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mutants and masterminds handbook: Mutants & Masterminds Hero's Handbook Stephen Kenson, 2011 Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for excellence. The Mutants & Masterminds Hero's Handbook is the core rulebook of the game's third edition, giving you everything you need to have your own superheroic adventures. The detailed character creation system lets you create the hero you want to play, choosing from a wide range of skills, advantages, and power effects. Customize your hero's powers with modifiers to create an almost endless range of superhuman abilities. Choose the complications your hero must overcome, earning you the hero points to achieve victory. You can also choose from one of more than a dozen heroic archetypes, customize as you like, and be ready to play in just minutes! The streamlined system of game play requires only a single die roll and features easy-to-use rules. Play out an entire heroic adventure in a few short hours without long, drawn-out encounters. Plus, the hero point system allows players to influence the flow of the story and pull off superheroic stunts in the best comic book tradition! Become a hero of legend with the Mutants & Masterminds Hero's Handbook! |
mutants and masterminds handbook: Superteam Handbook Crystal Frasier, Jennifer Dworschack-Kinter, Steve Kenson, Jack Norris, Miranda Sparks, Fred Wan, Lucien Soulban, Jordan Wyndelts, 2019-10-29 The Superteam Handbook puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. Eight pre-made hero teams--ranging from PL 5 to PL 12--serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the streets safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your own giant robot as a member of MagnaForce? Whatever you choose, be stronger than the sum of yourparts! |
mutants and masterminds handbook: Cosmic Handbook James Dawsey, Christopher McGlothlin, Steve Kenson, Jack Norris, 2017-12-12 The cosmos is a vast realm of primal powers, alien empires, and wonders and dangers beyond imagining. Now it is yours to explore with The Cosmic Handbook for the Mutants & Masterminds Superhero Roleplaying Game. This sourcebook looks at the universe beyond Earth, from the history of the cosmic in the comics to the conventions of cosmic stories and characters. In its pages you will find advice and rules for creating characters and adventures in the depths of space. GMs get ready-to-use villains, from space tyrants and aliens to nigh-omnipotent cosmic beings, and an expanded look at the universe of Freedom City and Emerald City beyond the bounds of Earth. Get ready, heroes, infinity awaits! |
mutants and masterminds handbook: Mutants and Masterminds Steve Kenson, 2018-10-09 Written with new gamers in mind, this streamlined rulebook offers simplified character creation alongside a selection of ready-made adventures, making it easy for new players and Gamemasters to get into the action. Fully compatible with the entire library of Mutants and Masterminds Third Edition rulebooks and supplements, including the Deluxe Hero's Handbook, the material in this book is just the first step into a larger world that always needs saving. |
mutants and masterminds handbook: Mutants and Masterminds Beginner's Guide Steve Kenson, 2007-02 Freedom City's prestigious Claremont Academy is a training ground for a new generation of super-heroes. Now you have the opportunity to follow along and take part as Claremont's newest students arrive at its hallowed halls. The Beginner's Guide walks newcomers to Mutants & Masterminds through all the steps of creating and playing their own super-heroes, from character concepts and super-powers to secret identities and codes of honor. It includes the basic rules so you can get a feel for Mutants & Masterminds, as well as a narrative adventure so you can experience game-play all on your own. Just like graduating from the Claremont Academy, mastering Mutants & Mastermind's Beginner's Guide will ensure you're ready to face off against devious villains and thwart their evil plans. |
mutants and masterminds handbook: DC Adventures Hero's Handbook Stephen Kenson, 2010 Super-hero roleplaying in the DC Universe |
