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Gamemasters Guide 3 PDF Free 144 158
Gamemasters Guide 3 PDF Free 144 158
PL8 . MR2
ELEPHANT PL6 . MR4
LION
STR 10 STA 9 AGL 0 DEX –1 FGT 2 INT –4 AWE 1 PRE –2 STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT –4 AWE 1 PRE 0
Powers: Extra Limbs 1 (Trunk), Growth 9 Powers: Growth 2 (Permanent, Innate), Protection 4, Senses
(Permanent, Innate). Skills: Perception 6 (+7). Offense: Init 2 (Acute Smell, Low-light Vision). Skills: Close Combat:
+0, Attack +2 (Close, Damage 10). Defenses: Dodge 0,
Unarmed 3 (+7), Perception 5 (+6), Stealth 8 (+9). Offense:
Parry 0, Fortitude 9, Toughness 9, Will 6. Totals: Abilities
–6 + Powers 20 + Advantages 0 + Skills 3 + Defenses 11 = Init +3, Unarmed +7 (Close, Damage 5). Defenses: Dodge 6,
Total 28 points. Parry 6, Fortitude 6, Toughness 6, Will 3. Totals: Abilities 16
+ Powers 11 + Advantages 0 + Skills 8 + Defenses 13 = Total
This archetype represents the African elephant. Indian el- 48 points.
ephants are –1 Str, but +1 Awe. This archetype also
suits prehistoric mammoths and mastodons, which have The lion may also be used to represent other large felines.
Envi- ronmental Adaptation (Cold).
DELUXE GAME MASTER’S GUIDE
1
MUTANTS & MASTERMINDS
PL4 . MR3
SHARK
STR 2 STA 1 AGL 2 DEX 1 FGT 4 INT –4 AWE 1 PRE –4
Powers: Strength-based Damage 1, Protection 3, Senses
2 (Acute Smell, Low-light Vision), Swimming 4 (8 MPH).
Advantages: All-out Attack, Power Attack. Skills: Athletics
4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6). Offense:
Init +2, Bite +5 (Close, Damage 3), Slam +4 (Close, Damage
2). Defenses: Dodge 4, Parry 4, Fortitude 5, Toughness 4, Will
3. Totals: Abilities 6 + Powers 10 + Advantages 2 + Skills 5 +
Defenses 8 = Total 31 points.
RAT PL3 . MR1 STR 12 STA 12 AGL 2 DEX 0 FGT 4 INT –4 AWE 1 PRE –4
Powers: Concealment Attack 4 (Visual, Cloud Area, Limited to
STR –4 STA 0 AGL 2 DEX –1 FGT 1 INT –4 AWE 1 PRE –4 Underwater), Extra Limbs 4 (Tentacles), Growth 12
Powers: Senses 2 (Low-light Vision, Acute Smell), Shrinking 10 (Permanent, Innate), Swimming 6 (30 MPH).
(Permanent, Innate). Advantages: Benefit 1 (Athletics based Advantages: Improved Grab. Skills: Perception 6 (+7).
on Agility). Skills: Athletics 3 (+5), Stealth 1 (+13). Offense: Init Offense: Init +2, Attack +4 (Close, Damage 12). Defenses:
+2, Attack +1 (Close, Damage –4). Defenses: Dodge 7, Parry 6,
Dodge 0, Parry 2, Fortitude 12, Toughness 12, Will 4.
Fortitude 2, Toughness –2, Will 1. Totals: Abilities –18 +
Powers 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 Totals: Abilities –2 + Powers 43 + Advantages 0 + Skills 3 +
points. Defenses 11 = Total 55 points.
1 DELUXE
Giant squids are popular minions for GAME MASTER’
seafaring heroesS
MUTANTS & MASTERMINDS
and villains, usable for attacking ships and water-borne or simi- lar creature.
foes. This archetype can also represent a giant octopus
CHAPTER 3: ARCHETYPES
The wolf may also be used to represent other large
SWARM,
STR 2, STADEVOURING PL5–5.
5,AGL 5, DEX –1, FGT 2, INT –4,AWE 0, PRE canines.
Powers: Damage 5 (Shapeable Area), Insubstantial 1
(Innate; Permanent), Movement 1 (Wall-crawling).
Offense: Init +5, Shapeable Area Damage 5. Defense:
Dodge 5, Parry 2, Fortitude 5, Toughness 5, Will 0. Totals:
Abilities 8 + Powers 18 + Advantages 0 + Skills 0 (0 ranks) +
Defenses 0 = 26 points.
