Note: This book was originally released as a series PDFs which are still available online. This is the final PDF of the print compilation of that PDF series. Visit a world not our own, but strangely familiar—a world of heroes and villains, of wonders and dangers, and limitless adventure! The Atlas of Earth-Prime is a trip around the world of the Freedom City and Emerald... [click here for more]
Note: This book is currently available as part of a pre-order print bundle through the Green Ronin Web site.
The Most Toys!
Where do you get all those wonderful toys? Right here! Gadget Guides is a collection of diverse devices for the Mutants & Masterminds Superhero Roleplaying Game,from armor and weapons to psychic crystals and steamtech. In this book are twenty-two... [click here for more]
While Mutants & Masterminds players create heroes, the Gamemaster creates the villains, the adventures, and the entire world where the series takes place. That can be a lot of work, but the Mutants & Masterminds Gamemaster's Guide is here to help you. This book has everything an M&M Gamemaster needs, from guidelines on creating challenges and adventures to advice on designing... [click here for more]
“Metamorphosis Alpha—in any edition—stimulates the imagination, encourages keen thinking, and breaks the mold of typical fantasy and science fiction roleplaying games.”
— E. Gary Gygax Hobby Games: The 100 Best Green Ronin Publishing
A human barbarian cuts through enemies with her sharp blade. A blue-skinned man uses the power of his mind to confuse... [click here for more]
Super Mecha Roleplay is Go!
Japanese manga and anime have become hugely
popular in the English-speaking world and now they
are here for the Mutants & Masterminds roleplaying
game! Mecha & Manga takes M&M from its Silver Age roots into a
whole new style of comics, the realm of manga. Inside you'll find:
Characters! All the information you need to create characters... [click here for more]
Each Gadget Guide in the series takes a look at a particular type of devices in Mutants & Masterminds game terms, putting together the effects and modifiers from the Hero's Handbook to present different a wide variety of gadgets of that type. It also looks at specific concepts related to creating and using those devices in play. The Guide is a catalog of ready to use toys for... [click here for more]
While some super-criminals make do with a flophouse, cheap
motel, or abandoned squat in the heart of the city, having a
true lair is a sign you have truly arrived in the world of
supervillainy. Master-criminals often have complexes to
rival powerful nations, hidden away in mysterious and
inaccessible parts of the world, or else hidden in plain
sight, right under the heroes' noses, perhaps... [click here for more]