Roadtrip To Ruin, A New Mutants & Masterminds Novel

Roadtrip To Ruin cover imageRoadtrip To Ruin by Skyler Graye is a new Mutants & Masterminds novel from Nisaba Press, available for preorder and as epub and PDF eBooks, in our Green Ronin Online Store. (Print novel and two-formats-in-one eBook product are sold separately.)

A construct, a shapechanger, a demon, a fighter, and a talking Pomeranian hit the road for the road trip they’ve all dreamed about. But this is Emerald City, and things never go according to plan. A devious supervillain, a protective guard, and a surprising origin story will make this band of misfits work together if they want to survive. Will our heroes get to see their favorite punk band? Will they thwart the sinister scheme endangering their fellow rockers? Find out in Roadtrip to Ruin!

Roadtrip to Ruin follows Height of the Storm. Both novels explore Earth-Prime, the setting of the hit superhero RPG Mutants & Masterminds.

Nisaba Press

Nisaba Press is the fiction imprint of Green Ronin Publishing, under the leadership of Editorial Director Jaym Gates. Nisaba publishes novels, anthologies, and nonfiction tied to the rich and varied worlds of Green Ronin’s tabletop roleplaying properties and the larger world of tabletop gaming. With the release of Joseph D. Carriker’s Shadowtide and Aaron Rosenberg’s Height of the Storm, Nisaba Press brings a new facet to Green Ronin’s award-winning worlds.

Modern AGE Enemies & Allies: What’s In It? (Ronin Roundtable)

Last time I got so interested in Enemies & Allies’ cover I neglected to really get into the book’s contents. Let me correct that now.

In short, Enemies & Allies is a book of Non-Player Characters and creatures for Modern AGE, but it’s a bit more than a manual of, er, “monsters.” The book contains five chapters and three appendices of NPCs, strange creatures, and guidelines for using them. Each chapter covers a selection of people and creatures that suit a particular genre. Some of these beings are unique, while others describe a type. Game statistics cover Gritty, Pulpy, and Cinematic modes for each entry.

The Extractor’s coming for you.

Chapter 1: Arcane Beings

Will Sobel’s chapter starts by discussing the role of magic and monsters in modern games before providing rules for the arcane places of power that tend to attract them. Will did a fantastic job of drawing from American folklore as well as classic fantasy, and produced the following entries:

  • The Banshee, a classic wailing ghost
  • The Draugr, a shapeshifting undead creature obsessed with greed
  • Modern Elementals of the atomic, genetic, quantum, and magnetic varieties
  • Fair Folk, trickster refugees from another plane
  • Gargoyles, guardians of sacred and symbolically powerful structures
  • The Glawackus, a mind-altering predator cryptid
  • The unique Headless Horseman, who arrives from hellish dimensions to claim its prize
  • Warlocks, practitioners of dark magic who give ethical practitioners of the arcane arts a bad name

Chapter 2: Elite Operatives

Author Dylan Birtolo’s chapter presents a selection of people (and one robot) suited to military and espionage-focused games. After providing guidelines for modeling the abilities of the apex operators in this shadow world, he presents the following entries:

  • The Armored Soldier, who specializes in operating tough vehicles for even tougher jobs
  • Clara Lynch, an elite MMA fighter and veteran with ties to the military and intelligence communities
  • The Double Agent, who specializes in betrayal
  • The classic Field Agent, who depending on the genre might have gadgets to get out of tight spots
  • The Field Commander, who may stay in the van but who can only be ignored at your peril
  • The Mediator, an elite negotiator
  • The Publicist, master of spin
  • The Robot Dog, a next-generation agile robot who can be a lifesaver or killer, depending on its settings

Chapter 3: Horrors and Witnesses

Matthew Dawkins knows horror, so he was a natural choice to pen this chapter about creatures drawn from the genre. This chapter is a bit different from counterparts in other games as we tried to go outside the classic standards in a few cases, and we linked them to psychic phenomena to differentiate them from fantasy creatures (with options for changing this described clearly in the book). This chapter starts with an overview of the genre, and new rules for sensing psychic impressions—and optional rules for evil deeds making characters more vulnerable to evil creatures. Its entries are:

