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Mutants And Masterminds

Games |  RPG |  D20 System |  Mutants And Masterminds

Mutants and Masterminds: 2nd Edition

Mutants & Masterminds, Second Edition, is all the best of the award-winning RPG, with new updates, refinements, and expansions to make it the most complete, detailed, and fun version of superhero gaming yet! In this 256-page hardcover with stunning new cover art by Ramón Pérez, you'll find a complete game. Based on the popular Open Game License, Mutants & Masterminds has everything you need to create your own superheroes and villains. It offers more than a dozen ready-made superhero archetypes and even more ready-to-use supervillain archetypes, so you can start playing right away! Included are two introductory adventures, one providing an introduction to the award-winning Freedom City campaign setting.

Don't let your super-powers fall behind! Mutants & Masterminds, Second Edition will take your game (and your heroes) to the next level!



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Mutants and Masterminds: 2nd Edition
Mutants and Masterminds: 2nd Edition GM's Screen

Mutants & Masterminds, Second Edition is here and with it comes an updated Gamemaster's Screen. Its four sturdy panels have beautiful full color art on one side and all the charts and tables you need to play the World's Greatest Superhero RPG on the other. Reasonably priced and user-friendly, the Mutants & Mastermind's Second Edition GM's Screen is a handy accessory that'll look great on your gaming table.



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Mutants and Masterminds: 2nd Edition GM's Screen
Mutants and Masterminds: Deluxe GM Screen

The Mutants & Masterminds Deluxe GM Screen is both sturdy and practical and looks great on the game table. All the charts and tables you need to play the World's Greatest Superhero RPG are displayed on durable hardback stock. The screen also includes a second edition update of the classic Time of Crisis adventure by Golden Age author Christopher McGlothlin. The perfect complement to the core rulebook, the M&M Deluxe GM Screen is a must for game masters new and old.



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Mutants and Masterminds: Deluxe GM Screen
Mutants and Masterminds Annual #1

The Mutants & Masterminds Annual celebrates the game’s first spectacular year. Its 128 pages are packed with new rules, options, and setting information, including expanded rules for power creation, weaknesses, battle suits, and hero points. Look back on World War II heroes in Legacy and into the future with Freedom City 2525. Steve Kenson leads up a design team that includes former Marvel Super Heroes RPG developer Steven E. Schend, Wizards of the Coast setting search winner Keith Baker, and Time of Crisis author Christopher McGlothlin. This is the book Mutants & Masterminds players have been waiting for!



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Mutants and Masterminds Annual #1
Mutants and Masterminds: Beginners Guide

Welcome to the Claremont Academy, hero... here's hoping you survive the experience!

Freedom City's prestigious Claremont Academy is a training ground for a new generation of superheroes. Now you have the opportunity to follow along and take part as Claremont's newest student arrives at its hallowed halls.

The Mutants & Masterminds Beginner's Guide walks newcomers to the game through all the steps of creating and playing their own heroes with the Worlds Greatest Superhero RPG. It includes basic, stripped-down game systems to get a feel for the game along with a narrative adventure to experience game-play all on your own. Then you can try playing with friends as you all get into the game. Just like graduating from Claremont Academy, the Beginner's Guide will ensure you're ready to become a full-fledged hero!



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Mutants and Masterminds: Beginners Guide
Mutants and Masterminds: Pocket Player's Guide

Mutants & Masterminds is a complete roleplaying game with everything you need to start a campaign of rollicking superhero action. What if you just want to play the game, though? Do you really need all that GM-specific information? Now Mutants & Masterminds players have a choice. The Pocket Player's Guide contains all the rules you need to create characters and play Mutants & Masterminds. This handy rulebook gives you the core game system in a format that is affordable and easy to carry. Now it's even easier to see why Mutants & Masterminds is the World's Greatest Superhero RPG!



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Mutants and Masterminds: Pocket Player's Guide
Mutants and Masterminds: Agents of Freedom

Freedom Needs You!

There are times when superheroes like the Freedom League just aren't around: that's where you come in. You're the first line of defense when a super-villain rampages through midtown or a clone army attacks the city. You hold the line and keep the city, the nation, and the world safe, and you do it without super-powers or some fancy costume.

Agents of Freedom details "agent" level characters and adventures for Mutants & Masterminds, including suggested power levels for four different styles of game, how to create agent characters, details on skill use and feats, and agent archetypes like the Dashing Spy and Hard-Nosed Commander. It also includes plenty of agent equipment, from weapons and gadgets to suped-up vehicles and secret headquarters.



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Mutants and Masterminds: Agents of Freedom
Mutants and Masterminds: Autumn Arbor Setting

No other city in the world is as well-known as Autumn Arbor, also called the City of Legends due to its dense population of extraordinary beings. Now the City of Legends is brought to life, in the first of a series of books designed to give you the power to be a hero. . . and become a legend!

