Justice for all. Black lives matter.

Justice for All
Everyone at Green Ronin was outraged by the murder of George Floyd by police in Minneapolis, and we support the protests demanding justice in his name, and in the names of countless Black people murdered and mistreated by the police. Black lives matter, and it’s long past time white America acknowledged that, and took responsibility for the deep-seated racism at the roots of our nation’s history, poisoning our nation’s present.

From the very beginning, the American ideal of “life, liberty, and the pursuit of happiness” was reserved only for some. That is unjust and cannot be allowed to continue. The injustices of the past must be redressed and, more importantly, present-day systemic racism and white supremacy must be torn out of our nation, root and branch. For there to be peace, there must first be justice. Justice for George Floyd. Justice for Breonna Taylor. Justice for Ahmaud Arbery, and so many, many others. Because until there is justice for them, all of them, there cannot be justice—or peace—for all.

Justice for all. Black lives matter.

Justice Now Sale
In conjunction with this statement we are launching a new Charitable Giving sale. From now until July 6, the Mutants & Masterminds Basic Hero’s Handbook is on sale for $20 in print and $15 in PDF. $10 of each sale will go to Black Lives Matter Seattle-King County. Comics have often been used to tell stories about the fight for justice and heroism in the face of oppression, and you can write your own chapters with the Mutants & Masterminds RPG.

We also encourage you to donate directly to BLM Seattle or the nationwide organization. Seattle Met has a good list of other ways to support the protests here in our home town.

You may also consider supporting social justice organizations we’ve donated money to in previous Charitable Giving campaigns.
Center for Justice and Accountability
Innocence Project
National Immigrant Justice Center
Pride Foundation
Southern Poverty Law Center

What Even Is Time (Travel)? (Ronin Roundtable)

With the 20th anniversary of Green Ronin Publishing and the 18th anniversary of Mutants & Masterminds this year, we’ve been doing a lot of looking back at the past. But what about visiting the past or, for that matter, changing the past? Well, that’s where the Time Traveler’s Codex for M&M comes into play, arriving “just in time,” so to speak.

Time travel is a favorite sub-genre of mine, and the superhero genre is especially fertile ground for it, given the “anything goes” approach of my comic book universes. It’s not all that unusual for a character to be someone else’s potential offspring from an alternate future, or for one’s nemesis to be someone you haven’t even “met” yet, but who is trying to erase you from history! Naturally, when M&M Developer Crystal Frasier proposed the Time Traveler’s Codex, I was first in-line to write part of it!

Time Traveler's Codex on sale now!


The parts of the Codex I got to write include: The overview of time travel as a sub-genre, temporal mechanics and rules options, the role of time travel in a series, creating characters with time travel in mind, Gamemaster advice on handling time travel and running time travel adventures (or series), time travel in the Earth-Prime omniverse, and a revisit to the Silver Age of Freedom City as a time travel destination. Here on the Ronin Round-Table, in this installment and the next, let’s take a sneak-peek at a few of these in more detail.

Infinite Possibilities

Well, there wasn’t room in the sourcebook for infinite possibilities (if there is later, maybe I’ll jump back and revise). Still, the beginning Time Traveler’s Codex takes a good look at how time travel might work, and at the various staples of the sub-genre, including alternate timelines (and alternate selves), non-linear time, paradoxes, fixed points in time, and temporal enforcement agents (both natural and supernatural). Gamemasters can decide for themselves what time travel options exist in their own games, with some guidance as to the possibilities and repercussions.