  • The Anomaly, a living fracture in the laws of nature
  • The Autarch, fragment of a fallen demon lord bound to a fascist mortal
  • The Cacodemon, a spirit of psychopathy
  • The Caries, a flesh-grinding psychic construct, born of decay
  • The Chameleon, a psychic impersonator. Includes the new power of Psychic Shapeshifting
  • The Dream Shard, a living nightmare that puts victims into fearful slumber
  • Experiment 12, an individual capable of rousing crows into murderous rage
  • The classic Ghost, spirit of the dead, whose exact powers depend on the reason it manifests
  • The Psychic Vampire, a genial monster who drains energy from people it gets close to
  • The Puppeteer, members of a conspiracy of sadistic psychics who use humans as playing pieces

Chapter 4: The Law and the Lawless

Ron Rummell created this selection of NPCs who have criminal and law enforcement backgrounds. These are suitable for most modern games, but this chapter opens with advice on how to focus on cops and crooks, introducing guidelines for undercover NPCs and rules for Heat, which measures how strongly interested parties might be looking for indiscreet characters. Then we move on to the following entries:

  • The Enforcer, who collects debts—painfully
  • The Gang Soldier, who violently protects the interests of their organization
  • The Medical Examiner, who steps in to explain suspicious deaths
  • The Mob Boss, at the apex of a murderous criminal enterprise
  • The Pickpocket, a thief who specializes in sleight of hand
  • The Police Chief, who can command the vast powers of their office
  • The Special Agent, at the front lines of a federal police service
  • The Smuggler, capable of eluding border security
  • The Trial Lawyer, capable of confirming guilt or innocence with incisive questioning
  • Vanya Patel, a genial but prepared underworld doctor

Chapter 5: Science’s Edge

Tanya DePass created a selection of NPCs especially suited for cyberpunk and other near-future games, or games in which futuristic technology is available to a connected few. This chapter starts with guidelines for futuristic technology and how to incorporate this chapter into your campaign, before moving to the following entries:

  • Asher Kovindrenara, an elite envoy from the secretive high-tech nation of Invindara. Note that while Invindara is part of the Threefold setting (and everything in Enemies & Allies is Threefold canon) you don’t need to know anything about Threefold to use him and can assign him to a faction of your own devising.
  • The Bioroid Assassin, a relentless android made of artificial flesh
  • Cerise Anyeris, an enhanced human who’s become low-tech rebel against a high-tech conspiracy
  • The Cyberspy, an agent with implants designed to help steal information
  • The Extractor, a cyborg mercenary who snatches valuable human targets
  • The Maker, an underground genius who creates bespoke tech
  • The Reactionary, a drone-wielding, potentially deadly harasser
  • The Tech Broker, whose connections allow them to buy and sell advanced technology

Appendices

Three appendices round out the book:

Appendix I: Quick NPCs introduces a new system to create Non-Player characters based on their intended roles, abilities and threat ratings. This includes a selection of new Special Qualities and new options for administering stunts.

Appendix II: Animal Threats profiles a number of ordinary animals and includes advice for running them in the game.

Appendix III: Adapting Creatures from Fantasy AGE & Blue Rose gives you what it says: Rules for using the creatures from those AGE games with Modern AGE and vice versa.

Appendix I and II were written by Alejandro Melchor and were his final work for the Modern AGE line before his passing. We continue to miss him.

Your Adversary and NPC Toolbox

In essence, Enemies & Allies is a set of tools. We design them for you and show you how to use them, but we trust you to apply your own creativity. That’s the Modern AGE ethos—and I hope they prove useful.

20 Years of Green Ronin! (Ronin Roundtable 2020 preview)

This time every January I write a message about our plans for the coming year. This is a special occasion though because 2020 is Green Ronin’s 20th year in business! We’ll be talking a lot more about that all year, looking back at our history and how we got here. I can say that when I started the company, it was a side project to my day job as a Creative Director at Wizards of the Coast. I couldn’t have imagined Green Ronin would still be around in 2020! So what do we have cooking for our big year? Let’s take a look!

20 Years of Green Ronin! 2020 is Green Ronin's 20th year in business.


Green Ronin’s very first release was a beer and pretzels RPG called Ork! in July, 2000. That game got a new edition worthy of Krom last year if you want to check it out. A month later, at GenCon 2000, we released Death in Freeport, the book that really put us on the map. It was an adventure for the just released third edition of Dungeons & Dragons and it introduced the world to Freeport: The City of Adventure, a setting that mixed classic fantasy elements with pirates and Lovecraftian horror. Since this year is also Freeport’s 20th anniversary, you know we had to do something to celebrate. And what brings people together like a marriage? This year we will finally wed Freeport and Fantasy AGE! Freeport is a setting I created, and Fantasy AGE is a game I designed, so it’s long past due that these two get hitched. This will begin at GenCon with the release of the Fantasy AGE Starter Set, a boxed introduction to both the game and Freeport. After that we’ll publish the Fantasy AGE Core Rulebook, a bigger, better rulebook for the game that features Freeport as its example setting. Further books exploring the city and the larger world of Freeport will follow. In the shorter term, the Lairs sourcebook for Fantasy AGE is almost ready to go to print, just waiting on a few pieces of art, so look for a PDF release and the beginning of the pre-order soon.

