TEXT: INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  0.0011.00
  PAGE 11
  ARCHETYPE
  BATTLESUIT
  My armor’s systems can
  handle it. Stand back.
  QUOTE:
  ABILITIES
  12
  STR
  12
  DEX
  10
  CON
  20
  INT
  14
  WIS
  10
  CHA
  SAVES
  +2
  DAMAGE
  SAVE 
  +6
  MELEE
  ATTACK BONUS
  +6
  RANGED
  ATTACK BONUS
  30/50
  SPEED
  +2
  FORTITUDE
  SAVE
  +5
  REFLEX
  SAVE
  +6
  WILL
  SAVE
  Computers +10, Craft (Armor) +10, Disable Device +10,
  Repair +10, Spot +5.
  SKILLS
  Aerial Combat, Great Fortitude, Power Attack, Talented,
  Toughness.
  FEATS
  Choose your hero’s Energy Blast type (see
  Energy Control, p. 69, for energy types).
  You can substitute any of the following
  powers for Energy Blast: Dazzle, Fatigue,
  Snare, or Stun. You can substitute another
  movement power such as Swimming,
  Teleportation, or Tunneling for Flight and
  Super-Flight. Any of these powers also can
  be added to the Battlesuit as a power
  stunt (substituting for one of its current
  power stunts).
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  15/14
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +1
  INITIATIVE
  (DEX)
  (FLIGHT)
  Amazing Save (Reflex) +4 [Extra: Will; Cost: 2 pp; Total:
  8 pp], Armor +10 [Extras: Energy Blast, Flight, Super-
  Strength; Power Stunts: Blind-Fight, Darkvision, Radio
  Broadcast, Radio Hearing, Super-Flight; Flaw: Device;
  Cost: 6 pp; Total: 70 pp].
  POWERS AND DEVICES
  The Battlesuit wears a sophisticated suit of powered armor, a shell of advanced alloys that grants 
  protection from most attacks and a suite of powers.
  DESCRIPTION
  ARCHETYPE
  ELEMENTAL
  YOU THINK YOU’RE SO TOUGH? 
  LET’S SEE YOU STAND UP TO THIS! 
  QUOTE:
  ABILITIES
  10
  STR
  14
  DEX
  14
  CON
  13
  INT
  12
  WIS
  13
  CHA
  SAVES
  +2
  DAMAGE
  SAVE 
  +6
  MELEE
  ATTACK BONUS
  +8
  RANGED
  ATTACK BONUS
  30/50
  SPEED
  +6
  FORTITUDE
  SAVE
  +6
  REFLEX
  SAVE
  +5
  WILL
  SAVE
  Acrobatics +8, Bluff or Taunt (choose one) +8, Concentration
  +8, Profession or Science (choose one) +5, Spot +5.
  SKILLS
  Accurate Attack, Dodge, Expertise, Point Blank Shot,
  Power Attack, Precise Shot.
  FEATS
  Choose the element or energy that the
  Elemental commands (see Element Control
  and Energy Control in Chapter Five). 
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  17/15
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +2
  INITIATIVE
  (DEX)
  (FLIGHT)
  Amazing Save (Fortitude) +4 [Extras: Reflex,
  Willpower; Cost: 3 pp; Total: 12 pp], plus choose one
  of the following:
  1) Element Control +10 [Extras: Three of Elemental
  Blast, Elemental Movement, Elemental Shield, or
  Shape Element; Power Stunts: Two of Create
  Element, Destroy Element, Elemental Snare,
  Suffocate, or Super-Flight; Cost: 5 pp; Total: 54 pp].
  2) Energy Control +10 [Extras: Energy Blast and
  Flight or Force Field and one of Energy
  Absorption, Energy Field, or Energy Shapes; Cost:
  5 pp; Total: 50 pp]. Add the Attack Focus (Energy
  Blast) and Aerial Combat or Super-Flight feats.
  3) Plant Control +10 [Extras: Plant Sense, Pollen
  Cloud (Stun), Regeneration; Power Stunt:
  Photosynthesis; Cost: 5 pp; Total: 52 pp]. Add the
  Immunity (exhaustion) feat.