The bystander represents the people that populate the Scientists are specialists in their chosen field. This arche-
world, the sort a supervillain or other criminal might take type can be used as anything from an archaeologist to
hostage or otherwise endanger. Customize the bystander by zoologist, or for anything with a lot of knowledge about
choosing an expertise such as a profession or trade skill. a particular subject, such as a professor.
PORTER PL1 . MR2
STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 2 AWE 2 PRE 1
CULTISTS
Equipment: Camera, computer, digital recorder, smartphone. Cults have a strong recurring role as threats in the
Advantages: Contacts, Equipment 1. Skills: Deception 4 (+5), com- ics, often in service to a powerful master villain or
Expertise: Current Events 4 (+6), Expertise: Pop Culture 2 (+4), an even greater plot-device-level threat. Some cults
Expertise: Streetwise 2 (+4), Expertise: Writing 4 (+6), Investigation 2 may be try- ing to infiltrate normal institutions to exert
(+4), Perception 4 (+6), Persuasion 4 (+5), Stealth 4 (+4), Vehicles 2 secret control over society, while others may be trying to
(+2). Offense: Init +0, Unarmed +0 (Close, Damage 0). Defense:
summon alien masters from another dimesnion—or even
Dodge 0, Parry 0, Fort 0,Tou 0, Will 2. Totals: Abilities 10 + Powers 0 +
trying to bring
ELUXE GAME MASTER’S GUIDE
MUTANTS & MASTERMINDS
about the end of the world. Cultists are often fanatically The term “Cult Master” is a bit of a misnomer, since
loyal to their cause, making them effective minions will- many so-called Masters are in fact servants of a master
ing to do anything for their master. villain, evil entity, or some other power. Still, compared
to most members of the cult, the Master has
A cult need not be religious in nature: some are “cults
considerable power, not the least of which is use of the
of personality” dedicated to a particular leader
Ritualist advantage and the ability to perform magical
(typically a master villain) while others are more
rituals, using Expertise in Cult Lore in place of Magic
political, social, or cultural in nature. Trade out
Expertise.
appropriate Expertise skills and trappings for members
of these cults, such as arcane lore, civics, or even ARCANE CULTIST
STR 2, STA 4,AGL 2, DEX 2, FGT 2, INT 4,AWE 1, PRE 2
PL6 . MR6
popular culture in place of theology and philosophy. Powers: Shadow Magic Array (Ranged Damage 6 [Icy
Shadows], Ranged Affliction 6 [Paralyzing Fear;
CULT ACOLYTE PL1 . MR1 Hindered, Immobile, Paralyzed; Resisted by Will],
Teleport 3 [250 feet; Extended [8 miles], Increased
Mass 3], Move Object 6). Equipment: Knife.
STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0
Advantages: Artificer, Equipment 1, Extraordinary
Equipment: Dagger (Damage 1). Advantages: Connected, Effort, Ritualist, Trance. Skills: Close Combat: Dagger 4
Equipment. Skills: Close Combat: Dagger 1 (+1), Deception (+6), Deception 6 (+8), Expertise: Cult Lore 6 (+10),
4 (+4), Insight 3 (+3), Persuasion 4 (+4). Offense: Init +0, Expertise: Magic 6 (+10), Ranged Combat: Spellcasting 4
(+6), Treatment 2 (+6). Offense: Init +2, Icy Shadows +6
Dagger +1 (Close, Damage 1), Unarmed +0 (Close, Damage
(Ranged, Damage 6), Knife +6 (Close, Damage 3),
0). Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Paralyzing Fear +6 (Affliction 6), Tendrils of Darkness +6
Will 0. Totals: Abilities 0 + Powers 0 + Advantages 2 + Skills (Move Object 6), Unarmed +2 (Close, Damage 2). Defense:
6 + Defenses 4 = Total 12 points. Dodge 8, Parry 7, Fortitude 4, Toughness 4, Will 6. Totals:
DEMONS
feet in height, these demons are typically a rotted
green in color, with massive builds and dark eyes.
They are known to favor the use of grabs as they lay
A“demon”is generally an evil creature from a hellish into their target.
realm, which resembles various places from human
myth and legend. Not all demons are created equal,
nor are they all the same. While some appear as the
bestial, horned monsters that immediately strike fear
into those around them, others look human... at first
glance. When confronted or angered their true nature is
revealed by a slip in their façade: an intense fiery glow
held within their eyes that not even the contact lenses
can mask. The majority of demons—no matter their
appearance—do share common abilities, such as bat-like
wings and a penchant for flinging hellfire at their targets
when in their natural form.
