here's to crime: a guide to capers and heists
STR 3 STA 1 AGL 2 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Powers: Movement 1 (Slithering), Protection 2, Senses 2Lion PL6 MR4 (Infravision, Acute Smell). writing a believable 1940s setting crime fiction lover. Offense: Init +5, Pistol +9 (Ranged, Damage 3), Rifle +9(Ranged, Multiattack Damage 5), Unarmed +9 (Close, Damage 3).Defenses: Dodge 9, Parry 9, Fortitude 6, Toughness 5 (1 withoutarmor), Will 6. It attacks by en- 2). Once released, it becomes almost impossible ficient to create world-threatening natural disasters. A Nemesis may be limited to onefrom too many different subjects can quickly become foe at a time (the default and common limitation of theoverwhelmed by inherent weaknesses. Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3/1 (without Defensive Roll), Will 4. Even in the case of a doppelgangerPerhaps the villain has a possessing superior knowledge, the formerform of mental mimicry method usually works. Coincidentally, the hazards might also screen the lair frommight need the creative genius of its original maker, or things like sensors or certain superhuman powers.someone equally skilled in robotics, the brainwave pat-terns of living humans on which to base new neural ma- Caperstrices, rare earth elements, special technology, or the like.This gives the Robot something to acquire and the heroes Adventures involving the Robot may include the following:something to guard, or recover if the Robot manages toget its artificial hands on it. This makes the Mimic a sort. It attacks like a wild animal, relying on itsmuch more. inga chemical compound that induces madness. The archetype also serves forlarge alligators, including ones sometimes encountered STR 4 STA 4 AGL 1 DEX 4 FGT 2 INT 4 AWE 1 PRE 3in city sewers in the comic books. Shrinking 2 (Permanent, Innate). Just when the heroes have won and think themore experienced or established heroes, leading to a universe is saved, the Overlord reveals it was all a largergroup of novices coming together to help them (and per- scheme to get the bigger threat out of the way and securehaps avenge and replace them, if the Overlord has killed power!the captives or rendered them powerless). Bear PL6 MR3All animals have certain game traits in common: they havean Intellect rank of 5 or 4 (any creature with a higher In- STR 8 STA 4 AGL 1 DEX 0 FGT 3 INT 4 AWE 1 PRE 2tellect isnt a normal animal). Of all the various Mimics, this one has the leasttimes abilities, skills, advantages, and other traits as well. Defenses: Dodge 4, Parry 6,the minions of monster-makers who have resurrected them Fortitude 12, Toughness 14, Will 6. Cunning Action. Characters134 Chapter 3: ArchetypesMutants & Masterminds Game Masters Guideuse Athletics to ride horses, unless the GM wishes to re- Rat PL3 MR1quire an Expertise: Riding skill. The villains powersmight also be dependent on a se- In the case of a player character, this canrum or other source. dead animals by adding Immunity 30 (Fortitude Effects) and removing the animals Stamina rank.This section offers a variety of ready-made minion arche-types suitable for use with different villains, power levels, Please note that all modifiers for Growth and Shrinkingand adventures. I LOVE THIS ADVENTURE!. the Vampires victim, unless a player is particularly willing to play the role. Buy Here's to Crime on the DMs Guild Why did you write it? ness the same).Evil Ninja Ultimate FighterBlack-clad ninja have been staples of the comic books for The Ultimate Fighter is all about the art in martial art-decades. You can use the and sheer bulk rather than quickness, although he is of-fighting styles mentioned in Chapter 6 as templates for ten far quicker than most expect. Totals: Abilities 14 + Powers 18 + Ninja Novice PL3 MR4 Advantages 0 + Skills 3 + Defenses 8 = Total 15 points. | Skills: Criminal PL2 MR3 Athletics 2 (+5), Expertise: Bodyguard 6 (+6), Intimidation 4 (+5), Perception 6 (+8), Ranged Combat: Guns 4 (+5). Powers: Affliction 8 (Resisted by Will; Dazed, Stunned, Controlled), Strength-based Damage 3 (Claws), Flight 2 (8 MPH; Stegosaurus PL9 MR4 Wings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fire Damage, Poison, Disease), Morph 1 (Human guise), Impervious STR 11 STA 8 AGL 0 DEX 2 FGT 6 INT 5 AWE 2 PRE 0 Protection 5, Senses 2 (Darkvision). On the other hand, theaction. Initially, the villain is likely to rely on surprise and a Power Attack to inflict the maximum damage. Advantages: 2, Parry 2, Fort 4, Tou 3/2, Will 0. in the night, slowly drinking her blood and beginning her transformation into a vampire like him. Totals: Abilities 24 + Powers 47 +Advantages 1 + Skills 0 + Defenses 0 = Total 24 points.Skeletons are essentially fleshless zombies, faster and Zombie (Template) 0 pointsmore agile because of it, and even more resistant to vari-ous forms of harm. Offense: Init +0, Unarmed +4 (Close, Damage 3. SovereigntyThe Overlords plans for the heroes might involve morethan just getting them out of the way. wdupload folder. The Vampire usually vampire as well!prefers getting a single victim alone, using Fascinate inpreparation for a bite attack (with a fair grab bonus for This scenario works best with a non-player character asholding an ordinary human victim immobile). Advantages: Benefit 5 (Millionaire, Status: Crime Lord), Connected, Equipment 3, Well-informed. Some Robots are alien in origin, but most Evil Computercome from well-intentioned human experimentationgone awry. The archetype is set at PL 15 to allow for Power Mimictargeted offensive traits (like Damage) of up to rank 20,given a +10 attack bonus. pictures wikihow. The Startle advan- tage provides additional op- portunities to catch foes vulner- able. nanotech, etc.). Targets Immune to Fortitude ef- Defenses 8 = Total 31 points.fects or with any rank of Impervious Toughness can ignorethe swarms attack. Apply the Removable modifier to the archetypessome are already rulers of their own small nations! Offense: Init +5, Pistol +7 (Ranged,The archetypes equipment represents just their essen- Damage 3), Rifle +7 (Ranged, Multiattack Damage 5),tial weapons and armor. This card allows the characters to easily escape an encounter that would likely reveal them. Oh boy, did he nail it! Overlords tend to have extensive cal or projecting a high-tech force field), a helmet, and soheadquarters; they may be wealthy business tycoons, and forth. Offense: Init +0, Unarmed +4 Skills: Expertise: Current Events 2 (+6), Expertise: Pop Culture 2 (Close, Damage 12). Offense: Init +1, Bite +3 changing the ninjas overall power level. With the material in this chapter, you have potentially endless villainous schemes tochallenge the heroes in your game!Conquest The world will soon be mine!The goal of many a master villain is to conquer and rule the world (or even the galaxy or universe, for the truly ambi-tious). global; us; ch; se; dk; no; nl; be; uk; de; fr; fi; it; at; es; pt; pl; ie; gr; cz; tr; ae; ca; jp; kr . tion or more light-sensitive eyes).Themes Living Vampires may revel in their new condition or, more commonly, seek a cure for it. While the Savage is often a human trans- formed by science or sorcery, it may also be a natural creature, perhaps an alien that resembles a humanoid beast or a member of a super-evolved race of beast-men. They deal with serious criminal Weapon 4 (+5), Technology 2 (+4), Vehicles 4 (+5). Offense: Init STR 5 STA 2 AGL 3 DEX 1 FGT 4 INT 4 AWE 1 PRE 0 +2, Attack +3 (Close, Damage 3). The otheruse of plot refers to the plans developed by villains, ranging from a simple heist or revenge scheme to a complex plotto take over the world!Villainous plots are often the driving force behind an adventure. Toughness 2, Will 5. 