Misfit Studios Blog Banner Product Preview

Ageless Evil with the Immortal Despot

Steven Trustrum Product Preview, Products, Super-Powered by M&M Leave a Comment

Immortal Despot
Villain Archetype


Written by Steven Trustrum

Illustration by Eric Lofgren

Copyright 2014 Misfit Studios. All Rights Reserved.

This villain archetype appears in Better Mousetrap 3e. You can buy the PDF here or buy it as a hardcopy book in color or black and white.



















Imposing Presence: Perception (Visual) Area Affliction 5 (Resisted by Will; Dazed, Stunned, Paralyzed), Innate, Subtle • 12 points

Rage: Enhanced Strength 2, Activation (Move), Exposed 2 (Dodge, Parry), Inhibited (Routine Checks), Tiring; Enhanced Fortitude 2; Enhanced Will 2 • 1 point

True Immortality: Immortal 3, Immunity (Aging, Critical Hits, Disease, Poison, Suffocation Effects), Regeneration 3 • 16 points


Whatever gear, vehicles, and weapons suit the moment. The Immortal Despot is typically armed with a knife and heavy pistol, although he much prefers the hands-on approach to combat.


Connected 2 (Select Two), Contacts 2 (Select Two), Eidetic Memory, Equipment 6, Fast Grab, Fearless, Great Endurance, Improved Grab, Improved Initiative 2, Inspire, Languages 5 (Select Sixteen, Spanning the Centuries), Ranged Attack 7, Reliable Attack (Unarmed), Tracking


Acrobatics 8 (+13), Athletics 2 (+7), Deception 6 (+11), Expertise: Current Events 8 (+13), Expertise: Governing 8 (+13), Expertise: History 14 (+19), Expertise: Metahumans 12 (+17), Expertise: Riding 10 (+15), Expertise: Sociology 6 (+11), Expertise: Survival 8 (+13), Expertise: Tactics 14 (+19), Expertise: Theology & Philosophy (AWE/INT) 8 (+13/+13), Expertise: Select Four Professions 6 ranks each, Insight 6 (+11), Intimidation 12 (+17), Investigation 2 (+7), Perception 6 (+11), Persuasion 4 (+9), Sleight of Hand 8 (+13), Stealth 6 (+11), Technology 2 (+7)


Initiative +13

Heavy Pistol +12

Ranged Damage 4

Knife +12

Close Damage 6, 19-20

Unarmed +12

Close Damage 5












Power Points













Classic Bits

Some classic elements associated with the Immortal Despot include:

Eternal Life Has a Price

To maintain a sense of balance, it is common for immortality to come at a price. Sometimes this price is paid by the Immortal Despot himself but, most often, it is paid by the rest of society. This is usually necessitated by the villain’s moral and ethical detachment and sense of superiority. Whether the character must conduct human sacrifices to absorb life essence, must remain in a confined location that sustains his extended life, needs to periodically be exposed to an impossibly rare catalyst, or must eat flesh of his blood (meaning his descendants), some element is in play that must be complied with for the Immortal Despot to remain a man removed from time’s normal temperament.

False God

Full of his own insane arrogance and undying will, the Immortal Despot has come to view himself as a living god and has erected a fanatical cult of zealots around himself. These minions will do anything for their false god, including perpetrating deadly scheme after deadly scheme in his name against non-believers. Not only must the heroes stop whatever it is the Immortal Despot has decided he must perpetrate against mankind as part of his divine right, but they must also shatter the religion he has built around himself.

Historical Figure

Not satisfied to be the true power behind the scenes, the Immortal Despot has assumed one (or many) alternate identities well-known by history. The character has made use of his long-won knowledge and experience to assume power (or be as close to it as possible), a fact he may or may not play close to the vest. If the character is open (or, at the very least, indifferent) about his past, his previous identities will contain clues regarding what the villain is capable of and what his goals may be. If not, the Immortal Despot’s secret past lives are a secret to be discovered as part of the game’s plot.

Man out of Time

Although it may seem obvious that a man not plagued by time’s influence would have plenty of opportunities to adjust to each new age’s culture and technology, this is not necessarily so. Consider how previous generations fare during such change within the span of a single lifetime―a grandfather born before the invention of the jet engine adjusting to computers as an assumed matter of everyday life, for instance.

