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Mutants & Masterminds: Annual #1
 
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Mutants & Masterminds: Annual #1 [Paperback]

Steve Kenson (Author)
4.0 out of 5 stars  See all reviews (1 customer review)


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Book Description

Mutants & Masterminds Annual September 13, 2005
The Mutants & Masterminds Annual celebrates the game's first spectacular year. Its 128 pages are packed with new rules, options, and setting information, including expanded rules for power creation, weaknesses, battle suits, and hero points. Look back on World War II heroes in Legacy and into the future with Freedom City 2525. Steve Kenson leads up a design team that includes former Marvel Super Heroes RPG developer Steven E. Schend, Wizards of the Coast setting search winner Keith Baker, and Time of Crisis author Christopher McGlothlin. This is the book Mutants & Masterminds players have been waiting for!


Product Details

  • Paperback: 128 pages
  • Publisher: Green Ronin Publishing (September 13, 2005)
  • Language: English
  • ISBN-10: 193244212X
  • ISBN-13: 978-1932442120
  • Product Dimensions: 10.8 x 8.3 x 0.3 inches
  • Shipping Weight: 13.6 ounces
  • Average Customer Review: 4.0 out of 5 stars  See all reviews (1 customer review)
  • Amazon Best Sellers Rank: #172,242 in Books (See Top 100 in Books)

 

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4.0 out of 5 stars (1 customer review)
 
 
 
 
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15 of 15 people found the following review helpful:
4.0 out of 5 stars A home run almost knocked out of the park, October 16, 2004
This review is from: Mutants & Masterminds: Annual #1 (Paperback)
"Mutants and Masterminds: Annual" is a resounding success. It is full of great artwork, insightful information, a number of brief adventures, and plenty of new characters to drop into a campaign.

The twelve chapters cover both some additional game mechanics options and inspirational resources. For instance, new rules and tips for creating superheroic powered armor (with plenty of example stats) and some new combat functions provide the GM with fairly well thought-out options. None of this is necessary, or, for that matter, superior to the game mechanics listed in the core rulebook. All the same, nothing detracts from the tone or useablility of the rules, and may suit some people's playing styles better.

The real star is the setting material, and the advice for incorporating it into a Mutants and Masterminds campaign. One section profiles a team of World War II-era mystery men and tips for using heroic legacies, another profiles the far future and the heroes who make it safe, and another offers inspiration on how to run a teenaged heroes-in-training game.

Especially useful and well-conceived is the section on running a low-powered superhero campaign, where the characters can't lift battleships or shoot lasers out of their eyes, but who still have powers and abilities which set them apart from the ordinary people they protect. This style of comic-bookery has been mostly overlooked in Mutants and Masterminds products, and these dozen or so pages are so full of good advice and inventive ideas that they go a long, long way to make up for it.

Throughout the book the artwork is first rate. Hardcore comic book fans will be able to recognize some of the homages included in the book (such as the faux-covers on page 61 and 89).

There are a few weaknesses which keep this book from being a total success. For instance, the game stats for the sidekick character Arrow (page 51) are really for his mentor Bowman, listed on the following page. Also, a number of characters are not provided accompanying illustrations; I especially would have liked to see a group-shot of the villainous Tyranny Legion.

These, however, are pretty small quibbles in an otherwise great product. This is the easily the best Mutant and Masterminds item since the praiseworthy "Freedom City Sourcebook." Give "MM Annual" a try and you won't be disappointed.
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