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Third EdiTion Game Master’s Guide

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Page 1: Third EdiTion Game Master’s Guide

Game Master’s GuideWriting and Design: Steve Kenson

Development: Jon Leitheusser Editing: Steven Marsh

Art Direction and Graphic Design: Hal Mangold

Cover Art: Udon Studios Cartography: Sean MacDonald

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

Third EdiTion

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 Publishing3815 S. Othello St., Suite 100 #304

Seattle, WA 98118

Email: [email protected] Sites: www.greenronin.com

www.mutantsandmasterminds.com

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TABLE OF COnTEnTSTABLE OF COnTEnTSInTRODUCTIOn .................... 5

CHAPTER 1: SETTInGS ...........7GENRE ................................. 7

Golden Age .............................. 7Pulp Heroes .......................... 7Mystery Men ........................ 7World War II ......................... 8The Super-Gap .................... 9

The Postmodern Golden Age ........................... 9

Deconstructing the Hero Myth................... 9

Golden Age Gear .............. 10The Golden Age Arsenal . 10Heavy Weapons ................ 11Golden Age Vehicles ........ 13

Silver Age ................................15Lightheartedness .............. 15The Cold War ..................... 15The Atomic Age ................. 16Second-Generation

Supers ............................... 16Fantastic Frontiers ............ 16Going Ape! ......................... 17Gloating .............................. 17

Silver Age Gear .....................17Bronze Age .............................18

Human Heroes .................. 18Social Issues ....................... 18Fads and Fashions ............ 18

Iron Age ...................................19Shades of Gray .................. 19Black Ops ............................ 19Guns, Guns, Guns! ............ 19Leather & Latex ................. 19Ninja! ................................... 19Lone Wolves ....................... 19Realistic Powers ................ 19A New Generation ............ 20

Iron Age Gear ........................20The Iron Age Armory ........ 20

Modern Age ...........................21Sense of History ................ 21Sense of Wonder ............... 22Sense of Purpose ............... 23

ORIGINS ............................23Aliens ........................................23

Strange Visitors ................. 23Alien Technology .............. 23Aliens Among Us .............. 24The Progenitors ................. 24Cosmic Power .................... 24Character Concepts ......... 24

Gods ..........................................25One True God? ................... 25Heaven, Hell, and Beyond ..25Chariots of the Gods ........ 25Character Concepts ......... 25

Magic & Mysticism ...............25Magicians ........................... 26Magically Empowered..... 26Just Like Magic .................. 26Creatures of Magic ........... 26Magical Devices ................ 27Mystic Dimensions ........... 27Sleight of Mind .................. 27Character Concepts ......... 27

Mutation ..................................27Accidental Mutation ........ 27Genetic Mutation ............. 28Mutant Hysteria ................ 28Character Concepts ......... 28

Psionics ....................................28All in Your Mind ................. 28Mind Scare ......................... 28Character Concepts ......... 29

Super-Science........................29They Called Me Mad! ....... 29Intentional Mutation ....... 30Gadgets and Gear ............ 30Serums and Super-Pills ... 30Battlesuits and Iron Men 30Man and Machine ............ 30Character Concepts ......... 30

Training ....................................31More Human

Than Human .................. 31Esoteric Secrets.................. 31Character Concepts ......... 31

One Origin or Many? ..........31One Origin .......................... 31Multiple Origins ................ 31Any Origin .......................... 32

Prevalence of Powers .........32Unique Powers .................. 32Rare Powers ....................... 32Common Powers .............. 33Universal Powers .............. 33

Powers and Society .............33Ordinary Citizens .............. 33Special Talents ................... 33Outcasts .............................. 34Overlords ............................ 35

Secrecy .....................................35Secret ................................... 35Private ................................. 35Open .................................... 35

COSMOLOGy ....................36Space and Aliens ..................36

Humanoids ........................ 36Invaders .............................. 36Monsters ............................. 36Cosmic Beings ................... 36

Parallel Earths ........................36Other Dimensions................37

Astral Plane ........................ 37Dream Dimension ............ 37Magical Dimensions ........ 37Mythic Dimensions .......... 37Power Dimensions ........... 37

HISTORy ............................38Emergence of

Superhumans .....................38Prehistory ........................... 38Ancient History.................. 38Recent History ................... 38Emerging Powers .............. 38

Alternate History ..................39Time Travel .............................39