A detailed guide to the City of Legends bringing to life over 60 locations, 10 districts, political and government figures, street gangs, designer drugs, mystic artifacts, and exotic places beyond the borders of Autumn Arbor.

Experience the rich history of Autumn Arbor from the first formation of magic and ley-lines, to the creation of the Neo Champions and Rogues of today. See how the existence of extraordinary beings has influence world history, from the Revolutionary War all the way to the present day.

A comprehensive guide to the Champions and Rogues existing throughout the world today, including over 100 detailed NPCs ready to come to life in any existing campaign.

Start playing immediately, using tips and story ideas in the Gamemaster Appendix to turn your heroes into the Legends of Tomorrow!



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Mutants and Masterminds: Autumn Arbor Setting
Mutants and Masterminds: Book of Magic

By the Shining Sigil of Sirrion! The Book of Magic is the complete Mutants & Masterminds sourcebook on the Arts Arcane, all that is magical and mysterious. It is a guide to comic book magic, providing everything players and Gamemasters need to run games based on magical comics ranging from light-hearted to dark post-modern and everything in-between.

The focus is on magical characters and settings, but with an eye towards integrating these characters and elements into a more general superhero series. In the pages of the Book of Magic you'll find:

  • Six new hero archetypes and seven new villain archetypes, along with numerous supporting cast, minion, and creature archetypes, all ready for use; a complete cast of characters!
  • Eleven styles of magic and dozens of spells and magical items for mystic heroes and villains, from the All-Revealing Light of Abbridon to Yig's Inexorable Transformation, from the Abyssal Trident to the Wishing Ring.
  • The mystic secrets of the Freedom City setting, including cosmology, history, heroes, villains, creatures, magical items, and more! Plus eight mystic series frameworks to give you starting points for your own magical M&M game!

    Plus a history of magic in comics, mystical dimensions, character creation, adventure creation, series advice, and more! Learn the secrets of superheroic sorcery from the Book of Magic and...



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    Mutants and Masterminds: Freedom City: 2nd Edition

    A Hometown Worth Saving from Evil!

    The award-winning Mutants & Masterminds superhero RPG gives you the power to become a superhero. Freedom City gives you a world to rescue from the forces of evil! Called "the greatest superhero setting ever," Freedom City is a fully realized and detailed metropolis that can serve as a home base for your heroes or just one of the many places they visit while saving the world from disaster.

    Freedom City includes a detailed history, based on decades of comic book publishing, maps of the city, and hundreds of places and characters to help bring it to life.



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    Mutants and Masterminds: Freedom City: 2nd Edition
    Mutants and Masterminds: Golden Age

    They didn't call it the "Golden Age" of superheroes for nothing: the 1930s and '40s gave us the most famous and enduring icons of the comics as well as the greatest battle between good and evil in the 20th century. With Golden Age, you can take your Mutants & Masterminds games back to that bygone era: play the world's very first heroes, defenders of freedom and democracy in a world on fire, engulfed in war. Golden Age presents a complete history of the Golden Age of comic books, and then shows you how to re-create those exciting tales with the World's Greatest Superhero RPG. It has an overview of the Golden Age era, guidelines for building Golden Age heroes (along with ready-made hero archetypes), and all the information you need to set up and run your own Golden Age series. It also includes a complete look at the Golden Age era of the four-color Freedom City campaign setting. Thrill to the adventures of the Liberty League and the Allies of Freedom, battle the Nazi Übermensch and Hitler's super-soldiers, along with the sinister plots of the Invisible Empire and the occult Thule Society. Fight on the front lines or protect the home front and, keep 'em flyin', hero!



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    Mutants and Masterminds: Golden Age
    Mutants and Masterminds: Hero High

    The Crime League is on a rampage downtown, but the prom is tonight and, worse yet, you�ve got a make-up test tomorrow! But then nobody said life was easy at Hero High!

    Teenaged superheroes don�t have it easy... just ask them. After all, being a normal teenager is hard enough: school, work, parents, friends, dating, and more without complicating matters by adding super-powers and a secret identity to the mix!

    Hero High is a look at the genre of teen heroes (and villains!) for the Mutants & Masterminds Superhero RPG. In it, you�ll find all you need to run a teen heroes series of your own, with all the trials and tribulations it entails. There�s everything from an overview of the genre to breakdowns of its components and how to use them all in your adventures.

    There are even insights from the experts: Hero High includes interviews with some of the creators who know the teen hero genre, from Allen Heinberg (Young Avengers) to Brian K. Vaughan (Runaways) and Stan "The Man" Lee himself! Find out what drew them to teen hero stories and which are their favorites.

    Hero High also includes expanded material for the Claremont Academy in the Freedom City campaign setting: visit the private school where a whole new generation of heroes trains. Meet the mysterious new students, the AlterniTeens, and the other members of the Academy�s student body. Do you have what it takes to go to the head of the class? Find out in Hero High!



