mutants and masterminds 3e pdf trove

Sort by: best. One might be known forcal traits makes for a formidable, if unusual, supervillain. Skills: Perception 6 (+6). Add appropriate effects for particular types of insects, such as Flight (Winged) for flying insects,Powers: Feature 1 (bright glow), Flight 4 (30 MPH), Illusion 5 Affliction or Weaken effects for venomous insects, and(Affects All Senses), Shrinking 8. those fools with clear evidenceRANTS of success, most likely by using the new invention on them! Defenses: Dodge 4, Parry 4, Smell, Low-light Vision, Tracking, Ultra-hearing). Nobody likes to show off with displays of now-amazingNaturally, once the sorcerer is defeated, his master calls power, such as blasting away at anyone foolish enoughthe debt due, and he is dragged down into some hellish to defy his pronouncements, or going after those whoafterlife. Super-Powered by M&M Trademark License: Make your own Mutants & Masterminds-compatible products! The villains first line of defense isSenses. Chapter 1: A World of Horror The ground ruptured and spread a delta of cracks and fissures across the city. Mutants & Masterminds 3rd Edition - Updated for 3e. Others hunt for with a way of defeating the villain is even more based onthe Item for years until they are rewarded with success. To and then into a coma from which they cannot be awak-build the full-size device, however, the villain needs cer- ened. Gargoyles that are true unliving con-Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). Totals: Abilities 8 + Powers58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points. Offense: Init +1, Dagger +4 (Close, Damage 2), Pistol +4 (Ranged, Damage 3), Unarmed +1 (Close, Damage 2). The Imp may pull mean pranksintended to make heroes look bad or just show them up,such as altering their powers or costumes, threateningtheir personal lives, trying to expose a heros secretidentity, steal away a significant other, and so forth.ITS MY IDIOMAlthough the Imp is capable of accomplishing nearly any-thing, he tends to stay within a particular theme or style.For example, an Imp could be a shape-changer able toturn into anything he can imagine; or the Imp might beobsessed with 18th century pirate regalia, so all his vari-ous effects are associated with it (flintlocks, cannons,parrots, peg-legs, and so forth), even when theyrefantastic in nature (firing energy beams or growingto giant size). 3rd Edition Character Sheets. One of INTELLECTUAL RIVALRYthe prime functions of assistants (other thanstepping and fetching) is to listen to their boss- A hero famous for his or her intel-es ongoing rants. They may be animated from actual statues on the spur of theSTR 12 STA 12 AGL 0 DEX 0 FGT 6 INT 2 AWE 1 PRE 1 moment or stone-like creatures that simply look like me-Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; dieval gargoyles. Defenses: Dodge 7,Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1. The lion may also be used to represent other large felines.DELUXE GAME MASTERS GUIDE 143MUTANTS & MASTERMINDS SHARK PL4 MR3 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). Otherwise, they also have to deal with a city full of people suffering from the same sort of insanity as their foe!CAPERS For a twist, perhaps the villain has already released theAdventures involving the Psycho may include the following: chemical into the environment. Oftentimes, an Overlord seeks a suitable partner, and may choose a hero or supporting character in the series to fill that role, whether the pro- spective consort wants to or not! A few Psychos have non-human minions based public venues or on live television! So far as most of the world is concerned,include the following. For a deeper mys- only expanding as the number of victims under his swaytery, the villain could control the characters without their increases. sistants and minions to get them! A Mad Scientist with the heroes in his clutches can go on for some time aboutTHE LAB his brilliance, but catch one out in the open and hes more likely to cower behind his flunkies or try and make a breakEvery scientist needs somewhere to work, and setting up, for it.maintaining, and supplying a lab or workshop is impor-tant. Deluxe Gamemasters Guide MM - 3rd edition - AnyFlip The following are some classic bits associated with thePOWER SOURCE Jumped-Up Nobody villain archetype:Some Jumped-Up Nobodies dont gain their power from SHOWS OF POWERan item, but from another outside source. (Close, Damage 4). Name Ideas: Bowlegged Man, the Crane, the High Heel, Leg Man, Lifts, Mommy Longlegs, Power Walker 17 points Spinning with whirlwind spin (Concealment 4 [visual; partial], Senses 1 [radius vision], Speed 6), dizzying embrace (Affliction 8, Resisted by Will; Dazed, Defenseless, Incapacitated; Accurate), and tornado control (alternate; Close 1415 Cone Area Move Object 4). Skills:This archetype represents small, tailed monkeys like the Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). However, you may wish to sim- This is the classic Mimic type: a villain able to duplicateply treat the villains power level as fluid, changing it as the subjects powers, often the powers of multiple sub-needed to reflect the Mimics current capabilities. The charac-KUNG FU REVENANT ter is often young, with something to prove, although an older fighter trying to hold on to his glory days is a goodThe Martial Artist is not a living person, but an undead rev- alternative.enant returned from the grave! SNAKE, CONSTRICTOR PL4 MR2 STR 3 STA 1 AGL 2 DEX 0 FGT 3 INT 5 AWE 1 PRE 4 Powers: Movement 1 (Slithering), Protection 2, Senses 2 (Infravision, Acute Smell). Advantages: Equipment 1. Perhaps an insane hatred of all religions. Alternately,the Brain might be an entire severed head kept alive ina similar manner, or a villain with a massively enlargedhead but atrophied and useless body, left immobile andin need of special life support while his mind is free toroam and plot.EVOLVED MASTERMINDComic book evolution often depicts far-future humansas small and big-brained, with superhuman mental pow-ers. 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. The enraged scientist disappears,kidnapping other scientists or scholars and along with all of the experimentalforcing them to work on a particular proj- data and even prototypes, leadingect, allowing heroes the opportunity to the heroes to investigate. Often, the proto-vampire falls into a death- like coma (incapacitated) as the final transformation takes place, although there may still be time for heroes to reverse the process with the right arcane ritual or other technique. Mad Scientists naturally daimyo, or other aristocratic or warrior classes of the past,have formidable intellectual abilities but most rely heavily and wishes to combine modern science and ancient am-on devices, equipment, and minions for physical matters. CHECK THIS OUTCANT TOUCH ME Jobbers have a tendency to reinvent themselves along their theme, returning with new skills, new advantages,While Jobbers are generally considered a joke, most different minions, or changes to their powers. The heroes have tofairly easy to suss out or even trick the Imp into admitting contend with the problems their newly empowered foewhat it is. They may have higher Strength and a Mind Con- even kidnapping doctors and world-famous authoritiestrol Affliction (dependent on sight) rather than Fascinate, on mutation and blood diseases. MASTERMINDThe Mastermind is a mentalist supervillain, possessing dinary mental prowess, and the exact types of powers theconsiderable intellect and psionic abilities which compen- Mastermind possesses.sate for a relative lack of physical prowess. Defenses 13 = Total 36 points.Aquatic animals are adapted for life underwater: they ef-fectively have Immunity to Drowning and the Movement Bears stand nearly 12 feet tall on their hind legs and weigh(Environmental Adaptation) effects. Parry 7, Fortitude 2, Toughness 0, Will 2. Usually, this includes the heroes. Skills:STR * STA 0 AGL 3 DEX 2 FGT 0 INT AWE 0 PRE Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Expertise: Choose One 4 (+4), Expertise: Current Events 2 (+2),Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent, Expertise: Pop Culture 2 (+2). 