DEMON, IMP PL4 . MR5
STR 1 STA 2 AGL 1 DEX 1 FGT 3 INT 0 AWE 1 PRE 0
Powers: Strength-based Damage 2 (Claws), Flight 2 (8 MPH;
Wings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fire
Damage, Poison, Disease), Senses 2 (Darkvision), Shrinking 4
(Permanent, Innate). Advantages: Defensive Roll. Skills: Close
Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4
(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). Offense:
Init +1, Claws +5 (Close, Damage 3). Defenses: Dodge 5, Parry
5, Fortitude 5, Toughness 3 (2 without Defensive Roll), Will
3. Totals: Abilities 20 + Powers 33 + Advantages 1 + Skills
11 + Defenses 7 = Total 72 points.
DINOSAURS
Dinosaurs are most commonly the minions of monster-
makers who have resurrected them using cloning, or time-
manipulating villains able to bring them from the distant
past into the present. They also show up in “Lost World”sce-
narios where the heroes visit places where the giant beasts still
thrive or end up stranded in the distant past. Some vil- lains
may specifically grant themother powers; by adding
Immunity to Fortitude Effects, you can easily create robotic or
undead dinosaurs as well.
BRACHIOSAURUS PL9 . MR3
STR 17 STA 15 AGL –2 DEX –4 FGT 0 INT –5 AWE 2 PRE 0
Powers: Line Area Damage 8 (Tail Smash; Alternate Effect of
Strength Damage), Growth 14 (Permanent, Innate), Protection 3,
Senses 3 (Low-light Vision, Acute Smell, Ultra-hearing). Skills:
Perception 4 (+6). Offense: Init –2, Tail Smash (Dodge DC 18,
Damage 8), Unarmed +0 (Close, Damage 17). Defenses: Dodge –5,
Parry –5, Fortitude 15, Toughness 18, Will 2. Totals: Abilities –10 +
Powers 36 + Advantages 0 + Skills 2 + Defenses 6 = Total 34 points.
This archetype is a medium-sized flying dinosaur, al- by adding additional ranks of Growth.
though its wingspan is some 25 feet. You can create larger
pterosaurs by adding ranks of Growth to increase size and
other traits accordingly.
STR 9 STA 9 AGL 0 DEX 0 FGT 6 INT — AWE 0 PRE — TULPA PL7 . MR5
STR 2, STA — , AGL 6, DEX 0, FGT 6, INT — , AWE 7, PRE —
Powers: Extra Limbs 4 (Vines), Growth 9 (Permanent, Innate).
Advantages: Improved Grab. Offense: Init +0, Attack +6 (Close, Powers: Immunity 30 (Fortitude Effects), Close Damage
Damage 9). Defenses: Dodge 0, Parry 6, Fortitude 9, Toughness 9, 7 (Mind Lash, Alternate Resistance: Will). Advantages:
Will —. Totals: Abilities –8 + Powers 23 + Advantages 0 + Skills 0
+ Defenses 8 = Total 23 points. Close Attack. Skills: Perception 4 (+11), Stealth 4 (+10).
Offense: Init +6, Mind Lash +7 (Close, Damage 7; Will
This archetype is a giant version of the normally innocu- ous Resists), Unarmed +7 (Close, Damage 2). Defense: Dodge
insect-eating plant, a popular minion for plant-con- trolling 6, Parry 6, Fortitude — , Toughness 8, Will — . Totals:
villains. Even larger and more powerful versions are
possible with additional ranks of Growth.
Formed from psychic energy, tulpas are servants created
GIANT INSECT PL6 . MR1 by psychics, or rogue thoughts that wander the astral
STR 4 STA 4 AGL 1 DEX –1 FGT 3 INT — AWE 0 PRE plane or mystic dimensions. More aggressive tulpas
— Powers: Growth 4 (Permanent, Innate), Movement 2 may even spawn spontaneously from powerful fears or
(Wall- crawling 2), Protection 1, Senses 4 (Darkvision,
Acute Smell, Tracking). Skills: Perception 6 (+6). Offense:
nightmares, particularly in people with psychic
Init +1, Bite +3 (Close, Damage 4). Defenses: Dodge 3, potential. Their touch inflicts agony to living minds.
