Rogues Gallery Pre-Order and PDF Now Available

Rogues Gallery (Pre-Order)We have activated our latest Mutants & Masterminds book, Rogues Gallery, for pre-order through our Green Ronin Online Store!

Rogues Gallery collects supervillains from Green Ronin’s popular PDF series of the same name, with the addition of new material and never-before-seen characters. It has dozens of fearsome foes for your Mutants & Masterminds series, enough to keep your heroes busy stopping schemes and saving the world for quite some time! In its pages you will find solo and loner villains, teams and alliances, organizations and outliers, and bad guys of many different power levels, backgrounds, and styles, suited for different M&M series, all with complete game information. Plus each villain comes with ready-made adventure hooks, making the book a collection of more than a hundred possible adventures as well!

Pre-order the print version of Rogues Gallery and you can download the PDF for just $5.

Pre-order here and you’ll be offered the discounted PDF at checkout.

-or-

Pre-order at your favorite store* and get a coupon code to redeem here.

*If your brick-and-mortar store is signed up with our (free) GR Pre-Order Plus program, you can pre-order directly from them and they’ll hook you up with a code.

Ronin Roundtable: Coming soon from Nisaba!

A whole year of Nisaba? It’s hard to believe, but it has indeed been a year since we announced Nisaba Press, Green Ronin Publishing’s fiction imprint. We’ve published some great fiction in that time, although we’re just now getting started.

If you’ve missed our previous offerings, don’t worry! They’re still available on our site: Brandon O’Brien’s witty, sweet Blue Rose tale of two thieves in an endless cycle of vendettas; Kid Robot’s first day of school, by Eytan Bernstein; and Clio Yun-Su Davis’s Blue Rose caper. You can even read Crystal Frasier’s Mutants & Masterminds story about Centuria, Lady Liberty, and robot dinosaurs…for free!

And while we’ve gotten off to a good start, Nisaba has a big year ahead, too.

Dylan Birtolo returns with a new Freeport adventure featuring Red Alice and a sinister amulet. Featuring fights through the Freeport sewers, chases over the high seas, and plenty of cult conspiracy, this series of three stories will release over the summer.

Rhiannon Louve continues her beautiful Blue Rose story of a grieving Rose Knight who finds a new lease on life and a new purpose in her courageous partner, a new Rose Knight with unusual talents.

Michael Matheson joins the Nisaba roster with a pair of tales, one for Blue Rose, and one for Mutants and Masterminds.

Richard Lee Byers tells another Mutants & Masterminds story about a woman fighting a terrible internal battle and the clairvoyant hero hunting her.

We’ll be debuting some new settings for our stories, too. Some will be stand-alone adventures to offer campaign ideas for our settings, while others will tease new settings we’re working on.

And if novels are more your thing, we have two novels coming this year! Joe Carriker’s Shadowtide is a sleek and sinister adventure through the political and cultural battlegrounds of the world of Blue Rose. Aaron Rosenberg brings in the first Mutants & Masterminds novel, featuring a disabled woman taking over her grandfather’s superhero cape while a bitter villain seeks vengeance.

Stay tuned for big news from the Nisaba world as we wrap up our first year and head into what we hope is a long and bright future, because we’ve just started on our plans.

Ronin Roundtable: MUTANTS & MASTERFUL STUNTS

 

I’ve used the past few Ronin Roundtables to preview products and plug some of our talented and ingenious third-party publishers, but this week I want to talk about a subject near and dear to my heart: Making the system work for you. I’m a great lover of homebrew—systems are there to work for you; you’re not there to work for them. If a rule doesn’t do what you want, then change it or toss it. No mercy.

But what if you find another rule you really like, and want to roll it into your Mutants & Masterminds experience? Or you want to add some of your favorite elements of Mutants & Masterminds to another system? For these tasks you need the hands of a surgeon, not the axe of an executioner (an axecutioner, if you will).

