The Blue Rose Adventurer?s Guide opens up the award-winning romantic fantasy world of Aldea for players of the Fifth Edition of the world?s most popular fantasy roleplaying game. It comes complete with all of the ancestries, class options, feats, and more you need to create your own Blue Rose adventurers, and details on the unique arcana, magic items, and creatures of Aldea.
The Sovereignty and its people need heroes! Will you answer the call and become one of the Sovereign?s Finest? Swear your allegiance to the light and to the rightful Sovereign?adventure and romance await!
Devils, demons, and daemons?these are the ultimate servants of evil. Learn all their foul secrets in the Book of the Fiends, the definitive Fifth Edition sourcebook on these fell creatures.
This tome presents over 130 of horrific fiends hailing from Hell, the Abyss, and Gehenna, with Challenge Ratings ranging from 0 to 31. The original edition of the Book of Fiends was one of the most critically acclaimed books of the d20 era. Now Dungeons & Dragons designer Robert J. Schwalb has reimaged all the creatures, character options, and more for Fifth Edition. It builds on the information found in the core rulebooks, expanding and revealing all you could ever want to know about these evil planes and their inhabitants. The Book of Fiends provides profoundly wicked foes your players will never forget.
The most comprehensive pantheon in roleplaying games is back in a new edition for 5E. This massive tome provides more than 20 pick-up-and-play churches, whose organization and beliefs are described in lavish detail. These churches can be used in any campaign setting to bring a whole new level of detail to the religious characters. Plus, for those who don't have a complete cosmology in their game, The Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book.
The original edition of Book of the Righteous was one of the most critically acclaimed books of the d20 era. Now Dungeons & Dragons Fifth Edition designers Robert J. Schwalb and Rodney Thompson have brought the new edition up to date with the 5E rules and the whole book is in glorious full color. The Book of the Righteous is truly a divine sourcebook like no other.
Seven decades ago, there were cities upon cities; kingdoms and nations, the remains of ancient empire. Cultures at war, cultures at trade. Humans, dwarves, elves, and others. Magic and monsters, rare but real. Regions of desolation, but also regions of plenty. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions. Until the world ended. Most call it the Fall, but whatever term a given people choose to use, it marked the point where everything changed. Nations crumbled. Races died. Magic sputtered. Nature sickened. The Dead woke.
Welcome to the first anthology set in the death-ravaged world of The Lost Citadel?. In Tales of the Lost Citadel, you?ll find 14 flights of dark speculation on the nature and people of the last city of Redoubt, courtesy of some of the finest writers working in fantasy and horror today. Come inside these dwarf-built walls and hear their tales. Come, be haunted by a bone-shaker?s daughter, a dark dressmaker, and a Forerunner; a Corpseman of the Undertaking, a desolate widow, and a witch of the wood. Introduced by editor and world-builder C.A. Suleiman, these stories combine to paint a portrait of a dark fantasy world unlike any other ? one where all that?s left of civilization has come together in a struggle to survive?
The city is called Redoubt... Some say the doors to the Underworld flew from their hinges. Others believe that the god of the dead went mad. Whatever the cause, across the lands of Zileska, the dead have become the Dead. Whether human, elf, dwarf, or monstrous gh–l, all must survive the horror of this world overrun by death, where all that?s left of civilization has gathered behind the walls of the world?s last bastion of the living?The city of Redoubt....it is the last.
The world of The Lost Citadel awaits! The Lost Citadel Game Master?s Screen is a key accessory for your campaign in the world of The Lost Citadel Roleplaying. It features a sturdy, three-panel hardcover screen that puts all the essential game information right in front of the Game Master, including conditions, setting- specific item statistics, charts for the Woe sub-system, and names common to the civilizations and cultures of Zileska! The Lost Citadel Game Master?s Screen is the perfect complement to the The Lost Citadel Roleplaying. (Requires the Fifth Edition core rules to play.)
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 City settings for the Mutants & Masterminds RPG. Your heroes can explore the sites and perils of all seven continents, as well as fabled Atlantis, the Lost World, and the strange realms of Sub-Terra that lie at the center of the earth. Packed with locations, heroes, villains, and worldwide agencies, the Atlas of Earth-Prime is the campaign setting book Mutants & Masterminds fans have been waiting for!
