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Mutants & Masterminds Threat Report #42: The Eightfold Web
by Sean H. [Featured Reviewer] Date Added: 10/14/2012 19:05:50

Each of the threat reports comes with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publicly known about the character described. Each character is given a few plot hooks to help work them into a campaign.

The Eightfold Web (#42) is a cult dedicated to an ancient spider deity rather than a single person. Using magic and ancient secrets, the sinister network works to control the world behind the scenes. The leaders of the cult, along with suggestions for their secret identities are detailed along with spells, summoned spiders and cultists. The Web can fill a multitude of roles in a campaign and will be especially useful as a foil for mystical and espionage oriented characters.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Threat Report #42: The Eightfold Web
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DC ADVENTURES Heroes & Villains, Vol. 2
by Timothy B. [Featured Reviewer] Date Added: 09/10/2012 16:41:57

Vol 2 of the Heroes & Villain write-ups for the DC Adventures RPG (but it also works for M&M3). This is the L-Z listing, "Lady Shiva" to "Victor Zsasz".

The write-ups are very detailed and make for good reading even if you don't use this in a supers game. If you are a fan of the DC Universe (mostly pre New 52) then this is a must have resource. If you enjoy DCA/M&M3 then there are plenty of great ideas here. Highlights include Zatanna and a bunch of minion stats. There are also stats for the "Super Animals", cultists, undead and Demons. Also included, soldiers, robots, monsters, ninjas and animals.

There are some repeats from the Core book.

All in all a great purchase if you are a DC or M&M fan.



Rating:
[5 of 5 Stars!]
DC ADVENTURES Heroes & Villains, Vol. 2
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DC ADVENTURES Heroes & Villains, Vol. I
by Timothy B. [Featured Reviewer] Date Added: 09/10/2012 16:37:23

Vol 1 of the Heroes & Villain write-ups for the DC Adventures RPG (but it also works for M&M3). This is the A-K listing, "Adam Strange" to "Kobra & The Kobra Cult".

The write-ups are very detailed and make for good reading even if you don't use this in a supers game. If you are a fan of the DC Universe (mostly pre New 52) then this is a must have resource. If you enjoy DCA/M&M3 then there are plenty of great ideas here. Highlights include all the "Bat" family (except Robin and Nightwing, next book), Blue, Green and Indigo Lantern Corps., and even Tim Hunter. Oddly enough, Adam Strange is listed under "A", but John Constantine is under "C". There are some repeats from the Core book.



Rating:
[5 of 5 Stars!]
DC ADVENTURES Heroes & Villains, Vol. I
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Mutants & Masterminds Power Profile #22: Strength Powers
by Ryan S. [Verified Purchaser] Date Added: 09/04/2012 11:11:47

Great ideas for ways to make your brick stand out. Well worth the 99 cents!



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Power Profile #22: Strength Powers
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Mutants & Masterminds Character Stand-Ups
by David W. [Verified Purchaser] Date Added: 08/13/2012 18:08:58

I prefer double-sided figures, and not the fold-over tent style. HOWEVER, the artwork and very creative, and has imagininative characters that are SO specific and cover a wide variety of super hero powers and archtypes, you can't help but overlook the silhouette backs in lieu of "traditional" backs.

This set has been around for quite a while, and even with the "standard" figures that are out there now, you can NOT beat this set for originality and and just plain old fun.

I am not sure if Green Ronin has more figures sets out there, but based on THIS set, I would buy them ALL!

Great set, and a LOT of potential.



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Character Stand-Ups
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DC ADVENTURES Hero's Handbook
by Gregory D. [Verified Purchaser] Date Added: 08/08/2012 13:07:51

I liked it, I am a total marvel person, and still I like it. They did not describe the combat very well or the character creation for that matter. But it is a solid product. The art is fantastic, and the powers and equipment divers enough that I could make any kind of super hero/villain. I did not play it yet, but I made some characters with the system and I am very happy with what I found.



Rating:
[4 of 5 Stars!]
DC ADVENTURES Hero's Handbook
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Mutants & Masterminds Threat Report #34: The Hand of Sin
by Sean H. [Featured Reviewer] Date Added: 07/23/2012 18:28:00

Each of the threat reports come with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publically known about the character described. Each character is given a few plot hooks to help work them into a campaign.

