https://greenronin.com/wp-content/uploads/2024/05/GRR9510_AGE-Engine_Issue01_big.jpg1275825Malcolm Sheppardhttps://greenronin.com/wp-content/uploads/2022/11/RoninBanner_2022_72.pngMalcolm Sheppard2024-05-09 09:04:312024-05-09 09:04:31Starting the Engine! Introducing the Official AGE System Magazine
https://greenronin.com/wp-content/uploads/2024/04/GRR6400_CthulhuAwakens_TheGodintheTree_Quickstart_square.png10001000Malcolm Sheppardhttps://greenronin.com/wp-content/uploads/2022/11/RoninBanner_2022_72.pngMalcolm Sheppard2024-04-11 10:42:062024-04-11 11:03:52Face Fear and Fight Fascists with the Cthulhu Awakens Quickstart
https://greenronin.com/wp-content/uploads/2024/03/FantasyAGELairoftheHornedGiant.png10241024Malcolm Sheppardhttps://greenronin.com/wp-content/uploads/2022/11/RoninBanner_2022_72.pngMalcolm Sheppard2024-03-28 10:57:222024-03-28 11:19:50Dare the Lair of the Horned Giant, and Enter the First Fantasy AGE Dungeon
This chapter picks up right where Chapter 3 left off, but can also be played as a stand-alone adventure. This PDF is available for just $3.99, and uses the Mutants & Masterminds Third Edition rules. Emerald City Knights Chapter 4: Sea Change (PDF)
Why do all of the difficult and dangerous work yourself when you can summon up someone—or something—else to do it for you? Summoning Powers are all about agents, non-player characters called up by Summon effects, and what you can do with them. It covers conventional minions from infernal demons to animated machines but also powers […]
Think all super-powers are physical? Think again… Mental Powers delves into the extraordinary abilities of the mind, from mind-reading and clairvoyance to astral projection and various mental tricks and attacks. Learn how to apply the "mind" descriptor and create powers focused on it and handle everything from possession to mind-switching. The power really is "all […]
Emerald City Knights Chapter 4: Sea Change (PDF)
/in Green Ronin News /by Evan SassThis chapter picks up right where Chapter 3 left off, but can also be played as a stand-alone adventure. This PDF is available for just $3.99, and uses the Mutants & Masterminds Third Edition rules. Emerald City Knights Chapter 4: Sea Change (PDF)
Mutants & Masterminds Power Profile: Summoning Powers
/in Green Ronin News /by Evan SassWhy do all of the difficult and dangerous work yourself when you can summon up someone—or something—else to do it for you? Summoning Powers are all about agents, non-player characters called up by Summon effects, and what you can do with them. It covers conventional minions from infernal demons to animated machines but also powers […]
Mutants & Masterminds Power Profile: Mental Powers
/in Green Ronin News /by Evan SassThink all super-powers are physical? Think again… Mental Powers delves into the extraordinary abilities of the mind, from mind-reading and clairvoyance to astral projection and various mental tricks and attacks. Learn how to apply the "mind" descriptor and create powers focused on it and handle everything from possession to mind-switching. The power really is "all […]