111 min This is just a villain doing his homework, unless to try and convince foes to look the other way, distractingyou truly didnt take a Sense effect into account and do them long enough for a getaway.not want to let the hero spoil things by revealing the vil-lain prematurely, in which case a hero point award for the If that doesnt work, then ideally the villain prefers to getplayer is fair. I couldnt recommend this guide enough.. This experimenting with his own work, the creature will turnleads to a slow transformation of the victim into a similar out to be his lovely wife or daughter, either the victim ofhybrid creature. Offense: Init +7, Sword +6 (Close, Damage 4), Shuriken +9 (Ranged, Multiattack Damage 1), Unarmed +6 (Damage 1). of super-hypnosis. The Invasion Force Biochemical agents placed in food, water, or even in the air. Advantages: Improved Grab. Skills: Athletics Persuasion 4 (+8), Ranged Combat: Pistols 4 (+4). 140 min I actually wrote this for my home game! Offense: color, with massive builds and dark eyes. or transmogrification. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. After a numberor manor house. Defenses: Dodge 2, Parry 3, Thugs can be used as muggers, gangsters, gang mem- Fortitude 5, Toughness 3, Will 1. Defenses: Dodge 2, Parry 2, Fortitude 4, ToughnessFortitude 8, Toughness 8, Will 3. The supplement guides the characters through planning and the creation of their scheme. 19-20), grave to follow their sorcerous master. For example, a unleashed. Below is a high-level view. The villain tends to stay in the shadows, striking formation. Theproviding it with Immu- Illusionist is a type of Mastermind focused on deception,nityLife Support at a controlling victims perceptions, and therefore their real-minimum, perhaps even ity. The Mystic Passage spell of the archetypes Magic array is sufficient to permit theRituals are a Sorcerers doomsday machines and infernal Sorcerer to go virtually anywhere in the blink of an eye,devices; defeating an evil Sorcerer is often a matter of pre- although limited to places the villain knows fairly well.venting the villain from acquiring the necessary elementsfor a ritual, or stopping a ritual before it is complete and This power allows the villain to escape earlier confronta-unleashes whatever corrupt magical powers the villain tions with the heroes leading up to the final encounter,wishes to call upon. You can create larger 6 = Total 34 points. Eventually, the Mimic will have copiedtheir individual subjects cannot. The crushing blow comes whenThe hero starts having personal trouble, first with close the characters learn that a close friend and confidant offriends and associates who are upset about things they the team has betrayed them, revealing all their secrets tosay the hero has done, but which he cant recall. Defenses: Dodge 7, Parry 7, Fortitude 5, Toughness 3/1 (without Defensive Roll), Will 5. DemonicSome Sorcerers are ancient menaces, their lives unnatu- Sorcerers are often vulnerable to certain holy rituals andrally sustained by their sinister arts. Advantages: Defensive Roll 2, Equipment 2, Improved Initiative. Rex is the mostwhere the giant reptiles still thrive or end up stranded in aggressive predator of its type. Defenses: Dodge 9, Parry 9, Fortitude 5, Toughness 2, Will just get away. fore it is too late.Techniques of villainous mind control vary, but the key ele- Invasionment in nearly all of them is a mode of transmissionget-ting the effect to reach every person in the world. Skills: Athletics 3 (+5), Expertise: Current Events 2 (+2), Expertise: Streetwise 4 (+4), Expertise: Police Officer 5 (+5), Expertise: TacticsGovernment Agent PL4 MR5 5 (+5), Intimidation 4 (+5), Perception 2 (+3), Ranged Combat: Submachine Gun 4 (+6), Stealth 4 (+6), Treatment 3 (+3). Offense: Init +0, Unarmed ence ranks to the archetype). 19-20), Pistol +1 (Ranged, Damage 3). Eventually, it comes down to a confrontationheroes learn of the Vampires quest for the artifact when at the artifacts resting place, where the heroes have toan archeologist or renowned collector of ancient manu- keep it out of the wrong hands and ensure it remainsscripts turns up missing or dead, and drained of blood. | Cookie swarms? Totals: Abilities 6 + Powers 13 + Advantages 0 + Skills 4 +Vision and Scent, are common for many animals. 131 min Of course, like any good caper, it's set in Las Vegas. This could be a subliminal signal or some sort fun out of it. Their back-grounds may vary, as well as their allegiances to thisparticular mob, syndicate, or gang, but the following ar-chetypes provide the major types of criminals heroes arelikely to encounter in their nightly patrols and ongoinginvestigations.Bodyguard PL4 MR4 STR 3 STA 2 AGL 1 DEX 1 FGT 4 INT 0 AWE 2 PRE 1 masters should make any changes needed to increase the Equipment: Brass knuckles (Strength-based Damage 1), crime lords power and influence for the series. Right now Im running a Viking themed game, where my players are questing to kill the Norns to break a cycle of predestination and fate, so they can stop Ragnarok. It might be and equivalent to a whole battalion of conventional psychic or due to some physical agent (biochemical, troops! It might roes have to locate the secret school and break it up, allbe staged by aliens looking to recruit the Earths best fight- the while dealing with the Shadow Sensei and the lat-ers. And it's called . Now the heroes are left in the clutchescases, he has a clear-cut alibi, being away on a mission or of the villains deathtrap while their foes go on an unre-the like. Totals: Abilities 14 + Powers 0 +archetype works just as well for them (add the Attractive Advantages 2 + Skills 16 + Defenses 5 = Total 37 points.advantageor notas you prefer). Perhaps the organizers of the bout are of- est bidders. Proficiency in Martial Weapons Needs More Nuance. New comments cannot be posted and votes cannot be cast. This can range fromstaged crimes to phony testsfor scientific research or exhi-bitions for charity or the like.The more the villain learns, themore effective he becomes, untilthe time is ripe to confront theheroes and defeat them withtheir own abilities!The Bad With the GoodA common complication forMimics is a tendency to ac-quire their subjects weak-nesses along with theirstrengths. The already-powerful villaindo exactly as they are told, or the prisoners will be tor- displays massive and previously unknown levels of power,mented in a hellish netherworld for eternity. The en-The Savage is involved in a series of thefts of scientific tity they worship has a half-human, half-beast avatar thatequipment and supplies, just like in The Cure bit, perhaps sounds very much like the Savage. Similarly, an video-game-obsessed Psycho could place the heroes in deathtrapsbased around various classic arcade games.Psycho deathtraps also tend to come into playwhen dealing with the villains other victims; thesnares are intended for particular targets who arent thecrime-fighters! If tainting a reservoir or processing plant) or even in the airthe final confrontation takes place somewhere potentially over the city via balloon or plane.dangerous (in a factory, atop a moving train, etc. These minions include all sorts of monsters: animated statues and suits of armor, demons of all shapes and sizes, dragons, goblins, ghosts, and un- dead such as skeletons and zombies. | Offense: Init 4 (+5), Deception 4 (+5), Expertise: Choose One 4 (+5), +1, Unarmed +2 (Close, Damage 0), Heavy Pistol +4 (Ranged, Expertise: Streetwise 4 (+5), Expertise: Current Events 2 (+3), Damage 4). Defenses: Dodge 6, Parry 6, STR 1 STA 2 AGL 1 DEX 1 FGT 3 INT 0 AWE 1 PRE 0 Fortitude , Toughness 10, Will 6. 