Parry 3, Fortitude
Because they are created from the mind, tulpas can take
6, Toughness 5, Will —. Totals: Abilities –14 + Powers
almost any form, particularly those created from
dreams, and may have additional powers related to
Various sorts of giant insects appear as a result of scientific their form, such as special forms of movement,
experiments, mutagens (like radiation or biochemicals), or as additional limbs, and growth.
NINJA
(+11). Offense: Init +7, Sword +6 (Close, Damage 4), Shuriken
+9 (Ranged, Multiattack Damage 1), Unarmed +6 (Damage
1). Defenses: Dodge 7, Parry 7, Fortitude 5, Toughness 3/1
The ninja have been a staple of comic books since the (without Defensive Roll), Will 5. Totals: Abilities 32 +
1980s, particularly as minions for sinister cults and in- Powers 0 + Advantages 5 + Skills 28 + Defenses 12 = Total 77
scrutable Asian masterminds, although for a time they points.
showed up almost everywhere. Highly capable ninja can
be full-fledged villains in their own right (see the Martial Master ninja are capable lieutenants for lower
Artist archetype, for one example). Ninja minions tend to power level games. Their attack bonus can make them a
have martial arts skills and weapons primarily as window threat against even more powerful characters, especially
dressing; they’re capable fighters, but still no match indi- if they are armed with special weapons, such as poison or
vidually for superheroes. attacks aimed at a hero’s weaknesses.
STR 2, STA 2,AGL 4, DEX 4, FGT 8, INT 0,AWE 3, PRE 1
The listed archetypes are armed only with traditional MYSTIC NINJA PL7 . MR8
Powers: Chi Powers Array (Concealment 10 [All Senses;
ninja weapons: shuriken (throwing stars) and a ninja-to Limited to in Darkness], Illusion 5 [Shadow Duplicate;
(straight-edged sword). Modern ninja can also have more Affects Vision and Hearing, Limited to recreating the ninja’s
conventional weapons; any weapon with a Damage rank image], Focused Strike [Penetrating 5 on Strength],
of 3 or less—such as a light pistol—may be added with- Teleport 5). Equipment: Shuriken, Smoke Grenade,
Sword. Advantages: Close Attack, Defensive Roll 3,
out changing the ninja’s overall power level.
Equipment 4, Evasion, Hide in Plain Sight, Improved
NINJA NOVICE PL3 . MR4 Initiative, Precise Attack (Close, Concealment). Skills:
Acrobatics 7 (+11), Athletics 6 (+8), Deception 8 (+9),
Expertise: Ninja Lore 10 (+10), Intimidation 5 (+6),
STR 1 STA 1 AGL 2 DEX 2 FGT 2 INT 0 AWE 1 PRE 0 Perception 4 (+7), Ranged Combat: Throwing 6 (+10),
Equipment: Sword (Strength-based Damage 3), Shuriken Sleight of Hand 6 (+10), Stealth 10 (+14). Offense: Init
(Ranged Multiattack Damage 1). Advantages: Defensive +8, Shuriken +10 (Ranged, Damage 1, Multiattack),
Roll, Equipment 2, Improved Initiative. Skills: Acrobatics 6 Sword +9 (Close, Damage 5, Penetrating), Unarmed +9
(+8), Athletics 5 (+6), Deception 4 (+4), Expertise: Ninja Lore (Close, Damage 2, Penetrating). Defense: Dodge 9, Parry
4 (+4), Intimidation 4 (+4), Perception 4 (+5), Ranged Combat: 9, Fort 7,Tou 5/2 (without Defensive Roll), Will 7. Totals:
Throwing 3 (+5), Sleight of Hand 4 (+6), Stealth 6 (+8).
Offense: Init +6, Sword +2 (Close, Damage 4), Shuriken +5
(Ranged, Multiattack Damage 1), Unarmed +4 (Damage 1).
Defenses: Dodge 5, Parry 5, Fortitude 3, Toughness 2/1
(without Defensive Roll), Will 3. Totals: Abilities 18 + Powers
0 + Advantages 4 + Skills 20 + Defenses 8 = Total 50 points. Mystic ninjas are dedicated to the mastery of mysterious
martial arts techniques that grant them superhuman
Novice ninja are essentially themed crooks primarily powers, including the power to vanish into shadows,
note- worthy for their stealth abilities, which make summon shadow clones to confuse enemies, and cleave
them good at infiltration and surprise. through solid steel. They often represent lost societies or
ancient warrior clans concealed from history.
