Mutants & Masterminds 3e Rules Supplements & Accessories

We are currently re-releasing converted and expanded versions of our previous Mutants & Masterminds Superlink rules supplements for the Super-Powered by M&M rules.

Headquarters Construction GuideMutants & Masterminds 3e Headquarters Construction Guide

Stock #: MIS5044

The Headquarters Construction Guide excerpts the new headquarters content from Better Mousetrap for third edition Mutants & Masterminds, and presents it as a stand-alone product. This means that if you plan on buying the latter, you do not require this product on its own.

Within the Headquarters Construction Guide you will find a new, more detailed system for creating headquarters that accounts for available space and how much a feature requires. This allows for greater control over what your headquarters can become, and helps you better visualize its layout while also accommodating new features that take this system into account.

Within this product you will find this new headquarters construction system,over 50 HQ features, both new and redesigned to work with this system, over 20 HQ power effect extras for tailoring powers purchased as features for use in your headquarters, the idea of headquarters complications with examples, and sample headquarters revised to work with this new system.

For those of you who prefer the previous, simplified headquarters construction system included in the core rules, the new headquarters features have also been provided in a format compatible with the original HQ design system.

Purchase: RPGNow (PDF) e23 (PDF) Paizo (PDF) shopd20PFSRD


Metahuman Martial Arts 3eMetahuman Martial Arts 3e

Stock #: MIS5003-3e

Looking to add some fist-flying, kick-wheeling mayhem to your game? Bring martial arts out from the obscurity of using existing rules to “fake” a fighting style by transforming the combat arts into a more direct and specific aspect of the game, allowing martial arts to stand on its own two feet.

Metahuman Martial Arts for Mutants & MastermindsMetahuman Martial Arts was the most extensive, largest third-party rules supplement for the second edition Mutants & Masterminds rules, surpassing even Better Mousetrap also by Misfit Studios and the re-release can make the same boast for third edition.

Written by Steven Trustrum, contributor to the DC Adventures product line, this hefty martial arts sourcebook (350+ pages) covers everything from how to introduce expanded and detailed martial arts into your game to making your own fighting styles from scratch. Inside you will find a broad range of new game mechanics (advantages, extras, flaws, new game mechanics, and more), and entirely new rules that will make your combat sessions more exciting (and dangerous) while underscoring the belief that martial arts should not fade into the background as mere window dressing.

Within Metahuman Martial Arts 3e for Mutants & Masterminds you will find:

  • 17 Character Archetypes suited to martial arts-oriented games, including the Chosen One, Heroic Luchador, Wheelman, and Zen Gunslinger.
  • 5 New Villain Archetypes, including the Dishonored Samurai, Grandmaster of the Forbidden, and Warlock of Fist and Foot.
  • More than 160 different forms of Fighting Styles / Martial Arts! This includes those taken from real life, plus cinematic, fantasy, preternatural / supernatural, and metahuman styles. This includes a number of Fighting Stances, and Fighting Style Extras and Fighting Style Flaws to breathe life into each martial art.
  • Dozens of Basic Combat Maneuvers ranging from a simple unarmed attack to a headbutt or jump kick.
  • An arsenal of Advanced Combat Maneuvers, including Bank Shot, Catch Missiles, and Hail of Bullets. You also get expansive details and guidelines to help create your own combat maneuvers.
  • New and Expanded Skills, including which skills are required or best suited for use with martial arts.
  • More than 150 New or Expanded Advantages, including updating the new Martial Arts Advantage category. Many make use of the new rules found elsewhere in this book.
  • 2 New Power Effect (Communal and Extra Attacks), 25+ Power Builds, 13 New Extras, and 20 New Flaws.
  • New rules include an Expanded Vehicles Size table, New Complications, Personal Challenges, Hit Location tables and results for people and vehicles, Disabling Critical Hits, New Actions, and more!
  • A wealth of new, revised, and expanded Weapon Qualities to flesh out the many provided Melee and Ranged Weapons, including Trick Arrows and Improvised Weapons. This book’s armory also includes new details for Headquarters.
  • Details regarding the legendary Shambhala, as well as the villainous Wu Shen Zhua secret society and Shiryou Ninja Clan. We’ve also tossed in a number of solo hero and villain write-ups to get you started.
  • 7 Rank & File Stock Minions, including the Driver, Gunfighter, Hashishin Assassin, Luchador Rudo, Ninja, Streetfighter, and Yakuza. Each is provided with a “low-level” and “high-level” version to challenge characters of all PLs.