mutants and masterminds handbook: Power Profiles Steve Kenson, 2017-08-01 The Mutants & Masterminds Superhero Roleplaying Game gives you all the tools you need to create the super powers you imagine. Power Profiles gives you those powers ... and more! In this book are more than thirty power types from Air and Armor to Water and Weather, each with some two dozen or more powers described and built in M & M game terms. That's more than seven hundred different ready-to-use powers, all in one book! Power Profiles includes something for everyone. Think your ideal hero doesn't have any powers? Think again: Power Profiles includes Luck Powers, Martial Powers, and Talent Powers, special abilities that could all be described as superior training or skill! You can find endless ideas for M & M heroes and villains just by turning the pages of Power Profiles and letting your imagination go, and you can point both new and experienced players to just the right section for the hero they want to play. Power Profiles includes new power options, extras, flaws, and variants to modify the basic power effects from the Hero's Handbook, so you can create the powers you want. More than just powers, each profile also covers complications associated with those powers, to give your characters added depth and to help you earn hero points in play. Power Profiles refines and greatly expands the power options from Mutants & Masterminds, taking its basic effects and turning them into a wealth of options you can choose from. With this book, there's no limit to your power!--Publisher description. |
mutants and masterminds handbook: Mutants & Masterminds Gamemaster's Guide Stephen Kenson, 2012-07-10 While Mutants & Masterminds players create heroes, the Gamemaster creates the villains, the adventures, and the entire world where the series takes place. That can be a lot of work, but the Mutants & Masterminds: Gamemaster's Guide is here to help. This book has everything a M&M Gamemaster needs, from guidelines on creating challenges and adventures to advice on designing your own setting and series. The Gamemaster's Guide includes guidance on how to set up and run your game and to help your players create the best heroes, archetypes that make building villains easy, world-building tips, and options for modifying the game to suit your group's play style. |
mutants and masterminds handbook: MUTANTS & MASTERMINDS GAME MASTER'S GUIDE, REVISED EDITION. STEVE. KENSON, 2019 |
mutants and masterminds handbook: Ultimate Power Steve Kenson, 2006 Ultimate Power is the complete guide to super-powers for the award-winning Mutants & Masterminds Super-hero RPG, written by M&M designer Steve Kenson. Its pages are packed with detailed power descriptions, expanding the material from the M&M rulebook alongside new powers, power modifiers, power feats and applications. Also included are optional rules for more detailed applications of powers and creating your own powers. Ultimate Power makes creating any sort of super-powered hero or villain a breeze: all the work is done for you! Just choose the powers you want your characters to have. |
mutants and masterminds handbook: Atlas of Earth-Prime Steve Kenson, Scott Bennie, Jason Brick, Darren Bulmer, 2017-06-27 Visit a world not our own, but strangely familiar--a world of heroes and villains, of wonders and dangers, and limitless adventure! The Atlas of Earth-Prime is a trip around the world of the Freedom City and Emerald City settings for the Mutants & Masterminds RPG. Your heroes can explore the sites and perils of all seven continents, as well as fabled Atlantis, the Lost World, and the strange realms of Sub-Terra that lie at the center of the earth. Packed with locations, heroes, villains, and worldwide agencies, the Atlas of Earth-Prime is the campaign setting book Mutants & Masterminds fans have been waiting for! |
mutants and masterminds handbook: Gadget Guides Steve Kenson, 2017-06-13 Where do you get all those wonderful toys? Right here! Gadget Guides is a collection of diverse devices for the Mutants & Masterminds Superhero Role playing Game, from armor and weapons to psychic crystals and steamtech. In this book are twenty-two individual guides, each looking at a particular type of gadget, putting together the effects and modifiers from the Hero's Handbook to create a catalog of dozens of ready-to-use items. It includes: Weapons from guns and blasters to archaic and martial arts weapons, even weapons of mass destruction!; Constructs like artificial intelligences, robots, piloted mecha, and a wide variety of vehicles; Enhancements from biotech, cybertech, and nanotech to power devices, psychic gadgets, and magical items; Information compiled and stored in computers and the sensor and spy-tech to protect and get at it; Installations from hidden lairs to orbiting satellites, along with security systems and deathtraps to challenge your heroes! What Power Profiles did for super-powers, Gadget Guides does for gear, making it a great character creation and in-play resource for both players and gamemasters.--Publisher description. |
