • 21
Agile Feint, Evasion, Great Endurance, Power Attack points total
ADVANTAGES WILDER Roll 1d20 once and record the result as the first power in
the Hellfire Control array, then roll again (re-roll if you get
Animal Empathy, Great Endurance, Favored Environment the same result on the second roll) and add the result to
(Choose One), Track the Hellfire Control array as a 1-point Alternate Effect.
SKILLS 1-3 • Fire Breath: Cone Area Damage 10 • 20 points
4-6 • Flaming Body: Reaction Damage 5 • 20 points
Roll 1d20 once and record the result. 7-11 • Hellfire Blast: Ranged Damage 8, Accurate 4
1-4 Bestial: You are feral and powerful. 12-14 • 20 points
5-8 Mysterious: You are enigmatic and secretive. • Hypnosis: Perception Ranged Affliction 10
9-12 Refined: You are experienced with the finer things 15-17
in… life. 18-20 (Resisted and Overcome by Will; Entranced,
13-16 Teen: You are young and exploring your newfound Compelled, Controlled), Visual Sense-Dependent
17-20 powers. • 20 points
Tempter: You are cunning and deceitful. • Punishing Gaze: Perception Ranged Affliction 10
(Resisted and Overcome by Will; Dazed, Stunned,
Incapacitated), Visual Sense-Dependent • 20 points
• Shapechange: Morph 4 (any form) • 20 points
SKILLS BESTIAL DEFENSIVE POWERS
Athletics 6, Intimidation 12, Perception 6
SKILLS MYSTERIOUS 1-5 Hellfire Form: Insubstantial 3 (Hellfire) • 15 points
6-10 Immortal: Immortality 5, Regeneration 5 • 15 points
Deception 8, Perception 8, Stealth 8
CHAPTER 2: SECRET ORIGINS 93
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
Supernatural Resistance: Roll 1d20 three times 1-7 Eyes of Darkness: Senses 2 (Darkvision) • 2 points
(re-roll if you get the same result twice) and record 8-14 Spider-Climb: Movement 1 (Wall-crawling)
the results.
15-20 • 2 points
1-3 Immunity 5 (Cold, Heat, Pressure, Vampire Bite: Weaken Stamina 4, Grab-based
Radiation, Vacuum) • 5 points
4-6 • 2 points
Immunity 5 (Disease, Poison, Starvation
11-20 7-8 and Thirst, Suffocation) • 5 points WEREWOLF
9-10
11-12 Immunity 5 (Alteration effects) • 5 points OFFENSIVE POWERS
13-14 Immunity 5 (Cold damage) • 5 points
15-17 Immunity 5 (Electricity damage) • 5 points Thick Skin: Protection 3; Impervious Toughness 9, Lim-
18-20 Immunity 5 (Emotion effects) • 5 points ited—Not versus magical or silver weapons • 9 points
Immunity 5 (Fire damage) • 5 points
Immunity 5 (Magic damage) • 5 points Roll 1d20 once and record the result.
MOVEMENT POWER 1-10 Brother to Wolves: Summon 2 (Wolves and
11-20 Dogs), Horde, Mental Link, Multiple Minions 3 (8
Roll 1d20 once and record the result. minions), Sacrifice • 20 points
1-4 Demonic Cape: Flight 6 (120 MPH), Gliding, Deathly Howl: Auditory Perception Area Affliction
Removable (-1 point) • 5 points 10 (Resisted and Overcome by Will; Dazed and
Impaired, Disabled and Stunned), Extra Condition,
Demonic Movement: Leaping 2 (30 feet); Speed 3 Limited Degree • 20 points
(16 MPH) • 5 points
5-10 UTILITY POWERS
11-16 Giant Bat Wings: Flight 5 (60 MPH), Wings • 5 points Roll 1d20 three times (re-roll if you get the same result
twice) and record the results.
