Mutants & Masterminds Superhero Role-playing Game
Ranked #5,072 in Hobbies, Games & Toys, #60,615 overall
M&M: Superhero Role-playing At Its Best!
Move Over Champions!
4-Color Comic Book Role-playing Finally Arrives!
Mutants & Masterminds was released in 2002 and was an invigorating shot in the arm for stagnant superhero role-playing niche. Champions had a revival a year or so prior and provided lots of fun to plenty of hard-core gamers. However the numerous Champions books plus the requirement of the 500 page Hero System rulebook made it inaccessible to all but existing Champions player from the days of yore. Then, WHAM, out of nowhere comes the amazing Mutants & Masterminds in gorgeous full color, packed with characters that actually could BE mainstream Marvel or DC characters. Gone were the days of hurling 14 six-sided dice across a table and spending 45 seconds counting STUN and BODY. With M&M you only needed a single 20 sided diced. Being a d20-based system (Dungeons & Dragons 3rd Ed), Mutants & Masterminds attracted hordes of NEW gamers. Everyone likes superheroes, but not everyone likes to spend a whole night distributing 350 character points. M&M made character creations a breeze, and loads of fun! It is easily taught and almost anyone will have most of it down in a session or two.
GameGeek Review of Mutants & Masterminds
M&M System Overview
Example M&M Character Write-up
Thor, PL 16Str 46 (+18), Dex 14 (+2), Con 46 (+18), Int 12 (+1), Wis 16 (+3), Cha 20 (+5)
Skills: Concentration 5 (+8), Intimidate 5 (+10), Knowledge (arcane lore) 3 (+4), Knowledge (tactics) 5 (+6), Language (Ancient Norse, English), Medicine 9 (+12), Notice 3 (+6), Pilot 3 (+5), Ride 4 (+6), Sense Motive 3 (+6), Survival 3 (+6)
Feats: All-Out Attack, Attractive, Benefit (Asgardian Prince), Benefit (Avenger Membership), Diehard, Endurance, Fearless, Improved Initiative, Inspire 2, Power Attack, Renown, Takedown Attack
Powers:
- Device 10 (Mjolnir, Hard to Lose, Power Feat: Restricted ['Worthy' Individuals Only], Blast 20 [Thrown Hammer, Alternate Powers: Air Control 20, Blast 13 (Thrown Hammer, Extra: Area [Line]), Blast 20 (Lightning), Blast 19 (Lightning from the Sky, Power Feats: Indirect 2), Dazzle 13 (Lightning and Thunder, Auditory and Visual), Deflect 20 (All Ranged Attacks), Environmental Control 10 (Raging Storm, Distraction DC 10 plus Hamper Movement to Half Speed, 5.000 ft radius, Extra: Continuous Duration), Flight 6 (500 MPH), Strike 4 (Power Feat: Mighty), Super-Movement 2 (Dimensional Movement to Mythological Dimensions, Flaw: Full Action, Power Feats: Progression 4 [2500 lbs])])
- Immovable 8
- Immunity 8 (Aging, Disease, Environmental Conditions [All], Suffocation)
- Impervious Toughness 5
- Super-Strength 10 (Heavy Load: 6400 tons, Power Feat: Groundstrike)
Combat: Attack +10, Grapple +38, Damage +18 (unarmed), +20 (blast and thrown hammer), +22 (hammer in melee), Defense +10 (+5 flat-footed), Knockback -19, Initiative +6
Saves: Toughness +18, Fortitude +18, Reflex +5, Will +10
Drawbacks: Vulnerable ('realistic' puncturing weapons such as bullets and knives, Major, Very Common, -5)
Abilities 94 + Skills 11 (44 ranks) + Feats 13 + Powers 83 + Combat 40 + Saves 10 - Drawbacks 5 = Total 246
Complications: Enemies (Enchantress, Loki), Honor, Responsibility (Family)
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Resources for M&M Players
Mutants & Masterminds Links
- Mutants & Masterminds Headquarters
- Official page and your first stop for new products, free stuff, messages boards, etc. Check out the M&M RSS fee below for news and product anouncements.
- M&M Superlink Products
- Just as Wizards of the Coast made the core rules of D&D available under the new "Open Game License", Green Ronin created M&M Superlink as a way for independent publishers to create compatible products. There's some very good gems amongst all the rubble.