109 min NowAn underground freestyle, no-holds-barred martial arts they are all that can stop the villain from becoming thecompetition is held at a particular place and time each ultimate assassin!year, and the best unarmed fighters in the world are invit-ed to attend and fight each other for the prize of being de- School of Shadowsclared the greatest combatant in the world. Robotic brutessame, although the Robot may have different skills, such tend to be lieutenants or minions rather than master vil-as Expertise: Magic in place of Technology, for example. The victims are generally kept alive and dable foe.unconscious, either to feed memories and life force to theduplicates, or as a back-up in case a new duplicate needsto be made. In 2020, Hipsters & Dragons was featured in the mainstream UK media, talking about D&D. Now Butterbean and her fellow pets have to come up with a grand plan to support themselves in case Mrs. Food is unable to keep taking care of them. Lost Features: resistances, regeneration, vampire weaknesses, claws, bite. Planning sessions can devolve into tedium, and the caper itself can feel like a normal dungeon crawl, without twists or surprises. (Fortitude DC 13). This archetype represents the African elephant. Powers: Extra Limbs 4 (Vines), Growth 9 (Permanent, Innate).Skills: Perception 4 (+5), Ranged Combat: Fiery Breath 6 (+6). Most players hate to feel like they are wasting their action when it comes to taking the disengage action to retreat. This can lead to super-powered Savages The Savages tactics tend to be as its name implies: di-able to shoot flames, control minds, bounce bullets, and rect and brutal. | where within the area.For a classic hero vs. hero conflict, the Mastermind A Dream-Master villain is exerting his influence, which ismight control another team of heroes. The appearance may be strictly cosmeticwith the character having just the traits listed for the archetypeor it may include certain ad- ditional traits. EvidenceKingdom of the Beast points to the Savages transformation being deliberately arranged and triggered by a secret mystical cult. Natural competitors, Ultimate Fightermedieval Japan, or a more modern interpretation of their types test their skills in the crucible of the fighting ringlegend. Alternately, the character might bemay also have lesser ninja as minions (see the Minion Ar- a reluctant warrior, masterfully trained but seeking peace,chetypes for details). You mayand personal relationships, given the oppor- wish to combine the traits for this archetypetunity. emies with a showy and involved death, placing them in deathtraps that allow the villain time to gloat and explainA Meta-Supremacist may be a heartless andarrogant conqueror, considering ordinary their glorious plans to the only ones truly able to appre-humans little more than cattle, but some see ciate them before the end. The typi- tra effort to develop other power stunts, perhaps includ-cal Puppeteer has Mind Control powers of some sort, of- ing a devastating Area Damage effect resisted by Will orten far-reaching. Skills:internal matters. Skills:Powers: Shrinking 8 (Permanent, Innate), Senses 1 (Low-Light Close Combat: Unarmed 4 (+7), Perception 6 (+8). Advantages: Defensive Roll. Not overly bright, toughs Advantages: Improved Aim, Equipment 3. 2 Art: Equipment based on art supplies (paints, brushes, canvases, etc.) Name IdeasThemes Doppelganger, Effigy, Everyman, False-While the typical Master of Face, Imitator, Incognito, Manikin, Mr.Disguise is fairly low-powered, Nobody, Nemo (meaning no one)you can create a more formida-ble version by applying the Mim- Classic Bitsic or Shapeshift powers, allowingthe villain to copy others physical traits as The following are some classic bitswell as appearance. 95 min Advantages: Improved Grab. The heroes need to rescue the kidnap victim, which only enrages the creature.Finding the cure may be the end of the Savage, but thereis always the possibility of the transformation happening Fortunately, true danger to the victim may cause the Sav-again; perhaps the cure is only temporary, or circumstances age to relent and even surrender or sacrifice itself. ticularly if they can read opponents minds to learn theirThe Brain may exult in its deepest fears and desires. For example, a villain who Revenge-obsessed Psychos tend to want more than justsnaps over an international crossword puzzle competition to kill the target of their revenge; they want their ven-or the like might become Mr. From now through March 13th, this title has been marked down by up to 30%! Trade out appropriate Knowledge skillstemplates for similar types of characters in other situations. Offense: Init +1, Bite +2 (Close, Damage This archetype represents most horses. This might be times in the past).a particular origin for super-powers in the setting, such asmutants, psychics, or mystics, or a general belief that super- Deathtrapshumans are clearly better than ordinary peopleand should guide human society by right of their Overlords are particularly given to rewarding their en-powers. They can also represent various 3, Fortitude 3, Toughness 5 (1 without armor), Will 2. I [Art] Official poster for the new Dungeons & Dragons Tell me your DM hates you without telling me your DM [OC][Art] Drew my bunny as a D&D character! Capture the energy and mood of our favorite heist movies with this special rules supplement, which is strongly informed by the new classic RPG "Blades in the Dark", by John Harper and Evil Hat Productions. The good guys have to deal with the thralls or prove their own innocence while also track-Adventures involving the Mastermind may include the ing down the Mastermind and putting the kibosh on hisfollowing: scheme.Mind Over Matters Perchance to DreamThe Mastermind has come up with a way of expanding his A strange sleeping sickness is spreading rapidly throughMind Control power, granting it enough area to blanket a the city and surrounding area: people are falling asleephuge area like a city, nation, or even the entire world! is valorant down. | The following zombie archetypes are all based on humans.Street Informant PL2 MR3 You can easily create other kinds of zombies and undead creatures by taking another archetype, removing its Stami- STR 0 STA 0 AGL 1 DEX 1 FGT 1 INT 1 AWE 1 PRE 1 na rank and applying Immunity to Fortitude Effects and suf- Equipment: Leather jacket (+1 Toughness), knife, light pistol, ficient Protection to make up for its lost Stamina in terms of cell phone. The Mind Flayer! Offense: Init +1, Attack +2 (Close, Damage 4). The "Oxventurers" are: One of the early defining heist films was The Asphalt Jungle (1950), which Film Genre 2000 wrote "almost single-handedly popularized the genre for mainstream cinema". innocent people and what to do with them once they have.Savage Like the Brute, the Savage is often a tragic figure, Chapter 3: Archetypes a hybrid of man and beast. Skills: Athletics , Toughness 10, Will . So characters might run into things like explodingEaster eggs or hallucination-inducing fear toxins as theytry to protect people from a rampaging Psycho.MinionsPsychos tend to have at least a few minions around to dothe heavy lifting and run interference if necessary. Per-following: haps the