It is possible the Immortal Despot has not been able to keep up with the times very well, potentially leaving him trapped in the culture and ways of his birth (a worst case scenario.) It is more likely, though, the character will be several centuries behind because some degree of adapting is all but impossible to ignore. This will be a weakness of sorts (a complication?) because the Immortal Despot cannot adequately account for modern technology and behaviors, likely making him reliant upon subordinates in many regards.

Power Behind the Throne

For some power hungry, ageless tyrants, it is necessary or preferred to stay out of the public eye rather than assuming power directly for themselves. This keeps them out of the crosshairs and makes it easier to hide their true nature. Explaining why they are able to drink poison meant to topple a malevolent ruler is far more difficult than painting the target on someone else’s back.

Using an Immortal Despot as the power behind the throne allows the Gamemaster to throw various other opponents at the heroes, using these cads as a smokescreen. Doing so allows the player characters to believe they have defeated the bad guy, while allowing the actual threat to remain hidden and unknown.

Wanting to Die, Unable to Do So

Not everyone who obtains immortality desires it. In some cases, an Immortal Despot does not seek power for its own sake, but rather because it fits the perception of the monster they believe themselves to be. This sort of character is especially appropriate to an Immortal Despot using the Curse theme. The curse can perhaps most easily be defined as the character being someone who wanted to die, for whatever reason, but their eternal life is applied as punishment for something they have done.

Just why this turns the character into a villain depends on the nature of why the immortal does not want the burden of everlasting life. Does he want to be with his deceased family but, as punishment for allowing them to die (or killing them), is he required to force his pain upon others? Perhaps he seeks conquest as a way of making himself a target in a world filled with metahumans, hoping one of them will come along with an ability that can finally kill him. Whatever the reason, such an undying foe will be all the more dangerous due to their utter disregard for their own well-being.

Wealth of Ages

The Benefit (Wealth) advantage is purposely absent from the Immortal Despot’s game statistics. This is because not all will have acquired exceptional wealth despite their many years of opportunity. However, it makes sense that someone who has lived centuries will have had ample chance to pillage, plunder, and invest. Most Immortal Despots should have an impressive treasury with which to fund their plotting, with an appropriate amount of accompanying minions and lackeys to carry out such plans. Give your villain as much wealth as you feel suits their concept and the role you want him to play in your game.

“I have ruled before under a hundred names. I shall rule again as I so choose.”

Born at the Dawn of Mankind or a similarly distant, crucial period of pre-history, the Immortal Despot is an accident of nature, magic, or something similar. As such, this timeless villain is unaffected by the usual boundaries of death and aging. With such a span of time within which to evolve, the Immortal Despot has nearly reached the peak of natural human development. He thus seeks to continue his evolution, be it physical, mental, spiritual, or even social in nature. This means this savage, mighty, deranged warrior out of time and student/master of humanity will do what he considers necessary to keep on, a fact made easier by possessing such an enormous amount of time to distance himself from the weak “bugs” that are normal people.

Having largely outgrown the rest of humanity, an Immortal Despot is no longer grounded in his shared origins with mankind. Instead, he considers mortal beings to be little more than pawns upon his board, to be moved and sacrificed at will. All that matters is obtaining power and maintaining his prolonged lifespan―at all costs. The character’s goals will almost always revolve around these two key points, and he has had many lifetimes over which to assume the identities and position of power needed to pursue them.

Better Mousetrap 3e Immortal Despot Villain Archetype


An Immortal Despot’s origins can be an important aspect of defining who the character is and what initially came to drive him. This opens up numerous possibilities regarding how the villain came by his immortality and what (if anything) he must do to retain it. How this event is defined can also help further differentiate characters from the archetype by setting a theme for other powers you may want to add. For example, an Immortal Despot whose endless lifespan is mystic in nature may have additional magical powers, such as that of the spells or alchemical knowledge that granted him immortality.

Body Hopping

Rather than living through the ages in his own body, the Immortal Despot requires assistance to sustain his unending existence. As an inheritor, the villain must inhabit the bodies of his own descendants (or perhaps equally exceptional and rare hosts), transferring his mind by psychic, mystical, or technological means. It’s also possible the Immortal Despot now only exists as a body hopper―a spirit of pure intellect and immortal energy that must possess a new host in order to survive as each previous body dies.