Every hero needs an origin story and this can be yours! Written with new gamers in mind, the Basic Hero?s Handbook streamlines and clarifies the flexible, robust third edition rules of Mutants & Masterminds. With simplified character creation and a selection of ready-made adventures, the Mutants & Masterminds Basic Hero?s Handbook lets players jump right into the action.
The book is fully compatible with the Deluxe Hero?s Handbook and the entire library of third edition Mutants & Masterminds supplements, instantly expanding your character options and adventure potential. Whether you?re just getting started, or want an extra player-friendly reference at the table, the Mutants & Masterminds Basic Hero?s Handbook is the choice for your world-saving needs!
Get ready, heroes, infinity awaits! The cosmos is a vast realm of primal powers, alien empires, and wonders and dangers beyond imagining. Now it`s yours to explore with The Cosmic Handbook! This sourcebook for Mutants & Masterminds features advice and rules for creating characters and adventures in the depths of space, plus ready-to-use villains and an expanded look at the universe of Freedom City and Emerald City beyond the bounds of Earth.
Emerald City opens up a wider world for Third Edition of the World?s Greatest Superhero RPG,Mutants & Masterminds! Set on the ?Earth-Prime? of the award-winning Freedom City, Emerald City provides a home base for your heroes and all new places for adventure and excitement!
This book describes a growing Pacific Northwest metropolis where life was quiet and routine. It didn't have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth. Things were stable? until the Silver Storm tore through the city and unleashed a flood of new superpowers?and threats!
Included in this 336-page hardback book are:
In the wake of the Silver Storm, super-criminals have cast aside years of fragile peace, ready to go to war to settle old scores and claim the throne of the city's underworld. Emerald City has no established super-team to call on in this crisis; it is a city that needs heroes.
Answer the call!
The Mutants & Masterminds Gamemaster?s Kit is a key accessory for your superhero campaign. It features a sturdy and practical 3-panel hardback screen with all the charts and tables you need to play the World's Greatest Superhero RPG. The kit also includes 4 quick reference cards and a combat tracker that you can write on with wet or dry erase markers. The Mutants & Mastermind?s Gamemaster?s Kit is the perfect complement to the Deluxe Hero?s Handbook and will help you kick off your game with style.
High-school heroes!
The Shadow Academy is on the loose downtown, but the prom is tonight and, worse yet, you?ve got a make-up test tomorrow! But then nobody said things were simple at Hero High!
Teenaged superheroes have hard lives ... just ask them. After all, being a normal teenager is difficult enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!
Hero High takes a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds, Third Edition RPG. It contains everything you need to run a teen hero series of your own, with all the trials and tribulations that entails. There?s everything from an overview of the genre to breakdowns of its components and how to use them to create your own unique setting and series.
There?s even an interview with Marvel?s Executive Editor Tom Brevoort, who offers his insights on teen heroes and why they?re so fun and compelling!
Hero High is revised and expanded for Mutants & Masterminds, Third Edition and includes information on the students and faculty of the Claremont Academy, where the heroes of tomorrow receive their training! It also includes the villainous Shadow Academy and the troubled teens who call it home. Plus, there are a dozen heroic archetypes so you and your friends can start playing right away!
Go to the head of the class with Hero High!
High-school heroes!
The Shadow Academy is on the loose downtown, but the prom is tonight and, worse yet, you?ve got a make-up test tomorrow! But then nobody said things were simple at Hero High!
Teenaged superheroes have hard lives ... just ask them. After all, being a normal teenager is difficult enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!
Hero High takes a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds, Third Edition RPG. It contains everything you need to run a teen hero series of your own, with all the trials and tribulations that entails. There?s everything from an overview of the genre to breakdowns of its components and how to use them to create your own unique setting and series.
There?s even an interview with Marvel?s Executive Editor Tom Brevoort, who offers his insights on teen heroes and why they?re so fun and compelling!
Hero High is revised and expanded for Mutants & Masterminds, Third Edition and includes information on the students and faculty of the Claremont Academy, where the heroes of tomorrow receive their training! It also includes the villainous Shadow Academy and the troubled teens who call it home. Plus, there are a dozen heroic archetypes so you and your friends can start playing right away!
Go to the head of the class with Hero High!