  4) Weather Control +10 [Extras: Fog, Flight,
  Lightning; Power Stunt: Fatigue; Cost: 5 pp; Total:
  52 pp]. Add the Immunity (cold) feat.
  POWERS
  The Elemental commands one of the 
  primal forces of nature.
  DESCRIPTION
  RP
  DC
  +1
  +1
  +0
  +5
  +2
  +0
  +0
  +2
  +2
  +1
  +1
  +1
  
  INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  PAGE 12
  0.0012.00
  ARCHETYPE
  GADGETEER
  Yeah, I can fix it, 
  just give me a second.
  QUOTE:
  ABILITIES
  10
  STR
  14
  DEX
  10
  CON
  20
  INT
  18
  WIS
  10
  CHA
  SAVES
  +3/+5
  DAMAGE
  (EVASION)
  +5
  MELEE
  ATTACK BONUS
  +7
  RANGED
  ATTACK BONUS
  30/30
  SPEED
  +0
  FORTITUDE
  SAVE
  +5
  REFLEX
  SAVE
  +7
  WILL
  SAVE
  Computers +18, Craft (Electronics) +18, Craft (all others, untrained) +15, Demolitions +18, Disable Device +18, Listen +6,
  Open Lock +6, Profession (Inventor) +10, Repair +18, Science (choose one) +18, Science (all others, untrained) +15, Spot +6.
  SKILLS
  Dodge, Evasion, Expertise, Photographic Memory, Power
  Attack, Talented (Craft and Repair).
  FEATS
  You can change around some of the Gadgeteer’s skills
  to reflect different specialties or areas of expertise. You
  also can substitute different powers for the Gadgeteer’s
  devices, or split the power ranks up into different
  devices (so long as no device has more than 10 ranks). 
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  18/16
  DEFENSE
  (FLAT-FOOTED)
  6
  HERO
  POINTS
  +2
  INITIATIVE
  (DEX)
  (DEVICE)
  Amazing Save (Damage) +3 (Extras: Reflex,
  Willpower; Cost: 3 pp; Total: 9 pp), Super-
  Intelligence +10 [Cost: 2 pp; Total: 20 pp].
  Devices: Device +8 [Choose the Weapon power
  or one of the following: Dazzle, Energy Blast, or
  Snare; Flaw: Device; Cost: 1 pp; Total:8 pp], Device
  +8 [Chose one of the following powers: Armor,
  Flight, or Teleport; Flaw: Device; Cost: 1 pp; Total:
  8 pp], Gadgets +10 [Cost: 1 pp; Total: 10 pp].
  POWERS AND DEVICES
  The Gadgeteer knows how to handle nearly anything technical, from computers to alien super-
  science. She can whip up just the right device for almost any situation and is the one to call if you
  need to disarm a villain’s doomsday weapon as the counter clicks off the final seconds. 
  DESCRIPTION
  ARCHETYPE
  MARTIAL ARTIST
  Been scrappin’ me whole life,
  kid. You can give up now and
  save yourself a beating.
  Personally, I hope you don’t.
  QUOTE:
  ABILITIES
  18
  STR
  20
  DEX
  16
  CON
  13
  INT
  14
  WIS
  11
  CHA
  SAVES
  +3
  DAMAGE
  SAVE
  +12
  MELEE
  ATTACK BONUS
  +13
  RANGED
  ATTACK BONUS
  30
  SPEED
  +3
  FORTITUDE
  SAVE
  +7
  REFLEX
  SAVE
  +4
  WILL
  SAVE
  Acrobatics +10, Balance +10, Bluff +6, Escape Artist
  +10, Hide +10, Jump +6, Listen +6, Move Silently +10,
  Sense Motive +6, Spot +6.
  SKILLS
  Assessment, Blind-Fight, Counterattack, Dodge, Evasion,
  Expertise, Improved Disarm, Improved Initiative, Improved
  Trip, Instant Stand, Iron Will, Lightning Reflexes, Power
  Attack, Rapid Strike, Surprise Strike, Takedown Attack.
