Mutants And Masterminds 3rd Edition Gamemaster's Guide Pdf Download
Third Edition
Game Master’s Guide Writing and Design: Steve Kenson Development: Jon Leitheusser Editing: Steven Marsh
file
Art Direction and Graphic Design: Hal Mangold Cover Art: Udon Studios Cartography: Sean MacDonald
Sa
mp
le
Interior Art: Chris Balaskas. Brett Barkley, Darren Calvert, jeff Carlisle, Storn Cook, Talon Dunning, Alberto Foche, Brian Hagan, Sean Izaakse, Scott James, Comfort Love, MK Ultra Studio, Octographics, Udon Studios (Chris Stevens), Uko Smith, Kevin Stokes, Andrew Trabbold, and Adam Withers Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, and Marc Schmalz Mutants & Masterminds Gamemaster’s Guide is ©2011 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC. The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All character and their associated images, descriptions, backgrounds, and related information are declared Product Identity. The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity
Printed in USA
Green Ronin Publishing 3815 S. Othello St., Suite 100 #304 Seattle, WA 98118 Email: [email protected] Web Sites: www.greenronin.com www.mutantsandmasterminds.com
Mutants & Masterminds
Game Master’s Guide
Table of Contents
2
file
Cosmology.....................36 Space and Aliens...................36 Humanoids......................... 36 Invaders............................... 36 Monsters.............................. 36 Cosmic Beings.................... 36 Parallel Earths.........................36 Other Dimensions................37 Astral Plane......................... 37 Dream Dimension............. 37 Magical Dimensions......... 37 Mythic Dimensions........... 37 Power Dimensions............ 37 History.............................38 Emergence of Superhumans......................38 Prehistory............................ 38 Ancient History.................. 38 Recent History.................... 38 Emerging Powers............... 38 Alternate History...................39 Time Travel..............................39 Society.............................40 Technology..............................40 Politics.......................................40 Political Influence.............. 40 Super-Military.................... 40 Super-Rights....................... 40
le
Genre.................................. 7 Golden Age............................... 7 Pulp Heroes........................... 7 Mystery Men......................... 7 World War II.......................... 8 The Super-Gap..................... 9 The Postmodern Golden Age............................ 9 Deconstructing the Hero Myth................... 9 Golden Age Gear............... 10 The Golden Age Arsenal.. 10 Heavy Weapons................. 11 Golden Age Vehicles......... 13 Silver Age.................................15 Lightheartedness............... 15 The Cold War...................... 15 The Atomic Age.................. 16 Second-Generation Supers................................ 16 Fantastic Frontiers............. 16 Going Ape!.......................... 17 Gloating............................... 17 Silver Age Gear......................17 Bronze Age..............................18 Human Heroes................... 18 Social Issues........................ 18 Fads and Fashions............. 18 Iron Age....................................19 Shades of Gray................... 19 Black Ops............................. 19 Guns, Guns, Guns!............. 19 Leather & Latex.................. 19 Ninja!.................................... 19 Lone Wolves........................ 19 Realistic Powers................. 19 A New Generation............. 20 Iron Age Gear.........................20 The Iron Age Armory......... 20 Modern Age............................21 Sense of History................. 21 Sense of Wonder................ 22 Sense of Purpose................ 23 Origins.............................23 Aliens.........................................23 Strange Visitors.................. 23 Alien Technology............... 23 Aliens Among Us............... 24 The Progenitors.................. 24 Cosmic Power..................... 24 Character Concepts.......... 24
mp
Chapter 1: Settings............7
Gods...........................................25 One True God?.................... 25 Heaven, Hell, and Beyond...25 Chariots of the Gods......... 25 Character Concepts.......... 25 Magic & Mysticism................25 Magicians............................ 26 Magically Empowered..... 26 Just Like Magic................... 26 Creatures of Magic............ 26 Magical Devices................. 27 Mystic Dimensions............ 27 Sleight of Mind................... 27 Character Concepts.......... 27 Mutation...................................27 Accidental Mutation......... 27 Genetic Mutation.............. 28 Mutant Hysteria................. 28 Character Concepts.......... 28 Psionics.....................................28 All in Your Mind.................. 28 Mind Scare.......................... 28 Character Concepts.......... 29 Super-Science........................29 They Called Me Mad!........ 29 Intentional Mutation........ 30 Gadgets and Gear............. 30 Serums and Super-Pills.... 30 Battlesuits and Iron Men. 30 Man and Machine............. 30 Character Concepts.......... 30 Training.....................................31 More Human Than Human................... 31 Esoteric Secrets.................. 31 Character Concepts.......... 31 One Origin or Many?...........31 One Origin........................... 31 Multiple Origins................. 31 Any Origin........................... 32 Prevalence of Powers..........32 Unique Powers................... 32 Rare Powers........................ 32 Common Powers............... 33 Universal Powers............... 33 Powers and Society..............33 Ordinary Citizens............... 33 Special Talents.................... 33 Outcasts............................... 34 Overlords............................. 35 Secrecy......................................35 Secret.................................... 35 Private.................................. 35 Open..................................... 35
