The Puppeteers motif may in-ghost or spirit, an astral form, energy being, or even an in- volve acquiring a harem of thralls willing to do anythingtelligent virus or meme spread through physical or social to please the object of their affections. Mutants & Masterminds, the World's Greatest Superhero roleplaying game, is back and better than ever! OFFENSE Manipulative: Sees people as objects to manipulate. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Instead, they are nigh-omnipotent nuisances for he does!But its not real!). Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. Theyre often coldly professional, claiming theres masters.nothing personal in their missions of mayhem. 2 Art: Equipment based on art supplies (paints, brushes, canvases, etc.) Parry 7, Fortitude 2, Toughness 0, Will 2. So one villain might mimic only mutant or mys-Mimic themes revolve around the types of traits the villain tical powers, while another can duplicate racial or speciesduplicates and how it does so. 3 Books: Obsessive collecting of different rare volumes, literary references, stalking authors, committing crimes based on famous novels, perhaps a focus on a particular genre. lords sheer power. Sooner or later, the Master of Dis-DISGUISE DEVICES guise will take on the appearance of one of the heroes or a trustedThe villains power(s) may come from a ally, and the genuine article andDevice, such as a chameleon belt or the fake will be seen together.a series of realistic masks; apply the How do the heroes tell themRemovable modifier to the villains apart?Morph effect. Thethat way. The he-moves and fighting styles of the worlds greatest! Astonishing Adventures: Menace on . Some fan- Advantages: Improved Grab. The Dragon's Trove will be happy to sell high end RPG products for you. This often leaves only a thin line revenge for whatever happened to leave the Psycho wan-between them and obsessed vigilante heroes. STR 5 STA 0 AGL 2 DEX 3 FGT 0 INT 5 AWE 2 PRE 3 Powers: Flight 3 (16 MPH; Wings), Senses 2 (Accurate Hearing),ANIMALS Shrinking 12 (Permanent, Innate). Skills: Perception 4 (+4), Stealth 4 Their touch inflicts agony to living minds. The Hellfire Club. The typical Scavenger collectssetsthe Mimics tally and forces it to start over again (such different devices and equipment, often stolen from theiras having to have subjects in close proximity or line of prior owners, or copied from existing items.sight). Defenses: Dodge 8, Parry 6, Fortitude 5, hellspawn. evil entity, or some other power. They also delight in using illusions villains power.to trick their foes into attacking each other, or that somecrisis is occurring when actually nothing is happening (or TACTICSsomething else entirely is going on). Instead, they primarilyDELUXE GAME MASTERS GUIDE 121MUTANTS & MASTERMINDS MIMIC PL15 STR STA AGL DEX FGT INT AWE PRE 00000000 POWERS DEFENSE* 10 FORTITUDE 10 Mimic: Variable 20 (100 points), Continuous, Move Action DODGE 10 TOUGHNESS 10 180 points PARRY WILL 10 *Varies based on mimicked traits Sense Powers: Senses 4 (Detect Powers, Ranged, Acute, Analytical) 4 points ADVANTAGES POWER POINTS Assessment ABILITIES 0 SKILLS 0 40 POWERS 184 DEFENSES 225 OFFENSE* ADVANTAGES 1 TOTAL Unarmed +0 INITIATIVE +0 COMPLICATIONS Close, Damage 0* Freakish: The Mimic is often an outcast due to its physicalcopy skill ranks and related traits like combat bonuses and appearance, origin, or manner.sometimes advantages, particularly those that come fromtraining.