  FEATS
  You can drop some of the Martial Artist’s
  feats in exchange for more skill ranks:
  removing one feat allows you to add 2
  skill ranks. You also can remove feats to
  give the martial artist some weapons: one
  feat gives the hero 2 ranks in the Weapon
  power (p. 92). Substitute Taunt for Bluff
  to create a Martial Artist that uses words
  as weapons along with fists.
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  21/21
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +9
  INITIATIVE
  (DEX+IMP. INIT.)
  Combat Sense +5 [Cost: 1 pp; Total: 5 pp].
  POWERS AND DEVICES
  The Martial Artist is a master of armed and unarmed combat, a living weapon. Super-soldiers, ninjas,
  kung fu masters, and other trained fighters fall into this category. The Martial Artist is second to none
  in combat, and (with the right combination of feats) can even take down much more physically pow-
  erful opponents. Against minions, a Martial Artist is like a one-person army.
  DESCRIPTION
  JP
  RP
  +0
  +2
  +0
  +5
  +4
  +0
  +4
  +5
  +3
  +1
  +2
  +0
  
  INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  0.0013.00
  PAGE 13
  ARCHETYPE
  MIMIC
  I can do anything 
  you can do better.
  QUOTE:
  ABILITIES
  12
  STR
  13
  DEX
  12
  CON
  12
  INT
  12
  WIS
  14
  CHA
  SAVES
  +1
  DAMAGE
  SAVE
  +6
  MELEE
  ATTACK BONUS
  +6
  RANGED
  ATTACK BONUS
  30
  SPEED
  +6
  FORTITUDE
  SAVE
  +6
  REFLEX
  SAVE
  +6
  WILL
  SAVE
  Knowledge (Super-Powers) +6, Listen +6, Sense Motive
  +5, Spot +6, Taunt +8.
  SKILLS
  Assessment, Detect (super-powers), Dodge, Improved
  Initiative.
  FEATS
  You can substitute Mimic (skills) in place
  of Mimic (powers) for a mimic that dupli-
  cates a subject’s skills.
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  17/16
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +5
  INITIATIVE
  (DEX+IMP. INIT.)
  Amazing Save (Fortitude) +5 [Extras: Reflex, Willpower;
  Cost: 3 pp; Total: 15 pp], plus choose one of the following:
  1) Alternate Form +10 (solid form) [Extra: Continuous;
  Power Stunts: Extra Forms (energy, explosive, gaseous,
  liquid, semisolid); Flaw: Touch; Cost: 5 pp; Total: 60 pp].
  2) Mimic Powers +10 [Extras: Additional Attribute
  (feats), All Attributes, Expanded Powers (4 pts.); Cost:
  6 pp; Total: 60 pp].
  POWERS AND DEVICES
  The Mimic can duplicate either the 
  physical properties of things or powers of
  others, simply by touching them. Alone,
  the Mimic’s abilities are limited, but with
  a simple touch the Mimic is the equal of
  most opponents.
  DESCRIPTION
  RP
  +1
  +1
  +1
  +1
  +1
  +2
  ARCHETYPE
  METAMORPH
  THERE’S MORE TO ME 
  THAN MEETS THE EYE.
  ABILITIES
  12
  STR
  14
  DEX
  14
  CON
  12
  INT
  10
  WIS
  16
  CHA
  SAVES
  +2
  DAMAGE
  SAVE
  +6
  MELEE
  ATTACK BONUS
  +7
  RANGED
  ATTACK BONUS
  30
  SPEED
  +2
  FORTITUDE
  SAVE
  +2
  REFLEX
  SAVE
  +0
  WILL
  SAVE
  Bluff +10, Disguise +10, Hide +8, Move Silently +8,
  Spot +5.
  SKILLS
  Extra Limbs.
  FEATS
  You can change the extras on the
  Metamorph’s power or add a flaw or two
  if you want (gaining a free extra for each
  flaw that you add). See the Shapeshift
  power, p. 80, for details.
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  19/17
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +2
  INITIATIVE
  (DEX)
  Shapeshift +10 [Extras: Elongation, Exact, Movement,
  Plasticity, Protection; Cost: 7 pp; Total: 70 pp].