Sa
Introduction..................... 5
Law.............................................40 Vigilantism and Sanction................... 40 Legal Rights........................ 40 Masks and Secret Identities............... 41 Mental and Sensory Powers............... 41 Incarceration...................... 41 Popular Culture......................42 Comic Books....................... 42 Entertainment.................... 42 Fashion................................. 42 Religion................................ 42 Organizations..............42 Agency................................. 42 Conspiracy.......................... 42 Cult........................................ 43 Institute................................ 43 Space Patrol........................ 43 Syndicate............................. 43
Chapter 2: Adversaries... 45 Bring on the Bad Guys!...............45 Levels of Villains....................45 Henchmen........................... 45 Lieutenants......................... 45
Master Villains.................... 46 Omnipotent Villains.......... 47 Types of Villains.....................47 Brute..................................... 47 Disaster................................ 47 Manipulator........................ 47 Schemer............................... 47 Skulker.................................. 47 Villain Roles.............................47 Dark Reflection.................. 48 Estranged Family............... 48 Forbidden Love.................. 48 Nemesis................................ 48 Nuisance.............................. 48 Opposite.............................. 49 Turncoat.............................. 49 Villain Motivations................49 Goals..................................... 49 Justifications....................... 52 Changes of Heart..................54 Villain Tactics...............54 Villains in Combat.................54 Combat Actions and Modifiers........................... 55 Singular Villains................. 55 Villainous Minions............. 56 Villains and Complications................. 57 Picking Your Battles..............57 Creating Weaknesses....... 58 Escape Plans...........................58 Escape Route...................... 58 Distraction.......................... 58 Fake-Out.............................. 59 Extortion.............................. 59 Hostage................................ 59 Teleport................................ 59 Mysterious Death.............. 59 Why the Villain Loses...........60 What if the Villain Wins?..................... 60 What if the Villain Can’t Escape?.............................. 60 In-Depth Villains..........61 Interaction...............................61 Information.............................61 Integration...............................62 Infrequency.............................63 Villain Teams.................63 Types of Villain Teams..........63 Follow-the-Leader............. 63 Alliance................................ 64 Family Ties........................... 64 Rebels With a Cause......... 64 The Revenge Squad.......... 65
Mutants & Masterminds
Chapter 4: Plots............147 Conquest.......................147 Roads to Conquest.............147 Ruling the World.................151 Destruction.................152 Why Destroy?.......................152 The Threat..............................153
Chapter 6: Options........185
file
Fighting Styles...........186 Hard vs. Soft Styles.............186 Unarmed vs. Weapon Styles..................186 Skills and Styles...................186 Creating Fighting Styles...186 Reputation....................189 Fame or Infamy....................189 Reputation Checks.............189 Skill Checks............................189 NPC Reputations.................189 Determining Reputation..........................190 Event-Based Reputation..........................190 Wealth............................190 Systems..........................191 Ability Strain.........................191 Ability Strain and Extra Effort.............192 Ability Strain and Powers....................192 Alternate Dice......................192 High-Low Rolls.................192 Knockback.............................192 Lethal Damage.....................193 Instant Death...................194 Lethal Knockback............194 Hero Point Tradeoffs..........194 Mass Combat................194 Forces......................................194 Force Size...........................194 Force Rank.........................194 Troop Quality....................195 Attack.................................195 Damage.............................195 Defense..............................195
le
Villain Design................71 Concept....................................71 Power Level.............................71 Minion Power Level........... 72 Power Level X...................... 72 Abilities.....................................73 Skills...........................................73 Advantages.............................73 Powers.......................................74 Stunned Power Capabilities...................... 74 Power Range or Reach..... 74 Negation of Heroic Powers.................. 75 Villain Power Stunts.......... 75 Complications........................75 Assassin...........................76 Brute.................................79 Crime Lord......................82 Elder Evil........................85 Elemental.......................88 Imp......................................92 Jumped-Up Nobody.......95 Mad Scientist.................98 Martial Artist.............101 Master of Disguise....104 Mastermind..................106 Mimic...............................109 Overlord.......................112 Psycho............................115 Puppeteer......................118 Robot..............................121 Savage............................124 Sorcerer........................127 Vampire..........................130 Minion Archetypes....133
