Mutants & Masterminds Gadget Guide: Powers (PDF)

Although many of the gadgets used by comic book characters can be considered “powers” in their own right, some gadgets are specifically focused on interacting with super-powers in different ways: enhancing them, weakening them (or blocking them altogether), or granting them to those who might not otherwise have them. Gadget Guide: Powers looks at these types of gadgets and how they can affect the powers of characters in your own M&M adventures.

Mutants & Masterminds Gadget Guide: Powers (PDF)

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Evan (he/him) got his start in tabletop games in 1995, as a co-founder of Rubicon Games. Among other games, he has worked on Cranium, Cranium Hullabaloo, and the Pokémon trading card game. RPGs he has edited for include Everway, Ork! The Roleplaying Game, Spaceship Zero, Warhammer Fantasy second edition, the d20 System, A Song of Ice and Fire, Mutants & Masterminds, Dragon Age, Fantasy AGE, Modern AGE, Blue Rose, Pathfinder, and Critical Role (5e). He has been managing our web sites since about 2002. He co-designed Walk the Plank, our card game of piratical trick taking, currently available in print-on-demand format via DriveThruCards.com.