Let’s look at one of my favorite elements of Green Ronin’s Adventure Game Engine (AGE) system: Stunts. Stunts add a lot of cinematic fun to a game, with players able to show off and get creative in the moment. I like running a cinematic table for my superhero games, so I’m interesting in borrowing from AGE for my own M&M games.

I’m going to use the stunt lists from pages 36 and 79 of the Fantasy AGE Basic Rulebook, but each book for the AGE system (Fantasy Age, Dragon AGE, Blue Rose, and the upcoming Modern AGE) have their own slightly-modified stunt lists to best suit their related genres.

What and Why?

Before we figure out how to import a rule, let’s take a look at what stunts do and why, and see if anything in Mutants & Masterminds is already doing the same thing. The stunt system fleshes out interaction and exploration scenes with new tactics, giving some heft and direction to what is otherwise just a mechanical skill check. It lets the player character do impressive or unexpected things, even with relatively low die rolls. Mutants & Masterminds largely relies on player creativity for that (which is fine) and freeform rulings from the GM. You get a little definition in success by measuring how many degrees of success you score on a check, but even that is largely abstract. So the exploration and roleplaying stunts could shift a little of the power and the burden of creativity from the gamemaster to the players for skill checks. Sounds good.

But the stunts also let PCs try out innovative attacks and strategies in combat, and Mutants & Masterminds already has a fairly robust combat system. Stunts are how the AGE system handles the actions—taunt, disarm, power attack—that M&M handles via actions and maneuvers and Advantages. The stunt lists from Fantasy AGE provide a few additional attack options, like punching through armor and attacking a second time, that aren’t generally options in M&M for balance reasons. Still, they could work if we wanted to drop the maneuvers as options for our heroes, or turn any remaining maneuvers into new stunt options.

So if we import the stunt rules, our easiest option would be to only adopt the roleplaying and exploration stunts. We can import the combat stunts, too, but that means tinkering with the core system a little more under the hood.

The Hookup: Dice

If we want the stunt system to work, then our PCs need to be able to generate stunt points. Obviously we don’t want them to generate stunt points on every roll—that would slow the game down and take away the semi-random element that makes stunts feel like cool stunts and not just a part of your character’s abilities. The AGE system handles this by rolling doubles on 3d6, and the Mutants & Masterminds Gamemaster’s Guide gives us some suggestions for using 3d6 for your games instead of a d20 and the benefits and drawbacks involved, so that could work. We could also use a page from the existing Mutants & Masterminds rules and say that PCs generate stunt points when they score an additional degree of success than they need; they could either roll a d6 to determine how many, or keep it a straight conversion: trade in one degree of success on a skill check for 3 stunt points, or two degrees for 6. This second option means PCs need to roll well to use stunts, losing that feel of doing cool things even with an average roll, but is more in line with how the Mutants & Masterminds rules already reward players.

There’s no one right answer, so weigh the pros and cons of both against your table’s play style.

The Overhaul: Rewriting

If you want to use new rules to replace what Mutants & Masterminds already does, that’s a little trickier. In the case of maneuvers, PCs can plan ahead and accept a penalty to their action to get a different effect. The AGE system reverses the order, letting players look at their dice results before narrating what the exact effects are. Using both AGE-style combat stunts and keeping the existing list of actions and maneuvers is probably the easiest, but then what happens when a PC scores stunt points on their disarm roll? Ignore it? Let them add a stunt? This method will slow combat down a bit, as if gives PCs more choices, but if your table is pretty quick with the rules already it might be the easiest.

If you want to replace certain rules in favor of stunts, you can drop the following actions and maneuvers: Defend, Disarm, Trip, Demoralize, Feint, and Power Attack. You might also want to turn the Grab, Recover, and Smash actions into stunts of their own (costing maybe 4, 3, and 2 stunt points, respectively). Once we do that, how do we handle Advantages like Improved Trip? Do they let you simply use the stunt without spending stunt points? Or is it more balanced to have them reduce the cost of their related stunt by 1 SP? Is that too weak for an Advantage? Should we just eliminate those Advantages? Or it might be cool if they let a player “bank” unused stunt points for that specific maneuver to use when they wanted to—sort of like “charging up” a special maneuver or leading their opponent to give them an opening—but what happens if the PC charges up several feats and unleashes all their special maneuvers in one big disarm-trip-power-attack?