Death in the Arena..........179 The Fatal Friend...............179 The Gauntlet.....................180 The Kaleidoscope of Madness..........................180 The Killing Jar...................180 The Ticking Time-Bomb.180 The Wind Tunnel of Doom..........................181 Getting Trapped...............181 Evading Traps.......................181 Figuring Out The Trap....181 Escaping the Trap............182 Hero Creation..............185 Unlimited Power Points....185 Unlimited Power Level......185 Free Equipment................185
mp
Chapter 3: Archetypes..... 71
Kidnapping....................154 The Motive............................154 The Victim..............................155 The Abduction.....................156 The Ransom..........................156 Extortion......................157 Threats....................................157 Demands................................158 Murder...........................159 The Motive............................159 The Protection......................160 The Execution.......................160 Theft...............................161 The Target..............................161 The Security..........................162 Adventure Elements.164 Spotlight Time..................164 The Human Touch...........165 Powers as Plots.................165 Meaningful Challenges.....168 Threat of Force.................169 Mysteries............................169 Time and Distance..........169 Social Taboos...................170 Normals.............................170 Meaningful Rewards..........171 Achievement.....................171 Knowledge........................171 Power Improvement.......171 Disasters.......................173 Avalanches............................173 Collapses................................173
Sa
The Villain Army................. 65 Villain Team Motifs...............66 Villain Team Resources........67 Villain Organizations............67 Organization Goals & Motif.......................67 Organization Structure.......68 Organization Resources......69
Game Master’s Guide
Chapter 5: Challenges... 173 Earthquakes..........................174 Fires..........................................174 Floods......................................175 Fog............................................175 Lava..........................................175 Precipitation.........................175 Quicksand..............................175 Storms.....................................175 Wind.........................................176 Underwater...........................176 Traps...............................177 Capture Traps.......................177 Containers.........................177 Nullifying...........................178 Snares.................................178 Stunners.............................178 Deathtraps.............................178 The Closing Walls............178 The Creature Pit...............178 The Deadly Conveyor.....178
Toughness.........................195 Initiative.............................195 Morale................................195 Forces in Action...................196 Maneuvers.........................196 Force Damage..................196 Damage Conditions.......197 Morale Checks..................197 Advantages.......................198 Powers................................198 Sample Conflict...................199
APPENDIX: VILLAINOUS LAIRS.. 200 Building Lairs........................200 Minions..............................200 Agency...............................200 Entity..................................201 Power..................................201 Inheritance........................201 Amusement Park.........203 Features.............................203 Variations..........................203 Castle.............................205 Features.............................205 Variations..........................205 Hidden Temple.............207 Features.............................207 Variations..........................207 Insane Asylum.............209 Features.............................209 Variations..........................211 Island Base...................211 Features.............................211 Variations..........................213 Missile Silo...................213 Features.............................213 Variations..........................215 Subway Station................. 215 Features.............................215 Variations..........................217 Sky fortress................217 Features.............................217 Variations..........................217 Skyscraper Penthouse... 219 Features.............................219 Variations..........................219
Index...............................220 License............................222
3
Game Master’s Guide
Sa
mp
le
file
Mutants & Masterminds
4
Introduction
Mutants & Masterminds
Game Master’s Guide
Introduction The hardest job in gaming is not game designer, and it’s not developer, editor, publisher, or even art director. The hardest, and often most elusive, job in roleplaying gaming is that of Gamemaster. It has been said, and truthfully, that the secret to the world’s most successful roleplaying game is to figure out how to package a great Gamemaster with each rulebook: somebody with clear understanding of the rules, boundless imagination and enthusiasm for running the game, and willing to lovingly detail settings, characters, and adventures, all for the enjoyment of a group of players. Needless to say, Green Ronin Publishing has not yet figured out how pre-package a great GM for you. Fortunately, we may not need to. You may already know a great Gamemaster, or you may already be a great one, or have the potential to be. All you need is for somebody to make the job a bit easier. That is where this book comes in. The Mutants & Masterminds Hero’s Handbook provides all of the game systems needed to run and play a complete series. What this book, the Gamemaster’s Guide, has are resources: tools and advice to help M&M GMs do their jobs easily and well.
