feremenu.blogg.se

Mutants and masterminds
Mutants and masterminds













There are eight given: Crimefighter, Energy Controller, Gadgeteer, Mystic, Paragon, Powerhouse, Primal, and Speedster. The first choice a player makes is his hero’s archetype. Instead, the process for creating a hero-and thus a villain-is done by selecting options in an ‘identikit’ fashion to build a character. The players can create their heroes and they can get roleplaying with fairly quickly and the Game Master can create villains-or use the ones in the book-as quickly and run the adventures in the book, but what neither the players nor the Game Master can do is create characters from scratch, from first principles. Now the Basic Hero’s Handbook is a complete roleplaying game and a complete superhero roleplaying game, but it is incomplete. The Basic Hero’s Handbook is designed as an introduction to Mutants & Masterminds, streamlining the mechanics, simplifying character creation, and providing the Game Master with a handful of adventures, decent advice, and a half dozen adversaries, all ready to run. There is room, of course, for it to be tweaked to fit other genres and comic book ages, and over the years, such as Golden Age and Iron Age, as well as setting supplements like Freedom City and Wild Cards. Published by Green Ronin Publishing and now in its third edition, it is grounded in the Four Colour subgenre and Silver Age of superhero comics, so that its tone is positive and uplifting with some wackiness and weirdness thrown in.

mutants and masterminds

Originally published in 2002, Mutants & Masterminds is one of the few roleplaying games and the only superhero roleplaying game to survive the d20 System boom of the first decade of the new millenium.















Mutants and masterminds