  POWERS AND DEVICES
  The Metamorph has an elastic, malleable body that can transform in any number of ways. The
  Metamorph is a master of disguise, able to go almost anywhere and pretend to be almost anything
  (from a mouse to an elephant, or even bigger). The Metamorph’s pliable flesh can resist most cuts
  and impacts, and with a +10 bonus to Escape Artist checks, it’s almost impossible to hold a
  Metamorph who would prefer to be free!
  DESCRIPTION
  DC
  +1
  +2
  +2
  +1
  +0
  +3
  QUOTE:
  
  INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  PAGE 14
  0.0014.00
  ARCHETYPE
  ORIGINAL
  Don’t worry, 
  you can count on me!
  QUOTE:
  ABILITIES
  18
  STR
  13
  DEX
  18
  CON
  10
  INT
  13
  WIS
  12
  CHA
  SAVES
  +4
  DAMAGE
  SAVE
  +9
  MELEE
  ATTACK BONUS
  +6
  RANGED
  ATTACK BONUS
  30/50
  SPEED
  +4
  FORTITUDE
  SAVE
  +1
  REFLEX
  SAVE
  +1
  WILL
  SAVE
  Listen +12, Profession (choose one) +4, Search +12,
  Spot +12.
  SKILLS
  Durability, Penetration Vision.
  FEATS
  Alien visitor or perfect human from
  tomorrow? The Original is a hero with
  great strength, invulnerability, and the
  power to fly through the air at great
  speed. A role-model to heroes of all 
  generations, the Original often leads a
  quite ordinary private life that contrasts
  sharply to the life-saving heroics that put
  him in front of television cameras the
  world over.
  Some Originals have a heart of gold
  and a code of honor while others are
  hard-bitten warriors, trained for battle.
  Whatever the case, the one thing others
  can be sure of is that the Original will
  never let them down.
  DESCRIPTION
  KNOWN CHARACTERISTICS
  15/14
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +1
  INITIATIVE
  (DEX)
  (FLIGHT)
  Flight +10 [Power Stunt: Super-Flight; Cost: 2 pp; Total:
  22 pp], Super-Strength +10 [Extras: Immunity,
  Protection, Super-Senses; Cost: 7 pp; Total: 70 pp].
  POWERS AND DEVICES
  Choose ten Immunity feats for the Original (see
  Immunity, p. 51).
  CUSTOMIZATION
  RP
  +4
  +1
  +4
  +0
  +1
  +1
  ARCHETYPE
  MYSTIC
  By the Mists of Malador! 
  I bid thee begone, 
  Demon of Darkness!
  QUOTE:
  ABILITIES
  10
  STR
  13
  DEX
  12
  CON
  16
  INT
  18
  WIS
  16
  CHA
  SAVES
  +1
  DAMAGE
  SAVE
  +4
  MELEE
  ATTACK BONUS
  +5
  RANGED
  ATTACK BONUS
  30/50
  SPEED
  +1
  FORTITUDE
  SAVE
  +1
  REFLEX
  SAVE
  +6
  WILL
  SAVE
  Concentration +10, Knowledge (occult) +10, Sleight of
  Hand +8, Spot +8.
  SKILLS
  Detect (magic), Indomitable Will, Iron Will, Skill Focus
  (Knowledge—occult), Trance.
  FEATS
  Substitute other spells from the Sorcery
  spell lists as desired (see p. 82). You also
  can add flaws to the Mystic’s Sorcery:
  each flaw allows you to choose five more
  spells as power stunts.
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  16/15
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +1
  INITIATIVE
  (DEX)
  (FLIGHT)
  Sorcery +10 [Spells: Animation, Energy Blast, ESP, Flight, Force Field, Illusion, Mind Control; Power
  Stunt: Neutralize (only vs. mystic powers); Cost: 7 pp; Total: 72 pp].