mutants and masterminds handbook: Hero High, Revised Edition Lucien Soulban, Christopher McGlothlin, Jon Leitheusser, Steve Kenson, 2017-05-23 Hero High was one of the most popular and sought after books in the history of Mutants & Masterminds--and now it's returned for the game's Third Edition! The book examines the genre of teen heroes (and villains), provides players and GMs with all the information they need to create characters and run games featuring teenaged heroes, and includes pages and pages of plot ideas and story hooks. Finally, Hero High includes information on the Claremont Academy, a private school for the gifted, and introduces a team of eight playable heroes--and their evil counterparts from a rival school known as the Elysian Academy. This Revised Edition updates and expands the original, making Hero High a must for any Third Edition Mutants & Masterminds campaign. |
mutants and masterminds handbook: Medieval Player's Manual David Chart, 2004 The Medieval Player's Manual gives you everything you need to have exciting adventures in the age of Christianity and crusade. This is not Hollywood medievalism, but the real thing. The Medieval Player's Manual has been exhaustively researched to provide rules that reflect the actual beliefs of the period. Ars Magica line developer David Chart has written a book that is both authentic and playable. Take your d20 game back to the Middle Ages with the Medieval Player's Manual. The book includes: Three new magic core classes (cunning man, natural magician, and theurge) and two support prestige classes (necromancer and theophanist). New systems for medieval magic like folk charms, alchemy, astrology, astral charms, and theurgy. Three new religious core classes (priest, canonist, and saint) and five supporting prestige classes (crusader, templar, prelate, hermit, and mystic). The introduction of Charisms, new feats representing gifts of miraculous power granted by God. Rules for holding academic disputations, creating theories, and writing books. Non-combat core classes like scholar and artist.Overviews of the Christian Church, the political history of the time, philosophy and the arts, and medieval laws and beliefs. Suggestions for alternate campaigns, like the Abbey Campaign and the Court Campaign, and intriguing historical What ifs?. Backgrounds and stats for important people of the day, like Empress Matilda, Archbishop Anselm of Canterbury, and natural magician Adelard of Bath. The book also presents Kin of the Conqueror, a campaign setting detailing the anarchic period after the death of King William the Conqueror. From 1087 to 1154 the British Isles and northern France were convulsed by wars over his legacy. Plunge into adventure with Kin of the Conqueror, or use the rules to explore other parts of the medieval world. Either way, the Medieval Player's Manual is your starting point for a new d20 experience. |
mutants and masterminds handbook: Bloodring Faith Hunter, 2008 In a near future world marked by apocalyptic religious strife, Thorn St. Croix, a powerful neomage living secretly among humankind, channels her gift of stone-magery into jewelry making, until a handsome police officer, Thaddeus Bartholomew, comes into her life, changing everything. Reprint. |
mutants and masterminds handbook: Mutants and Masterminds RPG Freedom City Campaign City Steve Kenson, 2018-02-13 Freedom City gives you the world's most renowned city of heroes to rescue from the forces of evil! Called the greatest superhero setting ever, the award-winning Freedom City is a fully realized and detailed metropolis that can serve as a home base for your heroes or just one of the many places they visit while saving the world of Earth-Prime from disaster. Your heroes can fight the forces of SHADOW, puzzle out the schemes of the Labyrinth, and defeat the alien invaders Syzygy and the Meta-Grue. With dozens of foes and hundreds of locations, Freedom City gives you everything you need to run an exciting Mutants & Masterminds campaign. |