Born this Way

The Immortal Despot is a fluke of nature―a new form of human that was born immortal. With such a long life, the character’s body and mind have actually evolved and improved naturally, within a closed system of one organism, himself, without the need for passing evolutionary imperatives along to future generations. This means all additional powers can be the result of this closed-system evolutionary process, or the result of knowledge, items, and artifacts the ageless villain has acquired through the centuries.

Beyond what this evolutionary process means for the Immortal Despot directly, consider what it may also mean for his progeny. Is the character the result of a one in a billion, billion chance? Are his offspring regular people or do they also benefit from his genetic differences, wholly or in part? Consider the possibilities for your game if you have an Immortal Despot ruling an entire line of immortals, born through the millennia, all to serve their progenitor’s will?


Instead of true immortality, the Immortal Despot lives lifetime after lifetime, dying and being born anew as a child. Each time the villain’s life ends, he is resurrected in a new body. Whether his previous lives’ memories return immediately, over time, or after a catalytic event can vary. Regardless, every time the Immortal Despot becomes aware of his past lives, he sets out to head down a similar path of supremacy and domination.

When employing this theme, adjust the Immortal Despot’s True Immortality power, but apply a Limited to Resurrection flaw. Also, remove the character’s Immunity (Aging) effect.

The Curse

Instead of a matter of choice, the Immortal Despot may be the result of some manner of accident, curse, or punishment. A “curse” is a broad term for any undesired circumstance that acted as a catalyst for the character’s immortality and continues to have negative repercussions for his current existence.

For example, the Immortal Despot may be required to undertake some despicable action to maintain his immortality. He does so out of fear of death or, if he does not, because his immortality will remain but something dire will happen. For example, he could become an ageless, weak husk of a man that is unable to summon even the power to move. (Could this be how vampire legends started?)

Name Ideas

The name given an Immortal Despot is open to a wide range of possibilities. Like any other villain, he may assume a nom de guerre that reflects his abilities and powers. Alternatively, he may simply stick with his own name, or one belonging to one of the many identities he has assumed over time. Time Master, the Ever-Living Emperor, the Undying One, and the Ageless Conqueror are all examples of the former.


Adventures involving the Immortal Despot may include the following:

Dear Old Dad

Of all the skeletons for a hero to find revealed in his family closet, among the harshest is to learn he is related to a super-villain. Making things worse is the fact that this bad guy is an infamous Immortal Despot. What’s more, this ageless ancestor has recently turned his attention to the hero, deciding it is time to make his descendant a part of his plans.

Whether the Immortal Despot needs to feast upon the hero’s flesh to survive, steal his body to house his undying consciousness or for something else entirely is up for the hero to learn while staying out of his ancestor’s grasp.

Return of the King

Using his vast range of acquired knowledge, the Immortal Despot has made himself a ruler of nations and tribes many times throughout history, often under assumed names. Now this villain has decided the time has again come for him to command lesser men. To this end, he has created a cult of personality around himself, using mortals to aid in creating an opportunity for a power grab. Whether this means there will be a new organization of evil arriving on the scene or the Immortal Despot will merely take over one that already exists is up to the Gamemaster to decide.

The Crash

Over the centuries, as nations around the world rose and fell, moving from barter-based economies to feudal systems to evolved capitalist frameworks, the Immortal Despot has wormed his way into the roots of the global financial systems. Buying controlling shares in multinational corporations considered too big to fail because of how many people rely on them for jobs and the like, acting as the faceless shell account that owns major banks around the world, and operating subsidiaries that buy up and hoard essential resources and commodities such as gold and gasoline over the centuries are this villain’s tools.

By secretly placing himself as an invaluable lynchpin at the center of the global economy’s foundation, the Immortal Despot plans to crash the world’s finances, plunging it into irreparable anarchy. When money becomes worthless and nations are no longer able to pay their militaries, the Immortal Despot will swoop in with his loyal armies and cached resources. He will fill the role of savior or conqueror in order to a last make the world his. (Unless the heroes can discover his plans and stop him, that is.)