Temporal Mechanics

The first chapter of the sourcebook also looks at optional rules systems for handling things like temporal navigation, temporal drift, temporal mishaps (complications specifically related to time travel), temporal transformations (either from revisions in history or exposure to chronal energies), and retroactive continuity. It’s a place where some of the M&M game systems get to shine, from transformative afflictions to time-related complications. I particularly like the following extension of the hero point mechanics for time travel:

Hero Points and Retcons

Temporal manipulations allow for an additional option for hero points, using the Edit Scene ability to “retcon” changes in history! Essentially, so long as the player can come up with a time travel scenario that explains it, they can spend a hero point to edit the scene to make it the case. For example, heroes might find themselves trapped and without their devices; a player suggests their hero will, at some point in the future, come back into the past and leave an extra set of equipment behind a false panel nearby! The GM approves, the player spends the hero point, and voila! The heroes open the panel to find the gear that they need.

In addition to the normal limit imposed by the number of hero points they have to spend, the GM may wish to impose temporal consequences for an excessive use of this option, perhaps causing a character to start to develop time sickness (following) with the DC of the resistance test based on 10 + the number of hero points spent retconning that game session (or over a certain number that session).

Next Up: Mastering time travel, time in the Omniverse, and a look back at the Silver Age!


Nerian Nexus in Emerald City!

Assault on the Nerian Nexus is out and ready to run your heroes through the gauntlet! And while it’s packed with excitement featuring your favorite Freedom City baddies, an observant fan of our weekly Mutants & Masterminds Monday livestreams raised an excellent question: How do you jump from our previous adventure series, Emerald City Knights, to the events of NetherWar if your group wants to keep the same lineup?

There’s nothing saying you can’t just transplant the personalities and histories of Freedom City directly to Emerald City. Like any comic book series, simply give your heroes a few “villain-of-the-week” style adventures as a palate cleanser, then you can lead right into the events of Assault on the Nerian Nexus. But Freedom City and Emerald City have very different themes and casts, and with the events of Emerald City Knights delving so deeply in the west coast city’s obscured history and establishing the new status quo, you might want to recast the events of NetherWar to fit the west coast flavor.

Re-inventing the NetherWar adventure series to fit Emerald City requires a little more legwork if you really want to lean into the charm and mood of the city established during Emerald City Knights:

Step 1: Pick a Theme

Freedom City’s is inspired heavily by the long comic book histories of major publishers. It’s a melting pot of silly and serious, combining many genres of superpowers and comics with an eye more toward earnest heroics as the unifying theme. Emerald City, with its deliberately concealed history and modern, tech-oriented power boom, is more rooted in modern film and television, drawing inspiration from television shows like Heroes and movies from the new cinematic takes on classic comic mythologies. These sources look for a common and scientific (or believably pseudo-scientific) origin to superpowers and often ignore magic or else describe it like a scientific force not yet entirely understood.

All this is to say: Magic isn’t a major force in Emerald City as depicted in Emerald City Knights, even if the city itself has several noteworthy magical villains.

You as the Gamemaster need to decide if you want to keep the original magical overtones of NetherWar, or convert it to one of the power archetypes more commonly seen in Emerald City, like aliens or psychic ability. Rather than use NetherWar’s existing big-bad, you could use a powerful psychic like Koschei or the Cosmic Mind—who has become disembodied and is now trying to merge with the collective human unconscious to rule the world! Alternatively, you might run NetherWar as an extension of Emerald City Knights, with many of the magical threats being replaced with technology and nanites unleashed by Tellax as the alien robot continues its quest to transmute the Earth into a cosmic weapon.

Step 2: Decide the Histories

The events of NetherWar turn heavily on the actions of Adrian Eldrich before his death, with his old foes re-emerging to threaten the world now that no Master Mage opposes them. If you stick with a magical theme to the series, you’ll need to decide if Adrian Eldrich operated out of Emerald City and left much of his legacy there . If not, you’ll need to cast a replacement. With the Fraternal Order of Evil deliberately concealing much of the city’s superheroic history, it’s entirely possible another powerful mage made their home in the city, and whose legacy was forgotten and stronghold lost upon their death. In this case, it isn’t wards keeping villains from plundering the Nerian Nexus (or whatever you decide to call it), but simple ignorance. The gold rush to reclaim the lost treasures might begin when a Silver Age villain like the original Mad Machinist might babble about the lost stronghold in their old age, or the rediscovery of another Silver Age lair like that of Guild of Justice headquarters in The Reign of Cats and Dogs might point heroes and villains alike to this lost trove of magic.