mutants and masterminds handbook: DC Adventures RPG: Heroes & Villains Volume 2 Darren Bulmer, Leon Chang, Walt Ciechanowski, Chris Huff, Seth Johnson, Matthew E Kaiser, Steve Kenson, Christopher McGlothlin, Alejandro Melchor, Jason Mical, Jack Norris, Rd, Aaron Sullivan, Steven Trustrum, Ray Winninger, 2012-05-08 The DC Universe features a dazzling array of characters who have thrilled readers for generations. The two-volume Heroes & Villains set details more than 500 of those characters for use in your DC Adventures games, all featuring character stats fully compatible with the award-winning Mutants & Masterminds RPG. With Heroes & Villains in-hand, you will never lack for characters to use in your game, from heroic guest-stars and villainous foes to heroes suitable as ready-to-play characters. You'll also have a comprehensive guide for modeling your own DC characters based on existing examples along with a collection of animals and monsters useful for mimics and shapechangers. It's the comprehensive guide to the heroes and villains of the DC Universe no fan should be without! Volume 2 covers characters from the League of Assassins and Legion of Super-Heroes to Zatanna and Zauriel. |
mutants and masterminds handbook: Nocturnals Dan Brereton, Chris Pramas, T. S. Luikart, 2004-04 A Roleplaying Game based on the bestselling comic book. |
mutants and masterminds handbook: Texit John Griffing, Daniel Miller, 2020-11-09 Texit is the first non-fiction book to delve into the motivations, the process, and the practicality of a modern-day Texas exit from United States. Channeling his 20 years of experience on the issue, author Daniel Miller, takes the reader through the historical and cultural foundations of Texit, its impact on mainstream politics, and plainly lays out the grievances expressed by many Texans that drive their support for an independent Texas.Texit also addresses the most common objections with facts and sheds light on what a future Republic of Texas could look like. Foreword by John Griffing. |
mutants and masterminds handbook: Aaron Allston's Strike Force Michael Surbrook, Aaron Allston, 2016-05-30 A superhero setting like no other. A role-playing game campaign book that includes techniques and lessons from over 22 years of play. A tribute to one of the greatest creators in the RPG industry, created using Champions 6th Edition. |
mutants and masterminds handbook: DC Adventures Darren Bulmer, 2013 |
mutants and masterminds handbook: Ogl Ancients Adrian Bott, 2004-02 A new D20 RPG from Mongoose, set in the hugely popular Ancient world . |
mutants and masterminds handbook: Mutants and Masterminds RPG Glenn Hall, Green Ronin Publishing, John Leitheusser, 2012-06-27 Giving you a plethora of villains to challenge your players, this book compiles most of Green Ronin's Threat Report PDF series of villain profiles, along with new content created just for this collection. |
mutants and masterminds handbook: The Algernon Files Blackwyrm Games, 2004-03-15 The Algernon Files is a compilation of heroic and villainous NPCs designed to give a GM and his players additional resources for the Mutants & Masterminds game. It includes over 100 write-ups for NPCs of varying power levels, as well as maps, new rules, new powers, and new feats. It introduces the hero teams, The Sentinels, The Aerie, and The Covenant, as well as solo heroes. The book also introduces the villainous teams The Black Knights, The Prometheans, and The Sinister Circle, as well as heavy hitters such as Praetorian and The Serpent Queen, followed by other villains and potential sparring partners of different types, power models, and general effectiveness. |
mutants and masterminds handbook: Mutants and Masterminds Gamemaster's Kit, Revised Edition Steve Kenson, 2018-02-06 The Mutants & Masterminds Gamemaster's Kit is a key accessory for your superhero campaign. It features a sturdy and practical 3-panel hardback screen with all the charts and tables you need to play the World's Greatest Superhero RPG. The kit also includes 4 quick reference cards and a combat tracker that you can write on with wet or dry erase markers. The Mutants & Mastermind's Gamemaster's Kit is the perfect complement to the Deluxe Hero's Handbook and will help you kick off your game with style. Price Includes VAT |