- Wikipedia Entry for Mutants & Masterminds
- A very good overview of the system, with some interesting tidbits of historical info and trivia.
- Mutants&Masterminds RPG Wiki Resource
- An AWESOME list of resources, including write-ups for major comic book characters from Marvel, DC, Image, Dark Horse, and more. Also a directory of fan-created campaign settings, Superlink materials, and house rules.
- The Atomic Think Tank: Official M&M Message Boards
- One of the best RPG forums online, with lots and lots of participants. Official Q&As, fan-based campaign settings, even Play-by-Post role-playing.
- Gimmick's Gadgets: Free M&M Stuff
- Free downloads for your Mutants & Masterminds campaign!
Superhero and Comic Book Role-playing Lenses
What is Your Favorite Superhero RPG of All Time?
Which Superhero RPG Do You Prefer?
Which Superhero RPG Do You Like More?

Mutants & Masterminds
Steve says:
Heroes Unlimited is so outdated and terrible. The combat system is horribly clunky and KS refuses to update his products, or even admit that his system needs a revamp for that matter. Palladium in general has very good ideas and good source material, but their core mechanics are awful. M&M is leap years ahead of HU. I'd never go back to that dog turd after playing a real hero RPG.
Actiongames says:
In champions vs. Mutants & Masterminds, M&M blows Champions out of the water. But my all time favorite has to be Marvel Classic RPG.
Jose says:
Heroes Unlimited - everyone knows Kevin wrote the greatest super hero RPG ever many years before these popular rip-offs ever showed up.
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Excellent Lens!! I enjoyed reading it.
I'd Love for you to visit my lens & give me some feedback.
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Champions
Complete Mutants & Masterminds Selection on Amazon
Save up to 50% and get free shipping on Amazon!!
Amazon has a very extensive selection of Mutants & Masterminds rulebooks, sourcebooks, adventures, and more. Most things are at least 30% off retail and qualify for free shipping.
Mutants & Masterminds: RPG - 2nd Edition by Steve Kenson, Ramon Perez
Mutants & Masterminds has been called "the best, most exciting superhero RPG in years." It sets "new standards in design and presentation." It has won multiple ENnie and Pen & Paper Awards and it appeared on every critic's "best of" list for 2002. Now the World's Greatest Super-hero Roleplaying Game is even better! Mutants & Masterminds, Second Edition, takes the best of the original edition and supercharges it to make it the most complete, detailed, and fun super-hero game yet! In this 256-page...0 points
Mutants & Masterminds 2nd Edition: Beginner's Guide (d20 Hero Roleplaying Game Supplement) by Steve Kenson
Freedom City's prestigious Claremont Academy is a training ground for a new generation of super-heroes. Now you have the opportunity to follow along and take part as Claremont's newest students arrive at its hallowed halls. The Beginner's Guide walks newcomers to Mutants & Masterminds through all the steps of creating and playing their own super-heroes, from character concepts and super-powers to secret identities and codes of honor. It includes the basic rules so you can get a feel for Mutants....0 points
Mutants & Masterminds: Pocket Player's Guide (Mutants & Masterminds d20 Superhero Roleplaying) by Steve Kenson
The Pocket Player's Guide contains all the OGL rules you need to create characters and play Mutants & Masterminds in an affordable and easy-to-carry format.0 points
Mutants & Masterminds: Instant Superheroes Sourcebook by Michael Hammes, Philip Reed
The world needs heroes; but more importantly, your game needs super-heroes right now! Instant Superheroes provides a selection of super-hero archetypes for Mutants & Masterminds, each with detailed information on how to modify, customize and play these new heroes in the game. With Instant Superheroes, character creation has never been easier: all you need to do is pick an archetype and make a few simple modifications and you're ready to play. If you're looking for inspiration, this has it, with....0 points
Mutants & Masterminds: Mastermind's Manual 2nd Edition by Steve Kenson
The Mastermind's Manual is the perfect companion to the award-winning Mutants & Masterminds Superhero Roleplaying Game. In its pages you will find endless ways to customize the M&M system to suit your game, along with helpful Gamemaster advice, and insight into how the game is designed and played. The Mastermind's Manual includes a vast array of optional and variant rules, complete guidelines for creating your own feats and super-powers, expanded systems for proficiency, combat, chases, skill us...0 points