SOCIETy ............................40Technology .............................40Politics ......................................40

Political Influence ............. 40Super-Military.................... 40Super-Rights ...................... 40

Law ............................................40Vigilantism

and Sanction .................. 40Legal Rights ....................... 40Masks and

Secret Identities .............. 41Mental and

Sensory Powers .............. 41Incarceration ..................... 41

Popular Culture .....................42Comic Books ...................... 42Entertainment ................... 42Fashion ................................ 42Religion ............................... 42

ORGANIzATIONS .............42Agency ................................ 42Conspiracy ......................... 42Cult ....................................... 43Institute ............................... 43Space Patrol ....................... 43Syndicate ............................ 43

CHAPTER 2: ADvERSARIES .. 45BRING ON

THE BAd GuyS! ..............45Levels of Villains....................45

Henchmen .......................... 45Lieutenants ........................ 45

Master Villains ................... 46Omnipotent Villains ......... 47

Types of Villains ....................47Brute .................................... 47Disaster ............................... 47Manipulator ....................... 47Schemer .............................. 47Skulker ................................. 47

Villain Roles ............................47Dark Reflection ................. 48Estranged Family .............. 48Forbidden Love.................. 48Nemesis ............................... 48Nuisance ............................. 48Opposite ............................. 49Turncoat.............................. 49

Villain Motivations ...............49Goals .................................... 49Justifications ...................... 52

Changes of Heart .................54VILLAIN TACTICS ..............54

Villains in Combat ................54Combat Actions and

Modifiers .......................... 55Singular Villains ................ 55Villainous Minions ............ 56Villains and

Complications ................ 57Picking Your Battles .............57

Creating Weaknesses ...... 58Escape Plans ..........................58

Escape Route ..................... 58Distraction.......................... 58Fake-Out ............................. 59Extortion ............................. 59Hostage ............................... 59Teleport ............................... 59Mysterious Death ............. 59

Why the Villain Loses ..........60What if the

Villain Wins? .................... 60What if the Villain Can’t

Escape? ............................. 60IN-dEPTH VILLAINS .........61

Interaction ..............................61Information ............................61Integration ..............................62Infrequency ............................63

VILLAIN TEAMS ................63Types of Villain Teams .........63

Follow-the-Leader ............ 63Alliance ............................... 64Family Ties .......................... 64Rebels With a Cause......... 64The Revenge Squad ......... 65

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The Villain Army ................ 65Villain Team Motifs...............66Villain Team Resources .......67

VILLAIN ORGANIzATIONS ...........67Organization

Goals & Motif ......................67Organization Structure ......68Organization Resources .....69

CHAPTER 3: ARCHETyPES .... 71VILLAIN dESIGN ...............71

Concept ...................................71Power Level ............................71

Minion Power Level .......... 72Power Level X ..................... 72

Abilities ....................................73Skills ..........................................73Advantages ............................73Powers ......................................74

Stunned Power Capabilities ..................... 74

Power Range or Reach .... 74Negation of

Heroic Powers ................. 75Villain Power Stunts ......... 75

Complications .......................75ASSASSIN ..........................76BRuTE ................................79CRIME LORd .....................82ELdER EVIL .......................85ELEMENTAL.......................88IMP .....................................92JuMPEd-uP NOBOdy ......95MAd SCIENTIST ................98MARTIAL ARTIST ............101MASTER Of dISGuISE ...104MASTERMINd .................106MIMIC ..............................109OVERLORd ......................112PSyCHO ...........................115PuPPETEER .....................118ROBOT .............................121SAVAGE ...........................124SORCERER .......................127VAMPIRE .........................130MINION ARCHETyPES ...133

CHAPTER 4: PLOTS ........... 147CONquEST ......................147

Roads to Conquest ............147Ruling the World ................151

dESTRuCTION ................152Why Destroy?.......................152The Threat .............................153

KIdNAPPING ...................154The Motive............................154The Victim .............................155The Abduction ....................156The Ransom .........................156

ExTORTION .....................157Threats ...................................157Demands ...............................158

MuRdER ..........................159The Motive............................159The Protection .....................160The Execution ......................160

THEfT ..............................161The Target .............................161The Security .........................162

AdVENTuRE ELEMENTS 164Spotlight Time .................164The Human Touch ..........165Powers as Plots ................165