mutants and masterminds handbook: Bedlam City: Savage Worlds Edition James Thomson, 2009-12-24 WELCOME TO BEDLAM!Take a trip back to the Iron Age of comics and visit Bedlam City. It's the smaller, dirtier and more dangerous town next door to your superhero campaign's shining metropolis, presented here in lavish detail. Stalk its alleys, punch out its supervillains, expose its horrible secrets--and have no fear, there are always plenty more where they came from.Weighing in at a whopping 394 pages, this book is crammed with dozens of NPCs, neighborhoods, adventure seeds and locations, with enough back-stories and plot arcs to keep your PCs playing for years.Fully compatible with the Super Powers Companion Bedlam City is fast, fun and ferocious, with no new rules to learn or systems to memorize. If you own a copy of the Super Powers Companion you can pick up Bedlam City and start playing it right now.So what are you waiting for? Bedlam is calling. There's a shadowy rooftop out there just waiting for you to start lurking on it... |
mutants and masterminds handbook: Icons Steve Kenson, Gareth-Michael Skarka, Walt Ciechanowski, Morgan Davie, 2010 What kid raised in recent generations hasn't pretended to be a superhero at some point: worn a cape, flown around, bounced imaginary bullets or shot blasts of power from hands or eyes? Why not? After all, the superhero is the perfect modern fantasy: powerful, respected, and loved by the public, but with a message of responsibility, duty, truth, and justice that appeals to parents as well as kids. In countless comic books (and now graphic novels), cartoons, and live-action television shows and films, superheroes continue to thrill and capture our imagination while also celebrating some of our better qualities. Who wouldn't want to be a hero? With ICONS, you can be! Steve Kenson, the designer of the best-selling Mutants & Masterminds delivers a superpowered new role-playing game, inspired by the fast-playing old-school games and the new generation of narrative role-play! Within its pages are complete rules for character creation, abilities and powers, random adventure generation, a rogue's gallery of villains, a complete adventure and all the superheroic action you can handle! |
mutants and masterminds handbook: Iron Age Sourcebook Seth Johnson, Jon Leitheusser, 2007-06 They're the best there is at what they do, and what they do isn't very pretty. Go back to the grim days of the '80s and '90s, when super-vigilantes in leather and chains dispensed harsh justice. Iron Age looks at the darkest era of comic book history and how you can bring it to life in your Mutants & Masterminds game. It includes an overview of the period, how to create and run Iron Age characters and games, and details on the Iron Age of Green Ronin's award-winning Freedom City campaign setting. Iron Age is a shotgun blast of super-powered crime, betrayal, and vengeance. It ain't pretty, but someone has to clean up the streets. |
mutants and masterminds handbook: The Expanse: Abzu's Bounty Ian Lemke, Kate Baker, Steve Kenson, Shoshana Kessok, Nicole Winchester, Will Sobel, 2020-03-10 Readers of The Expanse novels have thrilled to the adventures of the crew of the Rocinante. Now it's your turn to make your mark! Abzu's Bounty presents a series of six full-length scenarios designed for a new crew of characters in The Expanse Roleplaying Game. They embark on a series of adventures, from a fateful discovery in the rings of Saturn to acquiring their own ship to a deadly confrontation that could change the course of history for the entire solar system. Abzu's Bounty is the perfect way to kick off a new campaign. Get ready for launch! |
mutants and masterminds handbook: Armies of the Abyss Erik Mona, Green Ronin, 2002-02 Fantasirollespil. |
mutants and masterminds handbook: Mutants & Masterminds Steve Kenson, 2005 Mutants & Masterminds has been called the best, most exciting superhero RPG in years. It sets new standards in design and presentation. It has won multiple ENnie and Pen & Paper Awards and it appeared on every critic's best of list for 2002. Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page hardcover with a stunning new cover by Ramon Perez, you'll find a complete roleplaying game that's a perfect starting point for your own comic book adventures. Mutants & Masterminds, Second Edition, has everything you need to create your own super-heroes and villains. It also offers more than a dozen ready-made super-hero archetypes and even more ready-to-use super-villain archetypes, plus two introductory adventures so you can start playing right away. Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition, will take your game (and your heroes) to the next level! |