Mutants & Masterminds Deluxe GM Screen by Christopher McGlothlin, UDON, Chris Stevens
The Mutants & Masterminds Deluxe GM Screen features all the charts and tables you need to play the World's Greatest Superhero RPG, and includes a Second Edition update of the classic "Time of Crisis" adventure by Golden Age author Christopher McGlothlin.0 points
Mutants & Masterminds: Freedom City - 2nd Edition (Mutants & Masterminds) by Steve Kenson
Freedom City is back in the first deluxe sourcebook for the Second Edition of Mutants & Masterminds. This exciting campaign setting includes a detailed history of the city, an overview of the its diverse neighborhoods, scores of locations and backdrops, a cast of supporting characters, several complete hero teams, and dozens of villains, all ready to use! The original book has been updated to the Second Edition and revised and expanded throughout. Richly detailed and lavishly illustrated in full...0 points
Mutants & Masterminds: Character Record Folio (Mutants & Masterminds)
Your mighty superhero deserves deluxe treatment, and that's where the Mutants & Masterminds Character Record Folio comes in. Say goodbye to cramming your notes and super powers onto a single character sheet--the folio is designed to handle your superhero for the entire campaign. Its 16 beautifully designed pages include great add-ons like record sheets for your minions, vehicles, and headquarters, plus Crime Files that let you track important events and NPCs. The M&M Character Record Folio is go...0 points
Mutants & Masterminds: Golden Age Sourcebook (Mutants & Masterminds) by Christopher McGlothlin, Ramon Perez
They didn't call it the "Golden Age" of super-heroes for nothing: the 1930s and '40s gave us the most famous and enduring icons of the comics as well as the greatest battle between good and evil in the 20th century. With Golden Age, you can take your Mutants & Masterminds games back to that bygone era: play the world's very first heroes, defenders of freedom and democracy in a world on fire, engulfed in war. Golden Age presents a complete history of the Golden Age of comic books, and then shows....0 points
Mutants & Masterminds: Iron Age Sourcebook (Mutants & Masterminds Sourcebook) by Seth Johnson, Jon Leitheusser
They're the best there is at what they do, and what they do isn't very pretty. Go back to the grim days of the '80s and '90s, when super-vigilantes in leather and chains dispensed harsh justice. Iron Age looks at the darkest era of comic book history and how you can bring it to life in your Mutants & Masterminds game. It includes an overview of the period, how to create and run characters & games and details on the Iron Age of Green Ronin's award-winning Freedom City campaign setting. Iron Age i...0 points
Mutants & Masterminds: Book Of Magic (Mutants & Masterminds) by Joseph Carriker, Steve Kenson
Offering a detailed look at comic book-style sorcery for your Mutants & Masterminds game, this arcane tome expands on the magic power and magical characters creation rules, as well as details the exploration of other dimensions, the customization of powers, the secrets of running an arcane campaign, and the magical side of the world of Freedom City.0 points
Mutants & Masterminds: Worlds of Freedom by Scott Bennie, Dwayne Butchino, Shawn Carman, Christopher McGlothlin, Aaron Sullivan
Infinite worlds, infinite possibilities: Freedom City is an eminently adaptable setting and this book proves it! Worlds of Freedom presents many visions of Mutants & Masterminds' most famous metropolis, from the Revolutionary and Civil War eras to the distant future, from parallel Earths where the Axis won World War II to a world of funny cartoon animals, and more!0 points
Mutants & Masterminds: Paragons Campaign Setting Sourcebook by Steve Kenson
Paragons is the second campaign setting for the award-winning Mutants & Masterminds RPG. Into a world hauntingly like our own come people with superhuman powers. Are they the next stage of human evolution, the fulfillment of ancient prophecy, agents of supernatural forces or something else entirely? Paragons features a world grappling with the existence of powers beyond human understanding, and what happens when that power is placed in the hands of otherwise ordinary people. How will they change...0 points
Mutants & Masterminds: Agents of Freedom Sourcebook (Mutants and Masterminds) by Scott Bennie, Ramon Perez