DELUXE GAME MASTER’S GUIDE
1
You can reliably use 2 to 4 minions per player character hero in an encounter without overwhelming your players. Use fewer minio
Aid and Team Attacks
CHAPTER 3: ARCHETYPES
The Takedown advantage is intended to let heroes feel more powerful by pummeling multiple opponents in a single action, but
This archetype focuses primarily on uniformed beat ROBOT, SMALL PL4 . MR2
cops. Detectives, undercover. and plainclothes officers
have more ranks in Investigate and often in other social STR 0 STA — AGL 0 DEX 0 FGT 0 INT — AWE 0 PRE —
skills like Persuasion and Intimidation. Powers: Immunity 30 (Fortitude effects), Protection 5,
SWAT OFFICER PL5 . MR4 Shrinking 4 (Permanent, Innate). Skills: Close Combat:
Unarmed 4 (+4). Offense: Init +0, Unarmed +4 (Close, Damage
+0). Defenses: Dodge 3, Parry 3, Fortitude —, Toughness 5,
STR 2 STA 2 AGL 2 DEX 2 FGT 4 INT 0 AWE 1 PRE 1 Will —. Totals: Abilities –28 + Powers 44 + Advantages 0 +
Equipment: Submachine gun, riot gear (+4 Toughness), Skills 2 + Defenses 2 = Total 20 points.
tonfa, cellphone, handcuffs. Advantages: Close Attack 2,
Equipment 4. Skills: Athletics 3 (+5), Expertise: Current Events 2 Small robots tend to have non-humanoid forms, more
(+2), Expertise: Streetwise 4 (+4), Expertise: Police Officer 5 (+5), often insect-like or snake-like, perhaps resembling
Expertise: Tactics 5 (+5), Intimidation 4 (+5), Perception 2
quadrupeds such as cats or dogs. They may be intended
(+3), Ranged Combat: Submachine Gun 4 (+6), Stealth 4 (+6),
Treatment 3 (+3). Offense: Init +2, Unarmed +6 (Close, Damage for scouting or maintenance work, re-tasked to serve as
2), Tonfa +6 (Close, Damage 3), SMG +6 (Ranged, Multiattack attack drones.
Damage 4). Defense: Dodge 4, Parry 4, Fort 6, Tou 6/2, Will 3.
Totals: Abilities 28 + Powers 0 + Advantages 6 + Skills 18 +
ROBOT, MEDIUM PL5 . MR2
Defenses 8 = Total 60 points.
STR 5 STA — AGL –1 DEX –1 FGT 0 INT — AWE 0 PRE —
SWAT (Special Weapons And Tactics) squads are made Powers: Immunity 30 (Fortitude Effects), Protection
up of police officers with special training in squad-level 10 (Impervious 6). Advantages: Close Attack 5. Offense: Init
–1, Unarmed +5 (Close, Damage 5). Defenses: Dodge 0,
tactics and weapon-use. They deal with serious criminal
Parry 0, Fortitude —, Toughness 10, Will —. Totals: Abilities –24
threats, including mutant criminals. + Powers 46 + Advantages 5 + Skills 0 + Defenses 1 = Total 28
points.
SOLDIERS
Soldiers are professional trained fighters used in
military operations, as opposed to toughs and crooks
(following), who are primarily hired muscle intended to
intimidate and deal with criminal matters. Villains and
organizations sometimes have both as minions, with
soldiers handling the more direct fighting, and crooks
the enforcement and internal matters. Ultimately,
use whichever archetypes work best for the
situation and modify accordingly.