How to Use This Book Chapter 4: Plots Chapter 4: Plots is all about villainous schemes, from conquest to theft, looking at the various goals of the nefarious in detail, including various examples and springboards for your own ideas. It includes a random adventure idea table along with some advice on construction M&M adventures.
Sa
Chapter 1: Settings
mp
le
file
The tools in this book are yours to use as you see fit for your M&M game. Chapter 3 and the Appendix offer prebuilt time-savers, while Chapter 1 and Chapter 2 have more theory for world-designers. Chapter 4 and Chapter 5 offer plenty of adventure ideas, while Chapter 6 is for the system-tinkerers. Regardless of your particular interest, read through all the chapters in the Gamemaster’s Guide, chances are you’ll find something useful for your game in each one.
Chapter 1: Settings discusses creating an entire universe of your M&M heroes: choose a setting, scope, and style, look at different genres, time periods, and cosmologies. The chapter includes ideas about the nature and origin of super powers in the setting, and the role of super-powered characters in it.
Chapter 2: Adversaries
Chapter 5: Challenges Chapter 5: Challenges looks at the various non-villainous threats heroes may encounter, from natural disasters to harsh environments. It also looks at various types of traps, from cunning captures to deadly deathtraps and how to use them effectively in your game.
Chapter 6: Options
Chapter 2: Adversaries talks about villains: their roles in the series, different types, motivations, backgrounds, and goals. It also looks at villain tactics, how to play villains, and how to use them to the greatest effect in your games. It concludes with a look at villain teams and organizations.
Chapter 6: Options gives you some ways to modify the M&M system to suit the type of game you want to run, along with some additional tools for the Gamemaster’s toolbox, including fighting styles, systems for reputation, wealth, and mass combat, and ways to make the game more dynamic or more lethal, as you prefer.
Chapter 3: Archetypes
Appendix: Villainous Lairs
Chapter 3: Archetypes provides M&M Gamemasters a whole toolbox of ready-to-use characters. It starts off with a discussion on villain design, then provides eighteen fully detailed villain archetypes of varying power levels, with plenty of options to customize and create a wide range of foes. The chapter concludes with a catalog of animal, minion, and monster archetypes you can use to fill out the ranks of a villain’s henchmen or as foes in their own right.
The Appendix of the Gamemaster’s Guide provides nine ready-to-use villainous lairs, from an abandoned amusement park to an island lair (perhaps complete with volcano). You can use the maps and descriptions of these lairs with the villain archetypes and plots in this book, in conjucntion with your own villains and adventures, or just as inspiration to create lairs for your own villains, or even headquarters for the heroes!