Freedom City needs you! There are times when super-heroes like the Freedom League just aren't around - they're dealing with a disaster or off in space or another dimension - and that's where you come in. You're the first line of defense when a super-villain rampages through midtown or a clone army attacks. You hold the line and keep the city and the world safe, and you do it without super-powers or some fancy costume or code-name. Agents of Freedom details "agent" level characters and adventures...0 points
Mutants & Masterminds: Ultimate Power Sourcebook by Steve Kenson
Ultimate Power is the complete guide to super-powers for the award-winning Mutants & Masterminds Super-hero RPG, written by M&M designer Steve Kenson. Its pages are packed with detailed power descriptions, expanding the material from the M&M rulebook alongside new powers, power modifiers, power feats and applications. Also included are optional rules for more detailed applications of powers and creating your own powers. Ultimate Power makes creating any sort of super-powered hero or villain a br...0 points
Mutants & Masterminds: Hero High Sourcebook (Mutants & Masterminds) by Lucien Soulban
Teenaged super-heroes don't have it easy. After all, being a teenager is hard enough: school, work, parents, friends, dating and more without complicating matters by adding super-powers and a secret identity to the mix. Hero High is a genre book for the Mutants & Masterminds RPG that explores the world of teen heroes (and villains!). In it, you'll find all you need to run a teen heroes series of your own, with all the trials and tribulations that entails. Hero High also includes expanded materia...0 points
Mutants & Masterminds: Gimmick's Guide To Gadgets (Mutants & Masterminds) by Michael Mearls, Jake Parker
GIMMICK'S GUIDE TO GADGETS is a whole new world of equipment for your MUTANTS & MASTERMINDS game! This complete guide to gadgets and inventing includes: NEW POWERS! Spontaneous Inventor, Scientific Genius, Weapon Master, and many others help you make your hero an expert in whatever field you want. NEW OPTIONS! Extras, flaws, and stunts for powers like Super-Intelligence and Super-Wisdom let you take you gageteer to the next level. CONSTRUCTS! New rules and new feats for contructs, from robots to...0 points
Mutants & Masterminds: Annual #1 (Mutants & Masterminds Annual) by Steve Kenson
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 Ti...0 points
Mutants & Masterminds: Crooks! (Mutants & Masterminds) by Sean Glenn, Kyle Hunter, Erik Mona
More than 50 of the world's most dastardly supervillains, monsters, power-mad sorcerers, and would-be conquerors come alive in this lavishly illustrated catalog of criminals conceived, written, and art-directed by Super Unicorn design studio! Battle the maniacal Atomic Brain, conquer the demon within Johnny Reb, and maybe score a date with the Other Woman, mysterious maven of the Clique! Crooks! includes four complete villain headquarters, new powers, a host of villainous devices, and an introdu...0 points
Mutants & Masterminds: Freedom's Most Wanted (Mutants & Masterminds) by Steve Kenson
What are heroes without villains? Unemployed, that's what! Fortunately, Freedom's Most Wanted provides heroes with corrupt crimes to solve, dastardly plots to unravel, and sinister super-villainy to defeat in your Mutants & Masterminds campaign.0 points
Mutants & Masterminds: Noir (Mutants & Masterminds) by Christopher McGlothlin, Eric Wright
With Mutants & Masterminds Green Ronin Publishing brought you the best in four-color superhero gaming. Now the Noir sourcebook takes M&M to the mean streets. Written by Christopher McGlothlin (author of the award-winning Time of Crisis), Noir provides a detailed look at the detectives, dames, and darkness of film noir. It includes supplemental rules for creating M&M characters, a detailed urban backdrop for adventures, and a collection of some of the most disreputable types you've ever encounter...0 points
Mutants & Masterminds: Foes Of Freedom (Mutants & Masterminds) by Steve Kenson, Steven E. Schend
Freedom City was widely hailed as the best supers sourcebook of all time and it won 3 ENnie Awards at GenCon, 2003. Foes of Freedom makes the city even better. This new sourcebook introduces dozens of devious villains to Freedom City, from the rogue star knight Blackstar to the murderous Jack-a-Knives to the vengeful Silver Scream. Villain groups like Larceny, Inc. and the Psions provide new challenges to Freedom City's protectors, while the book's new feats and powers make a great addition to a...0 points
Mecha & Manga: A Mutants & Masterminds Sourcebook by Alejandro Melchor
