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Mutants Masterminds Gimmicks Guide To Ga book cover
Mutants Masterminds Gimmicks Guide To Ga
2006
First Published
2.90
Average Rating
128
Number of Pages
GIMMICK'S GUIDE TO GADGETS is a whole new world of equipment for your MUTANTS & MASTERMINDS game! This complete guide to gadgets and inventing NEW POWERS! Spontaneous Inventor, Scientific Genius, Weapon Master, and many others help you make your hero an expert in whatever field you want. NEW OPTIONS! Extras, flaws, and stunts for powers like Super-Intelligence and Super-Wisdom let you take you gageteer to the next level. CONSTRUCTS! New rules and new feats for contructs, from robots to cyborgs or mystical golems. Also included are guidelines on how to use them as PCs. COMPUTERS! Expanded rules for computers, vehicles, device building and repair, and more! TECH LEVELS! Rules you can use to customize the technology and devices available in your campaign. ARCHETYPES! Brand new archetypes using these new rules, like the Agent, Cyborg, Inventor, Sniper, and War-machine. PLUS...TOYS! Dozens of new gadgets for your games, including at least one new device for every power in the MUTANTS & MASTERMINDS rulebook! Designed by fan-favorite Mike Mearls and beautifully illustrated by Attilla Adorjany, Dennis Calero, Jonathan Kirtz, Tony Parker, Ramon Perez, and Kevin Stokes, GIMMICK'S GUIDE TO GADGETS adds a whole new dimension to your MUTANTS & MASTERMINDS campaign.
Avg Rating
2.90
Number of Ratings
10
5 STARS
0%
4 STARS
20%
3 STARS
50%
2 STARS
30%
1 STARS
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Author

Mike Mearls
Mike Mearls
Author · 21 books

Mike Mearls is the dark hope of chaotic evil: young, handsome, well endowed in abilities and aptitudes, thoroughly wicked, depraved, and capricious. Whomever harms Mearls had better not brag of it in the presence of one who will inform the Demoness Lolth! Has been sent into this area to rebuild a force of men and humanoid fighters to gather loot and restore the Temple of Elemental Evil to its former glory. Of course, Mearls is but one of many so charged, but he is looked upon with special favor and expectation. He and his minions have been careful to raid far from this area, never nearer than three or four leagues, traveling on foot or being carried in wagons of the traders from Hommlet. None of the victims are ever left alive to tell the tale, and mysterious disappearances are all that can be remarked upon, for no trace of men, mounts, goods, wagons, or draft animals is ever found. Evil to the core, Mearls is cunning, and if the situation appears in doubt, he will use bribery and honeyed words to sway the balance in his favor. He is not at all adverse to gaining new recruits of any sort, and will gladly accept adventurers into the ranks, but he will test and try them continually. Those who arouse suspicion will be quietly murdered in their sleep; those with too much promise will be likewise dealt with, for Mearls wants no potential usurpers or threats to his domination. (Major points to anyone who gets the above reference) When not cribbing the bios of well known AD&D 1st edition villains, I'm a game developer at Wizards of the Coast. I work on the Dungeons & Dragons paper and pencil RPG and the Dungeons & Dragons miniatures game.

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