Tag Archive for: Mutants & Masterminds

Crystal’s Top 5 Green Ronin Picks!

It’s hard to pick just 5 items from the Green Ronin catalog as favorites, because the company’s library covers an enormous variety of genres and system, but here’s the best I could do. Presenting “Crystal’s Top 5 Green Ronin Picks

Mutants & Masterminds Condition Cards!

5. Mutants & Masterminds Condition Cards

Mutants & Masterminds is mostly a fast, intuitive system that’s easy to adjudicate on the fly with little or no prep. Everything is a d20 + modifier resolution, with the modifier usually being related to your campaign power level. The only place I tend to stumble is in remembering the rules for the two-dozen or so conditions that powers and failed checks might apply to a character. That’s when game stops and I have to flip back to page 18 of the Hero’s Handbook and remember what rules to apply. That’s why I made a homemade condition card deck back when 3rd edition first released. Now that we have an official condition card set made from shiny cardstock and featuring iconic art so I can deal out conditions in style and I love them!

4. Mutants & Masterminds Superteam Handbook

Superteam Handbook for Mutants & Masterminds!

Alright, spoiler alert: I’m making my list assuming you already have a Hero’s Handbook for M&M, so that’s not even going on my list. But once you have the Hero’s Handbook (Deluxe or Basic), then what? There are the obvious choices—the Deluxe Gamemaster’s Guide if you’re the Gamemaster or Power Profiles if you’re a player—but for my money the handiest book for the whole group is the SuperTeam Handbook. It’s got expanded rules and character options for players and talks about building your superhero team as a collective, deciding roles and strengths and weaknesses that you rely on your teammates to shore up. But beyond that, the SuperTeam Handbook is a stealth campaign guide, showing you 8 distinct models for how you can run your Mutants & Masterminds game. You’ve got your standard “big heroes on the block” campaign, but also “fugitive heroes,” “urban vigilantes,” “super sentai,” and “quirky agents,” all with examples of the kinds of adventures and opponents those heroes might face. For Gamemasters, it also has a giant catalogue of characters that you can pass out to new players, or file the serial numbers off and use as villains if you don’t have time to make your own.

Modern AGE Basic Rulebook3. Modern AGE Core Rulebook

I have a soft spot for modern games, as illustrated by the large catalogue of d20 Modern manuals that observant readers may have seen in the background of M&M Monday streams. To mean, there’s a lot more excitement in bringing fantastic elements to a familiar world than in showing off fantastic elements in an already fantastic world. Modern AGE is a fun, fast, and flexible system that works great for any game set between the golden age of piracy and the near-future cyberpunk dystopia. The basic rules make it easy to put together a player character or NPC in no time, while the stunt system adds depth to combat and investigations. I’ve been running a monster-hunting campaign set in 1890’s San Francisco using just the core book and a copy of Modern AGE Enemies and Allies (a little side plug there) and having a great time.

2. Mutants & Masterminds Hero HighHero High Revised Edition for Mutants & Masterminds

I’m a sucker for X-men and Legion of Superheroes. It’s hard not to be when you spend puberty feeling like an outcast, so roleplaying in a world setting where you’re empowered for being the weird kid is just the chef’s kiss of roleplay options. This setting book for M&M is from before my tenure on the line but remains my evergreen favorite as a setting to run, play in, or fantasize about expanding. The 3rd edition version takes one of the strongest supplements for 2nd edition and revises and expands it to fill out the flavor and options of playing teen superheroes (or villains) while still worrying about getting your homework in on time.

Blue Rose: The AGE RPG of Romantic Fantasy Core Rulebook 1. Blue Rose: The AGE RPG of Romantic Fantasy

I know, I know. I’m the Mutants & Masterminds developer. Shouldn’t my number one product be an M&M book? Well, it isn’t. As much as I love comic books and superheroes, I love things that are unapologetically queer more. And I love romance and fairy tales and drama and people trying their hardest to be better than they were before, and Blue Rose offers all of that. While I usually sell it to my friends as “you can play a sassy psychic cat,” the selling point for me is that encounters are meant to be talked down or puzzled out at least as often as they’re meant to be fought, and all against a backdrop of gorgeous art.

