Core Rulebook, Hardcover by Green Ronin
The World's Greatest Superhero Roleplaying Game Returns!
It has been called "the best, most exciting superhero RPG in years." It sets "new standards in design and presentation." It has won awards that include the Pen & Paper Fan Award for Best RPG, the ENWorld Award for Best d20 RPG, and the prestigious EN World Peer Award for 2003. Now the World's Greatest Superhero Roleplaying Game is even better!
Mutants & Masterminds, Second Edition, is all the best of the award-winning RPG, with new updates, refinements, and expansions to make it the most complete, detailed, and fun version of superhero gaming yet! In this 256-page hardcover with stunning new cover art by Ramón Pérez, you'll find a complete game. Based on the popular Open Game License, Mutants & Masterminds has everything you need to create your own superheroes and villains. It offers more than a dozen ready-made superhero archetypes and even more ready-to-use supervillain archetypes, so you can start playing right away! Included are two introductory adventures, one providing an introduction to the award-winning Freedom City campaign setting.
Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition will take your game (and your heroes) to the next level!
The Mutants & Masterminds Beginner's Guide walks newcomers to the game through all the steps of creating and playing their own heroes with the Worlds Greatest Superhero RPG. It includes basic, stripped-down game systems to get a feel for the game along with a narrative adventure to experience game-play all on your own. Then you can try playing with friends as you all get into the game. Just like graduating from Claremont Academy, the Beginner's Guide will ensure you're ready to become a full-fledged hero!
Mutants & Masterminds is a complete roleplaying game with everything you need to start a campaign of rollicking superhero action. What if you just want to play the game, though? Do you really need all that GM-specific information? Now Mutants & Masterminds players have a choice. The Pocket Player's Guide contains all the rules you need to create characters and play Mutants & Masterminds. This handy rulebook gives you the core game system in a format that is affordable and easy to carry. Now it's even easier to see why Mutants & Masterminds is the World's Greatest Superhero RPG!
The Mutants & Masterminds Deluxe GM Screen is both sturdy and practical and looks great on the game table. All the charts and tables you need to play the World's Greatest Superhero RPG are displayed on durable hardback stock. The screen also includes a second edition update of the classic Time of Crisis adventure by Golden Age author Christopher McGlothlin. The perfect complement to the core rulebook, the M&M Deluxe GM Screen is a must for game masters new and old.
Aces and Jokers Wild!
In 1946 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, nine out of ten were mutated into "jokers," hideous freaks. Only a rare one percent became "aces," people gifted with superhuman powers.
In 1987, the first book in the Wild Cards series introduced readers to this strange new universe, spanning more than a dozen anthologies and novels. Now players of Mutants & Masterminds can make the world of Wild Cards their own in this all-new sourcebook by Wild Cards author John Jos. Miller. In it you will find:
* A complete history of the Wild Cards world, from Wild Card Day in 1946 up to the present.
* Details on the effects of the wild card virus and the creation of aces and jokers.
* Profiles of dozens of major Wild Cards characters, including M&M game stats.
* Everything you need to create your own Wild Cards series for Mutants & Masterminds, including how to transform yourself with the wild card!
* Random systems for assignment of ace powers and joker mutations.
* The introductory adventure "Ante-Up" to get you started in the strange and wonderful world of Wild Cards.
Experience super-powers and Mutants & Masterminds like never before by exploring a world where the luck of the draw means the difference between fame and power and a terrible genetic curse. Draw the wild card and see what you get.
Do You Feel Lucky?
Orwell Industries is the first product in our Powers & Perils line of superpowered supplements. Written by Butch Curry and illustrated by Julia Bax, this book contains the history of Orwell Industries from its humble beginnings to its present worldwide infrastructure. Find details on key staff members, the corporate hierarchy, new enemies and allies, new gear and vehicles, secret projects, and more.
Guidelines are given on how to introduce and integrate Orwell Industries into your existing supers campaign and how you can make it the focus of a new campaign. Plot hooks abound, along with a complete campaign outline, so you'll never be at a loss for adventure.