If you instead decided on a theme other than magic, you’ll need to pick histories and locations to replace the magical ones featured throughout the NetherWar series. The Nerian Nexus might instead be a secret Ghostworks of Majestic-20 lab or a Preserver ruin hidden in the Atlas Mountains or deep below the Pacific Ocean. Peruse the Emerald City sourcebook for inspiration and don’t be afraid to create your own lost legacies in Emerald City to explain the how and why of strange locations.

Step 3: Cast Your Villains

To round out your Emerald City remake of NetherWar, decide which villains from the original adventures you want to keep and who you might re-cast with Emerald City natives.

The menacing Madame Macabre makes an excellent substitute for Medea. While nowhere near as ancient and a good deal more sarcastic, Madame Macabre is still bitter at the world failing her and relies as much on trickery and manipulation as she does brute force to get what she wants. For more powerful magical opponents to replace Malador in later adventures, you might look at Doctor Azathoth or Professor Jackanapes, or the chaos goddess Eris might insert herself into events to complicate everything. The obsessive collector of secrets Arcanix might stand in for Warden, while Toy Boy’s role as the ever-loyal spy might be replaced by another terminally-ill villain like Doubletime or Mosquito.

You can round out your gallery of rogues with magical adjacent villains, such as the Looking Glass Gang and various magic-themed Stormers like Chain, Epiphany Jones, Ghostlight, Lord Etheric, and Silver Sorcerer.

In the end, Astonishing Adventures are tools to help you and your group have a good time. Take what you like, replace what you think will work better, and otherwise customize the adventure to fit your needs!

All the villains and organizations in this post can be found in the pages of the Emerald City and Threat Report sourcebooks.

Powered UP! A Mutants & Masterminds fiction Anthology

Next week we are proud to release a collection of Mutants & Masterminds short stories from Nisaba Press, in an anthology entitled Powered Up!

Powered Up from Nisaba Press

Time passes, some things change, and other things remain. If you could go back in time nineteen years, and tell me in 2001 that the characters I created for Freedom City (the first sourcebook for what has become the Earth-Prime setting) would still be around…well, I might well have done some things differently, knowing that, but overall I’m glad that I didn’t. Because time passes, and things change, and we and the world change with them.

Comic books are very much a shared medium. Even the great creators, who set the stage for generations to come, eventually passed the torch of the wondrous worlds and characters they created onto other creators, who have done the same, on and on for generations now. While not-yet twenty years is a small comparison to a publishing history easily four times that, I can look back to the earliest days of Mutants & Masterminds and Earth-Prime and the tremendous number of people who have contributed to it: writers, artists, editors, developers, and other creatives, as well as countless players and Gamemasters. They made what started out as “my” world into a truly shared world.

I was recently told by a reader that one of the things he liked about Earth-Prime is that we have allowed time to pass in the setting, largely as it has passed for us. Characters from almost twenty years ago have grown-up, retired, moved on, and even died. Young upstarts are now married with kids. Young kids are now young adults and the Earth of Freedom City has grown—oh, how it has grown! This book is just the latest chapter in that growth.

Powered Up is a whole different view of a living, changing, heroic world, because it is a collection of stories. For a tabletop roleplaying game like Mutants & Masterminds the stories need to be incomplete, unfinished: They are implied, hinted-at, or only half-told—offered as dangling threads you can pick up and follow, or briefly summarized histories of the epics of the past. They’re incomplete because they await players, the storytellers, to finish them.

This anthology lets us step inside those stories in a different way, not as players but as readers, and we can follow along with the heroes and people of Earth-Prime as their stories unfold before us. The diversity of stories in this collection shows just how rich and living a world Earth-Prime has become and, if I may indulge the role of “proud parent” for a moment, just how well it has grown-up over the years. I’m excited to be able to share these new stories with you, and looking forward to all of the stories—and changes—to come.