 

Blue Rose Cover (work in progress)

Blue Rose Cover (work in progress) by Stephanie Pui-Mun Law

 

 

Malcolm Sheppard’s Top 5 Green Ronin Picks!

What’s good? Taste is subjective, though I think everybody feels there are certain exceptions, such as the terribleness of the Star Wars Holiday Special, which transcends cultures and times as an object of derision, albeit sometimes affectionately so. So, this list of “Malcolm Sheppard’s Top Five” is just my opinion, though there may be hidden objective excellence rattling around in there, somewhere. This list isn’t in any particular order.

Mutants & Masterminds Basic Hero's Handbook coverMutants & Masterminds Basic Hero’s Handbook

Supers, and generally, point-build systems, aren’t my strong suit as a designer, but I love the genre. The Basic Hero’s Handbook is a masterful introduction to Mutants & Masterminds that communicates everything you need with remarkable brevity and straightforwardness. I especially like the streamlined character creation system, and how after using it, and not having to sweat points too much, you still end up with a character fully compatible with the rest of the M&M line, including characters made using the Deluxe Hero’s Handbook. Plus, it has all the rules you need to run it!

Fantasy AGE LairsFantasy AGE Lairs

This supplement for Fantasy AGE does a great job of mixing function and atmosphere. Each lair presents a creature, location, and situation. None of these are hard-coded adventures, but contain plenty of hooks and suggestions, and can be run sandbox style. My favorite lair in the book is the Lair of the Ghoul Prince, which I’ve talked about before, in a pervious article. Go read it!

 

 

Trojaqn War for the D20 system!Trojan War (d20)

Maybe I’m doing this wrong and I’m supposed to stick to current releases, but I love Homeric mythology, and really enjoy Trojan War’s particular adaptation. It covers all the major elements of this mythic-historic event, from gods and heroes to how it all works for original characters using the d20 System. I think it’s still valuable now because of the way it’s structured for games and the fact that d20’s design has been influential enough to seed itself in many other games, making conversion pretty easy. I miss these kinds of treatments of real-world mythology in games, and while there are new ones around, I want more! Maybe I have to do it myself….

 

The Lost Citadel Roleplaying (5th Edition)The Lost Citadel Roleplaying for 5th edition

Here comes the bias! I worked on the Tales of the Lost Citadel anthology, The Lost Citadel Roleplaying, and The Lost Citadel Fantasy AGE Conversion Codex—but there’s plenty I didn’t work on, in fiction, rules, and concepts, that’s just fantastic. The Lost Citadel is set in the last, desperate, walled city of the living, who struggle with each other while battling for survival against the risen Dead. One thing I love about the setting is it takes the basic conflict in the zombie apocalypse genre—that your living companions are as much a problem as the undead—and renders them on a social scale, in conflicts between the city’s factions.

Threefold A Campaign Setting for Modern AGEThreefold (Modern AGE)

Where The Lost Citadel is a choice tinged by my bias as a designer, well, uh, I’m the principal designer of Threefold. I made up the broad strokes and developed other writers’ work to get what I wanted: a setting for Modern AGE that would use the conceit of planar travel to permit virtually any kind of character, but wouldn’t seem generic, unfocused, or lacking strong story structures. Whether you explore the planes as a member of the Sodality or defend the Earth (sometimes from other Earths) with Aethon, there are always things to do, rivals to deal with, and secrets to uncover. One reviewer said the game felt like its setting had already been established for years. That’s the feel I wanted, and I hope you like it.

End of Year Sale and GR Gift Guide

Happy holidays from all of us at Green Ronin! I don’t think 2020 was the year any of us hoped for but on the upside, it’s almost over! Right now, we’ve got our Year End Sale going on, which offers 20% off most of our titles through January 3. Get gifts for your friends and family, or just treat yourself. If you survived 2020, you deserve it! Two important notes. First, we do offer gift certificates in our online store, so if you don’t know what to get for the gamers in your life, that’s always an option. Second, shipping is particularly slow this year, so if you want things in time for Xmas, get your orders in early. If you aren’t sure what to get, I’ve put together a gift guide that may help. Let’s get to it!