17-20 Hellrider: Movement 2 (Wall-crawling, Water
Walking), Limited to While Moving; Speed 6 (120
MPH), Activation (standard action, -2 points), 1-4 Human Transformation: Morph 1 (Human Form)
Removable (-1 point) • 5 points 5-8 • 5 points
9-12
VAMPIRE 13-16 Loping Movement: Leaping 2 (30 feet); Speed 3 (16
17-20 MPH) • 5 points
Blood Drain: Regeneration 10, Source (Blood) • 5 points
Sharp Claws: Penetrating 5 on Strength Damage
PRIMARY POWERS • 5 points
Roll 1d20 once and record the result. Wolf Senses: Senses 5 (Danger Sense, Low-light
Vision, Acute and Tracking Olfactory, Ultra-
Living Vampire: Enhanced Stamina 13; Immunity Hearing) • 5 points
1-5 4 (aging, disease, need for sleep, poison);
Wolf Transformation: Morph 1 (Wolf Form)
Impervious Toughness 8 • 38 points • 5 points
DEFENSE
6-20 Undead Invulnerability: Immunity 30 (Fortitude DEMON/WEREWOLF
effects); Impervious Protection 8, Limited—Not
against blessed or magical weapons • 38 points
UTILITY POWERS I DODGE PARRY FORTITUDE TOUGHNESS WILL
Roll 1d20 once and record the result. +7 +2 +5 +0 +6
Children of the Night: Summon 2 (Bats, Rats, and VAMPIRE
Wolves), Horde, Mental Link, Multiple Minions 3 (8
1-6 minions), Sacrifice • 20 points DODGE PARRY FORTITUDE TOUGHNESS WILL
7-12
13-20 Dominate: Perception Ranged Affliction 10 (Resisted +7 +2 +0 +0 +8
and Overcome by Will; Entranced, Compelled,
Controlled), Visually Sense-Dependent • 20 points POWER POINTS
Mist Form: Insubstantial 2, Linked to Flight 5 (60
MPH) • 20 points
UTILITY POWERS II ABILITIES 62/44* SKILLS 12
POWERS 52/73* DEFENSES 20/17*
Roll 1d20 once and record the result. ADVANTAGES TOTAL
4 150
94 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
*If you rolled Vampire for Abilities, then you have Abilities ABILITIES - AVIAN
44, Powers 73, and Defenses 17; otherwise, you have Abili-
ties 62, Powers 52, and Defenses 20. STRENGTH AGILITY FIGHTING AWARENESS
COMPLICATIONS 4 8 8 4
• Motivation—Acceptance: The Supernatural Crea- STAMINA DEXTERITY INTELLECT PRESENCE
ture is usually an outcast.
6 4 0 0
• Motivation—Doing Good: Some Supernatural
Creatures attempt to go against the grain and use ABILITIES - CARNIVORAN FIGHTING AWARENESS
their powers for good.
STRENGTH AGILITY 10 3
• Power Loss: Some Supernatural Creatures only have
their powers at night, or lose their powers when on 7 5 INTELLECT PRESENCE
holy ground or when they assume human form... if
they have one. STAMINA DEXTERITY 0 1
• Quirk—Angst: The Supernatural Creature often 6 2 FIGHTING AWARENESS
feels great anguish over its lost humanity.
ABILITIES - PACHYDERM 5 3
• Reputation: Most humans regard Supernatural
Creatures with fear and hatred as a result of folklore STRENGTH AGILITY INTELLECT PRESENCE
and myth.
12 2 0 3
• Weakness: Supernatural Creatures may be vulner-
able to holy weapons. Others may be unable to func- STAMINA DEXTERITY
tion in sunlight.
