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Mutants & Masterminds: Time Of Vengeance (Mutants & Masterminds RPG)
 
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Mutants & Masterminds: Time Of Vengeance (Mutants & Masterminds RPG) (Paperback)

by Christopher McGlothlin (Author)
3.0 out of 5 stars See all reviews (2 customer reviews)

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Frequently Bought Together

Mutants & Masterminds: Time Of Vengeance (Mutants & Masterminds RPG) + Mutants & Masterminds: Game Master's Screen (Mutants & Masterminds) + Mutants & Masterminds: Freedom City - 2nd Edition
Price For All Three: $52.33

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Editorial Reviews

Product Description
When unknown supervillains unleash terrible plagues without warning, Freedom City's very existence is imperiled. Can the heroes unravel the mystery and stop the villains before the storm of vengeance reaches its terrifying and final crescendo? Time of Vengeance is the first, all-new adventure for Mutants & Masterminds 2nd Edition.

Product Details

  • Paperback: 80 pages
  • Publisher: Green Ronin Publishing (January 11, 2007)
  • Language: English
  • ISBN-10: 1932442790
  • ISBN-13: 978-1932442793
  • Product Dimensions: 10.7 x 8.2 x 0.3 inches
  • Shipping Weight: 7.2 ounces (View shipping rates and policies)
  • Average Customer Review: 3.0 out of 5 stars See all reviews (2 customer reviews)
  • Amazon.com Sales Rank: #1,326,112 in Books (See Bestsellers in Books)


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Customer Reviews

2 Reviews
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Average Customer Review
3.0 out of 5 stars (2 customer reviews)
 
 
 
 
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5 of 7 people found the following review helpful:
1.0 out of 5 stars Longueurs!, November 10, 2007
By DragonRock LTD "DragonRock LTD" (Richardson, TX United States) - See all my reviews
A longueur is a dull and tedious portion (usually of a book) and this adventure has plenty of them. The players are supposed to battle the 10 plagues of Egypt and solve the mystery of who is causing them but there are flaws. Here are the big ones:

1. The players are supposed to investigate to uncover clues of how to defeat the plagues, but they must be in the exact right place at the right time and ask the right question and make the DC 30 roll to actually get the answers they need. It felt like trying to play one of those text based games (push the rock, no, shove the rock, no, kick the rock, no, move the rock, no, pull the rock, no, . . .)

2. The plagues are very repetitive in their design. All the bugs (fleas, flies and locusts) work almost exactly the same. All other plagues have giant area attacks of everyone within 300 feet make really high fortitude save. With so many powers, the writer should have been more inventive.

3. In the final fight you will either win by talking (and saying the exact right thing) or die horribly by life drain.

In short you will be better off saving your money and making your own game based on the plagues of Egypt.
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1 of 2 people found the following review helpful:
5.0 out of 5 stars Green Ronin, give us more!, February 17, 2008
Christopher McGlothlin delivers another epic adventure for Mutants & Masterminds. My favorite parts of the adventure, beyond the plethora of exotic menaces, are its ties to Freedom City--the premier setting for Mutants & Masterminds. There's enough material in this one adventure to help you get your M&M game up and running----and for time-constrained gamemasters like myself, the availability of published adventures dictates whether or not my group can play Mutants & Masterminds at all.

I hope that Green Ronin can find a format for published adventures that is profitable and allows them to publish books like these more frequently.
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