Introduction
5
Game Master’s Guide
Sa
mp
le
file
Mutants & Masterminds
6
Chapter 1: Settings
Game Master’s Guide Writing and Design: Steve Kenson Development: Jon Leitheusser Editing: Steven Marsh
file
Art Direction and Graphic Design: Hal Mangold Cover Art: Udon Studios Cartography: Sean MacDonald
Sa
mp
le
Interior Art: Chris Balaskas. Brett Barkley, Darren Calvert, jeff Carlisle, Storn Cook, Talon Dunning, Alberto Foche, Brian Hagan, Sean Izaakse, Scott James, Comfort Love, MK Ultra Studio, Octographics, Udon Studios (Chris Stevens), Uko Smith, Kevin Stokes, Andrew Trabbold, and Adam Withers Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass, and Marc Schmalz Mutants & Masterminds Gamemaster’s Guide is ©2011 Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-Powered by M&M, Green Ronin, and their associated logos are trademarks of Green Ronin Publishing, LLC. The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: hero points, power points. All character and their associated images, descriptions, backgrounds, and related information are declared Product Identity. The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity
Printed in USA
Green Ronin Publishing 3815 S. Othello St., Suite 100 #304 Seattle, WA 98118 Email: [email protected] Web Sites: www.greenronin.com www.mutantsandmasterminds.com
Mutants & Masterminds
Game Master’s Guide
Table of Contents
2
file
Cosmology.....................36 Space and Aliens...................36 Humanoids......................... 36 Invaders............................... 36 Monsters.............................. 36 Cosmic Beings.................... 36 Parallel Earths.........................36 Other Dimensions................37 Astral Plane......................... 37 Dream Dimension............. 37 Magical Dimensions......... 37 Mythic Dimensions........... 37 Power Dimensions............ 37 History.............................38 Emergence of Superhumans......................38 Prehistory............................ 38 Ancient History.................. 38 Recent History.................... 38 Emerging Powers............... 38 Alternate History...................39 Time Travel..............................39 Society.............................40 Technology..............................40 Politics.......................................40 Political Influence.............. 40 Super-Military.................... 40 Super-Rights....................... 40
le
Genre.................................. 7 Golden Age............................... 7 Pulp Heroes........................... 7 Mystery Men......................... 7 World War II.......................... 8 The Super-Gap..................... 9 The Postmodern Golden Age............................ 9 Deconstructing the Hero Myth................... 9 Golden Age Gear............... 10 The Golden Age Arsenal.. 10 Heavy Weapons................. 11 Golden Age Vehicles......... 13 Silver Age.................................15 Lightheartedness............... 15 The Cold War...................... 15 The Atomic Age.................. 16 Second-Generation Supers................................ 16 Fantastic Frontiers............. 16 Going Ape!.......................... 17 Gloating............................... 17 Silver Age Gear......................17 Bronze Age..............................18 Human Heroes................... 18 Social Issues........................ 18 Fads and Fashions............. 18 Iron Age....................................19 Shades of Gray................... 19 Black Ops............................. 19 Guns, Guns, Guns!............. 19 Leather & Latex.................. 19 Ninja!.................................... 19 Lone Wolves........................ 19 Realistic Powers................. 19 A New Generation............. 20 Iron Age Gear.........................20 The Iron Age Armory......... 20 Modern Age............................21 Sense of History................. 21 Sense of Wonder................ 22 Sense of Purpose................ 23 Origins.............................23 Aliens.........................................23 Strange Visitors.................. 23 Alien Technology............... 23 Aliens Among Us............... 24 The Progenitors.................. 24 Cosmic Power..................... 24 Character Concepts.......... 24
mp
Chapter 1: Settings............7
Gods...........................................25 One True God?.................... 25 Heaven, Hell, and Beyond...25 Chariots of the Gods......... 25 Character Concepts.......... 25 Magic & Mysticism................25 Magicians............................ 26 Magically Empowered..... 26 Just Like Magic................... 26 Creatures of Magic............ 26 Magical Devices................. 27 Mystic Dimensions............ 27 Sleight of Mind................... 27 Character Concepts.......... 27 Mutation...................................27 Accidental Mutation......... 27 Genetic Mutation.............. 28 Mutant Hysteria................. 28 Character Concepts.......... 28 Psionics.....................................28 All in Your Mind.................. 28 Mind Scare.......................... 28 Character Concepts.......... 29 Super-Science........................29 They Called Me Mad!........ 29 Intentional Mutation........ 30 Gadgets and Gear............. 30 Serums and Super-Pills.... 30 Battlesuits and Iron Men. 30 Man and Machine............. 30 Character Concepts.......... 30 Training.....................................31 More Human Than Human................... 31 Esoteric Secrets.................. 31 Character Concepts.......... 31 One Origin or Many?...........31 One Origin........................... 31 Multiple Origins................. 31 Any Origin........................... 32 Prevalence of Powers..........32 Unique Powers................... 32 Rare Powers........................ 32 Common Powers............... 33 Universal Powers............... 33 Powers and Society..............33 Ordinary Citizens............... 33 Special Talents.................... 33 Outcasts............................... 34 Overlords............................. 35 Secrecy......................................35 Secret.................................... 35 Private.................................. 35 Open..................................... 35