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). To add insult to injury,the villain might also seize control of the mindsof the populace, remove the heroes powers, orboth. (Its of malevolent intelligences of their own. when the Sorcerer is usually too busy to pull another van- ishing act, or unwilling to abandon the culmination of aRituals are usually elaborate, having to be performed at a scheme to the heroes.particular place and time, and needing exotic ingredientsranging from a rare flower from the highlands of Tibet to TACTICSthe heart of a pure maiden (symbolically or literally). It is considered a plot device rather than anythingthe theme and scope of their crimes and provides a requiring appropriate skills or advantages.curiously savant-like mastery of some subject. new legacy Jobber may even have an increased power level. Defenses: Dodge 3, Parry 3, FortitudeSkills: Expertise: One Craft 4 (+4), Intimidation 10 (+8), Stealth 6, Toughness 5, Will . SOVEREIGNTYThe Overlords plans for the heroes might involve morethan just getting them out of the way. Its justtheir duty to their employer and their devotion to the arts SUMOTORIof combat and killing. Usually this involves nighttimeMore powerful Vampires have greater and more varied thefts from hospitals and biomedical companies, perhapspowers. It might require taking away the Item of Power,Item a villain has worked to acquire, or the cosmic mis- or tricking the villain into over-extending his abilities ortake that assigns something meant for a heroic wielder using them in some way that ensures his defeat.to a less worthy subject. Trade out appropriate Expertise skillsand trappings for members of these cults, such as arcane ARCANE CULTIST PL6 MR6lore, civics, or even popular culture in place of theologyand philosophy. Perhapsthe brain is actually just a disembodied intel-lect, such as an artificial intelligence, digitizedpersonality, or a spirit lacking a physical body.In this case the life support is some otherequipment allowing it to function, such as acomputer or magical touchstone. particular attack, and anothers is not, the Mimic might be able to layer them to ignore or reduce the attack. them both.The nature of the weakness can be almost anything: BUILDING BETTER HEROESlearning and saying the Imps true name (or getting theImp to say it, perhaps backwards), winning a particular In an effort to be helpful, the Imp decides heroes needcontest, waiting for a particular time (such as an Imp who challenges to not only stay sharp, but to hone andonly appears at night, or only on a particular night, like improve their skills. 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. Mutants & Masterminds HQ - Green Ronin Online Store 12, Toughness 12, Will 4. Some of the vic-tims might also be the Nobodys attemptsto show affection for those who were niceto him. STR 0 STA 0 AGL 0 DEX 1 FGT 0 INT 4 AWE 1 PRE 0 Equipment: Camera, smartphone. Cultists are often fanatically The term Cult Master is a bit of a misnomer, since manyloyal to their cause, making them effective minions will- so-called Masters are in fact servants of a master villain,ing to do anything for their master. The Dragon's Trove will be happy to sell high end RPG products for you. Defenses: Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. This can range fromstaged crimes to phony tests forscientific research or exhibitionsfor charity or the like. Mutants and masterminds 3rd edition trove You are being redirected to . Advantages: Benefit 1 (Athletics based on Agility). Some Asian Masterminds mix alchemy or Taoist sorcery with their science.THEMES CORPORATE CRIMINALMad Scientists tend to be distinguished by two things: theways in which they aremadand the areas of science they Not all Mad Scientists are solo acts, unable to profit fromfocus on. Indian el- Parry 6, Fortitude 6, Toughness 6, Will 3. (Use a suitable earthbound headquartersing everyone in the facility. tion or more light-sensitive eyes).THEMES Living Vampires may revel in their new condition or, more commonly, seek a cure for it. Perhaps the cap- The Overlord petitions the United Nations for recognitiontives are brought back to the villains lair so they can be as the head of a sovereign nation: either because the vil-brainwashed into an invincible superhuman army, or their lain really does rule some corner of the world, or perhapspowers can be copied into an artificial Mimic (see the as a representative of a people (a good approach for theMimic