 

Nisaba Press, our fiction imprint, will also be supporting Freeport with both short story anthologies and novels. The first novel, I Am Gitch by Lucien Soulban, feature’s Freeport’s most famous goblin! Speaking of Nisaba, we are really ramping up our fiction in 2020, exploring the settings of our Mutants & Masterminds, Blue Rose, and Threefold properties in addition to Freeport. Last year we released two novels and one anthology (Aaron Rosenberg’s Mutants & Masterminds novel Height of the Storm, Joseph Carriker’s Blue Rose novel Shadowtide, and the brand new Sovereigns of the Blue Rose anthology). Our next Mutants & Masterminds novel, Roadtrip to Ruin by Skyler Graye, is at print now so look for that release soon. Later in the year you will see new anthologies for all our properties, the first novel for our Threefold setting, and the release of Joseph Carriker’s Sacred Band, which we announced last year. It’s going to be an exciting year for Nisaba Press!

 

Abzu's Bounty: An adventure path for The Expanse RPGOn the topic of awesome fiction, let’s talk about The Expanse! We launched the game, based on James S.A. Corey’s modern scifi classics, last year, releasing both the core rulebook and Game Master’s Kit. We also brought on Ian Lemke as the developer and he’s already putting his stamp on the line. We are kicking off the year with Abzu’s Bounty, the game’s first big adventure. It’s brand new this month so you can grab it right now. We’re following that up later in the year with two more books: Ships of the Expanse and Beyond the Ring. Ships of the Expanse is exactly what it sounds like: a big book about spaceships, with stats, deck plans, and more. Beyond the Ring is the first sourcebook to advance the timeline. The core rulebook was set between the events of the first and second novel. Beyond the Ring takes things through the third and fourth (Abaddon’s Gate and Cibola Burn). With the ring gates open, there are huge numbers of new star systems to explore, many littered with the ancient relics of dead civilizations. Beyond the Ring opens up a whole new style of adventure for The Expanse RPG and gives GMs all the info and tools they need to support it. Something else you will see this year: Expanse dice! We are working with Q Workshop (who did our dice for Dragon Age and Blue Rose) to make three different sets of the dice. Earthers, Martians, and Belters can all represent!

 

Modern AGE, under the stalwart leadership of developer Malcolm Sheppard, is going from strength to strength. Last year we launched Threefold, the first original setting for the game, and it is a stunner. We are starting this year off with Enemies and Allies (at print now), the adversary book for Modern AGE. It details NPCs and creatures, covering genres such as modern fantasy, horror, near future SF, technothrillers, and crime dramas, and provides new mechanics to support them. We’re following that up with Five and Infinity, a collection of adventures for Threefold that cover all levels of play. It also introduces the Infinity Engine, a tool for using random chance and choice to generate both original adventures and new planes of existence to stage them in. Then we have the Mastery Guide, the last of what one might consider the “core books” of Modern AGE (the others being the Basic Rulebook, Companion, and Enemies and Allies). While you might think of the Mastery Guide as a GM’s guide, that’s only half the story. It also provides advice and support for players, so everyone can up their game.

 

Meanwhile, the Kingdom of the Blue Rose continues to thrive under the benevolent rulership of developer Joseph Carriker. The next book in the line is Envoys to the Mount, an epic adventure that spans five years of game time and all four tiers of Blue Rose play. This is a full campaign that will keep your group busy for some time. If you want a smaller commitment, Six of Cups is there for you. It’s an anthology of six shorter adventures, along the lines of Six of Swords from a couple of years back. After that comes Touching the Wild, which is a dual-purpose sourcebook. Half of it is a bestiary about the shadowspawn. The other half is a player’s guide to the rhydan, the psychic animals of the Blue Rose setting. This does include the option of an all rhydan party!

We are keeping Joe very busy this year because he’s also working with co-developer Tanya DePass on Fifth Season Roleplaying, licensed from N.K. Jemisin’s fantastic Broken Earth trilogy. We announced the game at GenCon and it will release towards the end of the year. The game will use a revised and updated version of our Chronicle System, the engine that powered our Song of Ice and Fire RPG. We’ll have a lot more to say about Fifth Season Roleplaying as we get closer to release so stay tuned!