Sa
Introduction..................... 5
Law.............................................40 Vigilantism and Sanction................... 40 Legal Rights........................ 40 Masks and Secret Identities............... 41 Mental and Sensory Powers............... 41 Incarceration...................... 41 Popular Culture......................42 Comic Books....................... 42 Entertainment.................... 42 Fashion................................. 42 Religion................................ 42 Organizations..............42 Agency................................. 42 Conspiracy.......................... 42 Cult........................................ 43 Institute................................ 43 Space Patrol........................ 43 Syndicate............................. 43
Chapter 2: Adversaries... 45 Bring on the Bad Guys!...............45 Levels of Villains....................45 Henchmen........................... 45 Lieutenants......................... 45
Master Villains.................... 46 Omnipotent Villains.......... 47 Types of Villains.....................47 Brute..................................... 47 Disaster................................ 47 Manipulator........................ 47 Schemer............................... 47 Skulker.................................. 47 Villain Roles.............................47 Dark Reflection.................. 48 Estranged Family............... 48 Forbidden Love.................. 48 Nemesis................................ 48 Nuisance.............................. 48 Opposite.............................. 49 Turncoat.............................. 49 Villain Motivations................49 Goals..................................... 49 Justifications....................... 52 Changes of Heart..................54 Villain Tactics...............54 Villains in Combat.................54 Combat Actions and Modifiers........................... 55 Singular Villains................. 55 Villainous Minions............. 56 Villains and Complications................. 57 Picking Your Battles..............57 Creating Weaknesses....... 58 Escape Plans...........................58 Escape Route...................... 58 Distraction.......................... 58 Fake-Out.............................. 59 Extortion.............................. 59 Hostage................................ 59 Teleport................................ 59 Mysterious Death.............. 59 Why the Villain Loses...........60 What if the Villain Wins?..................... 60 What if the Villain Can’t Escape?.............................. 60 In-Depth Villains..........61 Interaction...............................61 Information.............................61 Integration...............................62 Infrequency.............................63 Villain Teams.................63 Types of Villain Teams..........63 Follow-the-Leader............. 63 Alliance................................ 64 Family Ties........................... 64 Rebels With a Cause......... 64 The Revenge Squad.......... 65
Mutants & Masterminds
Chapter 4: Plots............147 Conquest.......................147 Roads to Conquest.............147 Ruling the World.................151 Destruction.................152 Why Destroy?.......................152 The Threat..............................153
Chapter 6: Options........185
file
Fighting Styles...........186 Hard vs. Soft Styles.............186 Unarmed vs. Weapon Styles..................186 Skills and Styles...................186 Creating Fighting Styles...186 Reputation....................189 Fame or Infamy....................189 Reputation Checks.............189 Skill Checks............................189 NPC Reputations.................189 Determining Reputation..........................190 Event-Based Reputation..........................190 Wealth............................190 Systems..........................191 Ability Strain.........................191 Ability Strain and Extra Effort.............192 Ability Strain and Powers....................192 Alternate Dice......................192 High-Low Rolls.................192 Knockback.............................192 Lethal Damage.....................193 Instant Death...................194 Lethal Knockback............194 Hero Point Tradeoffs..........194 Mass Combat................194 Forces......................................194 Force Size...........................194 Force Rank.........................194 Troop Quality....................195 Attack.................................195 Damage.............................195 Defense..............................195
le
Villain Design................71 Concept....................................71 Power Level.............................71 Minion Power Level........... 72 Power Level X...................... 72 Abilities.....................................73 Skills...........................................73 Advantages.............................73 Powers.......................................74 Stunned Power Capabilities...................... 74 Power Range or Reach..... 74 Negation of Heroic Powers.................. 75 Villain Power Stunts.......... 75 Complications........................75 Assassin...........................76 Brute.................................79 Crime Lord......................82 Elder Evil........................85 Elemental.......................88 Imp......................................92 Jumped-Up Nobody.......95 Mad Scientist.................98 Martial Artist.............101 Master of Disguise....104 Mastermind..................106 Mimic...............................109 Overlord.......................112 Psycho............................115 Puppeteer......................118 Robot..............................121 Savage............................124 Sorcerer........................127 Vampire..........................130 Minion Archetypes....133