7 2
TOTEM
ABILITIES - REPTILE
The Totem is a superhero whose powers are closely tied to STRENGTH AGILITY FIGHTING AWARENESS
a particular animal. The Totem may have acquired its pow-
ers through an accident of science, an invocation of the 10 4 6 2
animal spirits, or may even be an exceptional, self-aware
animal. Totem heroes tend to be as varied as the animals STAMINA DEXTERITY INTELLECT PRESENCE
they represent, and they can resemble other archetypes
such as the Martial Artist, Warrior, and Powerhouse. 8 3 1 0
ABILITIES ADVANTAGES
Roll 1d20 once and record the result Roll on both the Behavioral Advantages table and the
Social Advantages table.
1-4 Arthropod: Your totem is a spider, scorpion, wasp,
5-8 or even an insect swarm. BEHAVIORAL ADVANTAGES
9-14 Avian: Your totem is a bird like a falcon or owl.
Carnivoran: Your totem is a carnivore from the Roll 1d20 once and record the result.
15-17 canine, lupine, or feline family.
Pachyderm: Your totem is a massive, thick-hided 1-4 Active: You are in constant motion.
18-20 mammal, such as an elephant or rhinoceros. 5-8 Catch and Hold: You like to grab hold of your prey.
Reptile: Your totem is a reptile, such as a crocodile, 9-12 Mystic: Your mind focuses more on the spiritual
lizard, or snake. than the physical.
13-16 Playful: Your combat style reflects your mischievous
ABILITIES - ARTHROPOD 17-20 nature.
Sneaky: You are sly and devious.
STRENGTH AGILITY FIGHTING AWARENESS ADVANTAGES ACTIVE
8 7 6 2 Agile Feint, Instant Up, Move-by Action
STAMINA DEXTERITY INTELLECT PRESENCE ADVANTAGES CATCH AND HOLD
7 3 1 0 Chokehold, Improved Grab, Improved Hold
CHAPTER 2: SECRET ORIGINS 95
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ADVANTAGES MYSTIC SKILLS MUTATION
Assessment, Ritualist, Trance Expertise: (Choose one) 8, Investigation 6, Technology 6
ADVANTAGES PLAYFUL DISPOSITION SKILLS
Daze (Deception), Redirect, Taunt 1-5 Dominating: You are afforded respect by other
creatures.
ADVANTAGES SNEAKY 6-10 Predator: You are on the top of the food chain.
11-15 Trickster: You are a cunning prankster.
Evasion, Hide in Plain Sight, Improved Initiative 16-20 Wise: You are astute and perceptive.
SOCIAL ADVANTAGES
Roll 1d20 once and record the result. SKILLS DOMINATING
1-5 Altruistic: You value the group over the individual. Athletics 4, Intimidation 12, Perception 4
6-10 Cooperative: You are accustomed to a codependent
11-15 community. SKILLS PREDATOR
16-20 Egoistic: You look out for yourself and your own
survival. Acrobatics 4, Athletics 4, Perception 6, Stealth 6
Vengeful: You go out of your way to spite others,
even at cost to yourself. SKILLS TRICKSTER
ADVANTAGES ALTRUISTIC Acrobatics 6, Deception 6, Sleight of Hand 4, Stealth 4
Inspire, Interpose, Leadership SKILLS WISE
ADVANTAGES COOPERATIVE Insight 8, Perception 8, Treatment 4
Animal Empathy, Set-up, Teamwork POWERS
ADVANTAGES EGOISTIC Find the entry below for the type of Totem that matches
what you rolled for your Abilities.
Favored Environment (Choose One), Great Endurance,
Uncanny Dodge ARTHROPOD POWERS
ADVANTAGES VENGEFUL Roll 1d20 once and record the result.
Daze (Intimidation), Favored Foe (Choose One), Startle 1-5 SCORPION
6-10 Climbing: Movement 2 (Wall-crawling 2) • 4 points
SKILLS 11-15 Sting: Progressive Weaken Stamina 10, Accurate 2
Roll on the Origin Skills table and Disposition Skills tables. • 32 points
ORIGIN SKILLS SPIDER
Spider-Movement: Leaping 2 (30 feet); Movement
Roll 1d20 once and record the result.