Martial Artists first step is to wipe out the scrolls guardians so they cannot stand in his way. Powers: Strength-based Damage 1 (Bite), Growth 10 (Permanent, Innate), Protection 2, Senses 4 (Low-light Vision,Dinosaurs Acute Smell, Track, Ultra-hearing). With minor illusion you can create a barrier of your chosen type, then retreat. It turns out the villain is kidnapping people involved withTactics his or her particular obsession and getting them all to- gether for a crazy dream dinner party wherein the Psy-Psychos tend to be cat-and-mouse opponents. city or world to fall under the fiends control. Others are more con- relics.temporary, but no less powerful or dangerous, havingbargained with powers beyond human ken for mystical Necromancerforces no mortal was meant to wield. Perhaps the entire exercise is an effort to get the heroes to do just that, forcing them to violate interna-Of course, the Overlord is looking for just the right mo- tional law and become vigilantes while the Overlord re-ment to double-cross the heroes, either betraying them veals the foe they think they captured and punished wasto their common foe in exchange for some consider- nothing but a decoy or doppelganger. Defense: Dodge 2, Parry 4, Fort 4, Tou 6/2, Will 2. quadrupeds such as cats or dogs. They are known Init +1, Claws +5 (Close, Damage 3). Joining the 50,000 gamers that read Hipsters & Dragons each month is as easy as looting a kobold's corpse. PAO: OK, so if meet-cute is not your thing, then we have a heist/rollicking caper, but it does have some romance in it. Some mind-control media include: once through a massive invasion. Here are some of history's greatest heists. Defenses: Dodge 6, Snake, Viper PL4 MR3 Parry 6, Fortitude 6, Toughness 6, Will 3. Larger simians have fewer STR 12 STA 12 AGL 2 DEX 0 FGT 4 INT 4 AWE 1 PRE 4ranks in Shrinking and correspondingly greater Str. Defenses: Dodge 8, Parry 6, Fortitude 5, 3, Senses 3 (Low-light Vision, Acute Smell, Ultra-hearing). Some have modifiers Alternate Resistance and Progressive to repre-If one or more of the heroes are martial-arts experts, then sent attacks that work on a targets chi or life force. Based on one of the most popular video games ever made, director Andrzej Bartkowiak's "Doom" follows a band of futuristic space marines fighting off a horde of creatures that have infested a research colony on Mars.. Per-most of allsunlight. Heroes who fall asleep are trapped in a night-knowledge; they only learn about the incident when the mare world where they must find a way to save peopleauthorities come knocking on their headquarters with from the villains vampire-like drain on their mental en-some questions the want answered! Offense: Init +0, Attack +6 (Close,Offense: Init +0, Bite and Claw +6 (Close, Damage 12), Fiery Damage 9). STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 2 AWE 2 PRE 1 Advantages: Connected, Equipment 2. Skills: Perception 6 (+7). Not all demons are created 5. Totals: Abilities 0 + Powers 0 + Advantages 2 + Skills 6 +world, the sort a supervillain or other criminal might take Defenses 4 = Total 12 points.hostage or otherwise endanger. Usually standing well over seven feet Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4 in height, these demons are typically a rotted green in (+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). It can be best to either encourage the player toIn addition to looking like take on both roles and play them equally,other people, the Master of or for the GM to temporarily take controlDisguise has sufficient ranks of the players character, just the same asof Mind Reading to think like if the hero were otherwise under a villainsthem as well. It also creates unusualalliances as some villains oppose the heroes plansthey dont want the competition! Offense: Init +1, Pistol +5 (Ranged, Damagemecha. Planning sessions can devolve into tedium, and the caper itself feels like a normal dungeon crawl, without any twists or surprises. Permanent Teleportation Circles: How Do They Work? Advantages: Close Attack 2, Equipment 4.ordinary human beings can handle. Name Ideas Generally something based on the Savages animalistic associations (Ophidian for a snake- man, for example, or Mako for a shark sav- age) or a general description of the villains beast-like nature: Feral, Primeval, Atavist, Fierce, Rabid, and so forth.124Mutants & Masterminds Game Masters Guide Animal Typesd20 Animal (Additional Traits) 1 Ant: Str +2, Sta +2, Movement 2 (Wall-Crawling 2) +12 points 2 Ape: Protection 3, Movement 1 (Swinging) +5 points 3 Bat: Agl +2, Flight 2, Senses 3 (Accurate Radius Hearing) +11 points 4 Bear: Str +1, Sta +1, Protection 2; +6 points 5 Cat: Agl +2, Movement 1 (Slow Fall) +6 points 6 Chameleon: Concealment 4 (Visual, Blending), Movement 1 (Wall-Crawling) +6 points 7 Cheetah: Agl +2, Speed +2 +6 points 8 Crocodile: Str +2, Sta +2, Movement 1 (Environmental Adaptation: Aquatic), Protection 2, Swimming 1 +13 points 9 Dog/Wolf: Agl +1 +2 points10 Earthworm: Burrowing 2, Regrowth on Regeneration, Senses 3 (Accurate Radius Touch) +6 points11 Electric Eel: Damage 4 (electricity, Reaction), Immunity 1 (Drowning), Movement 1 (Environmental Adaptation: Aquatic), Swimming 2 +21 points12 Elephant: Str +4, Sta +4, Protection 4 +20 points13 Fly: Agl +2, Enhanced Advantages 2 (Improved Initiative, Seize Initiative), Flight 2, Senses 1 (Radius Vision) 11 points14 Hawk: Agl +1, Flight 3 (Wings), Senses 1 (Extended Vision); Perception +2 +7 points15 Monkey: Agl +2, Movement 1 (Swinging); Acrobatics +4; +8 points16 Octopus/Squid: Str +2, Concealment Attack 4 (ink, Visual, Cloud Area, Limited to underwater), Extra Limbs 7, Immunity 2 (Drowning, Pressure), Movement 1 (Environmental Adaptation: Aquatic), Protection 4, Swimming 3 +30 points17 Shark: Agl +1, Sta +1, Immunity 1 (Drowning), Movement 1 (Environmental Adaptation: Aquatic), Protection 3, Swimming 2 +12 points18 Snake: Agl +2, Enhanced Advantages 2 (Improved Grab, Improved Hold), Movement 1 (Slithering), Protection 2 +10 points19 Spider: Str +2, Sta +2, Movement 3 (Swinging, Wall-Crawling 2), Senses 3 (Accurate Radius Touch), Web (Ranged Cumulative Affliction 6; Resisted by Dodge; Hindered and Vulnerable, Immobilized and Defenseless; Extra Condition, Limited Degree) +35 points20 Whale: Str +6, Sta +2, Movement 1 (Environmental Adaptation: Aquatic), Senses 3 (Accurate Radius Hearing), Swimming 1 +22 pointsClassic Bits force the Savage to accept the transformation once again in order to, for example, save a loved one or deal with a threat.Classic bits for the Savage include the following: If the cause can be repeated or the transformation is conta- gious (see the following) then someone else could becomeThe Cure the Savage, perhaps even at the same time as the original!The Savages condition is often the result of an accident or Beauty and the Beastcurse, leaving the victim searching for a cure of some sort.This may be a scientific formula or treatment, or a magical The Savages buried humanity is often obsessed with a par-spell or talisman, but the result is the same. Ultimately, use whichever archetypes Athletics 4 (+6), Close Combat: Unarmed 3 (+7), Expertise:work best for the situation. Abilities 14 + Powers 0 + Advantages 6 + Skills 4 + Defenses 6 = Total 30 points.Robot, Colossal PL10 MR6 The green soldier is newly trained, but still quite capable, particularly with the benefits of modern weapons and ar- STR 16 STA AGL 0 DEX 0 FGT 4 INT AWE 0 PRE mor. villain. Common add-ons in- clude sensor packages providing Senses, special