NEXUSES, NERIAN AND FAR (Ronin Roundtable)

Assault on the Nerian Nexus

The next adventure in the NetherWar series, Assault on the Nerian Nexus, releases this morning. Following an unspecified number of years after the events in Master of Earth, Assault on the Nerian Nexus represents the first big event to kick off the villain’s diabolical plan to conquer not only Earth-Prime, but all the cosmos! The NetherWar begins with a bang, as Medea cracked open Adrian Eldrich’s now-vacant sanctum, the Nerian Nexus, to plunder the treasures inside! But secrets never stay secret among Freedom City’s villain community, and a half-dozen other villains wait in the wings to make their own run on the wealth and knowledge long protected inside the supernatural abode! The heroes will need all their strength and cunning to stand up against a rotating gallery of villains before they can escape with deadly secrets and powerful magic artifacts!

Adventure author John Polojac—who you might remember from Rogues Gallery and the SuperTeam Handbook — did a great job bringing the surreal world of the Nerian Nexus to life, with plenty of bizarre encounters beyond villain rumbles to vex and emotionally scar your heroes. John always overdelivers, and was thoughtful enough to provide some advice for Gamemasters who want to switch up the events of Assault on the Nerian Nexus for increased customization and replayability by adding an optional encounter with the villain Arcanix at the adventure’s conclusion.

I’ll let John take it from here:

The Arcanix Alternative


Having the far more self-interested Arcanix substitute for Warden in the conclusion sets up a potential confrontation for the heroes. While Arcanix desires the same prize as Medea—the multiversal guidebook Alternity Atlas—he realizes he arrived too late for that. But the mysterious mage will take a concession prize as his due, all the lesser items gathered by the Crime Leaguers on their sojourn. Heroes balking at this “compensation” must contest with Arcanix. The characters should justly be wary of giving over ANY of the Nerian Nexus’ prizes to the avaricious Arcanix.  While he has no genuine animus towards the team, he realizes they are unlikely to comply with his demands, so Arcanix will strike the instant any heroes voice objection!

Even if prevented from absconding with ill-gotten goods, Arcanix taking leave with Medea to parts unknown is obviously a bad idea. Should he escape with the immortal in tow, an adventure can be built around tracking Arcanix before he finds a way to add Medea’s secrets to his own. As memories cloud following his departure, the team must act quickly to discover a means of reaching Arcadian’s extra-dimensional bolthole!

The Arcanix Alternative takes the adventure’s conclusion in a very different direction, setting up a chase scene or rescue mission culminating in a confrontation with a power spellcaster. Depending on how the heroes handled other villains throughout the events of Assault on the Nerian Nexus, they may assist the heroes in freeing Medea or use the distraction as a moment to lash out for revenge! Tom Cypress in particular is likely to become involved to save his best friend, while Medea’s Crime League cohorts may likewise follow up on her kidnapping before they lose their only reliable access to magic power.

Arcanix’s statblock and background information can be found in the pages of Threat Report, alongside dozens of additional villains who might threaten your heroes!

The NetherWar doesn’t end with Assault on the Nerian Nexus, so stay tuned for further supernatural adventures!


Ronin Army forums update: All Good Things…

Hello Green Ronin fans,

Today we have guest post from our stalwart forum moderator Fildrigar, on the status of the Ronin Army forums that have been down for the last week.

Ronin Army Gamer Badge

Green Ronin Gamer Badge


I’m Barry Wilson. You might remember me from such internet places as That One Wargaming With Miniatures Forum and Esoteric Prog Rock Fans Online.

I have a long history with, and a deep and abiding love of internet forums. Since I first discovered them in the Nineties, I have whiled away many an hour reading and posting on them. I never had the patience for IRC, far preferring the slower, more thoughtful discourse (and formatting options) forums usually provided. I’ve been moderating Green Ronin’s forums for around eight years now. 