Prepare to throw on your capes and spandex and face the evils of Orwell Industries!
Do the Impossible
Welcome to a world where "reality" doesn't mean quite the same thing it used to, where the word "impossible" is used conditionally when it has any meaning at all, and where you will believe a man can fly, because there's a good chance of seeing it on the evening news. Welcome to a world of normal people with paranormal powers, the world of Paragons.
This setting sourcebook for the Mutants & Masterminds RPG lets you create the world of Paragons. In its pages you will find:
* A complete guide to the paranormal, from how the powers of paragons (apparently) work to strange phenomena and their effect on the world.
* Over fifty paranormal characters, usable as allies, adversaries, or supporting cast in your M&M games.
* More than twenty different paranormal factions, from the Church of Jesus Christ, Paragon, to the mysterious Initiative, the mercenary Silber Agency, and the sinister Syndicate.
* The Imageria: infinite worlds within worlds in the realm of dreams, imagination... and nightmares!
* Nine complete series frameworks for different types of Paragons games: from gritty investigation to high-powered action.
* All the rules material and options you need to create your setting and run a Paragons series, including guidelines on how the characters can truly change the world, and how supreme power may change them.
More than just a setting, Paragons is multiple settings in one, giving you the resources you need to create a world of paranormal powers, and to tell the stories of the paragons: normal people, paranormal power.
Change the World!
A Perfect Town to Live In...
Welcome to Unity, the perfect town, where the people are friendly, and everyone knows everyone. It's a great place to live - so great, in fact, that you may never want to leave....
A More Perfect Union is the premier adventure for the Paragons campaign setting for the Mutants & Masterminds superhero roleplaying game. When a group of newly awakened paranormals is drawn to a sleepy rural town, everything seems perfect - a little too perfect. They discover strange events and a threat that could endanger the entire world! Can they resist Unity's seductive spell and do what must be done to safeguard humanity?
The adventure comes complete with everything you need to play and introduce the players to the strange new world of Paragons: It includes six complete paranormal characters and guidelines for players to create their own, along with mass combat rules for Mutants & Masterminds to handle the kind of challenges they'll face in the town of Unity.
Dive into the strange and exciting new world of Paragons, where normal people wield paranormal powers, and change the future of the world! The decision is up to you...
...Unity or Freedom?
Agents of Freedom details "agent" level characters and adventures for Mutants & Masterminds, including suggested power levels for four different styles of game, how to create agent characters, details on skill use and feats, and agent archetypes like the Dashing Spy and Hard-Nosed Commander. It also includes plenty of agent equipment, from weapons and gadgets to suped-up vehicles and secret headquarters.
Requires the Mutants & Masterminds RPG by Green Ronin Publishing for Use.
From the publishers of the best-selling Hunter & Prey series, no other city in the world is as well-known as Autumn Arbor, also called the City of Legends. Now the City of Legends is brought to life in the first of a series of books designed to give you the power to be a hero... and become a legend!
Fully compatible with the Hunter & Prey series and all M&M Superlink products, the Autumn Arbor Campaign Setting is a detailed guide including over 60 locations, political and government figures, street gangs, designer drugs, mystic artifacts, and exotic places beyond the borders of Autumn Arbor.
A comprehensive guide including over 100 detailed NPCs suitable for PL 10 to PL 20 campaigns.
Start playing immediately, using tips and story ideas in the Gamemaster Appendix to turn your heroes into the Legends of Tomorrow!
Full color, with detailed maps on the city of Autumn Arbor and its important points of interest!
Fight for justice... be a hero... become a Legend!
A Manual of Mysterious Magics!
By the Shining Sigil of Sirrion! The Book of Magic is the complete Mutants & Masterminds sourcebook on the Arts Arcane, all that is magical and mysterious. It is a guide to comic book magic, providing everything players and Gamemasters need to run games based on magical comics ranging from light-hearted to dark post-modern and everything in-between.