Death In Freeport for Fantasy AGEAs you may heard, 2020 was Green Ronin’s 20th anniversary. One way we celebrated that was with new editions of one of our earliest releases. I wrote Death in Freeport 20 years ago, and now it’s available in two formats: Fantasy AGE and 5th Edition. Pick your system and then set sale for Freeport, the City of Adventure! Fantasy AGE fans will also enjoy Lairs, another new book for this year that features a host of ready to use encounters. 5E fans should check out The Lost Citadel Roleplaying, where players are survivors of an undead apocalypse in the last city standing.

 

Enemies and Allies for Modern AGE

If you want a flexible RPG that can handle just about every sub-genre of action adventure, check out Modern AGE. It got its character/adversary book this year with Enemies & Allies. If you want a kickass setting, also check out Threefold. It got some adventure support with Five and Infinity, which we serialized over the course of the year. We also launched Modern AGE Missions for even more PDF adventure support. We’re certain you need 30-50 feral hogs in your Modern AGE campaign, so make sure to check that out!

 

Envoys to the Mount for Blue RoseBlue Rose, our Romantic Fantasy RPG, is also getting (and giving) a lot of love right now. If you’ve never checked it out before, there’s a new Quickstart that gives you a complete adventure with rules and pre-generated characters. For more experienced players, we’ve just put Envoys to the Mount up for pre-order. This is a complete campaign for Blue Rose that takes characters through all four tiers of play. There’s also a tie-in fiction anthology called Tales from the Mount that’s available now. You can get a bundle with both Envoys and Tales too!

 

Sacred Band 2nd editionSpeaking of fiction, our imprint Nisaba Press has some great titles for holiday reading. Blue Rose fans will definitely want to check out Sovereigns of the Blue Rose, an anthology of stories about the fourteen rulers of Aldis. We’ve also just released Sacred Band, Joe Carriker’s critically-acclaimed LGBTQ+ superhero novel. Supers will also enjoy Roadtrip to Ruin, the latest Mutants & Masterminds novel. If short stories are your jam, we’ve released three anthologies this year: For Hart and Queen for Blue Rose, Powered Up for Mutants & Masterminds, and Under a Black Flag for Freeport.

 

 

Time Traveler's Codex for Mutants & MastermindsSuperhero fans should look no further than Mutants & Masterminds. If you haven’t tried it before, jump right in with the Basic Hero’s Handbook. We’ve just release the Time Traveler’s Codex (now available in print!), which is a whole book about timeline hopping shenanigans. If you’ve been wanting adventure support, we’ve really leaned into that this year with the Astonishing Adventures PDF series. These include stand-alone adventures and the five-part series NetherWar. Danger Zones is another new series. Each entry details a new location for superheroic action. And, by popular demand, we’ve also just released a deck of Condition Cards!

 

Ships of the ExpanseBut what if you want to go to outer spaaaaccceeee? That’s where The Expanse RPG—based on the terrific novels by James S.A. Corey­—comes in. There’s a free Quickstart if you haven’t dived in yet. This year we released Abzu’s Bounty, a series of six linked adventures for the game. Salvage Op offers a one shot for an evening or two of play. We’ve also just put Ships of the Expanse up for pre-order. This is the long-awaited book full of deck plans and details about the spaceships of the setting.

 

Sword Chronicle RoleplayingLast but by no means least, we launched the Sword Chronicle RPG this year. This takes the system we designed for A Song of Ice and Fire Roleplaying and spins it off into as an independent fantasy system. This has been available as a PDF for several months but just this week we’ve made it available as a Print on Demand title on DriveThruRPG.

 

Happy holidays, everyone! See you in 2021!

Boom with a Capital B – Rapid-Fire villains!

The Astonishing Adventures line blasts off into space this week with our very first cosmic adventure, Prodigal Sun by Larry Wilhelm. The heroes travel to a star system colonized by the Lor Republic shortly before its collapse to investigate why the sun has suddenly turned an ominous red hue. While there, they’ll need to navigate local politics, survive an angry space minotaur, and come head-to-head with a few fan favorite starfarers if they hope to survive and save the four worlds of the Flegere System!

One of the fun tropes in cosmic comics is the notion of lone heroes armed with nothing but their trusty power ring and cosmic skateboard tackling entire massive ships and fleets of fighters, and Prodigal Sun delivers. To capture the feel of facing a massive ship bristling with guns, the adventure gives these powerful vessels multiple attacks in a single round. While there aren’t any formal rules for this in Mutants & Masterminds—heroes and villains alike are limited to a single attack each round—you can borrow the same balancing system I used for your own villains.