Unfortunately, the time has come to shut down the forums. While it wasn’t an easy decision, it was necessary once we discovered a rather serious security vulnerability that made continuing to support the forum software an untenable position. We have reached the tipping point where the security risks involved with maintaining the forums outweigh the benefits. We tried to find a solution that would allow us to maintain the existing forums in read-only mode, but just running the forum software on our servers would pose too great a security risk. 

Forums have in the past provided a place for people to discuss our games. Increasingly, those discussions have moved to places like Facebook, Reddit, and Discord (and many, many others.) Places like these are allowing us to reach more fans than our small forums did. Searching Facebook for the names of our games will direct you to groups available there. There is also a very robust and friendly Discord community called the Green Ronin AGE Appropriate Discord. You’ll find some of your favorite Green Ronin staff regularly hanging out there to talk about the latest Green Ronin happenings.  

In closing, remember that we love you, keep on gaming, and we’ll see you on the internet.


It’s Monday, and we’ve got a lot of things going on we wanted to share, so we figured: “Why not host an impromptu live-stream?” So, we’re inviting you to join Green Ronin Publishing today at 2:00 pm Pacific/5:00 pm Eastern for a special test-run of our live-streaming capabilities, featuring Mutants & Masterminds Super-Dev Crystal Frasier and designer Steve Kenson! They’ll be streaming from our Facebook page, talking about all things Mutants & Masterminds, including the Astonishing Adventures line, its exciting new NetherWar adventure series, and the newly-released Time Traveler’s Codex. Barring any unforeseen technical challenges, they’ll take your questions, too! So come hang out with us as we dip our toes into the world of Facebook live streaming! See you at 2:00 pm Pacific/5:00 pm Eastern, today!

One of the weird truths in any publishing industry is that you often pay for text you can never fully use. The reality of publishing, especially anything highly visual like textbooks, manuals, and game books, is that graphic element of the book needs the text to stop in specific places or only take up so much room. You order your text hoping for a perfect fit, but all too often you need to trim all kinds of interesting tidbits to finally make your book fit. And while the Time Traveler’s Codex gave us access to the End and the Beginning and all ticks on the clock in between… we still ran out of space.

But all good things in time! The miracle of the internet means we no longer throw out babies in the trash, but instead package them up into a free bonus PDF for you to enjoy, whether you purchase the Time Traveler’s Codex or not! Obviously you’ll get a lot more utility out of the content provided if you have the sourcebook in hand, but when push comes to shove, this eclectic mélange of equipment and minions from up and down the timestream can find a home in just about any Mutants & Masterminds campaign. It includes some of my favorite bits, like the centaur and mermaid, that had to be cut from their respective eras—while fun, they’re far from historically accurate—as well as a few fun pieces of time travel gear that can expand your arsenal or provide a handy power boost to your favorite villain!

So download it and… take some time for yourself.

The Time Traveler’s Codex: BACK FOUR SECONDS! (Ronin Roundtable)


You flipped through the sacred text of the Time Traveler’s Codex  and now you think yourself an equal of the Chronomaster?! You thought your petty time travel shenanigans were any match for true villainy? I was weaned on chronal energy, with all the timestream as my playground. They think time is a realm for heroes? But villainy is relentless! Unyielding! Immortal! Your paltry acts of goodness are waves crashing against a beach, thinking they achieve something by sweeping sand into the tides and ever unaware that mountains stand beyond their reach.

Every era across space and time has its villains, from ruthless Gladiators of the Roman Empire to the Cyber Ronin prowling the neon kingdoms of the cyberpunk dystopia, I have eager minions ready to throw themselves in harm’s way. Even outside of time, loyal chronozoids—the Time Elemental, the Temporal Weaver, even the Chrono Predator—bend to my will!