The focus is on magical characters and settings, but with an eye towards integrating these characters and elements into a more general superhero series. In the pages of the Book of Magic you'll find:
* Six new hero archetypes and seven new villain archetypes, along with numerous supporting cast, minion, and creature archetypes, all ready for use; a complete cast of characters!
* Eleven styles of magic and dozens of spells and magical items for mystic heroes and villains, from the All-Revealing Light of Abbridon to Yig's Inexorable Transformation, from the Abyssal Trident to the Wishing Ring.
* The mystic secrets of the Freedom City setting, including cosmology, history, heroes, villains, creatures, magical items, and more! Plus eight mystic series frameworks to give you starting points for your own magical M&M game!
Plus a history of magic in comics, mystical dimensions, character creation, adventure creation, series advice, and more! Learn the secrets of superheroic sorcery from the Book of Magic and...
Make your M&M magical!
The most prominent international conflict of the 20th century was the long-running rivalry between East and West: The Cold War.
From the front lines of the Cold War come a dozen super-powered super-patriots, fully statted for use in any M&M Superlink campaign!
This supplement also features guidelines for roleplaying and running adventures, as well as a mini-adventure featuring the United Nations Meta Security Force (UNMSF) -- a group made up of both Eastern Bloc and Western Bloc Heroes....
Can they overcome their differences in time to avert World War Three?
Gestalt: The Hero Within
Where Men Become Myth - and Myths Become Men
Gestalt is Scott Bennie's unique world of superhuman archetypes. Superhero comic books contain worlds of Archetypes, individuals who represent important symbols. They are populated by characters who represent concepts such as Heroism, Strength, Speed, Cleverness, The Elements, Kindness, Cruelty, and Ambition. All fiction deals in archetypes or symbols, but comic books apply them more consciously than most fictional forms.
The Gestalt campaign takes the idea of "character as Archetype" one step further. In this campaign world, Gestalt-Earth, the characters are the symbols. A physically powerful superhero might not just be a strong guy - he could be an embodiment of Strength. A Gestalt martial arts master isn't just a superb fighter - he's also a human representation of his chosen art. The master lives its philosophy at all times, getting into situations where he demonstrates his art and its virtues, championing those who follow the art, and using the art to advance his or her personal fortunes.
While characters in the Gestalt-Earth setting look and act like superheroes, in many ways they fulfill the role of mythological gods, becoming the champion of concepts and portfolios.
Gestalt: The Hero Within uses M&M Second Edition.
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 mastermind wouldn't want that?
Mutants & Masterminds, Second Edition is here and with it comes an updated Gamemaster's Screen.
Its four sturdy panels have beautiful full colour art on one side and all the charts and tables you need to play the World's Greatest Superhero RPG on the other. Reasonably priced and user-friendly, the Mutants & Mastermind's Second Edition GM's Screen is a handy accessory that'll look great on your gaming table.
Soaring through space, wielding the power of an exploding sun, staring down an armada of battleships, wrestling with the ageless expressions of gravity and time - these are the exploits of Cosmic Heroes. They operate on a level beyond most supers, facing mighty challenges that match their own immense reserves of power. Unearthly: Cosmic Heroes provides you with the tools you need to supercharge your M&M game into the cosmic realm.
* Full guidelines for creating cosmic characters, with advice on powers and feats;
* Advice for constructing exciting adventures and campaigns on a cosmic scale;
* Guidance on dealing with the really big numbers that define cosmic games, including new rules extensions to deal with common cosmic situations;
* Insight into the deep mysteries of the universe, and how to use them in your cosmic adventures;
* Detailed advice for using X-traits and plot device characters in your game;
* Sample Cosmic NPCs, including The Red Giant (an alien scientist), the VeVirus (a sentient meme) and the trash-talking Evil Planet!
Infinite worlds, infinite possibilities: Freedom City is an eminently adaptable setting and this book proves it! Worlds of Freedom presents many visions of Mutants & Masterminds' most famous metropolis, from the Revolutionary and Civil War eras to the distant future, from parallel Earths where the Axis won World War II to a world of funny cartoon animals, and more! Worlds of Freedom expands the usefulness of the Freedom City campaign setting and takes your heroes to infinite worlds of adventure!