3 (Swinging, Wall-crawling 2) • 8 points
1-6 Awakened: You are an unusual member of your Spider Senses: Senses 4 (Danger Sense, Darkvision,
7-12 species with a human intellect and perhaps even a
13-20 human form. Ranged Touch) • 4 points
Invocation: You were granted your powers by Web Snare: Ranged Cumulative Affliction 6
calling upon the animal spirits.
Mutation: You came upon your powers through a (Resisted by Dodge, Overcome by Damage;
freak accident. Hindered and Vulnerable, Defenseless and
Immobilized), Accurate 5, Extra Condition,
SKILLS AWAKENED Limited to Two Degrees • 23 points
• Web Tether: Move Object 7, Accurate 5 • 1 point
Athletics 6, Perception 6, Stealth 8
SWARM
SKILLS INVOCATION Blinding Barrage: Burst Area Visual (All)
Insight 8, Perception 6, Treatment 6 Concealment Attack 4 • 12 points
Flight: Flight 5 (60 MPH) • 10 points
Swarm Perception: Senses 2 (Danger Sense, Radius
(Vision)) • 2 points
Swarm: Insubstantial 2, Innate, Precise • 12 points
96 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
WASP CARNIVORAN POWERS
Insect Senses: Senses 4 (Acute Smell, Darkvision,
16-20 Roll 1d20 once and record the result.
Ranged Touch) • 4 points
Sting: Cumulative Affliction 8 (Resisted and Overcome CANINE
Bite: Strength-based Damage 3, Improved Critical,
by Fortitude; Impaired, Disabled, Incapacitated),
Linked to Damage 8, Accurate 2 • 26 points Penetrating 3 • 7 points
Wings: Flight 6 (120 MPH), Wings • 6 points Canine Senses: Senses 3 (Low-light Vision, Acute
AVIAN POWERS and Tracking Olfactory) • 3 points
Canine Movement: Leaping 2 (30 feet); Speed 4 (30
Talons: Strength-based Damage 1, Accurate 2, Fast Grab 1-10
• 4 points 11-20 MPH) • 6 points
Howl: Auditory Perception Area Affliction
Roll 1d20 once and record the result.
10 (Resisted and Overcome by Will; Dazed
1-10 FALCON and Impaired, Disabled and Stunned), Extra
11-20 Flight: Flight 6 (120 MPH), Wings • 6 points Condition, Limited Degree • 20 points
Keen Eyesight: Senses 3 (Extended 2 and Rapid
FELINE
Vision) • 3 points Claws: Strength-based Damage 1, Accurate,
Sonic Scream: Cone Area Affliction 9 (Resisted
Improved Critical • 3 points
and Overcome by Fortitude; Dazed and Auditory Feline Senses: Senses 3 (Low-light Vision, Acute and
Impaired, Stunned and Auditory Disabled,
Incapacitated and Auditory Unaware), Extra Tracking Olfactory) • 3 points
Condition, Quirk—Impaired, Disabled, Unaware Feline Movement: Leaping 3 (60 feet); Movement
Limited to One Sense (-4 points) • 23 points
3 (Safe Fall, Sure-footed, Trackless); Movement
OWL 1 (Water-walking), Limited to Solid Surfaces;
Nightvision: Senses 2 (Extended Vision, Low-light Movement 1 (Wall-crawling), Limited to One
Move Action; Speed 4 (30 MPH) • 15 points
Vision) • 2 points
Shriek: Cone Area Affliction 8 (Resisted and Plus roll 1d20 once and record the result.