  POWERS AND DEVICES
  The Mystic has achieved mastery of the arts of magic, and can cast a wide range of spells. Most
  Mystics achieve their power through years of study and practice. A Mystic also might have great
  power as the result of natural talent or an inheritance of some sort (like being descended from a long
  line of sorcerers or destined to be one of the greatest wizards the world has ever seen). Heroic mystics
  protect the innocent from malevolent magical forces and creatures (such as demons and evil mystics).
  DESCRIPTION
  DC
  +0
  +1
  +1
  +3
  +4
  +3
  
  INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  0.0015.00
  PAGE 15
  ARCHETYPE
  POWERHOUSE
  Was that supposed to hurt?
  QUOTE:
  ABILITIES
  20
  STR
  14
  DEX
  20
  CON
  10
  INT
  12
  WIS
  12
  CHA
  SAVES
  +5
  DAMAGE
  SAVE
  +11
  MELEE
  ATTACK BONUS
  +8
  RANGED
  ATTACK BONUS
  30/50
  SPEED
  +5
  FORTITUDE
  SAVE
  +2
  REFLEX
  SAVE
  +1
  WILL
  SAVE
  Intimidate +5, Listen +5, Profession (choose one) +5,
  Spot +5.
  SKILLS
  Durability, Immunity (cold, exhaustion, heat, pressure).
  FEATS
  A Powerhouse is simple and straightfor-
  ward: tremendously strong and nigh
  invulnerable to injury. Powerhouses are
  like walking tanks. A Powerhouse may
  come from a different species with innate
  super-strength or may have been trans-
  formed by radiation, genetic engineering,
  magic, or by any number of other factors.
  It’s best to give them wide berth.
  Battles between multiple Powerhouses
  can topple entire city blocks!
  DESCRIPTION
  KNOWN CHARACTERISTICS
  16/14
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +2
  INITIATIVE
  (DEX)
  (LEAP)
  Choose one of the following:
  1) Super-Strength +10 [Extras: Leaping, Protection,
  Shockwave; Cost: 7 pp; Total: 70 pp].
  2) Growth +10 [Extra: Shockwave; Cost: 7 pp; Total:70 pp].
  POWERS AND DEVICES
  You can drop Durability in favor of more Immunities (such as to starvation or suffocation), making
  the Powerhouse even tougher.
  CUSTOMIZATION
  KS
  +5
  +2
  +5
  +0
  +1
  +1
  ARCHETYPE
  PSYCHIC
  I sense powerful psionic forces
  gathering. We must act quickly!
  QUOTE:
  ABILITIES
  10
  STR
  13
  DEX
  14
  CON
  14
  INT
  20
  WIS
  14
  CHA
  SAVES
  +2/+8
  DAMAGE
  (EVASION)
  +5
  MELEE
  ATTACK BONUS +6/+9*
  RANGED
  ATTACK BONUS
  30
  SPEED
  +2
  FORTITUDE
  SAVE
  +7
  REFLEX
  SAVE
  +11
  WILL
  SAVE
  Concentration +12, Diplomacy +8, Listen +10, Sense
  Motive +10, Spot +10.
  SKILLS
  Dodge, Evasion, Indomitable Will, Psychic Awareness.
  FEATS
  If you prefer you can take two of the
  power sets below left at 5 ranks each
  rather than one at rank 10.
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  18/16
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +1
  INITIATIVE
  (DEX)
  Amazing Save (Reflex) +6 [Extra: Willpower; Cost: 2 pp;
  Total: 12 pp], plus choose one of the following:
  1) ESP + 10 [Extras: Combat Sense, Precognition,
  Postcognition; Cost: 5 pp; Total: 50 pp].
  2) Telepathy +10 [Extras: Group Link, Mental Blast;
  Cost: 5 pp; Total: 50 pp].
  3) Telekinesis +10 [Extras: Energy Blast, Flight, Force
  Field; Cost: 5 pp; Total: 50 pp].
  POWERS AND DEVICES
  The Psychic has extraordinary mental
  powers. The powers may involve reading
  and influencing minds (Telepathy), mind-
  over-matter (Telekinesis), or extra-sensory
  perception (ESP). These combine with the
  Psychic’s formidable willpower and keen
  mind to make a powerful package.