Image shows the three novel covers from N.K. Jemisin's The Broken Earth trilogy. The Fifth Season, The Obelisk Gate, and The Stone Sky.

 

All that is great, but don’t you want to get super sometimes? Well, Mutants & Masterminds has got you covered! Superdev Crystal Frasier (who is by the way, doing the graphic design of the whole line in addition to game development) has a lot of comic book goodness coming your way. First up is the Time Traveler’s Codex, a sourcebook that covers the myriad of ways you can use time travel in your campaign and explores some popular eras for such shenanigans. After that is the Vigilante’s Handbook, which is all about running street level campaigns. If you want a break from four-color heroics, this book provides a grittier option for lower level characters. Then there is Danger Zones, a sourcebook that provides 30 different urban backdrops for superheroic action, each of which includes a map, special features, and adventure ideas. This book will be super handy for time-pressed GMs. Pick a danger zone and some villains and you’re ready to rock. Something else we know Mutants & Masterminds GMs have been wanting is more adventures. Last week we started a new PDF series called Astonishing Adventures. This will provide a regular stream of new adventures, which should make things a whole lot easier for M&M GMs.

That ends our whirlwind tour of 2020! There’s even more to come, like The Lost Citadel and the Book of Fiends for 5E, and our Sentinels of Earth-Prime card game, but we will talk about those a little later. Thanks for all your support these past 20 years. It means the world to us that so many of you love and play our games. See you on the convention circuit!

Chris Pramas

Green Ronin Publishing

Astonishing Adventures: Power Play (Mutants & Masterminds PDF)

Astonishing Adventures: Power Play

Power Play: A complete M&M adventure PDF for $4.99!

We are pleased to present Astonishing Adventures: Power Play, an urban Mutants & Masterminds adventure PDF for 4-6 heroes of PL 10! Power Play is now available in our Green Ronin Online Store.

Bizarre heists and gang warfare rock the city as a new criminal organization—the Black Rose Syndicate—begins to seize control of the underworld. But the Syndicate has far more ambitious plans and a secret weapon that will guarantee them control of not only the city’s criminal elements, but the city itself! Can the heroes strike a deal with the devil they know and locate the secretive leader of the Black Rose in time, or will they be blacked out as part of the Syndicate’s Power Play?

Astonishing Adventures bring exciting new adventures for Mutants & Masterminds, Third Edition to you every single month, complete with all the action and villains you need to bring the story to life!

Australian Bushfires Relief Sale

Fantasy AGE Basic Rulebook 20% off, with 30% of proceeds to Australian Bushfires ReliefGet Fantasy AGE RPG Basic Rulebook for 20% off in our Australian Bushfires Relief Sale, now through the end of January.

As you’ve probably heard, bushfires have been ravaging Australia for weeks. This is another example of natural disasters exacerbated by climate change, and the results have been catastrophic. So far 18 million acres of land have been burned and it is estimated that over a billion animals have been killed.

Nicole and I traveled to Melbourne the past couple of years for PAX Australia, and while there visited the Healesville Sanctuary to see the amazing array of wildlife down under. The numbers of dead and displaced animals are so large it’s hard to grapple with the scope of it. As a response to this tragedy, we are running a sale on the Fantasy AGE Basic Rulebook to benefit Wildlife Victoria and their Bushfire Appeal. From now through January 31, the game (both print and PDF) is on sale at 20% off and fully 30% of the proceeds will go to Wildlife Victoria. The money will go to “wildlife shelters and carers around the state that have been affected by the Victorian bushfires and extreme heat events.”

Australian Bushfires Relief Sale: Buy a game and do some good!

Explaining the Cover of Enemies & Allies (Ronin Roundtable)

Enemies & Allies is Modern AGE RPG’s next release, due to hit stores this first quarter of 2020. Enemies & Allies is one of three Modern AGE books besides the Modern AGE Basic Rulebook that can be considered “core” releases. The Modern AGE Companion is the big book of rules options, while the Modern AGE Mastery Guide, due to come out later this year, is the sourcebook for player and Game Master advice along with deeper options for customizing the game, including as rules for creating very simple characters or using Fantasy AGE style character classes.

