Gadget Guides: The Right Tool for the Job

Mutants & Masterminds Gadget GuidesYou can tell that Power Profiles was written and produced serially, because we included “Armor Powers” pretty early on: powered armor is a common type of super-power in the comics, and it starts with “A” so it was right up-front on the list of power themes. However, it quickly became apparent that if we were going to do additional power profiles on all of the various power effects involving devices and equipment that the series (and the final book) was going to be almost twice as long!

So we decided early on to set aside all of the other power themes involving devices and equipment, other than things like “Tech Powers” and things that were innate super-powers interacting with technology or the like. That list was expanded upon with other themes specific to equipment, building an outline for a new series of serially-released PDFs we called Gadget Guides.

Gadget Guides is “Power Profiles, but for equipment” so it’s no surprise that it, too, quickly sold through its print run, with copies of the out-of-print book going for sky-high prices on resale sites. Even more than Power Profiles, Gadget Guides spans styles, genres, and power levels, with chapters ranging from Archaic Weapons and Steamtech (19th century steampunk) to Alien Technology, Cybertech, and Mecha! Robots get into the act as well; we ended up writing stats and a background for the giant robot on the cover, in fact. (It’s a Terminus probot.) It’s not even all technology: Gadget Guides includes chapters on magic items and magical rituals and on psychic technology and devices.

That makes Gadget Guides a kind of “stealth” genre book for Mutants & Masterminds as well. If you want to use M&M to run adventures or campaigns for cyberpunk, far-future science fiction, the steampunk 19th century, modern super-spies, battling giant mecha, super-vehicles, or an archaic setting with magic and psychic powers, the book has all kinds of tools to help you do any or all of that. That’s in addition to its usefulness for a general superheroic setting, which has to account for all of those various sub-genres and more. Gadget Guides pairs well with the newer Time Traveler’s Codex as well as Power Profiles, covering the technology available in different time periods and settings characters might visit (or come from).

Just like Power Profiles, Gadget Guides is a catalog of inspiration when it comes to particular character types. Just flip through its pages and you’ll have all kinds of ideas for heroes and villains using particular types of technology. It’s also a handy resource for inventors (covered in Appendix I of the book, by the way) and gadgeteers: Rather than having to build-out different devices on-the-fly at the game table, you can just reference the catalog of devices already built in Gadget Guides to see if they fit your character’s point “budget”!

In short, Gadget Guides does for equipment what Power Profiles did for innate powers, and then some, giving you a complete “toybox” for arming and equipping your Mutants & Masterminds characters.


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