Rapid-Fire Villains

Astonishing Adventures Prodigal Sun!

Available now!

The action economy—the ability for a character or monster to attack more than once in a round—is a key factor in balancing the power between villains and heroes. Heroes can break this balance by spending Hero Points, but Hero points are a limited resource and one that usually only comes from setbacks. Giving your villains the ability to attack more than once makes them more dangerous, but isn’t game-breaking because Staggering or Incapacitating them removes all the attacks they might inflict in a round.

Consider the following to make a rapid-fire villain:

  • A rapid-fire villain gets one primary attack each round, which must be their highest-power and/or most expensive attack ability.
  • A rapid-fire villain also gets one secondary attack each round, which must be the same PL or less than the primary attack and be built from fewer power points. The secondary attack cannot be an alternate effect of the primary attack. If the rapid-fire villain’s secondary attack is lower than their PL, they can use it twice each round instead of once.
  • On any round they use both their primary and secondary attacks, a rapid-fire villain can’t benefit from circumstance bonuses to their attack checks, and can’t modify their attacks with abilities like Power Attack, Accurate Attack, or Defensive Attack.
  • A rapid-fire villain still only receives one Move action each round, but they may move in between making their primary and secondary attack.
  • A rapid-fire villain can’t mix their multiple attacks with other Standard actions, such as using the Leadership advantage or contributing to a Team Attack. They may either attack with their primary and secondary attack or perform a different Standard action.
  • A rapid-fire villain counts as 2 PLs higher when deciding how to balance your encounter.

These rules are fairly simple and you can use them on the fly to make a single villain more challenging for a group, but be careful not to overuse them. These are best applied to weaker foes you want to keep the heroes busy, as a deluge of high-level attacks can easily overwhelm your team.

Rapid-Fire Talona

To set an example, you can turn the airborn villain Talona into a fast-moving and deadly (well, deadlier) opponent by giving her the ability to attack more than once a round.

Looking at her character sheet, Talona’s Flock of Raptors Affliction is her most powerful attack, and so becomes her primary attack. Her claw attacks are only the equivalent of PL 10—two lower than the power of her Affliction—so she can use them twice a round as her secondary attack. With the benefit of her Move-By attack, Talona can spread out the hurt among the heroes while keeping some of them off-balance with a hostile flock of angry hawks.

This rapid-fire Talona is the equivalent of a PL 14 threat—a beefy adversary and a fair fight for an average team of four PL 10 heroes.

Give the rapid-fire rules a try at your own game table and let us know what you think!

Shake Things Up – Adding Complications to Encounter Designs

Whether you are a veteran GM who crafts every campaign world and adventure from scratch, a newcomer to running games who is just trying to get through a published adventure, or someone preferring any of the hundreds of possible in-between styles of gamemastering, sometimes you realize your encounters are in a rut. It may not be your fault—many GMs run published adventures for lack of time to create all their own content, and even for GMs who make a lot of custom adventures, players can often get really good at determining how a specific game works, and cutting to the solution of any challenge much faster than expected. Even if neither of those issues is a problem, sometimes you realize a player has built a character to be good at something that never comes up in play… and they feel cheated for not getting to do the kind of adventure they are prepared for.

Regardless of why you think your existing adventure toolkit isn’t doing everything you need it to, and no matter the game system you are using, it may be time to shake things up with a complication. Or a dozen complications.

Complications

Art by Biagio D’allessandro

Simple Complications

There are a number of very simple complications you can use to change the feel and flow of the RPG sessions you run. Here’s three that don’t take much advance work or thought.

Add Restrictions: If the players have gotten good at killing foes, require them to drive off threats without seriously hurting anyone. If they are masters of out-talking competitors during negotiations, make them argue their case next to a waterfall so loud no one can hear anything. If a single character is the best hacker the world has ever seen, set up the need to get information during a complete blackout when no computers are running. If the players’ favorite tactic is setting everything on fire, make them fight underwater.

The advantages of adding a restriction is that it doesn’t change the core rules of the game, it just makes players tackle a problem with some of their options off the table. You shouldn’t do this often—then it’s just shutting down character abilities—but there’s nothing wrong with forcing players to be flexible now and again.

