Mutants & Masterminds Beginner's Guide.pdf

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MUTANTS & MASTERMINDS
BEGINNER’S GUIDE
a green ronin production
Design & Development Steve Kenson
Cover Art Kevin Stokes
Proofreading Evan Sass
Executive Producer Chris Pramas
Graphic Design Hal Mangold
Art Direction Hal Mangold
Interior Art Scott James, Tony Parker, Ramon k Perez, Studio Revolver, Kevin Stokes, Udon featuring Chris Stevens
Green Ronin Staff Chris Pramas, Nicole Lindroos, Hal Mangold, Steve Kenson, Evan Sass,
Robert J. “ Dr. Evil” Schwalb, Marc Schmalz, jim pinto, and Bill Bodden
Mutants & Masterminds Beginner’s Guide is ©2007 Green Ronin Publishing, LLC. All rights reserved. Reference to other copyrighted material in no way constitutes a
challenge to the respective copyright holders of that material. Mutants & Masterminds Beginner’s Guide , Green Ronin, Mutants & Masterminds , Freedom City , 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:
all character and place names, descriptions, titles, power points, and hero points.
All text is designated Open Gaming Content, except for material previously declared Product Identity.
Permission is granted to photocopy pages 14, 20-24, and the inside front and inside back cover for personal use only.
Printed in Canada
Green Ronin Publishing
PO Box 1723
Renton, WA 98057-1723
custserv@greenronin.com
www.greenronin.com
www.mutantsandmasterminds.com
Mutants & Masterminds was typeset in ITC Quay Sans, designed by David Quay in 1990,
and HTF Gotham Condensed, designed by Tobias Frere-Jones in 2002.
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Open Game License
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document , Copyright 2000, Wizards of the Coast, Inc.,
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document, Copyright 2002-2004, Wizards of the
Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
John Tynes, Andy Collins, and JD Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author
Steve Kenson.
Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Author
Skip Williams.
Silver Age Sentinels d20 , Copyright 2002, Guardians of Order, Inc.; Authors
Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Freedom City, Copyright 2003, Green Ronin Publishing; Author Steve
Kenson.
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
Publishing; Author Steve Kenson.
Freedom City, Second Edition, Copyright 2005, Green Ronin Publishing;
Author Steve Kenson.
Mutants & Masterminds Beginner’s Guide, Copyright 2007, Green Ronin
Publishing; Author Steve Kenson.
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so, you Want to Be a heRo…
W elcome to the Mutants & Masterminds Beginner’s Guide! This is your
disasters, and would-be conquerors. You can play virtually any sort of hero
you want, limited only by your imagination and the type of story your group
wants to tell.
M&M is based on the world’s most popular roleplaying game system, so
it’s likely to be familiar to experienced gamers. However, you should read
the material in this book carefully, since there are some differences unique
to Mutants & Masterminds. If you’re entirely new to roleplaying games, you
can learn how to play from the material in this Beginner’s Guide .
dice
Mutants & Masterminds uses a twenty-sided die—available at game and
hobby stores—to resolve actions during the game. References to “a die” or
“the die” refer to a twenty-sided die unless stated otherwise. The die is often
abbreviated “d20” (for twenty-sided die) or “1d20” (for one twenty-sided die).
So a rule asking you to “roll d20” means, “roll a twenty-sided die.”
modifieRs
Sometimes modifiers to the die roll are specified like this: “d20+2,” meaning
“roll the twenty-sided die and add two to the number rolled.” An abbrevia-
tion of “d20–4” means, “roll the die and subtract four from the result.”
What you need to play
Here’s what you need to start playing the Mutants & Masterminds Superhero
Roleplaying Game:
introduction to the exciting world of super-powered roleplaying using
the World’s Greatest Superhero Roleplaying Game. The Beginner’s
Guide is intended for readers who may have played other roleplaying games
and are interested in learning how to play Mutants & Masterminds™ (or
M&M for short) . It is also suitable for readers who have never played a role-
playing game before, but are interested in learning how.
In this book, you’ll find a step-by-step guide to roleplaying, an introduc-
tion to Mutants & Masterminds , and a guide to how to play the game, both
on your own and with friends.
What is a
Roleplaying game?
A roleplaying game (or RPG for short) is a game of the imagination, where
you and some friends get together and create fictional characters, then
play out their adventures around a tabletop. One player takes the role of
Gamemaster (or GM ) and describes the setting and the challenges your
characters encounter. The Gamemaster plays the supporting characters and
villains in the story. The GM also acts as referee to adjudicate the rules of
the game and make sure everything’s handled as fairly as possible.
Your imagination is the only thing limiting the sorts of adventures you
can have, since you and your friends create the world, the characters, and
the adventures. It’s like writing your own comic book, with your characters
as the heroes! All of the action takes place in your imagination, and the
story can go on for as long as you want, with one exciting adventure after
another. You can pick up and play the game whenever you want, and stop
at any point, like reading the chapters of a book or saving and putting a
video game on hold.
Mutants & Masterminds is what is known as a tabletop RPG, in that it is
usually played sitting around a table (although it can just as easily be sit-
ting around your living room or rec-room, if you like). You might already be
familiar with computer roleplaying games, either console games (played
solo on as part of an online network) or massive multiplayer online role-
playing games (or MMORGs, as they’re known). These games actually
developed out of tabletop roleplaying games, shifting a lot of what took
place only in the players’ imaginations onto a video display. While table-
top RPGs lack the “special effects” of their computerized counterparts,
they provide you with a greater ability to create exactly the kinds of sto-
ries and characters you want, and what effects are better than your own
imagination?
Although it’s a tabletop RPG, M&M (like many RPGs) is often played
online these days, either via e-mail (“play by e-mail” or PbeM) or in online
forums (“play by post” or PbP). Some even play RPGs via live online chat.
What is mutants &
• This book, which contains the rules on how to play the game.
• A pencil and some scratch paper for making notes.
• At least one twenty-sided die (d20). You may want to have one die for
each player, or you can share dice.
hoW to use this Book
The Mutants & Masterminds Beginner’s Guide is intended as an introduc-
tion to the M&M RPG, to provide new players with an easy guide to how to
play the game. It’s useful for Gamemasters looking to introduce players to
the world of roleplaying games in general or to M&M in particular.
The Beginner’s Guide is divided up into sections, framed by the story
of Nathan Collins, a new student at the Claremont Academy, a school for
super-powered youngsters in Freedom City. As you follow Nathan’s story of
learning about his powers and abilities through these pages, you also learn
how to play your own hero in Mutants & Masterminds.
The next section, The Basics , tells you about the essentials of the M&M
game system, as well as taking a look at a hero’s game information and
what it means. Into the Doom Room is a short solo adventure to give you
a taste of the game and how it’s played using the novice hero Firepower.
Meet the Next-Gen takes a look at Firepower’s new classmates at the
Claremont Academy, the young heroes called the Next-Gen, and shows you
some of the variety you’ll find in M&M . Finally, Super-School Slugfest
gives you and some friends a chance to play out a fight as the Next-Gen
students practice in the Doom Room.
The Beginner’s Guide concludes with a glossary of important game terms
and an appendix entitled What’s Next? that details how you can learn
more about the World’s Greatest Superhero Roleplaying Game.
masteRminds?
In the Mutants & Masterminds roleplaying game, you take on the role of
a costumed superhero safeguarding the world from threats ranging from
marauding super-criminals to alien invasions, hulking monsters, natural
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