Enemies & Allies sits between them. It’s the big book of Non-Player Characters and unusual creatures that can act as threats or allies. Its five chapters not only present various beings organized by genre but add optional rules to enhance their presence in your campaign, from the disturbing psychic impressions generated by horrific entities to the places of power that tend to attract fantastical creatures. Think of it as a significant expansion of the Modern AGE Basic Rulebook’s Chapter 9 adversaries, and more: rules to generate NPCs quickly, quick listings for a number of animals, and even guidelines for adapting creatures from other AGE system games.

However, one nasty antagonist is missing: the creature on the cover! When I wrote the cover description, I felt it was important to put the multi-genre nature of the book first, and the Cyberdemon represented that well, but I wanted individual authors to come up with their own ideas first instead of just reproducing my concepts. Still, for the completists out there, here are its game statistics. Note that the individual entries in Enemies & Allies itself are more detailed than what follows.

Cyberdemon

In certain secret labs, scientists and occultists join forces to create unusually potent computers and cybernetic enhancements. These synthetic limbs, brain implants, and crystal-processor super-servers are powerful because they don’t rely on Earthly energy. Instead, these ritually manufactured objects draw energy from the so-called Netherworlds, where Inimicals—beings the uneducated call “demons”—dwell. These implants are installed in secret operatives who are sent on the most dangerous missions, and scientists working on disturbing theories about the origins and ends of all things. These individuals don’t know that if they die, their souls are claimed through the devices they used. When enough of these sacrifices provide their souls as sustenance, the Cyberdemon is born, ready to be summoned by a knowledgeable occult technologist.

Cyberdemons are potent servants, whose formidable strength is enhanced by their abilities to influence technology. A Cyberdemon’s appearance is based on the technologies which were used to create it, combined with a form selected from the combined fears of those implants’ former owners.

Cyberdemon

Abilities (Focuses)

3              Accuracy (Inimical Cable)

1              Communication

5              Constitution

2              Dexterity

4              Fighting (Grappling, Inimical Cable, Talons)

3              Intelligence (Computers, Cryptography, Electronics, Medicine, Occultism)

4              Perception (Seeing)

6              Strength (Intimidation, Might)

2              Willpower (Morale)

Speed     Health                    Defense            Armor Rating + Toughness

12            35/85/115               12/12/13                          4I/4B +5/+7/+8

Note: Health, Defense, and Toughness are listed by Mode, in Gritty/Pulpy/Cinematic order.

Weapon Attack   Roll             Damage*

Inimical Cable         +5                    2d6+4

Talons                     +6                    2d6+6

*+2 to damage in Pulpy and Cinematic Modes

Special Qualities

Favored Stunts: Demonic Data (4 SP), Lightning Attack, Shock and Awe

Demonic Data (4 SP): By spending 4 SP in combat or while interacting with an electronic device, the Cyberdemon can transmit a burst of corrupt data to compromise or destroy anything capable of electronically processing data. Roll the demon’s Intelligence (Computers) against TN 15. On a success, the Cyberdemon either disables a number of devices in a 30-foot radius equal to the Stunt Die result or steals data from a single device in a 30-foot range. This data can be retransmitted using the interface special quality.

Inimical Cable: As a minor action, the Cyberdemon can shoot a spike-tipped segmented metal cable from its body at high speeds up to 30 feet from its body. The cable inflicts ballistic wound damage. After hitting its target once with the cable, the Cyberdemon can use it to engage in close combat as a minor or major action even when the demon itself is out of hand to hand range, for as long as the cable stays attached to it. This allows it to use grappling stunts, melee stunts, and other stunts and actions normally limited to close combat. To sever the cable, a combatant must inflict 20 points of Health damage. This damage is suffered by the Cyberdemon. The inimical cable has the same Armor and Toughness as the creature. The Cyberdemon can produce any number of Inimical cables, but its ability to control them are limited by its actions per round. Some Cyberdemons use clouds of destructive nanorobots, segmented armatures, and other visually distinct variations of the inimical cable, but most function the same.

Interface: The Cyberdemon can transmit data to an appropriate storage or computing device or connect to any network within 30 feet by spending a major action. The Cyberdemon can also act as a computer, wirelessly activating output devices whether or not these have wireless capabilities. The Cyberdemon’s processing powers are on par with the highest-end consumer-grade systems, and its storage capacity is prodigious, increasing as the technologies that spawn it become more sophisticated. Currently, a typical Cyberdemon can store a petabyte (1000 terabytes) of data.

Spectral Sight: Cyberdemons can see infrared, ultraviolet, and radio waves, along with electrical activity. A Cyberdemon cannot be blinded by environmental conditions—its eyes must be destroyed. Furthermore, it can see up to 10 feet through walls, but must succeed at a TN 15 Perception (Seeing) test to perceive anything more than the rough outlines of people and objects.