You May Be Interested in These Other Super-Powered by M&M Products from Misfit Studios

Do-Gooders & Daredevils, Operation: Marshal Law
Your World No Longer: Zombies & Primer
Metahuman Martial Arts 3e

Product Identity

The following items are hereby identified as Product Identity, as defined in the Open Gaming License version 1.0a, Section 1(e), and are not Open Content. All trademarks, registered trademarks, proper names (characters, artifacts, places, etc.), artwork and trade dress, with the exception of stock art used under permission or license.

Hero points, villain points, and power points are Product Identity of Green Ronin Publishing, used with permission.

Declaration of Open Game Content

All text directly pertaining to game mechanics and statistics is declared Open Game Content, meaning the archetype, character and creature statistics blocks, as well as the “Powers” sections of each archetype. The remaining content, including all character, item, organization, etc. descriptions, along with all items subject to the definition of Product Identity (see previous), are the property of Misfit Studios™ and cannot be used without written permission, with the exception of clip stock used under permission or license.

Super-Powered by M&M and its associated logo are Trademarks of Green Ronin Publishing and are used under the provisions of the Super-Powered by M&M Trademark License (see www.mutantsandmasterminds.com/licensing for details.)

Requires the Mutants & Mastermind’s Hero’s Handbook by Green Ronin Publishing for Use.

Copyright 2014, Misfit Studios. Some art Copyright 2007, Eric Lofgren & Misfit Studios. All Rights Reserved.

Metahuman Martial Arts 3e is a Trademark of Misfit Studios.


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1.Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2.The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4.Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7.Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8.Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9.Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10.Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11.Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12.Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or  governmental regulation then You may not Use any Open Game Material so affected.

13.Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14.Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.


Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson

A Magical Medieval Society: Western Europe Copyright 2003, Expeditious Retreat Press; authors Suzi Yee and Joseph Browning.

Advanced Gamemaster’s Guide, Copyright 2005, Green Ronin Publishing, LLC; Author Owen K.C. Stephens.

Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.

Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing; Author Skip Williams

Blue Rose, Copyright 2005 Green Ronin Publishing, LLC; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead.

Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble

Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; Author Steve Kenson

Crooks!, Copyright 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona.

Cry Havoc © 2003 Skip Williams. All rights reserved.

Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe Games, LLC.

Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant Entertainment, Inc.

Immortals Handbook, Copyright 2003, Craig Cochrane.

Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!

Monster’s Handbook Copyright 2002, Fantasy Flight Publishing, Inc.

Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved.

The Psychic Handbook, Copyright 2004, Green Ronin Publishing, LLC; Author Steve Kenson

Monte Cook’s Arcana Unearthed, Copyright 2003, Monte J. Cook. All rights reserved.

Mutants & Masterminds Annual #1, Copyright 2004, Green Ronin Publishing, LLC; Editor Erik Mona.

Possessors: Children of the Outer Gods Copyright 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.

Spycraft 1960s Decade Book, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Robert J. Defendi, B. D. Flory, Scott Gearin, Clayton A. Oliver.

Spycraft Agency, Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow Alexander Flagg, B. D. Flory, Clayton A. Oliver, Steven Peterson.

Spycraft Battlegrounds, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy C. David, Alexander Flagg, Clayton A. Oliver, Jason Olsan, Patrick Parish.

Spycraft Copyright 2002, Alderac Entertainment Group.

Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.

Spycraft Faceman/Snoop Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.

Spycraft Fixer/Pointman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.

Spycraft Mastermind Guide, Copyright 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.

Spycraft Modern Arms Guide, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.

Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera.

Spycraft U.S. Militaries Guide, Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.

Spycraft, Copyright 2005, Alderac Entertainment Group; Authors Alex Flagg, Scott Gearin, Patrick Kapera, Cameron Haigh, Rob Vaux

Swords of Our Fathers, Copyright 2003, The Game Mechanics.

Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.

Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.

Unearthed Arcana, Copyright 2003, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing, LLC; Author Steve Kenson

Caliphate Knights, Copyright 2006, Paradigm Concepts; Author Aaron Infante-Levy

Lex Aeternum, Copyright 2006, Blackwyrm Games; Author Ryan Wolfe, with Dave Mattingly, Aaron Sullivan, and Derrick Thomas

Mecha Vs. Kaiju, Copyright 2006, Big Finger Games; Author Johnathan Wright

Borrowed Time, Copyright 2006, Golden Elm Media; Authors Bruce Baugh and David Bolack