That last option sounds pretty cool and in-theme for a superhero game, so let’s try that.

The Tweak: Rules Check

Finally, we take our vague idea and read through what exactly we’re doing, and tweak the specific rules where we need to. For the exploration stunts, The Object of Your Attention, The Upper Hand, and With a Flourish all provide a mechanical bonus to other checks, and Mutants & Masterminds using a different difficulty scale than the AGE system. A +3 initiative bonus seems fine, but let’s increase it to +4 to line it up with the Improved Initiative Advantage. But Object of Your Attention and With a Flourish bth seem like they’re adding a circumstance bonus, so let’s say they grant a +2 bonus, or increase a +2 bonus to +5.

The roleplaying stunts have a few more rules elements. For Sway the Crowd, we might say the extra influence in limited to anyone with an Awareness lower than your Presence. Jest seems like a ripe target for a Will resistance check, say with a DC equal to your Presence + 10. Flirt sounds like it would call for an opposed check of your Presence skill against someone’s Will defense or Insight skill. And finally, Tower of Will seems like it’s adding a circumstance bonus, so again we’ll bump that up to +2.

The list of combat stunts are where things start to get a little more challenging. We’ve already talked about replacing the rules for stunts like Knock prone and Disarm with their related action rules. The Rapid Reload stunt doesn’t really apply to Mutants & Masterminds, which doesn’t track ammunition. Stay Aware seems like an easy fix, giving a PC a free Perception check as a stunt. Mighty Blow and Lethal Blow seem like they’d raise the resistance check DC of your attack by +2 and +5, respectively. Pierce Armor could be trouble, as M&M doesn’t have specific armor rules; we could say it lowers the target’s toughness save by –2, but then it becomes mechanically identical to Might Blow, so maybe we can go with ignoring a target’s Impervious rank on the related defense—this will let smaller heroes still have some chance of affecting bricks from time to time and make their efforts feel less futile. Lightning Attack lets PCs unbalance the action economy, so my first instinct is to limit it to a single standard action rather than a full action, and increase the cost to 5 SP (this also lets us figure out about how many SP a Hero Point is worth, if we later want to let PCs trade a Hero Point to generate SP). For Mutants & Masterminds, Dual Strike actually seems less prone to abuse than Lightning Attack, so let’s reduce the SP cost to 3. The Seize Initiative stunt seems good as-is. That finishes out the basic combat stunts, but maybe we want to add stunts for the Grab, Recover, and Smash actions as well, more or less using the rules for the existing actions as-in, but assigning them an SP cost.

Make your own updated list of your stunts and their costs and print out a few spare copies for players so they have quick and easy access during play.

Test Run

Any time you want to test out new rules additions or changes, it’s best to test them out first with a few friends and quickstart characters. Rules that seem innocuous during the design phase might end up very unbalanced in actual play, and ideas that seemed fun might be confusing or drag things out. For example, in test play, giving PCs with the appropriate Advantages the ability to bank stunt points for later didn’t really see any use; my players felt like they weren’t getting any benefit for the Advantages, because when they generated stunt points, they wanted to use them now, not save them up for a later attack they may never even get.

So back to the drawing board for a tweak, and now let’s say the various combat Advantages give you a 1 SP reduction in a cost of their specific maneuvers. This might means a little tweaking on character sheets (for example, you might break up Power Attack into Improved Mighty Blow and Improved Lethal Blow), but it kept things buzzing along at the table, and even though the Advantage seems minor in its stock description, it let the players have a lot more fun slinging their stunt points around. One PC unleashing a Knock Prone, Mighty Blow, and Taunt for just 3SP sure felt a lot like reading a certain spider-themed masculine hero in my childhood comics.