Move-The police chief can be a heros greatest ally or worst en- ment capabilities or Flight, and other weapons systems,emy. One of my favorite things about D&D is that its not just a generic fantasy setting, theres all these weird elements around the edges. The following elements are often associated with PsychoName Ideas villains:In addition to names based on the Psychos obsession Deathtrapsare ones referencing his or her mental condition: Cuckoo,Loon, Madman, Noose, Nutcase, Screwloose, Straitjacket, Psychos love deathtraps associated with their particular ob-and so forth. The villain might be a motif may involve acquiring a harem of thralls willingghost or spirit, an astral form, en- to do anything to please the object of their affections. Imagine a villain with a camera that re-ally does capture peoples souls, allowing him tocontrol them through their photograph!Minion MasterRather than directly controlling the heroes or their allies,the Minion Master is a Puppeteer with legions ofloyal or mind-controlled minions. Whose Those too strong or tough for such maneuvers receivemind is stronger: the heroes or the villains? Skills: Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2), STR 0 STA 0 AGL 0 DEX 0 FGT 0 INT 0 AWE 0 PRE 0 Expertise: Pop Culture 2 (+2). They have to stop the Robot fromto prevent the release of the pathogens into the general releasing the bio-weapons, without doing so acciden-environment, and steps are being taken to sterilize the fa- tally themselves. spotify premium year plan. The reporter archetype can also be used for any other type of professional by swapping out the Exper-Whale PL8 MR4 tise specialties for others. Defenses: STR 1 STA 2 AGL 4 DEX 0 FGT 0 INT 4 AWE 1 PRE 3 Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. The Construct might also be a master vil- Artifice, Galatea, Mechanix, Tin-Man, Techno, Tronixlain in its own right. STR 2 STA 2 AGL 2 DEX 0 FGT 3 INT 4 AWE 2 PRE 2 Cultists Powers: Senses 3 (Acute Smell, Low-light Vision, Tracking). The Immortal Overlord has Immunity to Aging, at theFrom beyond the stars, the Alien Overlord comes to con- least, and often Regeneration or true Immortality, mean-quer! Totals: Abilities 22 + Powers 0 + Advantages 7 +Skills 17 + Defenses 23 = Total 69 points.UnderworldThe criminal scum of the citys underworld comes inmany different varieties, from run-of-the-mill streetcriminals and gangs to organized crime bosses and theirlieutenants, guards, and professional killers. Offense: Init +0, Unarmed +0 (Close, Damage 0). Journeys Through the Radiant Citadel: Review & Ratings! STR 2 STA 1 AGL 2 DEX 1 FGT 4 INT 4 AWE 1 PRE 4 *No effective Strength due to Insubstantial effect Powers: Strength-based Damage 1, Protection 3, Senses 2 (Acute Smell, Low-light Vision), Swimming 4 (8 MPH).Rather than a single creature, this archetype is a swarm Advantages: All-out Attack, Power Attack. Totals: Abilities 22 + Powersusing cloning, or time-manipulating villains able to bring 28 + Advantages 2 + Skills 4 + Defenses 15 = Total 71 points.them from the distant past into the present. Parry 5, Fortitude 2, Toughness 2, Will 2. Defense: Dodge 4, Parry 4, Fort 4, Tou 1,designed to look like humans, while others are more clearly Will 2. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. of Hand 4 (+6) Power Loss: Requires magical rituals or talismans. The Overlords am- can just as easily be a suit of ancient magical armor orbitions are nothing less than domination over the nation, something else such as a pair of gauntlets, a belt (magi-world, even the cosmos! Some Savages revel in their condition and the power it brings, while others desperately seek a cure to restore them to normal, willing to do whatever it takes to achieve it. Skills: Close Combat: pistol, tonfa, cell phone, handcuffs. He begins to visit hertion into a vampire over the course of the final 24 hours. 1 (Athletics based on Agility). The mercenary is a heartless killer A Savage known to the heroes unexpectedly returns,who intends to make the Savage just another trophy for perhaps even after being cured in a previous adventure.his wall, unless the heroes intervene. Totals: Abilities 6 + Powers 20 + Advantages 0 + Skills 3 + Defenses 11 = Total 28 points. Some are creations of scientific experimentation gone wrong while others are the victims of mystical curses (such as ly- canthropy, the affliction that creates werewolves). Defenses: Dodge 3, Parry 3, Fortitude 3, Toughness 1, Will horses have +1 Str. Totals: Abilities 28 + Powers 0 + Athletics 4 (+5), Deception 2 (+4), Expertise: Behavioral Advantages 6 + Skills 18 + Defenses 8 = Total 60 points. | Some take a dim view of cos-tumed vigilantes getting involved in what they consider STR 2 STA 2 AGL 2 DEX 2 FGT 4 INT 0 AWE 1 PRE 1work for serious professionals, but most public servants Equipment: Submachine gun, riot gear (+4 Toughness), tonfa,appreciate the help of heroes in dealing with menaces no cell phone, handcuffs. Find out more on the DMs Guild. An instant New York Times bestseller, Unmasked by detective Paul Holes is an honest and fascinating work, equal parts true crime and memoir. Curse of Strahd! Advantages: Attractive, Powers: Strength-based Damage 1(Bite), Growth 8 (Permanent, Close Combat 4, Diehard, Fascinate (Deception). Defenses: Dodge 5, Parry 5, Powers: Growth 2 (Permanent, Innate), Protection 4, Senses Fortitude 4, Toughness 3, Will 3. crime map fort worth. programming them.Police Chief PL3 MR4 The robot minions given here are non-intelligent, only capable of carrying out specific programmed instruc- STR 0 STA 0 AGL 0 DEX 1 FGT 1 INT 2 AWE 2 PRE 3 tions and orders, such as guard this installation against Equipment: Light pistol, cell phone, handcuffs. It is really only worth defining as a power if the villain can use it during an adventure, being de- stroyed and returning multiple times. Add appropriate effects for particu- (+8), Athletics 5 (+6), Deception 4 (+4), Expertise: Ninja Lorelar types of insects, such as Flight (Winged) for flying in- 4 (+4), Intimidation 4 (+4), Perception 4 (+5), Ranged Combat:sects, Affliction or Weaken effects for venomous insects, Throwing 3 (+5), Sleight of Hand 4 (+6), Stealth 6 (+8). Some may heroes with more of a physicalcreate their own, mak- challenge.ing do with robots, uplift-ed animals, or mole-men; Capersothers need human as-sistance, often with at Adventures involvingleast a minimal amount the Mad Scientist mayof training. Typically, the Illusionist drops the Mind Control, Teleki-Immunity to Fortitude nesis, and Telekinetic Blast powers and replaces them withEffects in general. By the best-selling author of Chasing Vermeer. and trappings for members of these cults, such as arcane lore, civics, or even popular culture in place of theologyBystander PL0 MR1 and philosophy. It turns out the per-do so. The heroes not only minions, and his customers in the process.Martial ArtistWhether a rogue ninja, master of unarmed combat, or a combat skills as part of their unlife, which can create thispeerless mercenary soldier, the Martial Artist is often an type of villain. STR 0 STA 1 AGL 1 DEX 0 FGT 2 INT 3 AWE 2 PRE 4 Equipment: Bulletproof vest (+4 Toughness vs. Skills: Athletics 2 (+3), Perception 4 (+5). Holes chronicles his unparalleled career cracking cold cases and bringing serial murderers to justice, from the kidnapping of Jaycee Dugard to the 20-year manhunt for the Golden State Killer. Offense: STR 1 STA 2 AGL 1 DEX 1 FGT 3 INT 2 AWE 2 PRE 2 Init +2, Unarmed +6 (Close, Damage 2), Tonfa +6 (Close, Damage Equipment: Light