Death in the Arena..........179 The Fatal Friend...............179 The Gauntlet.....................180 The Kaleidoscope of Madness..........................180 The Killing Jar...................180 The Ticking Time-Bomb.180 The Wind Tunnel of Doom..........................181 Getting Trapped...............181 Evading Traps.......................181 Figuring Out The Trap....181 Escaping the Trap............182 Hero Creation..............185 Unlimited Power Points....185 Unlimited Power Level......185 Free Equipment................185
mp
Chapter 3: Archetypes..... 71
Kidnapping....................154 The Motive............................154 The Victim..............................155 The Abduction.....................156 The Ransom..........................156 Extortion......................157 Threats....................................157 Demands................................158 Murder...........................159 The Motive............................159 The Protection......................160 The Execution.......................160 Theft...............................161 The Target..............................161 The Security..........................162 Adventure Elements.164 Spotlight Time..................164 The Human Touch...........165 Powers as Plots.................165 Meaningful Challenges.....168 Threat of Force.................169 Mysteries............................169 Time and Distance..........169 Social Taboos...................170 Normals.............................170 Meaningful Rewards..........171 Achievement.....................171 Knowledge........................171 Power Improvement.......171 Disasters.......................173 Avalanches............................173 Collapses................................173
Sa
The Villain Army................. 65 Villain Team Motifs...............66 Villain Team Resources........67 Villain Organizations............67 Organization Goals & Motif.......................67 Organization Structure.......68 Organization Resources......69
Game Master’s Guide
Chapter 5: Challenges... 173 Earthquakes..........................174 Fires..........................................174 Floods......................................175 Fog............................................175 Lava..........................................175 Precipitation.........................175 Quicksand..............................175 Storms.....................................175 Wind.........................................176 Underwater...........................176 Traps...............................177 Capture Traps.......................177 Containers.........................177 Nullifying...........................178 Snares.................................178 Stunners.............................178 Deathtraps.............................178 The Closing Walls............178 The Creature Pit...............178 The Deadly Conveyor.....178
Toughness.........................195 Initiative.............................195 Morale................................195 Forces in Action...................196 Maneuvers.........................196 Force Damage..................196 Damage Conditions.......197 Morale Checks..................197 Advantages.......................198 Powers................................198 Sample Conflict...................199
APPENDIX: VILLAINOUS LAIRS.. 200 Building Lairs........................200 Minions..............................200 Agency...............................200 Entity..................................201 Power..................................201 Inheritance........................201 Amusement Park.........203 Features.............................203 Variations..........................203 Castle.............................205 Features.............................205 Variations..........................205 Hidden Temple.............207 Features.............................207 Variations..........................207 Insane Asylum.............209 Features.............................209 Variations..........................211 Island Base...................211 Features.............................211 Variations..........................213 Missile Silo...................213 Features.............................213 Variations..........................215 Subway Station................. 215 Features.............................215 Variations..........................217 Sky fortress................217 Features.............................217 Variations..........................217 Skyscraper Penthouse... 219 Features.............................219 Variations..........................219
Index...............................220 License............................222
3
Game Master’s Guide
Sa
mp
le
file
Mutants & Masterminds
4
Introduction
Mutants & Masterminds
Game Master’s Guide
Introduction The hardest job in gaming is not game designer, and it’s not developer, editor, publisher, or even art director. The hardest, and often most elusive, job in roleplaying gaming is that of Gamemaster. It has been said, and truthfully, that the secret to the world’s most successful roleplaying game is to figure out how to package a great Gamemaster with each rulebook: somebody with clear understanding of the rules, boundless imagination and enthusiasm for running the game, and willing to lovingly detail settings, characters, and adventures, all for the enjoyment of a group of players. Needless to say, Green Ronin Publishing has not yet figured out how pre-package a great GM for you. Fortunately, we may not need to. You may already know a great Gamemaster, or you may already be a great one, or have the potential to be. All you need is for somebody to make the job a bit easier. That is where this book comes in. The Mutants & Masterminds Hero’s Handbook provides all of the game systems needed to run and play a complete series. What this book, the Gamemaster’s Guide, has are resources: tools and advice to help M&M GMs do their jobs easily and well.