Over all, they roleplaying and exploration stunts brought a lot to the game and I’d use them again.The combat stunts felt a little less necessary, but were still fun once we got used to them. We ultimately settled on trading in one degree of success for 2 SP, trading two degrees of success for 4 SP, three degrees for 6 SP, or trading in a Hero Point for 4 SP (5 SP let PCs stack a little too much into a single attack, and it meant PCs could spend a Hero Point to “buy up” the DC of their first attack by +5 with lethal Blow, which tended to shut down fights fast).I personally preferred adopting the 3d6 dice pool mechanic for all our M&M rolls, but my players like the swingy-ness of the d20 more, and ultimately it’s about what makes the game more fun for everyone.

House rules aren’t really any different than official rules; the intention either way is to have the best tools to tell the stories you want to tell. So go nuts; pick and choose what you like and makes things more fun for you and your players. Always be ready to adapt, though, and be consistent with changes you make—carrying them forward for the rest of the session and beyond until they prove to not be working or stop being fun.

Tales of Earth-Prime: “The Bears”

Tales of Earth-Prime: "The Bears"Today Nisaba Press presents some new Earth-Prime fiction: “The Bears,” a short story by Susan Jane Bigelow.

Marley and Shanae lead a peaceful life in the Elysian Forest, staying clear of the hubbub of Emerald City, until an unnatural visit by natural creatures stirs up trouble from the past.

 

Ronin Roundtable: Back to Basics

I love to cook. I find the process of preparing a meal relaxing and love feeding family and friends wholesome and satisfying food. Still, there are plenty of times when I find I don’t have the time to cook something from scratch, and I’m happy to accept a little help from a meal-kit or some other prepared items. I also understand some people don’t care for cooking all that much, or have even less time to devote to it. It’s just a fact of modern life. Likewise, I love to tinker and build things in many of my roleplaying games, but the demands of day-to-day life are such that spending a lot of time learning and preparing a game isn’t realistic, or just isn’t a particular gamer’s style.

So, when discussing new products at Green Ronin’s annual planning summit, one of the ideas we talked about was what has become The Mutants & Masterminds Basic Hero’s Handbook: A simpler approach to the popular, long-running superhero RPG that looks to take some of the preparation out, while keeping all of the fun and the essence of the game rules in.

At its heart, M&M is not an overly complex game to play: Most everything is a d20 + ability or modifier check vs. a Difficulty, including dealing damage and other conditions. Where a fair amount of the complexity comes in is during the character design phase: M&M has a system of point-spending and power effects and modifiers that allows you to build almost anything, but that building process takes time and some knowledge of the system and how it works. Even with software tools like Hero Lab, it can be involved, and not everyone looking to play a superhero wants to put in that kind of work.

So, for M&M Basic, we offer a “meal kit” approach, where a lot of the prep work is done for you and you get an easy-to-follow “recipe.” Hero archetypes based on the Quickstart Character Generator from the Deluxe Hero’s Handbook offer you an easy series of descriptive choices: Is your Crimefighter brooding, cunning, or observant? Apply these ability modifiers. Are they confident, indomitable, relentless, tricky…? Apply these Advantages, and so forth. With just a few decisions, you can quickly put together dozens of different starter heroes based on classic types and be ready to play.

The book offers a few similar tools for the Gamemaster. There’s a sample adventure, and a “training wheels area” in the Doom Room, but also several “encounter archetypes” including different heists and crimes, rescues, and disasters, with all the game info to run them, which the GM can mix-and-match to create adventures with a minimum of prep, or use to supplement other adventure ideas. Likewise, while there are some sample villains (and plenty of minions), GMs can use the same tools for creating heroes to build opposing villains quickly and easily.

Best of all, the actual game play of M&M Basic is exactly the same as in the third edition Deluxe Hero’s Handbook. We simplify and explain things in a more step-by-step approach, and play down some of the more complex options, but players who learn from Basic can easily “step up” to the full-featured game whenever they want without having to re-learn how anything is done. We hope that M&M Basic offers long-time fans of the game a way to introduce eager new players as well as a means of making their own game prep a little easier from time to time, and an avenue for those who have always wanted to try Mutants & Masterminds, but who might have been scared off by the character building, a new opportunity.