Talents: Hacking (Master), Overwhelm (Master). At the Game Master’s discretion, the Cyberdemon may also have technological augmentations using the rules in Enemies & Allies (Chapter 5: Science’s Edge), the Modern AGE Companion (Chapter 5: Extraordinary Abilities) or other books (such as Threefold or Lazarus) presenting such enhancements.

Equipment: None

Threat: Major

20 Years of Green Ronin, Over 2 Years of Modern AGE

Since this is 2020’s first Modern AGE-related post, I would be remiss if I didn’t note this was Green Ronin Publishing’s 20th Anniversary. I was fortunate enough to work on a new edition of Ork! The Roleplaying Game, Green Ronin’s very first RPG, and now, with Modern AGE, it’s been my privilege to oversee the birth and growth of one of its newest lines. As I said, 2020 should bring forth the remainder what I consider Modern AGE’s core rulebooks, but this year will be busy with even more material for the game: adventures, Threefold setting material, and one really exciting project we can’t wait to announce. Cheers!

HEED THE CALL TO ADVENTURE! (Ronin Roundtable)

Brave heroes stand up to stop super-powered opponents whose abilities place them beyond the reach of most law enforcement. But what’s the villains plot? How do they lay the groundwork? And how do they react once a band of meddling kids starts sniffing around their scheme? It’s not a secret that Mutants & Masterminds is a fun system but lacks much adventure support. Groups are still playing our introduction to 3e, Emerald City Knights a decade after its release because we’ve been falling down on providing more adventures for you.

One of the reasons Green Ronin asked me aboard to develop Mutants & Masterminds is for my experience developing fun adventures. And while a lot of my attention has gone into delivering on all the outstanding projects and sewing my costume for the last few years, we’ve all been tinkering away in the background to solve the greatest of M&M challenges: adventure!

 

Welcome to Astonishing Adventures

Astonishing Adventures is a new monthly PDF series of superhero adventures, written by some of the best minds in the RPG industry today, like Steve Kenson, John Polojac, Lyz Liddell, Amber Scott, and many more. Each adventure includes everything you need to play, including some suggestions for how to bring your superheroes into the excitement, how it might tie in to Earth-Prime, suggestions for expanding the adventure if you want more than just one or two nights’ entertainment, and all the statblocks you need, generally clocking in around 15-20 pages of excitement.

We’ve also played around with the statblock presentation so GMs can find the information they need at a glance, with a compact summary whenever a combatant is mentioned in the running text and more details in each adventure’s Cast section. As both a graphic design and a GM, I’m pretty happy with that development.

 

 

While most of the Astonishing Adventures will be designed with standard PL 10 “cape and cowl” heroes in mind, we’ll also be releasing support for cosmic teams, hero high adventures, and more as time goes on.

Our first round of releases drop next week. You’ll be seeing the urban adventure Power Play and the assault on a volcano fortress that is The Island of Dr. Sersei, the two new adventures included in the Deluxe Gamemaster’s Guide, letting you run the adventures even if you still keep your original Gamemaster’s Guide! February will see Rise of the Tyrant as well as the lighthearted Reign of Cats and Dogs, and every month after will see the release of one or two new adventures. We’ve got text and art orders ready to carry us for the next 12 months, so let’s make 2020, and our own 20th Anniversary, the year of adventure!

 

Q&A

Are you going to be releasing Astonishing Adventures in print?

Mutants & Masterminds 3rd edition has produced several books from regular PDF series in the past, but we’re not currently planning to release any of these adventures in print. If there’s a lot of fan demand that might change, but for the time being, they’re PDF exclusive.

Will there be two adventures every month?

We plan to alternate. Some months will release a single adventure and other months will have two.

Will you make an Astonishing Adventure around my favorite M&M villain?

I don’t know. Hopefully. There are a lot of great Mutants & Masterminds villains, so I don’t know that we’ll get to all of them, but we’ll try to provide a good mix of classic fan favorite and new or niche weirdoes. Conundrum, Cerebrus Rex, and Medea are all coming soon, and even more villains are showcased in our Mutants & Masterminds fiction from Nisaba Press.

How much will each Astonishing Adventure cost?

Each Astonishing Adventure is $4.99 USD, less than the price of a foot-long sub!

Are you planning to do more multi-part adventures like Emerald City Knights?

The NetherWar is brewing. Stayed tuned for more information.