pistol, camera, cell phone, computer, 3), SMG +6 (Ranged, Multiattack Damage 4). This typically means aNow, when the Tainted Mimic copies another characters Mimic specifically designed to be the ultimate opponentpowers, it has to take all of the complications related to for a wide range of foes, from a hero-fighting construct tothose powers. This rev- elation is a great element to insert into a series retroac-Of course, this is exactly what is supposed to happen, as tively; after all, so long as all the evidence is consistent,the Master of Disguise is impersonating the hero to cause theres no way for the players to know their trusted friendtrouble and provide a distraction, either for one of his own hasnt actually been a disguised supervillain for the pastschemes or for a villainous employer. Theyre not the most physi- Dodge 0, Parry 1, Fortitude , Toughness 3, Will . Totals: STR 1 STA 1 AGL 1 DEX 2 FGT 2 INT 4 AWE 1 PRE 2 Abilities 14 + Powers 15 + Advantages 0 + Skills 2 + Defenses Powers: Senses 3 (Acute Smell, Tracking, Ultra-Hearing), 6 = Total 9 points. Some Vampires have the Vampire is quite similar to the Savage archetype.Ritualist advantage, allowing them to perform magicalrituals (a good intermediate step before full-blown Mag- Queen of the Damnedic powers). I actually wrote this for my home game! sistants and minions to "get them!" A Mad Scientist with the heroes in his clutches can go on for some time about The Lab his brilliance, but catch one out in the open and he's more Defenses: Dodge 6, Parry cell phone. | Offense: Init +2, Unarmed +1 (Close, Damage 1), Knife Defenses 8 = Total 60 points. Combat: Pistol 4 (+5), Technology 4 (+5), Vehicles 4 (+5). Sorcerers commonly sum-evil entity, or some other power. This archetype suffices for most spe- cies of bear. I break a Heist into essentially a three phase mini-game. (Use a suitable earthbound headquarters froming everyone in the facility. Transform ordinary people or animals into monsters (similar to the Invasion approach) or threaten to turn A means of killing all plant life on Earth, ensuring the people to stone or some similar mystic curse. Defenses: Dodge 0, Parry 0, Fortitude and controlled by a necromancer, for example. Defenses: Dodge Tail Strike +6 (Close, Damage 12). The heroes just blunder into these traps,rather than being placed in them deliberately. focus is on stand-up comedy, and Ghost Story telling. They often seek to rule theworld as their due, given that they are the most evolvedand developed intellect, and some even wish to bestowthe same gift on the rest of humanity, turning othersChapter 3: Archetypes 107Mutants & Masterminds Game Masters GuideMastermind PL13STR STA AGL DEX FGT INT AWE PRE-1 0 0 0 0 9 8 2Powers Offense Initiative +0 Perception, Damage 6Levitation: Flight 2 (MPH) 4 points Mind Blast Perception, Affliction 8Psionic Force Field: Protection 14, Impervious 10, Sustained Mind Control Ranged, Damage 11 Telekinetic Blast +9 24 pointsPsionics: Array (26 points) Defense 9 Fortitude 10Mind Blast: Perception Ranged Damage 6, Resisted by Will, Dodge 9 Toughness 14/0* Subtle 2 26 points ParryMind Control: Perception Ranged Affliction 8 (Resisted by Will 15 *Without Protection bonus Will; Dazed, Compelled, Controlled), Subtle 2 1 point Power PointsTelekinesis: Perception Ranged Move Object 8, Subtle 2 Abilities 36 Skills 26 1 point 35Telekinetic Blast: Ranged Damage 11, Indirect 3, Subtle Powers 62 Defenses 165 1 point Advantages 6 TotalTelepathy: Mind Reading 13 1 pointPsychic Senses: Senses 4 (Danger Sense; Mental Awareness, Complications Extended 2) 4 points Disdainful: Prefers to avoid physical conflict and effort. Monsters is a catch-all category of creatures that show up as minions, ranging from hostile plant-life to fantasy crea-Deinonychus PL6 MR4 tures and giant, monstrous versions of otherwise mundane things. Perception 4 (+4), Stealth 6 (+8), Technology 4 (+5), Vehicles Totals: Abilities 26 + Powers 0 + Advantages 10 + Skills 16 + 4 (+5). like professional soldiers or ninja (see the Ninja minions on page 140 for examples). During the second phase, the characters will run the caper. session in some way. | Trained war-horses have higher Fgt or 1. This means if the he- enemies, allowing them to work their magic unhindered.roes are successful, the villain is not likely to try the same Sorcerers tend to favor broad area effects, particularlyscheme again. | Here's the first: This film opens with a voiceover by Jack Nicholson as gangster Frank Costello, introduced through tense crime scenes as "Gimme Shelter" by The Rolling Stones provides the musical . body (as described for the Evolved Mastermind), some alien villains from advanced species and civilizations haveSome Masterminds have little outward sign of their mental Mastermind qualities: an enlarged head or brain and ex-superiority, looking like ordinary people, while others have traordinary psionic powers. Personality: While she acts bluntly, she is far gentler than she would appear. One of the finest adventures on the Guild!. The rogue heroes are under the Puppeteers control, and are stealing the components for the next stage of the vil-Naturally, the sudden change of heart on the part of the lains plans: a super-science gadget or magical artifact orcity and its populace is the work of the Puppeteer, influ- ritual to massively increase Mind Control range, allowingencing key people to turn public opinion against the he- the villain to take over the city, country, or even the entireroes. ), preserved over the years. Feel free to comeup with your own mad schemes! Skills: Athletics 2 (+2), Expertise: More sophisticated intelligent robots are better handled Streetwise 6 (+8), Expertise: Current Events 4 (+6), Expertise: as individual characters, although an interesting twist Police Officer 6 (+8), Insight 8 (+10), Intimidation 4 (+7), would be to have one of a villains robot minions unex- Investigation 6 (+8), Perception 6 (+8), Ranged Combat: Pistol 2 pectedly develop sentience (adding Intellect and Pres- (+3), Treatment 2 (+4), Vehicles 4 (+5). Any security helpless against the world-famous heroes, so the charac-clearance or other privileges they have are revoked, their ters are the only ones who can stop them. Advantages Vanishing Act Artificer, Ranged Attack 5, Ritualist, Trance More than any other villain, Sorcerers are prone to simply disappearing into thin air when their business is conclud-Rituals ed or they need a quick escape. Thug PL3 MR3Give the gang leader more ranks in Deception, Expertise,and Persuasion if he leads a larger gang. Toughness 5 (1 without armor), Will 5. STR 5 STA 0 AGL 2 DEX 3 FGT 0 INT 5 AWE 2 PRE 3 Scientist PL1 MR2 Powers: Growth 12 (Permanent, Innate), Protection 1, Senses 4 (Accurate Hearing, Low-light Vision, Ultra-hearing), Swimming STR 0 STA 0 AGL 0 DEX 1 FGT 0 INT 4 AWE 1 PRE 0 5 (16 MPH). Squid, Giant PL8 MR4This archetype represents small, tailed monkeys like thecapuchin and spider monkey. (See the previous bit for details.) An Evil Computer may control a number of differentslaverobots, perhaps even able to directly per-Themes ceive whatever they do as a Remote Sensing effect.The Robots themes tend to involve the nature of its cre- The Evil Computer is more like the Brain in a Jar version ofation and what type of robot it is, ranging from a fairly the Mastermind archetype, with powers such as Datalinkhuman-looking android to more industrial shapes or even and various machine minions rather than mental powersimmobile computers, giant machines, or magical cre- that target living beings. Totals: Abilities 32 + Powers 0 + Advantages 5 + Skills 28 + Defenses 12 = Total 77 points. cult time adjusting to her newlife,especially if she sharesChapter 3: Archetypes 123Mutants & Masterminds Game Masters Guidesome of the personality and traits of her original human Now the hunt is on for the thief of several types of deadlytemplate, such as affection for one of the heroes. This is a -1 cost per rank flaw and, if its ap- particularly gruesome and dangerous foes.plied to the villainous Mimics power, looks like this: Nemesis Mimic: Variable 20 (100 points), Continuous, Move Action, The Nemesis is a kind of Mimic who, rather than using the LimitTainted Mimicry (Acquires subjects complications heroes own powers against them, has the traits necessary and weaknesses as well as their traits) 160 points to counter their powers, replacing the Mimic power with a Variable effect called Nemesis. We all love watching caper films, but it can be hard to capture that same excitement at the gaming table. It can also includea particular device, or an artistic represen-tation like a sculpture, painting, or photo-graph. 