Tales of Earth-Prime: Before They Knew Him

This week’s new short story from Nisaba Press is “Before They Knew Him” by Richard Lee Byers, set in our Mutants & Masterminds setting Earth-Prime. It can be yours for just $1.99.

Freedom City’s strength is Dr. Metropolis’s strength. But that’s about to become his Achilles heel.

 

Green Ronin Charitable Giving: Thurgood Marshall College Fund Sale

Our previous sale, benefiting the Trevor Project, ran a while longer than we intended, but generated a nice amount to donate to them. Our new sale in our Charitable Giving Initiative benefits the Thurgood Marshall College Fund.

While the sale runs, both the print and PDF versions of three Mutants & Masterminds books, Deluxe Hero’s Handbook, Atlas of Earth-Prime, and Freedom City, are on sale for $5 off, and for each sale item sold we will donate $10 to the Thurgood Marshall College Fund.

About the Thurgood Marshall College Fund: Established in 1987, the Thurgood Marshall College Fund (TMCF) is the nation’s largest organization exclusively representing the Black College Community. TMCF member-schools include the publicly-supported Historically Black Colleges and Universities (HBCUs) and Predominantly Black Institutions (PBIs). Publicly-supported HBCUs enroll over 80% of all students attending HBCUs. Through scholarships, capacity building and research initiatives, innovative programs, and strategic partnerships, TMCF is a vital resource in the K-12 and higher education space. The organization is also a source for top employers seeking top talent for competitive internships and good jobs.

 

 

Ronin Roundtable: ROGUES, INDIVIDUALLY

Mothers, lock up your sons: Rogues Gallery is coming. This hardback collects the 40+ Rogues Gallery PDFs in one collection, along with a dozen new villains and antiheroes to terrorize your campaign. Your heroes could fight one a week and still not finish by New Year!

Villain books are a classic installment in superhero RPGs, going back to classics like Champion’s Enemies supplements or Heroes Unlimited’s Villains Unlimited. They provide opponents to fight, sure, but they also flesh out a side of the setting that heroes rarely get to see, and that hero-facing books rarely delve into. If superhero games, at their core, are about optimism and what one determined individual can do to help others, then villain books show the pessimism of those same worlds: What happens when someone, despite all their power, can’t or won’t use it to help others, or even themselves. Mutants & Masterminds has always been about nuance and complexity—every bit as much it tries to be about being your best self—and I think the incredible diversity of characters presented in Rogues Gallery showcases some of the best that Earth-Prime has to offer: Classic throwbacks to the Silver Age like Amalgam, Elzaya, and Tun; villains that seem to painfully mirror our real world like Drive-By and the newly returned House of Usher; cold professionals like Chakram and IGT-92; off-the-wall weirdos like the Candy Crew, Newt, and Explodo, and more than a few characters who came so close to being one of the good guys like Arctic Fox, Eminence, Freestyle, and Red Mist. This last category are probably the most vital, holding a mirror up to reflect the ugly failings of the world, and all the things the heroes, through luck or perseverance, have escaped. “There, but for the grace of God,” is a popular and heart wrenching theme in a lot of comic books; it provides a moment of introspection in a medium that is all too often about jumping between spectacular fight scenes.

To round out the collected edition of Rogues Gallery and the setting of Earth-Prime, we collected a dozen new antagonists from some of the brightest Mutants & Masterminds writers. With the book following on the heels of Freedom City, 3rd Edition, most of these new villains operate out of Freedom City, or at least mention it briefly, but the ultimate goal was to round out the villain list for several of our newest books, including the Cosmic Handbook and Hero High. Some are classics, many are brand new, but we tried to tie all the new villains into the advancing timeline of Earth-Prime, and the recent changes described in Freedom City. Here’s what’s in store:

