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mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: MUTANTS & MASTERMINDS GAME MASTER'S GUIDE, REVISED EDITION. STEVE. KENSON, 2019 |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: Mutants & Masterminds Pocket Player's Guide Stephen Kenson, 2006 |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: Icons Superpowered Roleplaying: the Assembled Edition Steve Kenson, 2017-11-28 Icons Superpowered Roleplaying is a tabletop game of superhero adventure that lets you devise stories of the imagination with your friends, based around the heroes you create. The new Assembled Edition revises and expands the original game, putting all options you want under one cover. Icons features quick character creation, a flexible game system that's easy to learn, and flavorful rules to give your games that comic book feel. Icons is your all-in-one package for superhero roleplaying adventure: quick, easy, descriptive, and fun! |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: DC Adventures Hero's Handbook Stephen Kenson, 2010 Super-hero roleplaying in the DC Universe |
mutants and masterminds gamemaster's guide steve kenson: Silver Age Christopher McGlothlin, Steve Kenson, 2010-06 Mutants & Masterminds, or M & M for short, is an adventure roleplaying game in which you, the players, take on the roles of fictional superheroes having thrilling adventures in an imaginary world. One player, the Gamemaster, takes on the job of creating that world and the stories for the other players to take part in. Together, you create your own tales of heroic action and adventure, like your favorite superhero comic books, television shows, or movies. You don't need any expensive computers or video game systems to take part though. You just need a book, some friends, and plenty of imagination--Mutants & Masterminds website. In this title meet the characters that people this game, get hints on how to create you own M & M characters based on those depicted in this book -- and much more! |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: The Expanse Roleplaying Game Steve Kenson, 2019-05-14 The Expanse created by James S.A. Corey. |
mutants and masterminds gamemaster's guide steve kenson: DC Adventures Darren Bulmer, 2013 |
mutants and masterminds gamemaster's guide steve kenson: Star Wars Roleplaying Game Christopher Perkins, Owen K. C. Stephens, Rodney Thompson, 2007 The Star Wars universe is at your fingertips! The 'Star Wars: Edge of the Empire Core Rulebook' is a role playing game that explores the places across the galaxy where morality is gray and nothing is certain. It contains everything that players and GMs need to conduct their adventures as smugglers in the Outer Rim, to collect bounties on the scum in the shadows of Coruscant, or to establish new colonies beneath the Empire's notice.--From publisher description. |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: Mutants & Masterminds Super Unicorn, 2003-05-01 More than 50 of the world's most dastardly supervillains, monsters, power-mad sorcerers, and would-be conquerors come alive in this lavishly illustrated catalog of criminals conceived, written, and art-directed by Super Unicorn design studio! Battle the maniacal Atomic Brain, conquer the demon within Johnny Reb, and maybe score a date with the Other Woman, mysterious maven of the Clique! Crooks! includes four complete villain headquarters, new powers, a host of villainous devices, and an introduction to the META-4 Universe, first seen in the Mutants & Masterminds core rulebook. You'll definitely want to catch these Crooks! |
mutants and masterminds gamemaster's guide steve kenson: Mecha & Manga Alejandro Melchor, 2009-06 Super Mecha Roleplay Powers Go! Japanese manga and anime have become hugely popular in the English-speaking world and now they are coming to the Mutants & Masterminds roleplaying game. This sourcebook takes Mutants & Masterminds from its Silver Age roots into a whole new style of comics. Inside you'll find all-new character archetypes, rules for mecha design and creation, campaign advice, and exciting worlds with adventures galore! |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: Bestiary 2 Jason Bulmahn, 2011 A good Game Master never has enough monsters, and a good player always has time to kill a few more! The newest hardcover rulebook for the Pathfinder Roleplaying Game presents more than 300 new creatures for all your fantasy RPG needs. From classic creatures like undead dragons, hippogriffs, and the Jabberwock to denizens of the outer planes like daemons, proteans and the all-new aeons, the Pathfinder RPG Bestiary 2 is packed from cover-to-cover with exciting surprises and fuel for a thousand campaigns! |