Overcome by Will; Dazed and Vulnerable, Black Cat: Reaction Visual Perception
Stunned and Defenseless, Incapacitated) Area Affliction 5 (Resisted by Dodge,
• 24 points Overcome by Will; Vulnerable,
Silent Flight: Flight 5 (60 MPH), Subtle, Wings • 6 points 1-5 Defenseless, Incapacitated), Side-
effect (Always happens, chosen by
player) • 15 points
CHAPTER 2: SECRET ORIGINS 97
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
6-10 Jinx: Selective Burst Area Luck Control 14-20 SNAKE
11-15 2 (negate hero or luck point, force Tensile Strength: Elongation 4 (120 feet); Enhanced
16-20 re-roll), Luck 5 • 15 points
Strength 4, Limited to Grabs • 8 points
Lucky Cat: Selective Burst Area Luck Venomous Bite: Progressive Weaken Stamina 7
Control 2 (grant re-roll, bestow luck
point), Luck 5 • 15 points (Resisted by Fortitude), Accurate 2 • 23 points
Nine Lives: Immortality 15, Limited: DEFENSE
only works eight times • 15 points
PACHYDERM POWERS DODGE PARRY FORTITUDE TOUGHNESS WILL
+6 +4 +4 +0 +6
Thick Hide: Protection 4, Impervious 11 • 15 points POWER POINTS
Roll 1d20 once and record the result.
ABILITIES 68 SKILLS 20
ELEPHANT POWERS 36 DEFENSES 20
Groundstrike (Alternate Effect of Strength Damage): ADVANTAGES 6 TOTAL 150
Burst Area Affliction 10 (Resisted by Dodge, COMPLICATIONS
Overcome by Fortitude; Hindered and Vulnerable,
1-10 Stunned and Prone), Extra Condition, Limited to Two • Motivation—Acceptance: The Totem can be regard-
Degrees, Limited to targets on the ground • 1 point ed as a pariah or outcast in human society and wish-
Immovable: Immunity 10 (being moved), Sustained es to use their his to gain acceptance as an equal.
• 10 points
Power-Lifting: Enhanced Strength 4, Limited to • Motivation—Responsibility: A Totem who was
Lifting • 4 points granted his powers by mystical or higher beings may
Trunk: Extra Limb 1, Elongation 1 • 2 points be required to use his powers in their service. Other
Tusks: Strength-based Damage 2, Improved Critical 2 Totems may be motivated simply because they have
• 4 points great power.
11-20 RHINO • Enemy: The Totem often has an extensive rogues
Armored Plates: Immunity 4 (critical hits, self- gallery consisting of other Totem archetypes, par-
ticularly those whose totem animals are natural en-
inflicted slam damage) • 4 points emies to the hero’s.
Great Horn: Strength-based Damage 3, Improved
• Identity: The Totem may transform between a normal,
Critical 2 • 5 points powerless form and a more animalistic, heroic form.
Unstoppable Charge: Penetrating 15 on Damage,
• Prejudice: The Totem may have an unusual appear-
Limited to slam attacks; Speed 4 (30 MPH) • 12 points ance or display strange powers that frighten the public.
REPTILE POWERS • Quirk: The Totem often has personality traits associ-
ated with his totem animal—traits which may prove
Reptilian Movement: Movement 1 (Slithering) • 2 points problematic in human society.
Heat Sensing Pits: Senses 1 (Infravision) • 1 points
Scaly Hide: Protection 2 • 2 points
Roll 1d20 once and record the result.
1-6 CROCODILE WARRIOR
7-13 Aquatic: Movement 1 (Environmental Adaptation—
Warriors naturally excel in battle. They are versatile and
Aquatic), Swimming 6 (30 MPH) • 8 points have many of the skills of Martial Artists and Weapon Mas-
Brute Strength: Enhanced Strength 2 • 4 points ters but the strength and power to fight alongside the
Regrowth: Regeneration 2 • 2 points Paragons and Powerhouses. They often owe their greater-
Rending Bite: Strength-based Damage 2, Improved than-human abilities to genetic or technological modifi-
cation or to an otherworldly heritage.
Critical, Secondary Effect • 17 points
ABILITIES
LIZARD
Paralyzing Spit: Affliction 10 (Resisted by Dodge, Roll 1d20 once and record the result.