archetype) or transferred to the Overlord himself, Meta-Supremacist), or simply on the basis of the Over-making him virtually unstoppable. The archetype is often used blast their foes through buildings and across town. . Most have a particular or represents one particular discovery they stumbledobsession or theme to their abilities that both limits across. Defenses: Dodge 6, Parry 6, Fortitude 4, Toughness 2, Will 4. For Scientists are specialists in their chosen field. Acrostic, a criminal ob- to be poetic in some way. of new and innovative challenges. Offense: Init +3, Claw +2 (Close, Damage 4). Grandiose titles like Doctor, Emperor, King, Lord,A Meta-Supremacist may be a heartless and arrogant Master, and Professor are common for Overlords,conqueror, considering ordinary humans little more as are mythological names, particularly those ofthan cattle, but some see themselves as champi- deities. Mutants & Masterminds 3rd Edition - Hero's Handbook Deluxe. 0 + Advantages 2 + Skills 16 + Defenses 0 = Total 28 points.WHALE PL8 MR4 In a world filled with superheroes and supervillains, there STR 12 STA 0 AGL 2 DEX 3 FGT 2 INT 3 AWE 2 PRE 3 are always reporters around to get the latest storyor Powers: Growth 12 (Permanent, Innate), Protection 1, Senses 4 just get in the way. It can be best to either encourage the playerIn addition to looking like other to take on both roles and play them equally,people, the Master of Disguise or for the GM to temporarily take control ofhas sufficient ranks of Mind the players character, just the same as if theReading to think like them as hero were otherwise under a villains influ-well. When confronted Wings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fireor angered their true nature is revealed by a slip in theirfaade: an intense fiery glow held within their eyes that Damage, Poison, Disease), Morph 1 (Human guise), Imperviousnot even the contact lenses can mask. Character sheet here . Mutants and Masterminds 3rd Edition (MnM 3e) - FREE PDFs For anyone not wanting to be limited by reprints and absurd RPG book prices, here's a few PDFs for your MnM campaigns! Maggia. It attacks by engulfing targets and usingits Affliction, which represents numerous stings or bites. The heroes quickly learn the truth when they come face-to-face with the Corporate Criminals brand of madRather than directly confronting the authorities and science in action.the heroes who back them up, a Mad Scientist mightprefer the quiet life of tinkering in a lab or workshop. 5 to 6 feet tall at the shoulder, weighing 1,500 to 2,400 pounds.DOG PL2 MR1 HORSE PL3 MR1 STR 1 STA 1 AGL 1 DEX 2 FGT 2 INT 4 AWE 1 PRE 2 Powers: Senses 3 (Acute Smell, Tracking, Ultra-hearing), STR 4 STA 4 AGL 1 DEX 4 FGT 2 INT 4 AWE 1 PRE 3 Shrinking 2 (Permanent, Innate). "Tell me you've got . Lastly, theres the temptationheroes in one manner or another, just as insistent on their for the Imp toliven things upby making them even moregame (and their rules) as other Imps tend to be. Auto Flip. Authorities are baffled and largelydemands they leave the city immediately! Thumbnails. Some common Mad Scientist themes in the comics corporations. where within the area.For a classic hero vs. hero conflict, the Mastermind A Mastermind villain is exerting his influence, which ismight control another team of heroes. Defenses: Dodge 4, Parry 4, Fortitude 5, Toughness 4, Will 3. TACTICSThe Puppeteer provides a perfect excuse for the comic Puppeteers tend to be behind-the-scenes bad guys, usingbook classic of heroes fighting each other: the villain sim- their thralls to do their dirty work and take all the risks forply controls one or more heroes and sets them against the them, while they remain safely out of sight. Once all is said problem the heroes must solve, forcing them to persuadeand done, they punch out and hit the bar to complain or intimidate the Jobber into working with them willingly.about their kids braces and the overbearing mastermind This ability is best reflected with advantages like Favoredsigning their checks. The ba-accident, literally in the mud at the characters feet (or in sic principles of the archetype still apply, but coming upthe trash, washed up on the beach, etc.). Skills: Close Combat: Dagger 1 (+1), Deception Knife. Note the 18 ranks ofpowers (or Alternate Effects) for the villain, based on what Impervious Protection along with the Immunity and Mindis going on in the adventure. Offense: Init +3, Burst Area Affliction (Close, Damage 0). Reddit and its partners use cookies and similar technologies to provide you with a better experience. Brain scans show considerable activity and rapidtain components, perhaps a power source, and so exerts eye movement indicates a dreaming state. The heroes just blunder into these traps, rather than being placed in them deliberately. For this type of Martialfor different sorts of Martial Artist villains, varying the Artist, reverse the archetypes Strength and Agility scores,archetypes advantages and other traits accordingly, even reduce base attack bonus by 2, and exchange Defensiveadding appropriate weapons for fencers or stick-fighters, Roll advantage for the Protection effect (keeping Tough-for example. A Jobber whoother minor villains, hold down apartments, and may have can maneuver around on the ceiling pairs well with an-families to support. This archetype suffices for most spe- cies of bear. CAPERSSTRONGHOLD Adventures involving the Overlord may include the fol-Overlords typically have some kind of secret lair or strong- lowing:hold from which they launch their schemes of conquest.Invest some of the villains equipment points in a suitable KINGS GAMBITheadquarters, and stock it with appropriate minions. 4 Clowns: Comedy props (squirting flower, seltzer bottle, cream pie, etc. use Athletics to ride horses, unless the GM wishes to re- quire an Expertise: Riding skill.DOLPHIN PL4 MR3 HYENA PL4 MR2 STR 1 STA 1 AGL 3 DEX 1 FGT 2 INT 2 AWE 1 PRE 2 Powers: Senses 4 (Accurate Hearing, Low-light Vision, Ultra- STR 3, STA 4, AGL 1, DEX 3, FGT 4, INT 4, AWE 1, PRE 0 hearing), Swimming 4 (8 MPH). If this is an early adventure in the series, it can even serve as a way of getting the heroes together in the first place.Of course, once it comes down to a direct confrontation, By attempting to eliminate the opposition, the villain in-the Overlord is no pushover. Necessity is, as they say, the Shield granted by the Item of Power makes the archetypemother of invention, so the Nobody is more likely to try highly resistant to a direct assault. Of course, if he has ers paranoid and mistrustful of everyone, unless that isthe opportunity, the Master of Disguise might assume the specific effect you are going for. SIGNATURE DEVICESThe Robot-Builders creations may be nothing more thanmindless machines or a true new form of intelligent life, Mad Scientists are intensely egotistical and competitive,potentially threatening to displace its organic predeces- so they tend to develop distinctive modus operandi. Totals: Abilities 8 + Powers 23 + Advantages 0 +the necessary skills, including interaction skills, Insight, andpossibly Expertise: Magic. With somebrilliant as their ex-boss, the Jobber offers unique outside help, they have upgraded their power significantly,firepower by creating replicas of their own power suite increasing their PL to 12 or higher (or consider using theat an appropriate rank for their minions. The surprise and feintingrules from the M&M Heros Handbookare particularly relevant to Martial Artists.114 DELUXE GAME MASTERS GUIDECHAPTER 3: ARCHETYPESMARTIAL ARTIST PL11STR STA AGL DEX FGT INT AWE PRE 4 3 6 4 10 0 2 0SKILLS DEFENSE 14 FORTITUDE 10Acrobatics 10 (+16), Athletics 8 (+12), Close Combat: Unarmed DODGE 15 TOUGHNESS 7/3*6 (+16), Insight 6 (+8), Intimidation 10 (+10), Perception 6 (+8), PARRYStealth 10 (+16) WILL 12 *Without Defensive Roll.ADVANTAGES POWER POINTSAccurate Attack, All-out Attack, Assessment, Defensive Roll ABILITIES 58 SKILLS 284, Evasion, Grabbing Finesse, Improved Defense, Improved 30Disarm, Improved Grab, Improved Hold, Improved Initiative 2, POWERS 0 DEFENSES 148Improved Smash, Improved Trip, Instant Up, Move-by Action,Power Attack, Precise Attack 2 (Close; Cover and Concealment), ADVANTAGES 32 TOTALProne Fighting, Quick Draw, Redirect, Skill Mastery (Acrobatics),Skill Mastery (Athletics or Stealth), Startle, Takedown, Trance, COMPLICATIONSUncanny Dodge, Weapon Break Code of Honor: Fights by the rules.OFFENSE Obsession:The Martial