MILITANT
STR 1 STA 1 AGL 1 DEX 1 FGT 1 INT 1 AWE 1 PRE 1
PL4 . as
Equipment: Light pistol, 9 points of equipment
needed. Advantages: Equipment 3. Skills: Close
Combat: Unarmed 4 (+5), Deception 4 (+5), Expertise:
Choose One 3 (+4), Expertise: Demolitions 6 (+7),
Intimidation 3 (+4), Ranged Combat: Pistol 4 (+5),
Technology 4 (+5), Vehicles 4 (+5). Offense: Init +1,
Unarmed +5 (Close, Damage 1), Pistol +5 (Ranged,
Damage 3). Defense: Dodge 4, Parry 4, Fort 4,Tou 1, Will
2. Totals: Abilities 16 + Powers 0 + Advantages 3 + Skills
PL5 . MR3
SOLDIER BODYGUARD PL4 . MR4
STR 1 STA 1 AGL 1 DEX 1 FGT 3 INT 0 AWE 0 PRE 0 STR 3 STA 2 AGL 1 DEX 1 FGT 4 INT 0 AWE 2 PRE 1
Equipment: Body Armor (Protection 4), Assault Rifle Equipment: Brass knuckles (Strength-based Damage 1),
(Ranged Multiattack Damage 5), Heavy Pistol (Ranged Handcuffs, Pistol (Damage 3), Pepper spray. Advantages:
Damage 4). Advantages: Equipment 6. Skills: Athletics 4 Chokehold, Equipment 2, Interpose, Quick Draw. Skills:
(+5), Close Combat: Unarmed 2 (+5), Expertise: Soldier 4 Athletics 2 (+5), Expertise: Bodyguard 6 (+6), Intimidation 4
(+4), Intimidation 2 (+2), Perception 4 (+4), Ranged Combat: (+5), Perception 6 (+8), Ranged Combat: Guns 4 (+5). Offense:
Guns 4 (+5). Offense: Init +1, Pistol +5 (Ranged, Damage Init +1, Pistol +5 (Ranged, Damage 3), Unarmed +4 (Close,
3), Rifle +5 (Ranged, Multiattack Damage 5), Unarmed +5 Damage 3, 4 with brass knuckles). Defenses: Dodge 6, Parry
(Close, Damage 1). Defenses: Dodge 5, Parry 5, Fortitude 5, 6, Fortitude 5, Toughness 2, Will 3. Totals: Abilities 28 +
Toughness 5 (1 without armor), Will 5. Totals: Abilities 14 + Powers 0 + Advantages 5 + Skills 11 + Defenses 11 = Total 55
Powers 0 + Advantages 6 + Skills 10 + Defenses 15 = Total points.
45 points.
The bodyguard is paid to stick close to the boss and
SOLDIER, VETERAN PL6 . MR4 provide cover—with his own body, if necessary. A fair
number of supervillain bodyguards are women, and this
STR 2 STA 1 AGL 1 DEX 1 FGT 4 INT 0 AWE 0 PRE 0 archetype works just as well for them (add the Attractive
Equipment: Body Armor (Protection 4), Assault Rifle (Ranged advantage—or not—as you prefer).
Multiattack Damage 5), Heavy Pistol (Ranged Damage 4).
Advantages: Equipment 6, Improved Initiative. Skills: PL4 . MR4
BOSS
Athletics 4 (+6), Close Combat: Unarmed 3 (+7), Expertise:
Soldier 7 (+7), Intimidation 4 (+4), Perception 6 (+6), Ranged
STR 0 STA 1 AGL 1 DEX 0 FGT 2 INT 3 AWE 2 PRE 4
Combat: Guns 6 (+7). Offense: Init +5, Pistol +7 (Ranged,
Equipment: Bulletproof vest (+4 Toughness vs. Ballistic),
Damage 3), Rifle +7 (Ranged, Multiattack Damage 5),
heavy pistol, cell phone. Advantages: Benefit 5 (Millionaire,
Unarmed +7 (Close, Damage 2). Defenses: Dodge 7, Parry
Status: Crime Lord), Connected, Equipment 3, Well-
7, Fortitude 6, Toughness 5 (1 without armor), Will 5. Totals:
informed. Skills: Expertise: Criminal 8 (+11), Expertise:
Abilities 18 + Powers 0 + Advantages 7 + Skills 15 + Defenses
Streetwise 6 (+9), Expertise: Current Events 2 (+5), Intimidation
19 = Total 59 points.
6 (+10), Perception 2 (+4), Persuasion 4 (+8), Ranged Combat:
Pistols 4 (+4). Offense: Init +1, Unarmed +2 (Close, Damage
SOLDIER, ELITE PL7 . MR5 0), Heavy Pistol +4 (Ranged, Damage 4). Defense: Dodge 3,
STR 3 STA 1 AGL 1 DEX 1 FGT 5 INT 0 AWE 0 PRE
Parry 3, Fort 3, Tou 5/1, Will 5. Totals: Abilities 26 + Powers
0 Equipment: Body Armor (Protection 4), Assault Rifle 0 + Advantages 10 + Skills 16 + Defenses 8 = Total 60 points.
(Ranged Multiattack Damage 5), Heavy Pistol (Ranged
Damage 4). Advantages: Equipment 6, Improved Initiative. Sitting on top of the criminal underworld are the bosses
Skills: Athletics 4 (+7), Close Combat: Unarmed 4 (+9), — mob lords, mafia dons, yakuza oyabun, and triad
Expertise: Soldier 8 (+8), Intimidation 4 (+4), Perception 6 dragons, among other—who command legions of
(+6), Ranged Combat: Guns 8 (+9). Offense: Init +5, Pistol specialized criminals and civilian assets. These are men
+9 (Ranged, Damage 3), Rifle +9 (Ranged, Multiattack and women who’ve come up through the ranks and now
Damage 5), Unarmed +9 (Close, Damage 3). Defenses:
run the show. Physically a boss is no match for a hero,
but their connec- tions, resources, and knowledge of
the underworld can be problematic. The boss presented
here is a fairly small fish, who presents an organizational
threat and likely con- trols a large swath of territory
UNDERWORLD within a city; Gamemasters should make any changes
needed to increase the crime lord’s power and influence
The criminal scum of the city’s underworld comes in for the series.