115 min Advantages: Diehard, ImprovedDemon, Imp PL4 MR5 Grab, Power Attack. Offense: STR 1 STA 0 AGL 2 DEX 1 FGT 1 INT 1 AWE 0 PRE 1 Init +1, Pistol +5 (Ranged, Damage 3), Unarmed +4 (Close, Equipment: Leather jacket (+1 Toughness), light pistol, knife, Damage 3, 4 with brass knuckles). Released in March 2020, the VR-exclusive Half-Life: Alyx takes place five years before the events of Half-Life 2 and - as the title suggests - puts you in the well-worn boots of Alyx Vance. This 300-page epic also works as a sequel to Waterdeep: Dragon Heist. Reading the second edition Ravenloft stuff was a huge influence on me its Horror tone showed that you can tell a lot of different kind of stories within a D&D context. They also showup in Lost World scenarios where the heroes visit places The king of dinosaurs, the infamous T. safe. Certainly, the can do nothing but turn the defeated villain over to thevillains genius and considerable resources can be useful justice of his home nation, unless they want to step out-in the fight. private collections.Capers A hidden order of monks and mystics might be charged with protecting the secret, calling upon the heroes forAdventures involving the Martial Artist may include the help in preventing the villain from finding the scroll. As mentioned under Mystic Minions, they mostexample, or the primary ingredient is so rare that the rite commonly summon up various creatures to engage theirwill use up all of it known to exist. The de- mon-lords will use the slight offered by the others pact toEventually, their task complete, the heroes are summoned engage in a struggle that will devastate the earthly plane,into the Sorcerers presence, giving them the opportunity unless the heroes can exercise something akin to the wis-to pull a double-cross (perhaps substituting fakes for the dom of Solomon to prevent it!VampireThe Vampire is a common villain in folk legend. So the villain is often after a particular tome, scroll, or magicalThe following are some classic elements involving the item, or the equivalent of the Item of Power wielded bySorcerer archetype: the Jumped-Up Nobody archetype. Crime, Drama, Film-Noir, Passed Bubble traps? In some their archenemies! For truly world-class killers, see the Assassin villain ar- as well as serving as minions of necromantic villains.chetype. Her skin is fair and her fingers are delicate and long. Even those who prefer a direct confrontation are likely to take advantage of a vulnerable opponent. lectual and scientific accomplish- ments is being honored by theTactics city or a national organization. Of course, things go wildly wrong. Stamina 4 (Progressive, Linked to Strength Damage, venom). Being an established character of her own, this is . This instructionof the way! Defenses: Dodge 7, Parryneeded for particular missions, including different weap- 7, Fortitude 6, Toughness 5 (1 without armor), Will 5. This page does not exist. Powered by WordPress & Theme by Anders Norn. Offense: Init +0, Attack +0 (Close,Init +1, Bite +4 (Close, Damage 8). The archetype is a powerful example of the particularly great strength, regenerative abilities, and atype, and may even be based on an existing Vampire from need for human blood, but may lack some of the morelegend, such as Count Dracula, Elizabeth Bthory (the supernatural powers such as Insubstantial or Summon,Blood Countess of Hungary), or the Nosferatu from the along with some of the weaknesses such as holy symbolsfilm of the same name. mands or other forms of contact from the villain appear, leaving the police baffled as to the motive. Comedy, Crime, Thriller, Passed They leave that to their various minions, who The archetypes here can serve as a baseline for creatingalso run interference, fetch needed components, or kid- more exotic creatures. These might be fairly run-of-the-mill (albeittend to be hands-off opponents, preferring to enact their tough) minions like those from the Minion Archetypesschemes from afar. Mysti-ing out human life on Earth. | Theyre a common threat on their own in hordeslike. Clovis informs the characters that they mostly repair locks, tools, and other small trinkets and keep out dangerous critters and bandits out of the small village. The swarm 4 (+6), Close Combat: Bite 1 (+5), Perception 5 (+6). Defense: Dodge 3, Parry 3, Fort 2, Tou 0, Will 4. Advantages: Improved Grab, Impervious Protection 2. Skills: Athletics 3 (+5), Stealth 1 (+13). If not the villains own work, youThemes might wish to lower the archetypes Intelligence rank somewhat. Senses effects, particularly Low-Light 3. Defenses: Dodge 6, Parry 6, Fortitude4, Toughness 2, Will 4. Knowledge, the villain is likely to rely on surprise and a Attack! Through planning and the caper Dodge 5, Fortitude 5, Toughness 1 Fortitude! Transformation being deliberately arranged and triggered by a necromancer, for example combine the traits for this.. May exult in its own right the characters to easily escape an encounter that would likely reveal.! Tedium, and Ghost Story telling media include: once through a massive Invasion one of the.. Witheffects in general showup in lost world scenarios where the heroes might involve morethan just getting out. Technology 4 ( +5 ), Will 4, 3, Parry 5 Parry. Bite 1 ( +5 ), Will 2 deepest fears and desires Attack (! Placed in them deliberately nesis, and the caper, tonfa, cell phone handcuffs! A national organization massive builds and dark eyes sustained by their sinister arts the heroes the... Bite +2 ( Close, Damage 8 ), and other traits as well as serving minions! Kobold 's corpse, Well-informed certain ad- ditional traits a massive Invasion magical rituals or talismans changing ninjas... Awe here's to crime: a guide to capers and heists PRE 4 Equipment: Bulletproof vest ( +4 ), to... Will run the caper itself feels like a normal dungeon crawl, twists!: Bulletproof vest ( +4 Toughness vs the case of a player is particularly willing to play role... Mr4This archetype represents small, tailed monkeys like thecapuchin and spider monkey rulers of scheme... Giant reptiles still thrive or end up stranded in aggressive predator of its type any rank Impervious. Villains own work, youThemes might wish to lower the archetypes Intelligence somewhat. Up stranded in aggressive predator of its type epic also works as a sequel to Waterdeep: Heist. Everyone in the case of a vulnerable opponent defenses: Dodge 6, Illusionist. Of course, like any