Add Hindrances: While a restriction is specifically something that takes away some of the players’ normal options, a hindrance is something that makes the challenge of the encounter more difficult by adding new elements that can cause problems. If the PCs can sneak into any secure site anywhere, make them do so with an angry songbird in a cage they can’t muffle. If they normally bully citizens into giving them what they want, make them carry out their investigations with a bigger bully the citizens already hate. If they are experts at ranged combat, have a fight in a corn maze, with strong winds and torrential rain reducing visibility.

Add A Twist: Don’t go all M. Night Shyamalan about it, but sometimes the situation not being exactly what is expected is a great complication to throw at players. Perhaps the “attacking” wolves are just running from even bigger monsters right behind them. The crime family not only capitulate to the PCs’ demands they lay off a neighborhood, they ask the PCs to help them go fully legit. The final lock on the dragon’s vault is a sleeping cat you have to move without waking.

Secondary Challenges

Rather than just adding complications to an encounter’s normal challenge, you can add an entire secondary challenge of another type. If the encounter is a fight with a band of highwaymen, perhaps a group of mercenaries wander by and the bandits try to recruit them as reinforcement while the fight is already underway. Now in addition to the initial challenge of the combat, the PCs must deal with the secondary challenge of a negotiating while the fighting is ongoing. If the PCs were trying to break into a vault before the next guard shift comes by, perhaps they discover previous thieves have already rigged the vault with a barrel of gunpowder on a lit fuse, and now both problems have to be handled at the same time.

A secondary challenge can be a great way to allow characters who aren’t good at the type of encounter as the main challenge (or players who just don’t care about that kind of encounter) to get some time in the spotlight of attention anyway. If you have a complex puzzle lock with riddles, and that kind of challenge bores one of your players who has a combat-focused character, adding a mini-secondary challenge can give them something to engage with while the other players tackle the puzzle lock. Perhaps the lock is also haunted, so ghosts of past (unsuccessful) lockpickers materialize and attack every few rounds

When adding secondary challenges and complications there is often a temptation to make sure the difficulty of overcoming them is tied to how crucial it is they be overcome. That’s pretty standard design for the main challenge of an encounter, but it can be needlessly difficult and complex for something you are adding as a complication. When an encounter already has a key challenge, it can be overwhelming for an additional challenge to require the same degree of focus, effort, and resources. If you’re going for a climactic, epic encounter, that may be exactly what you want. But if you are just adding a complication to increase variety and interest in the encounter, there’s no reason it has to be as challenging as the primary problem—in many ways it’s more interesting if it isn’t. If most of the characters are trying to evacuate children from the burning orphanage, and you only expect one or two to be dealing with the still-present arsonist, making him relatively easy to deal with keeps the encounter’s focus on the lifesaving, rather than a fight. The characters who are poorly equipped to help get kids out, or who can’t resist a chance for a brawl, can focus on just a few of them easily defeating the firebug, while the rest of the characters get the more important plot point of saving children.

But that doesn’t mean the secondary challenge can’t be just as important, even if it’s not just as hard. Obviously, the children in the burning building need to be saved, but stopping the arsonist is important as well. Not only does it keep him from starting more fires (possibly in the building just across the street), so resource efforts don’t have to expand, it’s also a potential opportunity to find out why he started the fire to begin with. Is it fire-for-hire, as a crimelord wants to make a point, or a developer needs the land to finish a new project? Or did one of the children see something the arsonist wants to make sure never gets reported?

Keep it Fun

No matter what elements of complications you add to spice up encounters, try to make sure you are creating things your players will see as challenges to be overcome, rather than efforts to punish them for having powerful or single-minded characters. Problems with how characters are built or players should be handled with a conversation out-of-character on what is bothering you, and how the players can help you have fun while still making sure they have a good time.

Complications and additional challenges are to make the game surprising and fun for everyone and, like seasoning in good cooking, a few sprinkles now and then often go a long way!

SACRED BAND CHARACTER SHEETS: Llorona

Sacred Band 2nd editionAs we announced earlier this week, to celebrate the release of Sacred Band’s Nisaba edition, we are giving you the Mutants & Masterminds stats for the five members of the team, one per day. Today’s instalment is the elementalist Llorona !