  • Alien-Gator II: This time, it’s personal! An alien from the alligator-like race known as the Jereid, Ssellessk’thaa was trapped on Earth as part of Freedom City’s recent refugee crisis. More aggressive than her 60s-era counterpart, and in full possession of her wits, she sees humanity as the corrupt, selfish, and brutal creatures they are, and has turned to crime against this unjust system in order to acquire what she needs to escape Earth and return home.
  • Empress Sola: One of the many Dark Lords held in check by the now-deposed Una, Sola rules a dimension deprived of its magical core, forever cursed to siphon the life force from other worlds to survive. Now Sola has set her eyes upon the magic-rich world of Earth-Prime.
  • Johnny Frostbite & Ice Princess: This daddy-daughter duo share the same ice powers, but radically different instincts for using it. Johnny hopes to shield his beloved daughter from the life of crime he fell into, but they remain on the run from a vindictive ex-wife.
  • Lady Guillotine: The new Lady Liberty has her own arch-nemesis after only a few months on the job, and her rival wants more than just Sonia’s powers: She wants her head!
  • Maestro II: With the original Maestro vanished, a handsome young inheritor has claimed the Master of Music’s legacy and wields similar powers.
  • MegaStar: Included by popular demand! Christopher Beck was a member of the original Next-Gen some 15 years ago, but never seemed to find his place in Freedom City’s hero community after graduation. A disillusioned man desperate to find something to belong to, he has a whole new team as one of the Argents!
  • Mother Moonlight: Heroism isn’t without its casualties, and loss drives people to terrible ends. When so-called heroes slaughtered her children, Anna-Marie Delgado gave herself over the goddess of rebirth in order to gain the power to take the children—literal and metaphorical—from every monster who wears the mantle of hero.
  • The Orphean: Trevor Cushing led his ideal life once upon a time. Studying music and magic alongside his wife, the pair could easily have shared the role of Earth’s next Master Mage as readily as they shared a life and soul. Now that his wife has been maliciously ripped away, though, the Orphean focuses on nothing but tearing down the boundaries between life and death to restore her to his side, no matter who else must suffer.
  • Prince Rokkar: The Star Khan’s campaign of conquest rolls over other stellar empires large and small, and when it conquered the Kash’rodan Empire, Khanate governors banished the juvenile prince to the backwater planet Earth. Though young, Rokkar wields the strength, fury, and firepower of a true Kash’rodan warrior, thanks to a little support from his loyal nanny-boy, MC-1.
  • Princess Silverwing: Power don’t make someone a hero, as Alison Middleton insists on demonstrating. Afraid of being mundane, she convinced herself that her mutant ability to generate gravitons is actually “fey magic,” proving her “true” heritage as an exiled princess from a magical world. Now Princess Silverwing is hellbent on returning to a time and place that doesn’t exist, or else making her life on Earth-Prime a little more magical.
  • The Starblights: Magical girls gone bad, the Starblights wield their magical power from another dimension to defend their turf and rumble with other supers.
  • Vathek the Appeaser: One of history’s greatest scholars and romantics, Caliph Vathek of the Abassides’s ego doomed him when he thought to get the better of the infamous strange he summoned to grant his every wish. Instead the scholar found himself bound as the devil’s apprentice, doomed to servitude until he sends his master enough souls to buy off his own cosmic debt.

And because you’ve all been waiting so patiently for this volume, here’s one of the new heroes to get you started: Princess Silverwing!

RG_PrincessSilverwing

Earth-Prime Fiction: “Night of the Witch”

Earth-Prime Fiction: Night of the Witch“Night of the Witch” is a short story set on Earth-Prime, the core setting of Mutants & Masterminds and Sentinels of Earth-Prime.

It’s Halloween Past, and Seven finds herself wrapped up in an eldritch conspiracy that will force her to team up with Lantern Jack to save the city.

For just $1.99, you can download this 16-page short story in your choice of PDF, ePub, or mobi (Amazon Kindle). Or all three!