Artist is often obsessed with vengeance or a desire to be the very best fighter in the world.Unarmed +16 INITIATIVE +6 Close, Damage 4their foe dodges out of the way! Character Sheets by Angille Coincidentally, the hazards might also screen the lair frommans on which to base new neural matrices, rare earth things like sensors or certain superhuman powers.elements, special technology, or the like. 1.1 Main Page/Player. Some Skill Mimics are limitedto physical skills, others to mental or knowledge skills, VAMPIRE MIMICwhile some can do both. The evil Robot is one a kind ofinfiltrationunit. You can use and sheer bulk rather than quickness, although he is of-the fighting styles mentioned in Chapter 7 as templates ten far quicker than most expect. Totals: Abilities 22 + Powers 0 + Advantages 5 + Skills 16 + Defenses 16 = Total 59 points.about the end of the world. Or did they build it themselves?experienced villains. Thiscould be the classic elements of sympa-thetic magic, such as hair or nail clippingsor a blood sample, perhaps incorporatedinto a small doll or other representation ofthe victim. A slightly smaller version Powers: Reaction Damage 5 (When touched), Growth 8can suffice for the similar allosaurus. Totals: Abilities 10 + Powers Damage 4). Defense:For unusual swarms like undead or robots, remove the Dodge 0, Parry 0, Fort 0, Tou 0, Will 2. demonhunter. Offense: Initrarely know when theyve gone too far with their pranks. Advantages 0 + Skills 4 + Defenses 4 = Total 19 points. If the heroes defy any of this legal great opportunity to use a group of non-player heroes.harassment, a warrant for their arrest is posted almost im-mediately and they become hunted fugitives. Core books and new releases for Mutants & Masterminds, Third Edition are below. Angered by reminders of previous nobody Expertise: Magic or Science 6 (+7), Expertise: Pop Culture 6 status. In some cases,and notice the deception: X-ray vision to see through a particularly in the midst of an adventure, you might wantmask, Scent for noticing the villain is not who he appears, to consider it a complication, especially if the good guysor abilities such as Mind Reading for sensing the thoughts dont get an Insight or Perception check to discover thebehind the guise. Mind, Professor Even in a direct combat encounter, Masterminds preferPsi, Psithon, Psyche to keep their distance from the heroes, making full use of their mental powers. Defenses: Dodge -4, Parry -2, Fortitude SCIENTIST PL1 MR2 12, Toughness 13, Will 4. as lieutenants for more powerful villains, assisting them in combat and leading their minions on jobs. The (nowthwart the kidnappings or track the miss- mad) scientist intends to provideing scientists to the villains lair. cific robotic body. They have necked brachiosaurus is suitable as a template for similar-horns, claws, and a vicious temperament. In inventing invulnerable force fields, while another special-addition to the usual Mad Scientist traits, add the physical izes in adhesives and chemical solvents.abilities and skills of an ape: STR 6, STA 4, AGL 3, Athletics6 (+11), Growth 4, Protection 2, and Senses 2 (Low-light Signature devices can create adventure hooks when aand Acute Smell). At the last moment, through a massive effort of will, the heroNAME IDEAS manages to shake off the villains domination and resist the command, at least long enough for fellow heroes toAnt Queen, Chess-Master, Director, Marionette, Poppet, take action.Prime-Mover, Shadowplay, Voodoo, Web-Master M&M handles this with both regular resistance checksCLASSIC BITS against Afflictions and in particular the Resistance aspect of the extra effort rules, which permit an immediateSome classic elements associated with the Puppeteer in- resistance check. Copyright 20002023 Green Ronin Publishing, LLC. This might be given here, or some combination of the three power-sets,a particular origin for super-powers in the setting, such as although even more exotic powers are possible.mutants, psychics, or mystics, or a general belief that super-humans are clearly better than ordinary people and should NAME IDEASguide human society by right of their powers.

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mutants and masterminds 3e pdf trove