Here’s the introduction to this series from Monday, just in case this is the first blog post you’ve found:

“My writing compatriots often joke with me that I write novels like a game designer: eighty thousand words into world building before I realize that I need a plot and some characters. In the case of Sacred Band, the joke is literal truth, though.

As part of my character design, I decided to turn to a familiar “language” for my development of Gauss, Deosil, Sentinel, Optic, and Llorona – the language of game mechanics. Specifically, the Mutants & Masterminds rule set. Building my protagonists in that system allowed me to make decisions on things like abilities and limitations as a structured undertaking.

Of course, when the story needed something that the rules didn’t or couldn’t account for, the story won out, but having that starting line to apply my creativity to in the first place made the process much easier than just writing into a blank space entirely.”

Echoing during the Houston Event in the mid-80s, Llorona has seen much of superhero history first-hand. Named for a tragic figure from Mexican folklore, Llorona’s power is sonic in origin, a terrifying wail that she can use to make herself ghostly and intangible for as long as she can maintain the shriek. She works for the Golden Cross, a superpowered organization that helps with natural and man-made disasters the world over, which puts her in a position to sometimes see the worst humanity has to offer…but to then also do something about it!

You can download the character sheet for Llorona right here!

Sacred Band is now on sale in the Green Ronin Online Store (in print or in ebook) and on Amazon (in print or for Kindle). It’s even available in ebook on DrivethruRPG. Look for it at your local retailer as well!

Monday’s Sacred Band character sheet for Gauss

Tuesday’s Sacred Band character sheet for Deosil

Wednesday’s Sacred Band character sheet for Sentinel

Thursday’s Sacred Band character sheet for Optic

We hope you’ve enjoyed these character sheets for the cast of Sacred Band. Be sure to let us know if your group uses them in your games of Mutants & Masterminds!

SACRED BAND CHARACTER SHEETS: Optic

Sacred Band 2nd editionAs we announced earlier this week, to celebrate the release of Sacred Band’s Nisaba edition, we are giving you the Mutants & Masterminds stats for the five members of the team, one per day. Today’s instalment is the elementalist Optic!

Here’s the introduction to this series from Monday, just in case this is the first blog post you’ve found:

“My writing compatriots often joke with me that I write novels like a game designer: eighty thousand words into world building before I realize that I need a plot and some characters. In the case of Sacred Band, the joke is literal truth, though.

As part of my character design, I decided to turn to a familiar “language” for my development of Gauss, Deosil, Sentinel, Optic, and Llorona – the language of game mechanics. Specifically, the Mutants & Masterminds rule set. Building my protagonists in that system allowed me to make decisions on things like abilities and limitations as a structured undertaking.

Of course, when the story needed something that the rules didn’t or couldn’t account for, the story won out, but having that starting line to apply my creativity to in the first place made the process much easier than just writing into a blank space entirely.”

Today’s member of Sacred Band is Optic, the photoassumptive former military man capable of turning his body into a coherent field of light! Though he served with the superpowered Air Force unit known as the Seraphim with honor and dignity, he was the first super ever drummed out of the military under Don’t Ask, Don’t Tell, and was influential in the repeal of that law. Since then, he’s done well for himself as a Hollywood action star, but he’s secretly itching to be back in uniform doing good work!

You can download the character sheet for Optic right here! 

Sacred Band is now on sale in the Green Ronin Online Store (in print or in ebook) and on Amazon (in print or for Kindle). It’s even available in ebook on DrivethruRPG. Look for it at your local retailer as well!

Monday’s Sacred Band character sheet for Gauss

Tuesday’s Sacred Band character sheet for Deosil

Wednesday’s Sacred Band character sheet for Sentinel

SACRED BAND CHARACTER SHEETS: Sentinel

Sacred Band 2nd editionAs we announced earlier this week, to celebrate the release of Sacred Band’s Nisaba edition, we are giving you the Mutants & Masterminds stats for the five members of the team, one per day. Today’s instalment is the elementalist Sentinel!

Here’s the introduction to this series from Monday, just in case this is the first blog post you’ve found:

“My writing compatriots often joke with me that I write novels like a game designer: eighty thousand words into world building before I realize that I need a plot and some characters. In the case of Sacred Band, the joke is literal truth, though.