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.
Freedom City was widely hailed as the best supers sourcebook of all time and it won 3 ENnie Awards at GenCon, 2003. Foes of Freedom makes the city even better. This new sourcebook introduces dozens of devious villains to Freedom City, from the rogue star knight Blackstar to the murderous Jack-a-Knives to the vengeful Silver Scream. Villain groups like Larceny, Inc. and the Psions provide new challenges to Freedom City's protectors, while the book's new feats and powers make a great addition to any Mutants & Masterminds game. Printed in beautiful full colour throughout.
The award-winning Mutants & Masterminds superhero RPG gives you the power to become a superhero.
Freedom City gives you a world to rescue from the forces of evil! Called "the greatest superhero setting ever," 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 from disaster.
Freedom City includes a detailed history, based on decades of comic book publishing, maps of the city, and hundreds of places and characters to help bring it to life. Adventure in a true city of heroes...
The gadgeteer is a staple of four-colour comics and a popular choice for RPG superheroes. Gimmick's Guide to Gadgets builds on the gadget rules for Mutants & Masterminds by introducing two new powers, Spontaneous Invention and Scientific Genius, and expanding the device construction rules.
In addition to new rules material, the book also includes hundreds of ready-made gadgets that can be dropped right into any campaign. Designed by fan-favourite Mike Mearls, Gimmick's Guide to Gadgets adds a whole new dimension to your Mutants & Masterminds game.
They didn't call it the "Golden Age" of superheroes for nothing: the 1930s and '40s gave us the most famous and enduring icons of the comics, as well as the greatest battle between good and evil in the 20th century.
With Golden Age, you can take your Mutants & Masterminds games back to that bygone era: play the world's very first heroes, defenders of freedom and democracy in a world on fire, engulfed in war. Golden Age presents a complete history of the Golden Age of comic books, and then shows you how to recreate those exciting tales with the World's Greatest Superhero RPG. It has an overview of the Golden Age era, guidelines for building Golden Age heroes, and all the information you need to set up and run your own Golden Age series. It also includes a complete look at the Golden Age era of the four-color Freedom City campaign setting. Thrill to the adventures of the Liberty League and the Allies of Freedom, battle the Nazi Übermensch and Hitler's super-soldiers, along with the sinister plots of the Invisible Empire and the occult Thule Society. Fight on the front lines or protect the home front and, keep 'em flyin', hero!
Fast Times at Hero High
The Crime League is on a rampage downtown, but the prom is tonight and, worse yet, you've got a make-up test tomorrow! But then nobody said life was easy at Hero High!
Teenaged superheroes don't have it easy... just ask them. After all, being a normal teenager is hard enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!
Hero High is a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds Superhero RPG. In it, you'll find all you need to run a teen heroes series of your own, with all the trials and tribulations it entails. There's everything from an overview of the genre to breakdowns of its components and how to use them all in your adventures.
There are even insights from the experts: Hero High includes interviews with some of the creators who know the teen hero genre, from Allen Heinberg (Young Avengers) to Brian K. Vaughan (Runaways) and Stan "The Man" Lee himself! Find out what drew them to teen hero stories and which are their favorites.
Hero High also includes expanded material for the Claremont Academy in the Freedom City campaign setting: visit the private school where a whole new generation of heroes trains. Meet the mysterious new students, the AlterniTeens, and the other members of the Academy's student body. Do you have what it takes to go to the head of the class? Find out in Hero High!
The world needs heroes but more importantly your game needs superheroes, and right now! Never fear, citizen!
Instant Superheroes provides a selection of superhero archetypes for Mutants & Masterminds, each with detailed information on how to modify, customize, and play these new heroes in the game. With Instant Superheroes at hand character creation has never been easier: all you need to do is pick an archetype and make a few simple modifications and you're ready to play.
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.