  *attack bonus reflects mental attacks.
  DESCRIPTION
  KS
  +0
  +1
  +2
  +2
  +5
  +2
  
  INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  PAGE 16
  0.0016.00
  ARCHETYPE
  TOTEM
  BEHOLD THE POWER
  OF THE WILD!
  QUOTE:
  ABILITIES
  12
  STR
  16
  DEX
  14
  CON
  12
  INT
  14
  WIS
  12
  CHA
  SAVES
  +2
  DAMAGE
  (ARMOR)
  +7
  MELEE
  ATTACK BONUS
  +9
  RANGED
  ATTACK BONUS
  30
  SPEED
  +2
  FORTITUDE
  SAVE
  +3
  REFLEX
  SAVE
  +2
  WILL
  SAVE
  See sidebar on page 17.
  SKILLS
  See sidebar on page 17.
  FEATS
  Totems often take on more than just the
  abilities of the animals they mimic, but
  also some of their physical traits. A Totem
  may have the weakness Disturbing
  because of a freakish appearance, impos-
  ing a -5 modifier on the character’s
  Charisma-based skill checks, but provid-
  ing 10 more power points to spend.
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  19/16
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +3
  INITIATIVE
  (DEX)
  (FLIGHT)
  See sidebar on page 17.
  POWERS AND DEVICES
  The Totem embodies the abilities of a particular sort of creature. The character may be an animal of
  that type given humanoid form, an otherwise ordinary person infused with animal DNA (through
  genetic engineering or an encounter with a mutant version of the animal), or perhaps the Totem
  channels the mystic spirit of the animal. Whatever the case, the Totem has extraordinary physical abil-
  ities associated with his or her chosen animal.
  DESCRIPTION
  KS
  +1
  +3
  +2
  +1
  +2
  +1
  ARCHETYPE
  SPEEDSTER
  You’ll be laid out 
  on the floor before you even
  decide to punch me.
  QUOTE:
  ABILITIES
  14
  STR
  18
  DEX
  12
  CON
  10
  INT
  12
  WIS
  12
  CHA
  SAVES
  +2/+15
  DAMAGE
  (EVASION)
  +7
  MELEE
  ATTACK BONUS
  +9
  RANGED
  ATTACK BONUS
  80
  SPEED
  +2
  FORTITUDE
  SAVE
  +14
  REFLEX
  (SUPER-SPEED)
  +2
  WILL
  SAVE
  Balance +8, Disable Device +8, Profession (choose one)
  +5, Search +5, Spot +4, Taunt +5.
  SKILLS
  Dodge, Evasion, Identity Change, Instant Stand, Move-
  By Attack, Rapid Strike.
  FEATS
  Choose a suitable Profession skill for your
  Speedster, or substitute another skill if the
  character is a full-time hero. Feel free to
  switch the Speedster’s power stunts with
  other Super-Speed power stunts 
  (see p. 85).
  CUSTOMIZATION
  KNOWN CHARACTERISTICS
  29/15
  DEFENSE
  (FLAT-FOOTED)
  5
  HERO
  POINTS
  +14
  INITIATIVE
  (DEX+SUPERSPEED)
  (SUPER-SPEED)
  Amazing Save (Damage) +1 [Extra: Fortitude, Will; Cost: 3
  pp; Total: 3 pp], Super-Speed +10 [Power Stunts: Spinning,
  Wall Run, Water Run, Whirlwind; Cost: 6 pp; Total: 68 pp].
  POWERS AND DEVICES
  The Speedster is fast (a speed of 80 feet in combat and a sprint of over 8,000 mph!). Speedsters aren’t particularly
  tough. They specialize in not getting hit and using their superhuman reflexes to avoid getting hurt. With their speed
  they can plow through large numbers of minions and seem like they’re everywhere at once. A Speedster is fast
  enough to run up walls and other sheer surfaces, and can change from civilian to costumed identity in an instant.
  DESCRIPTION
  DC
  +2
  +4
  +1
  +0
  +1
  +1
  DC
  
  INTRODUCTION
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  INTRODUCTION
  0.0017.00
  PAGE 17
  TOTEM ARCHETYPE OPTIONS
  Choose one of the following options:
  Bird
  Abilities: +2 Dex.