Hand of Sin (#34) an enforcer of the insidious Doctor Sin, apparently devoted to that villain and his goals. An expert martial artist with an unique secret. While only a PL of 9, the Hand of Sin is a skilled combatant and an especially good challenge for street level heroes.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[4 of 5 Stars!]
Mutants & Masterminds Threat Report #34: The Hand of Sin
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Mutants & Masterminds Threat Report #30: Huntmaster
by Sean H. [Featured Reviewer] Date Added: 07/23/2012 18:26:51

Each of the threat reports come with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publically known about the character described. Each character is given a few plot hooks to help work them into a campaign.

Huntmaster (#30) is an extra-dimension hunter, occasionally of bounties, but always of challenges. Equipped with powerful armor (PL13) and acting from his transdimensional base, he and his warhounds fear no prey and range wherever he wishes in search of new challenges. A useful character for a variety of scenarios and challenges.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Threat Report #30: Huntmaster
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Mutants & Masterminds Threat Report #31: Power Corps
by Sean H. [Featured Reviewer] Date Added: 07/23/2012 18:26:08

Each of the threat reports come with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publically known about the character described. Each character is given a few plot hooks to help work them into a campaign.

Power Corps (#31) is not just a villain, but a team of villains in nearly identical suits of powered armor. While each member has their own skills, it is the coordination between them that makes the Power Corps such a difficult group to deal with. Useful both as operatives of another villain or acting for their own profit, the Power Corps fill an important niche in the supervillain ecology.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Threat Report #31: Power Corps
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Mutants & Masterminds Threat Report #29: Death Magnetic
by Sean H. [Featured Reviewer] Date Added: 07/23/2012 18:25:02

Each of the threat reports come with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publically known about the character described. Each character is given a few plot hooks to help work them into a campaign.

Death Magnetic (#29) is a split personality, when her superpowers are active, she is powerful (PL11), able to manipulate magnetic fields and completely given over to her own desires (totally unlike her none powered self). She is an interesting character and a potentially challenging moral question.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[4 of 5 Stars!]
Mutants & Masterminds Threat Report #29: Death Magnetic
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Mutants & Masterminds Threat Report #33: Foxfire
by Sean H. [Featured Reviewer] Date Added: 07/23/2012 18:23:03

Each of the threat reports come with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publically known about the character described. Each character is given a few plot hooks to help work them into a campaign.

Foxfire (#33) is a trickster spirit (specifically a kitsune, a fox spirit) who, like all of her kind, loves to cause mischief and has the power (PL11) to do so. While malicious, Foxfire is more about cause confusion and embarrassment than physical harm and as such can be used in a variety of lighthearted situations which can suddenly turn dark if need be. Also, she can pose as an excellent challenge for mystically oriented heroes.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[4 of 5 Stars!]
Mutants & Masterminds Threat Report #33: Foxfire
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Mutants & Masterminds Threat Report #28: Sleepwalker
by Sean H. [Featured Reviewer] Date Added: 07/23/2012 18:22:07

Each of the threat reports come with a nice piece of color art of the character embedded in the PDF and a separate Hero Lab file. Each includes a prop cover letter from AEGIS, possibly useful for setting a scene, that gives a basic idea about what is publically known about the character described. Each character is given a few plot hooks to help work them into a campaign.

Sleepwalker (#28) is an unusual character, just a normal librarian by day, but when she sleeps, she changes into a superpowered being -usually a different one each night- that act upon her deeper impulses which usually causes trouble. Because of the characters flexibility, multiple superpowered forms, and usual background there are a quite a few stories that can be told with Sleepwalker - though a sample dreamform or two would have been helpful.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copies of these product for free from the publisher for the purpose of this review.



Rating:
[4 of 5 Stars!]
Mutants & Masterminds Threat Report #28: Sleepwalker
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Mutants & Masterminds Power Profile #24: Size & Mass Powers
by Nenad R. [Featured Reviewer] Date Added: 07/10/2012 08:41:23

A very short 6-page PDF, it focuses mainly on growth/shrinking powers and how to use them, with some ideas of how else to use size and mass alteration. Useful if these play a large part in your game, but a bit lacking in content.



Rating:
[3 of 5 Stars!]
Mutants & Masterminds Power Profile #24: Size & Mass Powers
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Mutants & Masterminds Power Profile #22: Strength Powers
by David F. [Verified Purchaser] Date Added: 06/29/2012 12:40:43

It is nice to see options for the strong hero in the group. After a while, you get tired of just punching the villain. All of the power profiles add depth to the hero in ways that you might have missed.



