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Mutants & Masterminds: Gimmick's Guide To Gadgets (Mutants & Masterminds Sourcebook)

Mutants & Masterminds: Gimmick's Guide To Gadgets (Mutants & Masterminds Sourcebook)

Michael Mearls
2.9/5 ( ratings)
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 cyborgs or mystical golems. Also included are guidelines on how to use them as PCs. COMPUTERS Expanded rules for computers, vehicles, device building and repair, and more TECH LEVELS Rules you can use to customize the technology and devices available in your campaign. ARCHETYPES Brand new archetypes using these new rules, like the Agent, Cyborg, Inventor, Sniper, and War-machine. PLUS...TOYS Dozens of new gadgets for your games, including at least one new device for every power in the MUTANTS & MASTERMINDS rulebook Designed by fan-favorite Mike Mearls and beautifully illustrated by Attilla Adorjany, Dennis Calero, Jonathan Kirtz, Tony Parker, Ramon Perez, and Kevin Stokes, GIMMICK'S GUIDE TO GADGETS adds a whole new dimension to your MUTANTS & MASTERMINDS campaign.
Pages
128
Format
Paperback
Publisher
Green Ronin Publishing
Release
January 24, 2006
ISBN
193244226X
ISBN 13
9781932442267

Mutants & Masterminds: Gimmick's Guide To Gadgets (Mutants & Masterminds Sourcebook)

Michael Mearls
2.9/5 ( ratings)
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 cyborgs or mystical golems. Also included are guidelines on how to use them as PCs. COMPUTERS Expanded rules for computers, vehicles, device building and repair, and more TECH LEVELS Rules you can use to customize the technology and devices available in your campaign. ARCHETYPES Brand new archetypes using these new rules, like the Agent, Cyborg, Inventor, Sniper, and War-machine. PLUS...TOYS Dozens of new gadgets for your games, including at least one new device for every power in the MUTANTS & MASTERMINDS rulebook Designed by fan-favorite Mike Mearls and beautifully illustrated by Attilla Adorjany, Dennis Calero, Jonathan Kirtz, Tony Parker, Ramon Perez, and Kevin Stokes, GIMMICK'S GUIDE TO GADGETS adds a whole new dimension to your MUTANTS & MASTERMINDS campaign.
Pages
128
Format
Paperback
Publisher
Green Ronin Publishing
Release
January 24, 2006
ISBN
193244226X
ISBN 13
9781932442267

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