As part of my character design, I decided to turn to a familiar “language” for my development of Gauss, Deosil, Sentinel, Optic, and Llorona – the language of game mechanics. Specifically, the Mutants & Masterminds rule set. Building my protagonists in that system allowed me to make decisions on things like abilities and limitations as a structured undertaking.

Of course, when the story needed something that the rules didn’t or couldn’t account for, the story won out, but having that starting line to apply my creativity to in the first place made the process much easier than just writing into a blank space entirely.”

Sentinel is in today’s spotlight, and rightly so! One of the Original superheroes of the setting, Sentinel is an iconic figure in the world’s mind. When anyone thinks of superheroes, they think of this high-flying, super-strong powerhouse, though he’s known just as much for his good nature and sense of right and wrong. A terrible scandal forced him out of the public eye, but just the right situation might bring him out of that retirement.

You can download the Character Sheet for Sentinel right here! 

Sacred Band is now on sale in the Green Ronin Online Store (in print or in ebook) and on Amazon (in print or for Kindle). It’s even available in ebook on DrivethruRPG. Look for it at your local retailer as well!

Monday’s Sacred Band character sheet for Gauss

Tuesday’s Sacred Band character sheet of Deosil

SACRED BAND CHARACTER SHEETS: Deosil

Sacred Band 2nd edtionAs we announced yesterday, to celebrate the release of Sacred Band’s Nisaba edition, we are giving you the Mutants & Masterminds stats for the five members of the team, one per day. Today’s instalment is the elementalist Deosil!

Here’s the introduction to this series from yesterday, just in case this is the first blog post you’ve found:

“My writing compatriots often joke with me that I write novels like a game designer: eighty thousand words into world building before I realize that I need a plot and some characters. In the case of Sacred Band, the joke is literal truth, though.

As part of my character design, I decided to turn to a familiar “language” for my development of Gauss, Deosil, Sentinel, Optic, and Llorona – the language of game mechanics. Specifically, the Mutants & Masterminds rule set. Building my protagonists in that system allowed me to make decisions on things like abilities and limitations as a structured undertaking.

Of course, when the story needed something that the rules didn’t or couldn’t account for, the story won out, but having that starting line to apply my creativity to in the first place made the process much easier than just writing into a blank space entirely.”

Today, we’re looking at Deosil, the team’s elementalist witch. Best friends with Gauss, Deosil (or “Jesh,” to her friends) is a neopagan social media maven and often the voice of reason. That said, she knows she has some fears to conquer – but look out once she does!

You can download the Character Sheet for Deosil right here! 

Sacred Band is now on sale in the Green Ronin Online Store (in print or in ebook) and on Amazon (in print or for Kindle). It’s even available in ebook on DrivethruRPG. Look for it at your local retailer as well!

Yesterday’s Sacred Band character sheet for Gauss is still available for download as well!

SACRED BAND CHARACTER SHEETS: Gauss!

Sacred Band character sheetsMy writing compatriots often joke with me that I write novels like a game designer: eighty thousand words into world building before I realize that I need a plot and some characters. In the case of Sacred Band, the joke is literal truth, though.

As part of my character design, I decided to turn to a familiar “language” for my development of Gauss, Deosil, Sentinel, Optic, and Llorona – the language of game mechanics. Specifically, the Mutants & Masterminds rule set. Building my protagonists in that system allowed me to make decisions on things like abilities and limitations as a structured undertaking.

Of course, when the story needed something that the rules didn’t or couldn’t account for, the story won out, but having that starting line to apply my creativity to in the first place made the process much easier than just writing into a blank space entirely.

So, to celebrate the release of Sacred Band’s Nisaba edition, we are giving you the Mutants & Masterminds stats for the five members of the team, one per day.

First out the gate, we look at Gauss, the young magnetic college kid who is the catalyst for the formation of Sacred Band! He’s a mag-leving daredevil who prefers to work his powers through a cloud of ball bearings he keeps with him. Though he’s new to the superhero business, he’s all in.

You can download the Character Sheet for Gauss right here! 

Sacred Band is now on sale in the Green Ronin Online Store (in print or in ebook) and on Amazon (in print or for Kindle). It’s even available in ebook on DrivethruRPG. Look for it at your local retailer as well!