Overcome by Fortitude; Dazed, Stunned, 1-10 Altered Human: Through nature or nurture, you
Paralyzed), Accurate 2, Reach 3 • 15 points 11-20 have become greater than human.
Prehensile Tail: Elongation 1, Extra Limb 1 • 2 points Otherworldly: You are the exemplar of a mythical or
Regrowth: Regeneration 1, Persistent • 2 points otherworldly race.
Speedy: Leaping 2 (30 feet); Movement 2 (Wall-
crawling 2); Speed 3 (16 MPH) • 9 points
Teeth and Claws: Strength-based Damage 2,
Accurate • 3 points
98 CHAPTER 2: SECRET ORIGINS
MUTANTS & MASTERMINDS DELUXE HERO’S HANDBOOK
ABILITIES - ALTERED HUMAN ADVANTAGES AGILE
STRENGTH AGILITY FIGHTING AWARENESS Evasion, Grabbing Finesse, Improved Defense
5 6 10 4 ADVANTAGES DARING
STAMINA DEXTERITY INTELLECT PRESENCE All-out Attack, Fearless, Improved Critical (Choose One Attack)
6 6 1 1 ADVANTAGES GRAPPLER
ABILITIES - OTHERWORLDLY Chokehold, Improved Grab, Improved Hold
STRENGTH AGILITY FIGHTING AWARENESS ADVANTAGES SKILLFUL
7 6 8 2 Accurate Attack, Defensive Attack, Precise Attack (Close;
Concealment)
STAMINA DEXTERITY INTELLECT PRESENCE
SKILLS
8 4 1 3
ADVANTAGES Acrobatics 6, Athletics 6, Insight 4, Perception 6
Agile Feint, Power Attack, Takedown Take the skills listed above, then roll 1d20 once and record
the result.
Take the advantages listed above, then roll 1d20 once on 1-4 Advanced: You come from a society more highly
both the Background Advantages table and the Com- developed than our own.
bat Advantages table and record the results. 5-8 Charismatic: You have a way with people.
9-12 Cultured: You are well learned and articulate.
BACKGROUND ADVANTAGES 13-16 Military: You are experienced in the ways of war.
17-20 Mystical: You are familiar with myth and magic.
1-5 Field General: You know how to lead in battle.
6-10 Hunter: You honed your talents hunting the most SKILLS ADVANCED
dangerous game or bounties.
11-15 Mysterious Past: Your memories are lost or Technology 6, Vehicles 6
16-20 implanted but you demonstrate competence in
unexpected areas. SKILLS CHARISMATIC
Survivor: You are always the last one standing.
Insight 6, Persuasion 6
ADVANTAGES FIELD GENERAL SKILLS CULTURED
Inspire, Leadership, Teamwork Expertise: History 6, Persuasion 6
ADVANTAGES HUNTER SKILLS MILITARY
Skill Mastery (Perception), Tracking, and Choose One: Favored Expertise: Tactics 6, Intimidation 6
Environment or Favored Foe
ADVANTAGES MYSTERIOUS PAST SKILLS MYSTICAL
Beginner’s Luck, Benefit (Cipher), Language (Choose One) Expertise: (Choose One: Magic or Mythology) 6, Insight 6
ADVANTAGES SURVIVOR POWERS
Diehard, Great Endurance, Ultimate Effort (Toughness checks) PRIMARY POWERS - ALTERED HUMAN
COMBAT ADVANTAGES Roll 1d20 once and record the result.
Animalistic: Comprehend Animals 2; Enhanced
1-5 Agile: You seldom suffer a solid hit. Stamina 2; Enhanced Skill 2 (Perception 4); Senses
6-10 Daring: You fight with a devil-may-care attitude.
Grappler: You like to keep your opponents right in 1-4 6 (Acute and Tracking Smell, Danger Sense,
11-15 front of you. Extended Hearing, Low-light Vision, Ultra-Hearing)
Skillful: You fight with flair and precision. • 16 points
16-20
CHAPTER 2: SECRET ORIGINS 99