Out For Blood, Copyright 2003, Bastion Press; Author E.W. Morton

True20 Companion, Copyright 2007, Green Ronin Publishing, LLC; Authors Erica Balsley (Horror Adventures), Dave Jarvis (Modern Adventures), Matthew Kaiser (Fantasy and Space Adventures), Steve Kenson (Role Creation), Sean Preston (Horror Adventures)

Ultimate Equipment Guide, Copyright 2002, Mongoose Publishing

The Heartlands: Land of Reverie, Copyright 2007, Expeditious Retreat Press; Author Joseph Miller

True20 Expert’s Handbook, Copyright 2007, Green Ronin Publishing, LLC; Author Joseph Miller

The Mastermind’s Manual, Copyright 2006, Green Ronin Publishing; Author Steve Kenson.

Power Corrupts, Power Corrupts 2, Power Corrupts 3, Power Corrupted Copyright 2005 Louis Porter Jr. Design, Inc.

The Algernon Files, Copyright 2004, BlackWyrm Games; Authors Aaron Sullivan and Dave Mattingly.

Power Assaulting Copyright 2002, Louis Porter Jr. Design, Inc.

Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

Above and Beyond, Copyright 2003, Colin Fredericks

Superline #4: Hell’s Belles copyright 2005 Michael Hammes and Philip Reed, published by Ronin Arts.

Headquarters and Hideouts, Headquarters and Hideouts 2 and Power Corrupted Copyright 2004, Louis Porter Jr. Designs, Inc.

Gimmick’s Guide to Gadgets ©2005 Green Ronin Publishing; Design Mike Mearls

Golden Age, Copyright 2006, Green Ronin Publishing; Author Christopher McGlothlin.

Iron Heroes Revised, Copyright 2007 Adam Windsor. All rights reserved.

Warriors & Warlocks, Copyright 2009, Green Ronin Publishing; Developer Steve Kenson.

Blood and Fists Copyright 2003, RPGObjects; Author Charles Rice

Ultimate Power, Copyright 2006, Green Ronin Publishing; Author Steve Kenson.

Mecha & Manga, Copyright 2009, Green Ronin Publishing, LLC.; Author Alejandro Melchor.

Metahuman Mystics & Supernatural Supers Copyright 2005, Misfit Studios; Author Steven Trustrum

Metahuman Mystics & Supernatural Supers 2 Copyright 2006, Misfit Studios; Author Steven Trustrum

Metahuman Mystics & Supernatural Supers 3 Copyright 2007, Misfit Studios; Author Steven Trustrum

DC Adventures Hero’s Handbook, Copyright 2010, Green Ronin Pub-lishing; Author Steve Kenson.

Mutants & Masterminds Hero’s Handbook, Copyright 2011, Green Ronin Publishing; Author Steve Kenson.

Mutants & Masterminds Deluxe Hero’s Handbook, Copyright 2013, Green Ronin Publishing; Authors Leon Chang, Seth Johnson, Jon Leitheusser, Prof. Christopher McGlothlin, M.Ed., Steve Kenson

Power Profiles, Copyright 2013, Green Ronin Publishing, LLC; Author Steve Kenson.

Gadget Guides, copyright 2013, Green Ronin Publishing, LLC; Author Steve Kenson

Misfits and Menaces: Mixed Villains, Copyright 2008, Misfit Studios; Author Steven Trustrum

Misfits and Menaces: DOOM, Copyright 2008, Misfit Studios; Author Steven Trustrum

Do-Gooders and Daredevils: Mixed Heroes, Copyright 2008, Misfit Studios; Author Steven Trustrum

Do-Gooders and Daredevils: Good I$ Capitali$m, Copyright 2008, Misfit Studios; Author Steven Trustrum

Do-Gooders and Daredevils: Champions, Copyright 2009, Misfit Studios; Author Steven Trustrum

Misfits and Menaces: Cosmic Threats, Copyright 2009, Misfit Studios; Author Steven Trustrum

Better Mousetrap Copyright 2007, Misfit Studios; Author Steven Trustrum

Better Mousetrap 3e Copyright 2014, Misfit Studios; Author Steven Trustrum

Steven Trustrum has been writing in the RPG industry since the end of the '90s and publishing via Misfit Studios since 2003. Aside from writing and publishing role-playing game content, he ... dabbles ... in content and social media marketing.

Leave a Reply