About Nisaba Press

Nisaba Press is the fiction imprint of Green Ronin Publishing. Nisaba will be publishing novels, anthologies, and short fiction tied to the rich and varied worlds of Green Ronin’s tabletop roleplaying properties. Current plans include stories of swashbuckling horror in the fantasy world of Freeport: City of Adventure, tales set in the romantic fantasy world of Aldea from the Blue Rose Roleplaying Game, superheroic adventures set in the world of Earth-Prime from Mutants & Masterminds, and chronicles of fantasy survival-horror in the world of The Lost Citadel.

Ronin Roundtable: Back Issue Gaps

Some three years ago in “Back Issues” I talked about some of the planned additions to the forthcoming third edition of the Freedom City setting sourcebook for Mutants & Masterminds. With the latest look at Freedom City now available, I wanted to devote some space here on Ronin Roundtable to talk about some of the “back issue gaps,” or the characters from previous editions of Freedom City (or other Earth-Prime sourcebooks) not included in the new edition.

 

I got my start in RPGs working on “living” settings: Even before I was a regular freelancer for FASA Corporation, their BattleTech and Shadowrun settings were “activated” worlds where time passed at more or less the same rate as it did in the real world, and the same was later true of their Earthdawn setting. I was an active GM and player for West End Games’ Torg, which also moved its Infiniverse setting and the associated Possibility War, forward month by month, year by year. One of Freedom City’s major inspirations—Kurt Busiek’s Astro City comic book—likewise follows the progress of real time, such that Astra, the “little girl lost” in one of the first issues of the series, recently celebrated her college graduation!

Back when Green Ronin was looking to publish a second edition of Mutants & Masterminds and Freedom City, there was a desire to expand upon and change up some things, and the passage of time seemed as good a reason as any for that to happen, so we shifted the setting forward a few years to match the difference between the first edition in 2003 and the second in 2006. That approach largely continued throughout the second edition line, although we were more often filling out parts of Earth-Prime’s past or more distant future than its present.

Of course, the space between the second edition of Freedom City and the third is a good deal more substantial, eleven years, just over a decade, and nearly fifteen years since the setting first appeared. It was clear that a lot more was going to change over that time than between the first two editions. Some of Freedom City’s heroes and villains are immortal and unchanging, but others have aged and gone through transitions in life, from the second Raven retiring from crime-fighting to go into politics (passing on her mantle to a young man who was just a teenager in our first Hero High sourcebook) to Johnny Rocket, who was barely out of his teens in the first edition, who is now a mature man, married, and raising a foster daughter with his husband.

While we were able to include well over a hundred different characters in Freedom City, third edition, we couldn’t include everyone, and we’re sorry if anybody’s favorite character happened to not make the cut. A few show up in various places in Atlas of Earth-Prime, The Cosmic Handbook, and the forthcoming Rogues Gallery, but even those books don’t cover everyone. Freedom City and Earth-Prime grew a lot over the years, and in some cases it was best to let certain characters fade into the back issue bins of history, the “Whatever Happened To…?” files. That’s not to say we might not revisit some of those characters in future M&M products but, for now, the spotlight has shifted.

Of course, that’s not to say you can’t include your favorite characters in your own Earth-Prime series. One of the great things about tabletop roleplaying games is that the world is literally what you make of it, and it is yours to do with as you wish. You might decide, rather than time marching onward, that the “present day” of Freedom City remains largely frozen at your favorite point, with its back-story slowly shifting forward in time, much like how the major comic book universes are always set in the present day, with modern histories that extend “10-15 years ago” in spite of focusing on major characters who have existed for more than 70 years!

Likewise, you might decide to include your own “Whatever Happened To…?” story and update the fate of your favorite character, or recapture their essence by creating a new “legacy” character who shared the original’s name, and possibly their motif, powers, and some of their history, but is a new version for the modern world. Freedom City is rich with such characters, and the third edition offers more than a few examples, including new heroes like Centuria, Thunderbolt, and the current Lady Liberty.

Whichever era of Freedom City you choose to play in (and whichever edition of M&M you choose to play it with), I hope you enjoy your time visiting a city that has come to mean a lot to me over the years, and that you truly “make yourself at home” and enjoy the “freedom” of Freedom City to create your own heroic tales of adventure!