many different varieties, from run-of-the-mill street
criminals and gangs to organized crime bosses and The Crime Lord archetype, presented earlier,
their lieutenants, guards, and professional killers. Their represents the ultimate evolution of the boss.
backgrounds may vary, as well as their allegiances to a PL2 . MR3
CRIMINAL
particular mob, syndicate, or gang, but the following ar-
chetypes provide the major types of criminals heroes
STR 1 STA 0 AGL 2 DEX 1 FGT 1 INT 1 AWE 0 PRE 1
are likely to encounter in their nightly patrols and
Equipment: Leather jacket (+1 Toughness), pistol (Ranged
ongoing investigations. Damage 3), knife, cell phone. Advantages: Equipment 2.
Skills: Athletics 4 (+5), Expertise: Choose One 4 (+5),
Criminals aren’t limited to the archetypes presented
Expertise: Streetwise 4 (+5), Expertise: Current Events 2 (+3),
here. Boss’s often recruit various Bystanders, such as Perception 4 (+4), Stealth 6 (+8), Technology 4 (+5), Vehicles 4
politicians and journalists, for their exclusive access and (+5). Offense: Init +2, Unarmed +1 (Close, Damage 1), Knife +1
influence. Cities rife with corruption likely have many (Close, Damage 2,Crit. 19-20), Pistol +1 (Ranged, Damage 3).
Public Servants on the local Crime Lord’s payroll. Espe- Defense: Dodge 3, Parry 3, Fort 2,Tou 1/0, Will 0. Totals:
Abilities 14 + Powers 0 + Advantages 2 + Skills 16 + Defenses 5
cially powerful criminals may hire Soldiers or buy exotic = Total 37 points.
Animals to guard their fortified estates, or even hire a
Mad Scientist to provide them with Monsters This archetype represents run-of-the-mill career criminals.
Gamemasters should shuffle the criminal’s skill ranks
around to specialize as needed.
1 DELUXE GAME MASTER’S GUIDE
CHAPTER 3: ARCHETYPES
PL3 . MR3
CROOK HIRED KILLER PL6 . MR5
STR 2 STA 2 AGL 1 DEX 1 FGT 2 INT 0 AWE 0 PRE -1 STR 2 STA 2 AGL 2 DEX 4 FGT 5 INT 1 AWE 1 PRE 1
Equipment: Leather jacket (+1Toughness), pistol (Ranged Equipment: Garrote (Chokehold and Improved Hold
Damage 3), cellphone. Advantages: Equipment 2. Skills: advantages), Sniper rifle (Ranged Damage 5,Improved Critical).
Athletics 4 (+6), Expertise: Choose One 4 (+4), Expertise: Criminal Advantages: Improved Aim, Equipment 3. Skills: Deception
2 (+2), Expertise: Streetwise 4 (+4), Expertise: Current Events 2 6 (+7), Expertise: Criminal 6 (+7), Perception 5 (+6), Ranged
(+2), Intimidation 4 (+3), Stealth 2 (+3), Vehicles 4 (+5). Offense: Combat: Guns 3 (+7), Stealth 8 (+10). Offense: Init +2, Rifle +7
Init +1, Unarmed +2 (Close, Damage 2), Pistol +1 (Ranged, (Ranged, Damage 5, Crit. 19-20), Unarmed +5 (Close, Damage
Damage 3). Defense: Dodge 2, Parry 2, Fort 4,Tou 3/2, Will 0. 2). Defenses: Dodge 9, Parry 9, Fortitude 5, Toughness 2, Will
Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 13 + 7. Totals: Abilities 36 + Powers 0 + Advantages 4 + Skills 14 +
Defenses 3 = Total 32 points. Defenses 20 = Total 74 points.