How to Use This Book Chapter 4: Plots Chapter 4: Plots is all about villainous schemes, from conquest to theft, looking at the various goals of the nefarious in detail, including various examples and springboards for your own ideas. It includes a random adventure idea table along with some advice on construction M&M adventures.
Sa
Chapter 1: Settings
mp
le
file
The tools in this book are yours to use as you see fit for your M&M game. Chapter 3 and the Appendix offer prebuilt time-savers, while Chapter 1 and Chapter 2 have more theory for world-designers. Chapter 4 and Chapter 5 offer plenty of adventure ideas, while Chapter 6 is for the system-tinkerers. Regardless of your particular interest, read through all the chapters in the Gamemaster’s Guide, chances are you’ll find something useful for your game in each one.
Chapter 1: Settings discusses creating an entire universe of your M&M heroes: choose a setting, scope, and style, look at different genres, time periods, and cosmologies. The chapter includes ideas about the nature and origin of super powers in the setting, and the role of super-powered characters in it.
Chapter 2: Adversaries
Chapter 5: Challenges Chapter 5: Challenges looks at the various non-villainous threats heroes may encounter, from natural disasters to harsh environments. It also looks at various types of traps, from cunning captures to deadly deathtraps and how to use them effectively in your game.
Chapter 6: Options
Chapter 2: Adversaries talks about villains: their roles in the series, different types, motivations, backgrounds, and goals. It also looks at villain tactics, how to play villains, and how to use them to the greatest effect in your games. It concludes with a look at villain teams and organizations.
Chapter 6: Options gives you some ways to modify the M&M system to suit the type of game you want to run, along with some additional tools for the Gamemaster’s toolbox, including fighting styles, systems for reputation, wealth, and mass combat, and ways to make the game more dynamic or more lethal, as you prefer.
Chapter 3: Archetypes
Appendix: Villainous Lairs
Chapter 3: Archetypes provides M&M Gamemasters a whole toolbox of ready-to-use characters. It starts off with a discussion on villain design, then provides eighteen fully detailed villain archetypes of varying power levels, with plenty of options to customize and create a wide range of foes. The chapter concludes with a catalog of animal, minion, and monster archetypes you can use to fill out the ranks of a villain’s henchmen or as foes in their own right.
The Appendix of the Gamemaster’s Guide provides nine ready-to-use villainous lairs, from an abandoned amusement park to an island lair (perhaps complete with volcano). You can use the maps and descriptions of these lairs with the villain archetypes and plots in this book, in conjucntion with your own villains and adventures, or just as inspiration to create lairs for your own villains, or even headquarters for the heroes!
Introduction
5
Game Master’s Guide
Sa
mp
le
file
Mutants & Masterminds
6
Chapter 1: Settings
Mutants And Masterminds 3rd Edition Gamemaster's Guide Pdf Download Torrent
Mutants And Masterminds 3rd Edition Gamemaster's Guide Pdf Download Free
The Mutants & Masterminds Gamemaster's Guide is a must-have resource for new and experienced GMs alike, and the ideal companion volume to the Hero's Handbook. Note: This PDF is currently part of a print bundle offer at the Green Ronin Web site and through participating brick-and-mortar retailers. The 3rd Edition Mutants Masterminds Heros Handbook is now available in PDF. DOWNLOAD PDF Mutants Masterminds Deluxe Heros Hand Game Geeks # 238 Mutants. Mutants And Masterminds 3rd Edition Hero's Handbook Pdf >>>CLICK HEREDownload Mutants & Masterminds 3e - Gadget Guide Complete torrent or any Seeds:6 Leech:0 23.7 Mb Mutants & Masterminds.