But by now you’ve bested my minions. You think yourself safe. But I’m only just beginning. Can you face not one but SIX diabolical villains, gathered from the far-flung corners of the omniverse?! The Future Perfectionist, a diabolical mastermind who will use your own powers to shape the future to fit her ideal; the Immortal Conqueror, a master of the crudest form of time travel who has waged war since time immemorial; the Living Gateway, a fiend unmoored in the timestream, able to gallivant anywhere beyond the reach of your finite law; the Temporal Wizard, a master of chronomancy who bends past and future into potent weapons and reshapes his own body with evolutionary trickery; or the terrifying Time-Hopping Tyrant, a warlord evolved beyond human concerns and bedecked in technology far beyond your petty, 21st-century understanding! But first you must survive my personal pet—a silicon soul, forged with only a single purpose: to wipe you and your pathetic cause from the history books! Behold, the eXterminator!

Download the eXterminator preview PDF now!

Idle Thoughts on Idol Pursuits (Ronin Roundtable)

The shared world experience is an interesting one, something my earliest experiences with roleplaying games informed me about. After all, I started out playing around in imaginary worlds created by others, first as a hobby and later as a professional writer, so it’s a natural progression that now, other people are playing around in imaginary worlds that I created. One of the important things about shared worlds is that they’re like living things: They grow and change over time and, while you might help to create one, or even “raise” it, ultimately, it doesn’t belong to you and it can be better from a lot of different contributions.

Idol Pursuits, the Mutants & Masterminds novella from Nisaba Press, written by Michael Matheson, is an example of how those diverse shared-world contributions come together. Like the upcoming NetherWar adventure series for the Mutants & Masterminds RPG, the story of Idol Pursuits has its origins in the update of the Freedom City sourcebook (itself the origin of the Earth-Prime setting) to the third edition of the M&M rules.

One of the background elements that was updated in Freedom City is a change in the forces of magic in the world: The loss of Adrian Eldritch as Master Mage, followed by his successor Seven inadvertently becoming ruler of the Netherworld, forced to exile herself from Earth. Now sinister forces of sorcery that were once under control are rising in power. One strand of that story is told in NetherWar (NetherWar: Master of Earth is on sale NOW!), while others appear in M&M fiction like Idol Pursuits and the forthcoming novel The Doom That Came to San Francisco.

When there’s magic at work in the world of Earth-Prime, you can bet things are going to happen in Mystery, New Hampshire, a mystic part of the setting I first detailed in Altas of Earth-Prime, which is also the setting for Idol Pursuits. Just the place where you might expect a deathless vigilante dealing out harsh justice might come across a strange idol that everyone seems to want, and team up with a young sorcerer-detective and his sword-wielding barbarian protector. For me, it’s a fun experience to see Matheson’s Revenant, Kid Necro, and Ilkath, among others, meet up with some familiar Freedom City characters of my creation, mixed with other contributions to Earth-Prime like Scott Bennie’s specialists in magic and weirdness from Agents of Freedom, and some of Prof. Christopher McGlothlin’s creepy characters from Freedom’s Most Wanted, to name a few.

Intrigued? Well, no spoilers here, but if you’re interested in magic and misadventure in the Mutants & Masterminds manner, and maybe getting another perspective on the Rise of Dark Magic in the Earth-Prime setting, take a look at Idol Pursuits, the ebook and pdf are available today from Nisaba Press!

Mutants & Masterminds: NetherWar is Coming… (Ronin Roundtable)

So what good’s an adventure if the story doesn’t roll on into the next one? What good is winning the battle while the war rages on? And how can real heroes keep the world safe when the position of the world’s guardian remains empty?

The NetherWar is upon us, to answer these questions.

NetherWar is a six-part adventure series for Mutants & Masterminds—five main stories and a prequel—that pits the heroes against the rising tide of evil magic on Earth Prime. The champions must prove their mettle by defending the world from newly-empowered villains and uncovering the legacy of protection Adrian Eldrich created before his terrible death. But they’re racing the clock as a diabolical shadow from the Master Mage’s past works to unravel those protections and rise on Earth-Prime as a dark god!

