Mutants and masterminds gamemasters guide pdf download
Each player controls a superhero he or she has created, interacting with other player characters as well as with the world and stories created by the Gamemaster. A pencil and some scratch paper. You may want to have one die for each player, or you can share dice. The following chapters contain all the information you need to create your own hero. You may want to consult with your Gamemaster before creating a hero to find out what sort of series your GM is interested in running, and what types of heroes are appropriate.
Start by looking over hero creation in the Secret Origins chapter. You may want to run a few sample combats using the archetypes in this book, just to get a feel for things. It has rules to help determine what happens in your stories and to resolve conflicts between characters and the challenges they face.
With it, you can experience adventure as a hero fighting against the forces of evil! Any adventure you can imagine is possible. This chapter looks at the basic rules of the game and how they work, giving you the foundation upon which the rest of the game is built.
As a player, you create your hero following the guidelines in this book with the guidance of your Gamemaster. There are several components to creating a hero, described in detail in the following chapters, and outlined here. Roll a twenty-sided die or d Abilities tell you how strong, smart, and aware a character is, among other things.
If the result is lower than the difficulty class, it fails. The Gamemaster is responsible for running the game—a combination of writer, director, and referee. A rank of 0 is unremarkable or average, applying no modifier. Rank 2 is pretty well above average. Beyond that is superhuman, and a rank of 20 is cosmic-level, far beyond the ability of mere mortals and even most heroes.
Abilities can even have negative ranks, for those well below average, as low as —5. For more about abilities, see the Abilities chapter. Skills are a refinement of those basic abilities into specific areas of endeavor. For example, Agility defines how quick and agile your hero is, but the Acrobatics skill focuses on specific feats of agility like gymnastics, doing back flips, and so forth.
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.
Ever thought about capturing a queen, amassing real estate gold, or striking down a zombie or two? For centuries, games have stimulated the imagination. They have divided, and they have united. They have driven our competitive spirit and indulged our fancy. Live an entire lifetime in a few rolls of the dice.
Push a few buttons and sustain perfect health. Essentially, games have and will continue to provide people worldwide a break from the everyday grind. Learn more about board games that have. Set in the same universe as the award-winning Freedom City, Emerald City provides a home base for your heroes and a place they can shine.
This rich and detailed sourcebook describes a fully realized city that until recently was downright normal. It didn''t have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth.
Printed in beautiful full color throughout, Foes of Freedom takes Freedom City to the next level. Read online eBook title Supernaturals by Lucien Soulban. Monsters are real, and they always have been. This title includes information on character creation, series and adventure design, and a complete system for building supernatural horrors for your heroes to hunt or to hunt them.
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. Visit a world not our own, but strangely familiar--a world of heroes and villains, of wonders and dangers, and limitless adventure! 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.
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