Item description for 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 & Masterminds, as well as a narrative adventure so you can experience game-play all on your own. Just like graduating from the Claremont Academy, mastering Mutants & Mastermind's Beginner's Guide will ensure you're ready to face off against devious villains and thwart their evil plans.
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Est. Packaging Dimensions: Length: 10.6" Width: 8.5" Height: 0.1" Weight: 0.25 lbs.
Release Date May 2, 2007
Publisher Green Ronin Publishing
ISBN 1932442804 ISBN13 9781932442809
Reviews - What do customers think about Mutants & Masterminds 2nd Edition: Beginner's Guide (d20 Hero Roleplaying Game Supplement)?
For Beginning Mutants... May 28, 2008
This abbreviated version of rules for the Mutants & Masterminds superhero role-playing game gives all the basics to start playing at about 1/4 the price of the hardcover Player's Handbook.
Besides a low price, strong points include an efficient introduction to character creation (4 pages), a quick overview of "game play" (combat), a couple of adventure simulations to help learn the rules, and great character sheets for the members of the teen superhero team Next Gen. The characters are Firepower (human torch), Bolt (electricity projector), Megastar (cosmic energy superman), Nereid (water-based shape-shifter), Seven (super mage), and Sonic (sound blaster). While these character sheets include everything you need to know about the heroes during the sample adventures, you'll have to buy the M&M Player's Handbook to create your own heroes from the full lists of feats and powers.
On the negative side, the comic-book story running throughout the guide is not very interesting in terms of story or art, and doesn't really help learn the game.
Overall, I think the guide accomplishes its purpose at a great price. I'd recommend it to anyone looking for a quick way to learn the basics or introduce the game to a friend who's unfamiliar with pen-and-paper role-playing games.