mutants and masterminds gamemaster's guide steve kenson: Wild Cards John Jos Miller, Steve Kenson, George R R Martin, 2008-08 Aces and Jokers Wild! In 1945, an alien virus released over Manhattan changed the world forever. Ninety percent of the people exposed to the Wild Card virus died, and some say they were the lucky ones. Of the survivors, ninety percent were mutated into the hideous freaks known as Jokers. Only a rare one percent became Aces, people gifted with superhuman powers. In 1985 George R.R. Martin and a stellar group of authors introduced readers to the world of Wild Cards, and now the series spans more than a dozen anthologies and novels. In the summer of 2008 players of Mutants & Masterminds can make this world their own for the first time with the Wild Cards campagin setting, written by series author John Jos. Miller. Inside this beautifully illustrated book you will find a full history the setting, profiles and game stats for dozens of major characters, background information and rules on the Wild Card virus, an introductory adventure, and advice on running your own WildCards campaign. |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: Fantasy AGE Bestiary Jon Leitheusser, Matt Miller, Matt Miller, Dr, PhD, Oz Mills, Jack Norris, 2017-08-01 What does every fantasy RPG campaign need? Monsters! Monsters! Monsters! The Fantasy AGE Bestiary gives Game Masters a plethora of new foes to challenge their players, from classics like the basilisk and minotaur to new monsters like the eldritch crown and shard lord. Each creature is fully detailed, with background information, adventure hooks, game stats, and variants. This beautiful full-color hardback is the first sourcebook for the Fantasy AGE RPG and an indispensable resource for Game Masters. |
mutants and masterminds gamemaster's guide steve kenson: Rappan Athuk 5E John B. Webb, Clark Peterson, W. D. B. Kenower, Skeeter Green, Gabor Lux, Greg Raglund, Matt FInch, Greg A. Vaughan, Lance Hawvermale, Tom Knauss, 2018-08 |
mutants and masterminds gamemaster's guide steve kenson: 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 gamemaster's guide steve kenson: Warriors & Warlocks Dale Donovan, Matthew E Kaiser, Steve Kenson, Aaron Sullivan, 2009-06 Includes information on character design, magic, equipment, villains, monsters, and more. This title offers a Mutants & Masterminds rules companion to Green Ronin's popular Pirates Guide to Freeport, along with an introduction and overview of Freeport as a setting for fantasy adventures. |
mutants and masterminds gamemaster's guide steve kenson: Fantasy AGE Basic Rulebook Chris Pramas, 2017-09-12 The Fantasy AGE Basic Rulebook is your entry point to tabletop roleplaying. Now you can be the hero in your own sword and sorcery adventures! This is the game played on Wil Wheaton's new tabletop RPG show, Titansgrave: The Ashes of Valkana. The Adventure Game Engine (AGE) rules are easy to learn, and feature an innovative stunt system that keeps the action tense and exciting. This Basic Rulebook includes full 20 level advancement for all three classes, a new magic system, advice for players and GMs, and an introductory adventure so you can get started right away. You can use Fantasy AGE to run adventures in the campaign setting of your choice or a world of your own creation. A new AGE is upon us! |
mutants and masterminds gamemaster's guide steve kenson: Mutants and Masterminds Annual #1 Steve Kenson, 2004-06-01 Mutants & Masterminds Annual #1Written by Steve Kenson and the Friends of Freedom128 pages, full color, perfect-boundMSRP: $24.95GRR2007ISBN: 1-932442-12-XThe Mutants & Masterminds Annual celebrates the games first spectacular year. Its 128 pages are packed with new rules, options, and setting information, including expanded rules for power creation, weaknesses, battle suits, and hero points. Look back on World War II heroes in Legacy and into the future with Freedom City 2525. Steve Kenson leads up a design team that includes former Marvel Super Heroes RPG developer Steven E. Schend, Wizards of the Coast setting search winner Keith Baker, and Time of Crisis author Christopher McGlothlin. This is the book Mutants & Masterminds players have been waiting for! |
mutants and masterminds gamemaster's guide steve kenson: Mutants and Masterminds Steve Kenson, 2005-05 The Mastermind's Manual is the perfect companion to the award-winning Mutants & Masterminds Superhero Roleplaying Game. In its pages you will find endless ways to customize the M&M system to suit your game, along with helpful Gamemaster advice, and insight into how the game is designed and played. The Mastermind's Manual includes a vast array of optional and variant rules, complete guidelines for creating your own feats and super-powers, expanded systems for proficiency, combat, chases, skill use, and nearly every other aspect of the game. With the Mastermind's Manual, you open up infinite possibilities, infinite options, and the power to truly make the world yours. It's your master plan for taking the game to the next level... and what evil mastermind wouldn't want that? |
mutants and masterminds gamemaster's guide steve kenson: Mutants & Masterminds. Guida del Gamemaster Steve Kenson, 2019 |
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.