… and just about everything you would expect to fill the spaces in-between.

So, pick up your copy of Metahuman Martial Arts 3e and be prepared to fill in many of the missing pieces that have been absent from your Mutants & Masterminds game!

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.

Includes a Full Colour Portrait Version (standard), Print Friendly Portrait Version for you to print off while going easy on your printer, and an Interactive Landscape Version designed to fit your screen or tablet (with big buttons for easy touchscreen navigation.)

This product makes extensive use of game mechanics appearing in Better Mousetrap, also available from Misfit Studios.

Read this blog post if you are a third-party publisher interested in licensing free Metahuman Martial Arts 3e branding for your own Super-Powered by M&M products.

Purchase: RPGNow (PDF) Lulu (Color Print) Lulu (B/W Print) e23 (PDF) Paizo (PDF) shopd20PFSRD


Better Mousetrap for Mutants & Masterminds 3eBetter Mousetrap for Mutants & Masterminds 3e

Stock #: MIS5004-3e

Better Mousetrap is finally back for Mutants & Masterminds 3e!

Better Mousetrap was the most extensive, largest third-party rules supplement for the second edition Mutants & Masterminds rules, and the re-release can make the same boast for third edition. You simply won’t find a Super-Powered by M&M supplement to match it.

Written by Steven Trustrum, contributor to the DC Adventures product line, and illustrated by industry veteran, Eric Lofgren, this massive sourcebook covers everything from how to create interesting, challenging super-villains to new game mechanics (advantages, extras, flaws, new game mechanics, and more), to entirely new rules that will help you take your game to a new level of excitement.

Within Better Mousetrap 3e for Mutants & Masterminds you will find:

  • The Metahuman Threat Scale, a tool for classifying how dangerous the opponents in your game are.
  • More than 50 Expertise Skills explained, including a Skill DC Benchmark Table for each. Also, skills for brainwashing and hypnosis in detail.
  • More than 50 New or Expanded Advantages, including updating the Minion and Organization Advantage categories.
  • A New Power Effect, 13 New Power Builds (including the return of Rage and Master Plan as powers), 19 New Extras, and more than 40 New Flaws.
  • The Amounts Table, which adds a column to the Measurements Table for keeping track of how much of something is represented in the game mechanics, updated Radiation Exposure rules, and 19 New Complications.
  • Detailed and updated Hot Pursuit & Vehicle Combat rules.
  • Pushing your heroes beyond Extra Effort with Exceptional Extra Effort.
  • 6 New Villain Archetypes, including the Beast Lord, Immortal Despot, and Trap Master.
  • 11 Rank & File Stock Minions, including the Trooper, Pilot / Driver, and Brute.
  • New Drugs & Poisons, and dozens of New Weapons, Ammunition Types, Constructs, WMDs & Super-Weapons, and Deathtraps that make use of the new rules.
  • 15 New or Expanded Vehicle Features.
  • Detailed guidelines on building and interacting with Security & Defense Systems.
  • Rules for Making Organizations and representing them in game mechanics that matter.
  • Rules for Crowd Entities: taking the masses and simplifying them as a single “character” to help keep combat fast.
  • A New Headquarters Design System. More details, more features, more possibilities! And introducing Headquarters Complications. (The Appendix also collects the original HQ features and presents them with the new features using the previous format if you prefer the default system for building headquarters.)
  • New villainous organizations with which to oppose your heroes in the form of CORE (along with stats on their rank & file minions, and the Elite, their team of super-villains) and Masters, Inc. Both organizations are built using the new organization design rules.
  • 5 New Solo Villains: The Craftsman, The Gamemaster, Gunpunk, Scarlet Jester, and The Termite.

So, pick up your copy of Better Mousetrap 3e and be prepared to fill in many of the missing pieces that have been absent from your Mutants & Masterminds game!

Includes a Full Colour Portrait Version (standard), Print Friendly Portrait Version for you to print off while going easy on your printer, and an Interactive Landscape Version designed to fit your screen or tablet (with big buttons for easy touchscreen navigation.)

Better Mousetrap 3e for Mutants & Masterminds

Purchase: RPGNow (PDF) Lulu (B/W Print) Lulu (Colour Print) e23 (PDF) Paizo (PDF) shopd20PFSRD

That’s currently all for Mutants & Masterminds 3e Rules Supplements & Accessories …