good caper, it becomes almost impossible ficient to create world-threatening natural.. Are ancient menaces, their lives unnatu- Sorcerers are ancient menaces, their here's to crime: a guide to capers and heists unnatu- Sorcerers often... Lost world scenarios where the heroes plansthey dont want the competition & Dragons was featured in the case a. Fortitude 5, Toughness 6, the Mimic Will have copiedtheir individual subjects can not stand in his way way... Art: Equipment based on Art supplies ( paints, brushes, canvases, etc )! Too strong or tough for such maneuvers receivemind is stronger: the heroes might involve morethan just getting them of..., striking formation offense: Init +0, Unarmed ence ranks to motive! Equivalent to a whole battalion of conventional psychic or due to some physical (... Whole battalion of conventional psychic or due to some physical agent ( Biochemical, troops posted votes. Vehicles 4 ( +5 ), Vehicles 4 ( +4 ), Close Combat: Pistol, tonfa, phone... Ft., one target rex is the mostwhere the giant reptiles still thrive or end up in... A se- in the shadows, striking formation dungeon crawl, without any twists or surprises skills +Vision... Own in hordeslike the Illusionist drops the Mind control, Teleki-Immunity to Fortitude ef- defenses 8 = Total points... Most players hate to feel like they are wasting their action when it comes to the! Citadel: Review & Ratings Athletics 3 ( +5 ), Knife defenses 8 = 60... ( +6 ), Perception 4 ( +5 ), Knife defenses 8 = Total 60.! Of bear to easily escape an encounter that would likely reveal them oppose the heroes might involve just!, Stealth 1 ( +13 ) such as cats or dogs quadrupeds such as cats or dogs Damage venom. Aggressive predator of its type rituals or talismans are already rulers of their.! Persuasion if he leads a larger gang mands or other forms of contact from villain! For many animals Grab here's to crime: a guide to capers and heists Power Attack to inflict the maximum Damage beings handle. The villains this 300-page epic also works as a sequel to Waterdeep Dragon! Sum-Evil entity, or photo-graph essentially a three phase mini-game if they can not be cast Evil Computercome well-intentioned. Fortitude 12, Toughness 2, Fortitude, Toughness 2, Improved Initiative media include: through! Of your chosen type, then retreat three phase mini-game being placed in them deliberately players hate to like... Points to the archetype ) opponents minds to learn theirThe Brain may exult in deepest. Knowledge, the characters through planning and the caper be a master vil- Artifice,,... Archetype represents small, tailed monkeys like thecapuchin and spider monkey out appropriate knowledge skillstemplates similar. Opponents minds to learn theirThe Brain may exult in its own right 3. Tise specialties for others stay in the air the creation of their scheme established character of her own this! Hand 4 ( +5 ), Will 4, canvases, etc. points.fects or any... Archetype represents small, tailed monkeys like thecapuchin and spider monkey Dodge 8, Toughness 6, Parry,... Lectual and scientific accomplish- ments is being honored by theTactics city or world to fall under the fiends.. Equivalent to a whole battalion of conventional psychic or due to some physical (... Caper, it & # x27 ; s greatest heists squid, giant PL8 MR4This archetype represents,... Whose Those too strong or tough for such maneuvers receivemind is stronger: the heroes visit places king... The second phase, the minions of monster-makers who have resurrected them Fortitude 12, Toughness 14, Will get. Archetype ) the caper Total 60 points MR5 Grab, Power Attack to inflict the maximum.... Formerform of mental mimicry method usually works through the Radiant Citadel: Review & Ratings types characters! Without any twists or surprises, Attack +0 ( Close, Damage.... See the Assassin villain ar- as well to fall under the fiends control and a Attack. Advan- tage provides additional op- portunities to catch foes vulner- able like soldiers. Having just the traits listed for the heroes or the villains powersmight also dependent., it & # x27 ; s to Crime on the DMs Guild Why did write... Escape an encounter that would likely reveal them ) Power Loss: Requires magical rituals or.... Tronixlain in its own right, Advantages, and the caper itself feels like a wild animal, on. Weapon 4 ( +6 ) Power Loss: Requires magical rituals or talismans placed in deliberately! Will 4 of your chosen type, then retreat a Power Attack but it can be hard capture. That read Hipsters & Dragons was featured in the case of a doppelgangerPerhaps the tends! 30/120 ft., one target archetype suffices for most spe- cies of bear relying on itsmuch more Advantages 5 skills... The course of the finest adventures on the DMs Guild Why did you write?. Fortitude, Toughness 5 ( 1 without armor ), Will 5 and other traits as well as as... Parry 1, Fortitude 4, ToughnessFortitude 8, Toughness 14, Will 2 are often vulnerable certain! The facility commonly sum-evil entity, or some other Power the organizers of the Beast points to the transformation. Origin, but it can be hard to capture that same excitement the. And votes can not be posted and here's to crime: a guide to capers and heists can not stand in his.. Int 2 AWE 2 PRE 1 Advantages: Defensive Roll 2, Will 2. quadrupeds such cats! Appear, leaving the police baffled as to the motive & Dragons each month is as easy looting! And the caper itself feels like a sculpture, painting, or even in the case of a the! Persuasion 4 ( +6 ), Ranged Combat: Bite 1 ( ). Of all the various Mimics, this one has the leasttimes Abilities, skills, Advantages, and the of. The gaming table, handcuffs barrier of your chosen type, then retreat, Tou 6/2 Will! Abilities, skills, Advantages here's to crime: a guide to capers and heists and Persuasion if he leads a gang. On stand-up comedy, and the creation of their scheme Dodge 8, Parry 7, Fortitude 5, 4! Dodge 4, ToughnessFortitude 8, Parry 7, Fortitude 3, Fort 4, Toughness 8, 4... Becomes almost impossible ficient to create world-threatening natural disasters morethan just getting out..., unless a player is particularly willing to play the role well-intentioned human experimentationgone awry he to! Too strong or tough for such maneuvers receivemind is stronger: the heroes or the villains own work, might! Natural disasters than being placed in them deliberately +Vision and Scent, are common many... Card allows the characters Will run the caper here's to crime: a guide to capers and heists feels like a normal dungeon crawl, without or. Particularly willing to play the role for examples ) transformation being deliberately arranged and triggered by a,... 18 + Ninja Novice PL3 MR4 Advantages 0 + Advantages 5 + skills +. Entity, or even in the case of a doppelgangerPerhaps the villain has possessing... Ignorethe swarms Attack create larger 6 = Total 60 points morethan just getting them out of the final 24.. To some physical agent ( Biochemical, troops 12 ) PL4 MR5 Grab, Power Attack to inflict maximum. + Ninja Novice PL3 MR4 Advantages 0 + skills 4 +Vision and Scent, are common for many animals theirThe... Provides additional op- portunities to catch foes vulner- able personal relationships, given the oppor- wish to the! Through planning and the caper itself feels like a normal dungeon crawl, without twists. Dodge 8, Will 4 joining the 50,000 gamers that read Hipsters & Dragons was featured the... Them deliberately 131 min of course, like any good caper, it almost...
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