mutants and masterminds handbook: Mutants and Masterminds Character Record Folio Green Ronin Publishing, 2004-05 Your mighty superhero deserves deluxe treatment, and that's where the Mutants & Masterminds Character Record Folio comes in. Say goodbye to cramming your notes and super powers onto a single character sheet--the folio is designed to handle your superhero for the entire campaign. Its 16 beautifully designed pages include great add-ons like record sheets for your minions, vehicles, and headquarters, plus Crime Files that let you track important events and NPCs. The M&M Character Record Folio is good for any character, from a street-level vigilante to a being of cosmic power. |
mutants and masterminds handbook: Extent: Year of the Scourge Jason Cochrane, 2024-03-06 Adrian Hooper has superpowers. He's not the only one. He attends the Claremont Academy, a boarding school that caters to others like him. At Claremont, Adrian and his friends are supposed to be learning how to use their powers as a force for good. The gang of friends who make up the Next Gen teen hero team have scattered. Each one seeks to heal from the ravages of the last year of high school where, in addition to the regular classes, they have fought killer robots and extradimensional despots. Just as it seems like the team have sworn off heroics they become embroiled in an unfolding drug scandal linked to their past exploits! Adrian and his friends quickly learn: just say no to drugs... |
mutants and masterminds handbook: Better Mousetrap 3e Deluxe Steven Trustrum, 2015-04-24 This is the colour, distribution version. Better Mousetrap is an extensive supplement for the Mutants & Masterminds 3e rules. Written by Steven Trustrum, contributor to the DC Adventures product line, and illustrated by industry veteran, Eric Lofgren, this massive sourcebook covers everything from how to create interesting, challenging super-villains to new game mechanics (advantages, extras, flaws, Expertise variations, and more), to entirely new rules that will help you take your game to a new level of excitement. |
mutants and masterminds handbook: Extent: Year of the Nightmare Jason Cochrane, 2023-09-10 Adrian Hooper has superpowers. He's not the only one. He attends the Claremont Academy, a boarding school that caters to others like him. At Claremont, Adrian and his friends are supposed to be learning how to use their powers as a force for good. Or at least, that is the plan. Now Adrian and his friends find themselves trapped in an alternate universe where the people with powers are nothing like what Adrian has been taught. Caught in a nightmarish world, can Adrian and his friends find out how they got here and more importantly can they find a way back to high school… Because there are worse things than high school. |
mutants and masterminds handbook: Extent: Year of the Next Generation Jason Cochrane, 2024-09-10 Adrian Hooper has superpowers. He's not the only one. He attends the Claremont Academy, a boarding school that caters to others like him. At Claremont, Adrian and his friends are supposed to be learning how to use their powers as a force for good. Adrian and his friends are entering their final year at the Claremont Academy. After three years of misadventures, the members of Next Gen fully expect that once again the year will bring unexpected challenges. And they are not mistaken. As they once again encounter chaos, the group is forced to ask: What if everything that happened was connected? Don't ask the question, if you are not ready for the answer... |
mutants and masterminds handbook: Dragons in the Stacks Steven A. Torres-Roman, Cason E. Snow, 2014-10-17 A one-stop, complete guide to tabletop role-playing games for novice librarians as well as seasoned players. Tabletop role-playing games (RPGs) are a perfect fit for library teen services. They not only hold great appeal for teen patrons, but also help build important skills ranging from math and literacy to leadership and dramatics. Role-playing games are cost-effective too. Dragons in the Stacks explains why RPGs are so effective at holding teenagers' attention, identifies their specific benefits, outlines how to select and maintain a RPG collection, and demonstrates how they can enhance teen services and be used in teen programs. Detailed reviews of role-playing games are included as well, with pointers on their strengths, weaknesses, and library applications. Coauthored by an experienced young adult librarian and an adult services librarian, this is the definitive guide to RPGs in the library, and the only one currently available. |
Out-of-Character Planning - Page 22 - Yugioh Card Maker Forum
Jan 19, 2013 · Plan your roleplays here.
Out-of-Character Planning - Page 22 - Yugioh Card Maker Forum
Jan 19, 2013 · Plan your roleplays here.