Champions Assemble! No hero can stand up to every challenge alone; nor should they! Legendary heroics demand teamwork, and teamwork demands a team. Are you a super-powered minority fighting to protect a world that fears you? A family of gene-freaks trying to scrape by? Or super-powered ex-cons trying to do right? Whatever brings you together, your teammates are your friends, rivals, co-workers, and family all in one?with all the love and hate that implies. But together you can achieve incredible things none of you could alone. Whether a ragtag band of vigilantes falls in together by accident or Earth?s greatest protectors train to work as a single unit, heroes are always more than the sum of their parts!
The Superteam Handbook sourcebook for Mutants & Masterminds puts the focus on the heroes and their team, with details for players and gamemasters alike to make their team cohesive, dramatic, and fun! Understand what it means to be a team and form a common identity and responsibility, and when to buck the system and rebel. Learn the ins and outs of not just cooperation. Heroes can work closer together than ever before with new, team-focused powers, advantages, and attack options. In addition to new game material, the Superteam Handbook presents eight pre-made hero teams?ranging from PL 5 to PL 12?to serve as campaign-kickstarters, with guidelines, resources, and advice for running a variety of heroic campaigns, along with background and statblocks for their members to use as player characters, rivals, or villains. Will you save the planet as part of the globe-hopping UNIQUE, battle to keep the urban jungle safe as one of the street-brawling Ferroburg Four, or take on ancient aliens from the cockpit of your giant robot as a member of MagnaForce? Whatever you choose, your friends stand by your side! All for One. One for All.
The Silver Storm has turned Emerald City from a quiet Pacific Northwest metropolis to a hub of super-criminal activity, and AEGIS?the American Elite Government Intervention Service?is on the job. Threat Report presents profiles on dozens of the new supervillains endangering Emerald City and the world. From "stormers" newly granted their powers to ancient and eldritch evils, from beneath Emerald City's streets to other dimensions and times, Threat Report gives you a plethora of villains to challenge your players. This book compiles most of Green Ronin's Threat Report series of electronic villain profiles, along with new content created just for this collection. You'll find a variety of villains ready-made for your Mutants & Masterminds game, from low-level mercenaries for hire to super-powered thugs and cosmic world-beaters, even gods pulling the strings from behind the scenes. Heroes get ready because the villains of Emerald City are on the loose!
New in this collection:
Heroism Knows No Century! Vikings plunder jewelry stores along the waterfront! Killer robots from the future hunt Abraham Lincoln! And the heroes are on trial for crimes they haven't committed... yet!
Time is a toybox for superheroes and villains, filled with colorful characters and convoluted plotlines. Time travel opens up new potential just as much as blasting off into space, with the convenience of all the major players and events already being written for you! With time as a canvas, you can pump up the grim or gonzo in your adventures, or build a whole campaign around protecting not just the world, but everything that has happened or ever will happen! The Time Traveler's Codex is a supplement for Mutants & Masterminds, Third Edition that launches heroes into the fourth dimension. The Time Traveler's Codex includes: A brief history of time travel, and an overview on the structure of time and how it functions in the Earth-Prime setting. Tips for deciding how time travel works in your campaign, complete with the consequences and hazards of meddling. Advice on creating your own time-hopping series, including optional rules, suggested power levels, and temporal dangers that lie along the way. Six causality-shaking villain archetypes who can harry heroes across the centuries, like the Immortal Conqueror and the Future Perfectionist, backed up by dozens of minions from across time and beyond! Guidance for players building time traveling heroes, complete with new advantages, powers, and equipment as well as a half-dozen time-sliding hero archetypes, like the Quantum Alien and the Temporal Tourist! Over a dozen different historical eras detailed, with rules guidance and statblocks for each, as well as adventure ideas and advice for setting individual adventures in that time period, or an entire campaign! Catapult your adventures out of the city streets and into medieval French castles, Aztec battlefronts, and the imperial Ming court with the Time Traveler's Codex! Take Your Superheroic Adventures Into the 4th Dimension!
With the Mutants & Masterminds RPG you have the power to become a hero. Freedom City gives you the world?s most renowned city of heroes to rescue from the forces of evil! Freedom City is a fully realized and detailed metropolis that can serve as a home base for your heroes or just one of the many places they visit while saving the world of Earth-Prime from disaster. Your heroes can fight the forces of SHADOW, puzzle out the schemes of the Labyrinth, and defeat the alien invaders Syzygy and the Meta-Grue. With dozens of foes and hundreds of locations, Freedom City gives you everything you need to run an exciting Mutants & Masterminds campaign. Use it on its own or in conjunction with Emerald City and the Atlas of Earth-Prime for world-spanning action!