Over the coming months, you’ll run through the harrowing challenges and ultimately save Earth-Prime. The adventure begins with a flashback in this week’s Master of Earth, written by me, then continues next month with John Polojac’s Assault on the Nerian Nexus. The months to come will unveil The Pentagram Peril, Broken Strings, Bound by Gold, and finally conclude in Three Made One. There’s plenty of space in between each adventure to add your own adventures and plot points, or you can run the entire series back-to-back as an extended mini campaign, and each volume of the NetherWar arc will work as a standalone adventure if you only want little a magical peril. As a treat.

No Spells Required!

You can run the NetherWar adventure arc using your existing heroes, or build a new team to tackle the crisis, but magical powers aren’t necessary to save the world from the magic apocalypse. There are plenty of expert NPCs along the way to explain the magical history of Earth-Prime and plenty of ways to solve the various challenges without resorting to spellcraft, so feel free to bring your mutants, aliens, and cyborgs into the fight!

If you do want to use NetherWar as the kickoff for a magical campaign, NetherWar offers Bequests in each adventure—tiny bits of Adrian Eldrich’s legacy as Master Mage left behind for others to inherit. Your heroes can keep bequests in their trophy case as plot devices they can pull out for a Hero Point, or invest the Power points to make any bequest a normal part of their heroic identity. And the greatest bequest of all is up for grabs: The title of Master Mage of Earth-Prime! While bequests and the title aren’t central to the campaign, they provide a little something extra for players who get into the themes and legacies involved.

A Blast in the Past

With the Time Traveler’s Codex  available now, it’s appropriate that the NetherWar kicks off with a little trip to yesteryear in Master of Earth. A slight departure from our usual Astonishing Adventure offerings, Master of Earth flashes back to events we already describe in the Secret Past chapter of Freedom City, Third Edition and further details Seven’s climactic confrontation with the Dark Lord Una to save the earth after Eldrich’s passing. The players step into the roles of Seven and several members of the teenage Next-Gen to stop Una the Unrelenting from conquering Earth-Prime! You can play the adventure as a slice of history with the same outcome, or use the adventure with your own heroes to create your own spin on Earth-Prime’s recent past. While the heroes of Master of Earth—are set years in the past—don’t necessarily tie directly into those you might play, the adventure with help players understand the status quo of Earth-Prime’s magical community and how we got here.

Your Guide to Adventure!


NetherWar has a lot of moving parts and expectations, not to mention six parts stretched out over as many months. To help players and Gamemasters alike keep track of all those moving parts, we’ve assembled a FREE NetherWar Guide. This 15-page guide gives players the rundown on what they need to know and expect going into NetherWar as well as advice on what skills, Advantages, and powers might be helpful. If you’re building your team from scratch for this adventure series, it also offers five team ideas and five concept roles to help you define your place in the group. You can build your teams only using these concept roles, or combine them with roles presented in the SuperTeam Handbook to flesh out your place on the team and the story.

For Gamemasters, the NetherWar Guide also includes a section just for you! It includes an adventure-by-adventure preview of what to expect so you can start early seeding any plot points you really like. It also includes a brief who’s-who of NetherWar villains so you can read up on their history and start perfecting your voice-acting skills for the table!


If you’re worried about magical mayhem overload, don’t fret! We’ll have plenty of Astonishing Adventures to come that offer some mystical relief! Take off to the stars, battle aliens, and stop a supernova in the cosmic adventure Prodigal Sun, or take your campaign back to high school for a LARP gone terrible wrong in Bite Club, or confront a mischievous cosmic imp as you journey Into the Idiot Box! All these and more lie in the future!

The NetherWar has been a really fun project to bring to life, and I hope everyone has as much fun playing it. Hopefully this will be the first of many multi-part adventures yet to come for Mutants & Masterminds, so let us know what you think on social media and the Ronin Army forums!