Crooks can be used as muggers, gangsters, gang The hired killer is tasked with removing obstacles from
members, and henchmen for supervillains. They rely on her employer’s path, usually with a high-range sniper
muscle. This stablock can also be used as any type of rifle, although some prefer bombs, poisons, or other
hired muscle from a bodyguard to security guards. means. This archetype is suitable for a skilled contract
GANG LEADER PL2 . MR3 killer, mob trigger-man, terrorist sniper, or the like. For
truly world- class killers, see the Assassin villain
archetype.
STR 1 STA 0 AGL 2 DEX 1 FGT 1 INT 1 AWE 0 PRE 1
Equipment: Leather jacket (+1 Toughness), pistol (Ranged
Damage 3), knife, cell phone. Advantages: Equipment 2.
Skills: Athletics 4 (+5), Deception 4 (+5), Expertise: Choose
One 4 (+5), Expertise: Streetwise 4 (+5), Expertise: Current
Events 2 (+3), Perception 4 (+4), Stealth 6 (+8), Technology
4 (+5), Vehicles 4 (+5). Offense: Init +2, Unarmed +1 (Close,
Damage 1), Knife +1 (Close, Damage 2, Crit. 19-20), Pistol +1
(Ranged, Damage 3). Defense: Dodge 3, Parry 3, Fort 2, Tou
1/0, Will 0. Totals: Abilities 14 + Powers 0 + Advantages 2 +
Skills 18 + Defenses 5 = Total 39 points.
ZOMBIES
Zombies are typically animated human corpses given a
semblance of life through magic or sometimes by scien-
tific means (exposure to a disease or toxic waste, for
ex- ample). They’re a common threat on their own in
hordes as well as serving as minions of necromantic
villains.
The following zombie archetypes are all based on
humans. You can easily create other kinds of zombies
and undead creatures by taking another archetype,
removing its Stami- na rank and applying Immunity to
Fortitude Effects and suf- ficient Protection to make up for
its lost Stamina in terms of Toughness defense. This way
you can make zombie animals or zombie dinosaurs, or
you can create intelligent undead that retain their various
advantages, skills, and equipment, such as zombie
soldiers or undead cultists risen from the grave to follow
their sorcerous master.
TEMPLATES
Minions are flexible and readily-available opponents
for your adventures, but don’t always fit your exact
needs. To make quick adjustments, apply one of the
following tem- plates to change a minion’s statistics and
abilities on the fly to create new kinds of opponents. For
example, adding the Flying template to a Lion creates
the griffon of Greek mythology.
Each template includes a PL adjustment to help you
de- termine how dangerous your new creation will be,
Aquatic minions are perfectly adapted to an underwater Mystical minions are creatures of magic who can fade
environment, where many superheroes have a distinct from sight and step great distances through shadows,
disadvantage. They may represent a mystical underwa- mirrors, or other mystically-themed mediums. Most
ter race like Lemurians or merfolk, or be minions of also possess a magical-themed Affliction, Damage, or
more powerful aquatic villains who provide them with Move Object effect in addition to the two spells listed
technol- ogy, magic, or gene therapy to adapt them to here, with ranks appropriate to the PL.
the sea. ROBOTIC TEMPLATE • 20 POINTS
STIAL TEMPLATE • 22 POINTS PL Adjustment +0
PL Adjustment +2 Statistic Adjustments Immunity 30 (Fortitude effects)
4, Ranged Attack 2, Senses 2 (Acute Smell, Low-Light
Special:Vision),
RemoveSpeed 2 (8 MPH)STA score. Replace Toughness defense with equal ranks in Protection
the creature’s
Adjustments Close Damage +4, Ranged Attack +2, Fortitude +4, Toughness +4 Combat Adjustments None
Bestial minions possess phenomenal strength and dura- Mad scientists may construct robotic versions of
bility, able to rend opponents with their bare hands, but common minions or animals, while aliens may hunt
also possessing keen senses and reflexes. They may rep- alongside mechanical animals, and museums or movie
resent mythical animal-human hybrids like a minotaur, sets may feature lifelike robotic dinosaurs.
ZOMBIE
gene-spliced soldiers, or powerful alien beasts.
TEMPLATE • COST VARIES
ELITE TEMPLATE • 16 POINTS PL Adjustment +0
Statistic Adjustments No Stamina,
PL Adjustment +1 Intellect, or Presence Powers: Immunity 30 (Fortitude effects)
Adjustments STR +1, STA +1, AGL +1, DEX +1, FGT +1, INT +1, AWE +1, PRE +1 Combat Adjustments none
djustments Increase all skill modifiers, attack modifiers, and defenses by +1