Meaningful Challenges ....168Threat of Force ................169Mysteries ...........................169Time and Distance .........169Social Taboos...................170Normals ............................170

Meaningful Rewards .........171Achievement ....................171Knowledge .......................171Power Improvement ......171

dISASTERS ......................173Avalanches ...........................173Collapses ...............................173

CHAPTER 5: CHALLEnGES... 173Earthquakes .........................174Fires .........................................174Floods .....................................175Fog ...........................................175Lava .........................................175Precipitation.........................175Quicksand .............................175Storms ....................................175Wind ........................................176Underwater ..........................176

TRAPS ..............................177Capture Traps ......................177

Containers ........................177Nullifying ..........................178Snares ................................178Stunners ............................178

Deathtraps ............................178The Closing Walls ...........178The Creature Pit ..............178The Deadly Conveyor ....178

Death in the Arena .........179The Fatal Friend ..............179The Gauntlet ....................180The Kaleidoscope of

Madness .........................180The Killing Jar ..................180The Ticking Time-Bomb 180The Wind Tunnel

of Doom .........................181Getting Trapped ..............181

Evading Traps ......................181Figuring Out The Trap ...181Escaping the Trap ...........182

HERO CREATION .............185Unlimited Power Points ...185Unlimited Power Level .....185

Free Equipment ...............185

CHAPTER 6: OPTIOnS ....... 185fIGHTING STyLES ..........186

Hard vs. Soft Styles ............186Unarmed vs.

Weapon Styles .................186Skills and Styles ..................186Creating Fighting Styles ..186

REPuTATION ...................189Fame or Infamy ...................189Reputation Checks ............189Skill Checks ...........................189NPC Reputations ................189Determining

Reputation .........................190Event-Based

Reputation .........................190WEALTH ...........................190SySTEMS .........................191

Ability Strain ........................191Ability Strain

and Extra Effort ............192Ability Strain

and Powers....................192Alternate Dice .....................192

High-Low Rolls ................192Knockback ............................192Lethal Damage ....................193

Instant Death ..................194Lethal Knockback ...........194

Hero Point Tradeoffs .........194MASS COMBAT ...............194

Forces .....................................194Force Size ..........................194Force Rank ........................194Troop Quality ...................195Attack ................................195Damage ............................195Defense .............................195

Toughness ........................195Initiative ............................195Morale ...............................195

Forces in Action ..................196Maneuvers ........................196Force Damage .................196Damage Conditions ......197Morale Checks .................197Advantages ......................198Powers ...............................198

Sample Conflict ..................199

APPEnDIX: vILLAInOUS LAIRS .200Building Lairs .......................200

Minions .............................200Agency ..............................200Entity .................................201Power .................................201Inheritance .......................201

AMuSEMENT PARK ........203Features ............................203Variations .........................203

CASTLE ............................205Features ............................205Variations .........................205

HIddEN TEMPLE ............207Features ............................207Variations .........................207

INSANE ASyLuM ............209Features ............................209Variations .........................211

ISLANd BASE ..................211Features ............................211Variations .........................213

MISSILE SILO ..................213Features ............................213Variations .........................215

SuBWAy STATION ................ 215

Features ............................215Variations .........................217

SKy fORTRESS ...............217Features ............................217Variations .........................217

SKySCRAPER PENTHOuSE ..219

Features ............................219Variations .........................219

InDEX ..............................220

LICEnSE ...........................222

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InTRODUCTIOnInTRODUCTIOnThe hardest job in gaming is not game designer, and it’s not developer, editor, publisher, or even art director. The hard-est, 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 imagina-tion 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.

CHAPTER 4: PLOTS

Chapter 4: Plots is all about villainous schemes, from conquest to theft, looking at the various goals of the ne-farious in detail, including various examples and spring-boards for your own ideas. It includes a random adventure idea table along with some advice on construction M&M adventures.

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 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.

APPEnDIX: vILLAInOUS LAIRS

The Appendix of the Gamemaster’s Guide provides nine ready-to-use villainous lairs, from an abandoned amuse-ment park to an island lair (perhaps complete with vol-cano). 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!

HOW TO USE THIS BOOKThe tools in this book are yours to use as you see fit for your M&M game. Chapter 3 and the Appendix offer pre-built 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 inter-est, 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

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-pow-ered characters in it.

CHAPTER 2: ADvERSARIES

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 3: ARCHETyPES

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.

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