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Power Profile #22: Strength Powers
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Mutants & Masterminds Gamemaster's Guide
by Christopher H. [Featured Reviewer] Date Added: 06/18/2012 09:37:42

The short story here is that the M&M Gamemaster’s Guide is close to indispensable for M&M GMs, and large parts of it are very useful for GMs running other superhero systems. The long story follows, from the perspective of a GM in the latter group.

Chapter 1 takes a good long look at various potential campaign settings, using the “metal ages” trope common in comics: Golden Age, Silver Age, and so on up through the (not-yet-metallic) Modern Age. After this, various origin types (aliens, gods, mystics, mutants, etc.) are surveyed, followed by an excellent and engaging discussion of how super-powers and super-powered individuals might fit (or misfit) into a modern society. Both of the foregoing sections, especially the ones on origins and powers, are excellent resources not just for GMs, but for players as well. The cosmology section that follows helps GMs think through issues like alien worlds, parallel Earths, and so forth. The “History” section perhaps could have been better placed right after the “metallic ages” discussion, for it guides GMs through the process of considering the place of super-powered individuals in the world prior to the campaign’s present (and even into the campaign’s future, if time travel works in the GM’s universe). The penultimate section in chapter 1 also revisits and extends some material from earlier in the chapter, discussing such issues as the legal status of superheroes, their standing to make arrests, and even the existence and role of comic books in your super-powered setting. Finally, chapter 1 turns to organizations of various sorts, with advice about the characteristics and even naming conventions of typical organizations in a comic-book world. Except for a few weapons, there’s no M&M crunch in chapter 1; it’s a fun read for any comics fan or aspiring comics writer and a great resource for a GM running superheroic games in any system.

Chapter 2 turns to villains, a “necessary evil” in comic-book worlds. The discussion of villain “levels” is tied to M&M PLs, but the concepts can be adapted to any system. The good, though perhaps not entirely comprehensive, survey of villain “types” (typical actions), “roles” (relationships with heroes), and motivations is pure storyline, and will serve GMs well no matter what superhero system they’re running. The excellent section on villainous combat tactics obviously presupposes M&M3, but isn’t very “crunchy,” and could easily serve GMs running an earlier version of M&M or a completely different game. In particular, the subsection on “Singular Villains” addresses a common problem that even GMs running completely different genres might appreciate: the one-vs.-many setup of many superhero combats. I particularly liked the discussion of strategies for helping a villain escape from a losing battle, and I almost think that the subsection on “Why the Villain Loses” should be required reading for all GMs running superhero games. Similarly, the sections on “In-Depth Villains,” villain teams (like the Injustice League or the Masters of Evil), and villainous organizations (like Hydra) will help any GM flesh out a superheroic world.

Chapter 3 includes a lot of great M&M3 crunch. It starts with a helpful discussion of the ways in which villain creation differs from hero creation (for example, a villain’s PL is a result of the villain’s design, rather than a constraint on it). In the “Powers” subsection, the discussion of “stunned power capabilities” is short but critical. Paying attention to the advice, especially the mechanical (system crunch) notes, throughout the whole chapter can help save you a lot of time while preparing villains. Naturally, using the archetypes provided in this chapter (including the archetypes for minion, including nonhuman minions like dinosaurs and robots) can save you even more time.

Chapter 4 provides inspiration for villainous plots (as in “schemes,” not necessarily as in “storylines,” though these overlap to a significant degree. This chapter analyzes five basic super-villain plots—conquest, destruction, kidnapping, murder, and theft—breaking each one down into its various component parts, with plenty of attention to possible variations. A second substantial section on “Adventure Elements” offers various ideas for generic plot hooks and plot elements, such as using heroes’ own powers as focal points for adventures. There’s even a table of 100 adventure seeds that a GM can use to select an adventure seed randomly.

Chapter 5 begins with a section on disasters, supplementing the environmental challenges presented in chapter 8 of the M&M Hero’s Handbook. The second section deals with traps that villains might use to detain or even kill superheroes.

Finally, chapter 6 includes a bunch of rules options, including power point budget variants, custom-built fighting styles, reputation, knockback, and mass combat.

An appendix includes nine ready-made villainous lairs.

Every feature of the Gamemaster’s Guide is top-notch, aside from a few misspellings and grammatical errors. Well over half of the book is useful for GMs running any superhero system. The artwork, too, is excellent and really enhances the book. The PDF version includes a complete set of bookmarks. This volume is a fine addition to any GM’s library.



Rating:
[5 of 5 Stars!]
Mutants & Masterminds Gamemaster's Guide
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