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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. Plus each villain comes with ready-made adventure hooks, making the book a collection of more than a hundred possible adventures as well!
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. 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.
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. Right here! 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!
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. Rogues Gallery collects super-villains from Green Ronin's popular online series, with the addition of new material and never-before-seen characters.
Plus each villain comes with ready-made adventure hooks, making the book a collection of more than a hundred possible adventures as well! Super Mecha Roleplay Powers Go! Inside you'll find all-new character archetypes, rules for mecha design and creation, campaign advice, and exciting worlds with adventures galore!
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 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 your parts! 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. 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. Trained characters have a skill rank that adds to the basic ability when making checks.
In the previous example, we said Acrobatics skill applies to specific feats of agility. Obviously, training in a skill makes characters more effective at checks involving that skill, often much more. Powers are special abilities beyond those of ordinary human beings. Whereas an advantage might give your hero a minor special ability, powers grant truly superhuman abilities. For details on what skills are available and what they do, see the Skills chapter.
Those abilities are based on effects, which describe what a power does in game terms. A power may have just one effect or several, and you can apply various modifiers to the effects to change how they work, customizing them to get just the right power. They range from special combat maneuvers to things like financial resources, contacts, and so forth.
Power effects have ranks like abilities do, on a scale from 1 to 20 sometimes more. Many advantages have no rank, or rather just one rank; a character either has the advantage and the benefits that it grants or does not. Other advantages may have multiple ranks, like abilities and skills, measuring their effectiveness.
Some power effects require checks to use, while others operate automatically. For full descriptions of the various effects powers can have, see the Powers chapter. For details on the various advantages and what they provide, see the Advantages chapter.
Time rank 4 is actually all measures between 1 and 2 minutes, and time rank 16 is everything between 2 and 4 days! In the time rank example, the time it takes a Speed 14 hero to cover 30 miles is rank —1, or 3 seconds. You can extend the negative side the Measurement Table just like you can the positive side, with each lower rank halving the previous measurement.
Putting rank 4 distance together with rank 6 distance is not rank 10 distance! Rank 4 is a distance measurement of feet. Rank 6 is yards 1, feet. Adding the measurements, you get about 2, feet. If you have different ranks, it is best to either handle them separately or convert them to measurements, add the measurements together, and convert them back to a rank. In the previous example, 2, feet is rank 7 distance around half a mile.
Overcoming such challenges is part of what makes a real hero. Complications range from physical disabilities or personal issues to unusual vulnerabilities. The process of dealing with complications allows your character to be more heroic, discussed later in the rules. See the Secret Origins chapter for more on complications. The game also uses a system of measures, real world values like pounds, seconds, minutes, hours, feet, yards, and miles, to name a few.
There is a direct relationship between rank and measure, as shown on the Measurements Table. You can find a metric version of the Measurements Table in the back of the book. First, the capabilities of many traits are translated from their rank into a measurement.
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