Mutants Masterminds Power Profiles
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With the Mutants Masterminds rules you can create virtually any power you can imagine but where to start Power Profiles answers the question How do I create for hundreds of different powers and dozens of different themes. Now you can shop through a catalog of pre-created power concepts looking for just the right one to suit the hero or villain you want to create. In this book youll find over three dozen different Power Profiles arranged according to theme from Cold and Fire Powers to Mental and Meta Powers. Each profiles features a look at the themes descriptors and mechanics important game system effects and a selection of offensive defensive movement and utility powers. Thats over 400 different powers in one book Youll also find some useful power variants expanded power extras and flaws and optional rules for use with your Mutants Masterminds games and some guidance on creating and handling more complex or unusual power concepts. With Power Profiles your imagination truly is the only limit on your power to create. Item Weight - 1.78 lbs.

Age Range: 8 and up

Hardcover

Publisher: Green Ronin Publishing, LLC (November 6, 2013)

Language: English

ISBN-10: 1934547530

ISBN-13: 978-1934547533

Product Dimensions: 7.6 x 0.8 x 11.1 inches

Shipping Weight: 1.8 pounds

Average Customer Review: 4.5 out of 5 stars  See all reviews (6 customer reviews)

Best Sellers Rank: #819,340 in Books (See Top 100 in Books) #143 in Books > Science Fiction & Fantasy > Gaming > Other Role-Playing Games #130042 in Books > Children's Books

Air - Armor - Animal - Cold - Cosmic - Darkness - Death - Dimension - Dream - Earth - Electrical - Element - Fire - Gravity - Illusion - Kinetic - Life - Light - Luck - Magic - Magnetic - Martial - Mental - Meta - Morphing - Plant - Radiation - Sensory - Size - Sonic - Speed - Strength - Summoning - Talent - Tech - Teleport - Time - Water - Weather.These are the chapters. If you're building a hero with Dimension powers, then you could look in that section and get a slew of power, drawback, and motivation suggestions for that hero. Or if you need a Mental Plant villain, then this book offers a great start.This is one of those crunchy RPG books which can be helpful for other systems.

Yes, you won't regret buying this book. It is well worth it and essentially is the Ultimate Powers book for 3e Mutants and Masterminds. In fact, unlike 2e Ultimate Powers book, the core book's chapter on powers remains valuable and this book simply adds on it. The 2e Ultimate Powers book effectively replaces the Chapter 5 of the core 2e Mutants and Masterminds rule book, thus the Power Profiles book plus the 3e core book is fact how 2e SHOULD have been done. The Power Profiles book itself feels great, and uses some type of special new paper for the cover. The product is a compiling of the Power Profile pdf's plus Steve Kenson writes about 6 or so essays on problem powers and other topics. I would say this book is a must buy if you play 3e, and no not all books in the line are 'must buy' (e.g. Supernaturals is NOT a must buy book, though of course that book too is a well done book you don't absolutely need it). I'd say, if you buy only 2 books for Mutants and Masterminds 3e It would be the core book and this one if your a player, and the GM's guide too if your a GM.

Like "Champions" before it, the "Mutants & masterminds" RPG uses effects-based powers. While having a supplement like this one describing various specific powers in detail isn't strictly necessary to play the game, I bought this one (and other, similar books for other, similar super hero RPGs before it) because these types of books, in my experience: (i) do provide insights into how the game's designers envisioned various specific powers working (and being described) in game terms, (ii) can be a very significant time savers during character creation if you just want to use the specific powers exactly as presented, and (iii) can, while being flipped through, be a source of inspiration when conceiving/developing new characters.This may be the best such book I've ever purchased. But I was disappointed that, unlike the prior third edition "Mutants & Masterminds" books published over the last few years, this one was published as a hard cover costing $40, as opposed to a soft cover book priced in the $20s.

This is a really nice collection of how to create powers in specific groups that will help you make the character you want. I found this to be chock full of ideas that I wouldn't have done quite as well, but more importantly, power ideas that I NEVER would have thought of.I especially liked the section about how to deal with powers that players love and GM's hate. Some really nice ideas.Definitely recommend for pick up.

Good compendium of powers grouped by categories. Not a lot new so if you have a good understanding of the M&M rules you won't get a lot out of it besides saving time but that can be helpful.

Power Profiles is good. The only sore spot -- the need more articles and a Volume II. Once they cover all of the powers in the M&M power design system, then this will be a complete work and a 'must have' pairing.

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