Super Mecha Roleplay Powers Go! Japanese manga and anime have become hugely popular in the English-speaking world and now they are coming to the Mutants & Masterminds roleplaying game. This sourcebook takes Mutants & Masterminds from its Silver Age roots into a whole new style of comics. Inside you'll find all-new character archetypes, rules for mecha design and creation, campaign advice, and exciting worlds with adventures galore!0 points
Warriors & Warlocks: A Mutants & Masterminds Sourcebook by Dale Donovan, Matthew E. Kaiser, Steve Kenson, Aaron Sullivan
Warriors & Warlocks takes the Mutants & Masterminds RPG to the realm of fantasy! This beautifully illustrated sourcebook includes information on character design, magic, equipment, villains, monsters, and more, and includes a Mutants & Masterminds rules companion to Green Ronin's popular Pirate's Guide to Freeport, along with an introduction and overview of Freeport as a setting for fantasy adventures.0 points
Autumn Arbor Campaign Setting (M&M Superlink) by Arbor Productions
Requires the Mutants & Masterminds RPG by Green Ronin Publishing for Use. From the publishers of the best-selling Hunter & Prey series, no other city in the world is as well-known as Autumn Arbor, also called the City of Legends. Now the City of Legends is brought to life, in the first of a series of books designed to give you the power to be a hero . . . and become a legend! Fully compatible with the Hunter & Prey series and all M&M Superlink products, the Autumn Arbor Campaign Setting is a det...0 points
Mutants & Masterminds: Time Of Crisis (Mutants & Masterminds) by Christopher L. McGlothlin
The first Mutants & Masterminds adventure is here! Set in the exciting world of Freedom City, Time of Crisis sends the heroes on a mission with the highest of stakes. What starts as a simple robbery escalates until the fate of the world hangs in the balance. It'll take more than a cool costume and witty quips to save the day--and the world! Like every book in the Mutants & Masterminds line, Time of Crisis is presented in full color, with stunning art from comic industry professionals. Easily ada...0 points
Mutants & Masterminds: A More Perfect Union Adventure (Mutants & Masterminds Sourcebook) by Steve Kenson
A More Perfect Union is the kick-off adventure of the Paragons campaign setting for Mutants & Masterminds, the Worlds Greatest Super-hero RPG. In this all-new world of super-powered adventure, players take the roles of otherwise ordinary people suddenly blessed (or cursed) with superhuman powers. In A More Perfect Union, heroes new to their powers must investigate strange and sinister goings-on in rural America. Someone or something is offering citizens unconditional happiness but you better bel...0 points
Mutants & Masterminds: Wild Cards - All-In Adventure Anthology by Bill Bodden, Dwayne Butchino, Steve Kenson, John Polojac, Mark Santillo
Kick off your new Wild Cards campaign with this exciting collection of Mutants & Masterminds adventures. All-In presents five ready-to-play scenarios set in the fantastic world of Wild Cards. Meet up with some of the most famous (and infamous) characters of the novels, like Golden Boy, Modular Man, and the Great and Powerful Turtle, and give your aces and jokers the chance to join their ranks by making names for themselves. Don't wait! Take the hand you're dealt and go... All-In!0 points
Mutants & Masterminds: Time Of Vengeance (Mutants & Masterminds RPG) by Christopher McGlothlin
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.0 points
Mutants & Masterminds: Nocturnals - A Midnight Companion (Mutants & Masterminds) by Dan Brereton
Doc Horror's family is looking for new blood in the nighttime war against Evil. Enter the shadows of Dan Brereton's acclaimed monster-noir masterpiece with this essential Nocturnals sourcebook. A Midnight Companion gives you the full story on all your favorite Nocturnals characters. Explore the backgrounds of heroes like Halloween Girl and the Gunwitch, secret societies like the Nation of the Bloodless and the Hideous League, spooky ne'er-do-wells Keera the Bat Queen and her wicked goblin servan...0 points
Mutant and Masterminds Deluxe Edition (Second Edition) by Green Ronin Publishing
Second Edition of Green Ronins Four color super hero game system. Based on the WotC OGL rules, this system allows you to create your own unique superhero with a myriad of abilities and power combinations!
Red leather hardcover edition, silver embossed logo on cover and silver leafed pages.0 points
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