  Skills: Acrobatics +12, Intimidate +8, Listen +10, Move Silently +10,
  Profession (choose one) +8, Search +11, Sense Motive +5, Spot +12.
  Feats: Aerial Combat, Attack Finesse, Dodge, Evasion, Lightning
  Reflexes, Move-By Attack.
  Powers: Flight +10 [Flaw: Restricted—wings; Cost: 1 pp; Total: 10 pp],
  Natural Weapon (claws) +5 [Cost: 2 pp; Total: 10 pp], Super-Dexterity
  +4 [Cost: 4 pp; Total: 16 pp], Super-Senses +5 [Extra: Telescopic Vision;
  Cost: 3 pp; Total: 15 pp].
  Cat
  Abilities: +4 Dex, +4 Cha.
  Skills: Acrobatics +15, Balance +15, Bluff +10, Climb +10, Hide +15,
  Listen +12, Move Silently +15, Taunt +10.
  Feats: Attack Finesse, Darkvision, Dodge, Evasion, Instant Stand,
  Surprise Strike.
  Powers: Leaping +6 [Cost: 1 pp; Total: 6 pp], Natural Weapon (claws)
  +2 [Cost: 2 pp; Total: 4 pp], Super-Dexterity +8 [Extras: Super-
  Charisma +5, Super-Senses +8, Super-Strength +1; Cost: 9 pp; Total:
  48 pp].
  Fish
  Abilities: +2 Str.
  Skills: Acrobatics +12, Listen +10, Ride (Cetaceans) +12, Search +5,
  Spot +10.
  Feats:
  Aquatic, Blind-Fight, Blindsight (Flaw:
  Limited—Only
  Underwater), Darkvision, Underwater Combat.
  Powers: Mind Control +8 (Extra: Area; Flaw: Limited—marine life;
  Cost: 2 pp; Total: 16 pp), Super-Strength +8 [Extra: Swimming; Power
  Stunts: Dolphin Leap, Super-Swimming; Cost: 5 pp; Total: 44 pp].
  Insect
  Abilities: +4 Dex.
  Skills: Hide +10, Listen +8, Move Silently +10, Search +6, Spot +10,
  Taunt +8.
  Feats: Aerial Combat, Dodge, Evasion, Lightning Reflexes, Surprise Strike.
  Powers: Energy Blast (“Stinger”) +9 or Drain Strength (Venom) +9
  [Cost: 2 pp; Total: 18 pp], Cling +6 [Cost: 1 pp; Total: 6 pp], Flight +6
  [Flaw: Limited—Wings; Cost: 1 pp; Total: 6 pp], Shrink +10 [Cost: 2 pp;
  Total: 20 pp].
  Reptile
  Skills: Climb +12, Hide +10, Intimidate +8, Move Silently +10, Spot
  +10, Survival +10.
  Feats: Darkvision, Extra Limbs (tail), Great Fortitude, Lightning
  Reflexes, Scent, Surprise Strike.
  Powers: Amazing Save (Damage) +6 [Cost: 1 pp; Total: 6 pp], Natural
  Weapon (claws) +2 [Cost: 2 pp; Total: 4 pp], Regeneration +6 [Extra:
  Regrowth; Cost: 3 pp; Total: 18 pp], Super-Strength +6 [Cost: 4 pp;
  Total: 24 pp].
  Spider
  Abilities: +4 Dex.
  Skills: Acrobatics +12, Hide +12, Move Silently +12, Taunt +5.
  Feats: Attack Finesse, Dodge, Evasion.
  Powers: Cling +6 [Cost: 1 pp; Total: 6 pp], Combat Sense +5 [Cost: 1
  pp; Total: 5 pp], Snare (web) +8 [Extra: Swinging; Cost: 3 pp; Total: 24
  pp], Super-Dexterity +6 [Extras: Leaping, Super-Strength; Cost: 8 pp;
  Total: 48 pp].
  RP
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/Mutants & Masterminds Hero Archetypes.pdf