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    Mutants and Masterminds: Hero High
    Mutants and Masterminds: Instant Superheroes

    The world needs heroes but more importantly your game needs superheroes, and right now! Never fear, citizen! Instant Superheroes provides a selection of superhero archetypes for Mutants & Masterminds, each with detailed information on how to modify, customize, and play these new heroes in the game. With Instant Superheroes at hand character creation has never been easier: all you need to do is pick an archetype and make a few simple modifications and you're ready to play. If you're looking for inspiration, Instant Superheroes has it, with plenty of options for creating the hero you want to play. Gamemasters can use Instant Superheroes for both immediate supporting cast characters and ready-made villains, making it an indispensable resource for any Mutants & Masterminds game.



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    Mutants and Masterminds: Iron Age

    They're the best there is at what they do, and what they do isn't very pretty. Go back to the grim days of the '80s and '90s, when super-vigilantes in leather and chains dispensed harsh justice. Iron Age looks at the darkest era of comic book history and how you can bring it to life in your Mutants & Masterminds game. It includes an overview of the period, how to create and run Iron Age characters and games, and details on the Iron Age of Green Ronin's award-winning Freedom City campaign setting. Iron Age is a shotgun blast of super-powered crime, betrayal, and vengeance. It ain't pretty, but someone has to clean up the streets.



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    Mutants and Masterminds: Lockdown

    So your heroes have captured yet another super-villain. Where are they going to put them all? In prison, of course!

    Lockdown is a sourcebook for Mutants & Masterminds, describing a prison for super-convicts. It details all four levels of the Buckner Ridge Superhuman Penitentiary, the first privately run super-prison. You get details on the prison's layout, operations, and staff, including its super-powered guards. Lockdown has profiles on various inmates and factions within the prison, as well as a description of the nearby town of Buckner Ridge. Lockdown saved its failing economy, but is it worth the price of having a prison full of the world's most dangerous super-criminals in its backyard?

    Lockdown comes with numerous adventure ideas and ways to use the prison in your own Mutants & Masterminds campaign. You can make it a background element or build an entire game where the characters are convicts! Plus, Lockdown comes with a secret: a conspiracy that could bring the prison crashing down and threaten law and order across the world!

    Lockdown has been updated for the Mutants & Masterminds, Second Edition rules.



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    Mutants and Masterminds: Lockdown
    Mutants and Masterminds: Mastermind's Manual

    The Mastermind's Manual is the perfect companion to the award-winning Mutants & Masterminds Superhero Roleplaying Game. In its pages you will find endless ways to customize the M&M system to suit your game, along with helpful Gamemaster advice, and insight into how the game is designed and played. The Mastermind's Manual includes a vast array of optional and variant rules, complete guidelines for creating your own feats and super-powers, expanded systems for proficiency, combat, chases, skill use, and nearly every other aspect of the game. With the Mastermind's Manual, you open up infinite possibilities, infinite options, and the power to truly make the world yours. It's your master plan for taking the game to the next level... and what evil mastermind wouldn't want that?



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    Mutants and Masterminds: Mastermind's Manual
    Mutants and Masterminds: Nocturnals, A Midnight Companion

    Doc Horror's family is looking for new blood in the nighttime war against Evil. Enter the shadows of Dan Brereton's acclaimed monster-noir masterpiece with this essential Nocturnals sourcebook. A Midnight Companion gives you the full story on all your favorite Nocturnals characters, from heroes like Halloween Girl and Gunwitch to spooky ne'er-do-wells like The Hideous League and Keera the Bat Queen. Delve into the secrets of mysterious Pacific City, the dreaded, other-dimensional Crim, and the subterranean ruins of the soul-stealing Skerrll. You'll also meet a new villain in a never-before-seen 8-page comic. You want more? How about all the rules you need to run a Nocturnals campaign with the Mutants & Masterminds RPG? Play the Nocturnals themselves or create your own hybrid pulp tough-guys or spectral creatures of the night. Co-written by an award- winning team-up of Dan Brereton and game designer Chris Pramas, A Midnight Companion is perfect for game and comic fans alike.



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    Mutants and Masterminds: Nocturnals, A Midnight Companion
    Mutants and Masterminds: Paragons Campaign Setting

    Welcome to a world where "reality" doesn't mean quite the same thing it used to, where the word "impossible" is used conditionally when it has any meaning at all, and where you will believe a man can fly, because there's a good chance of seeing it on the evening news. Welcome to a world of normal people with paranormal powers, the world of Paragons.

    This setting sourcebook for the Mutants & Masterminds RPG lets you create the world of Paragons. In its pages you will find:

  • A complete guide to the paranormal, from how the powers of paragons (apparently) work to strange phenomena and their effect on the world.
  • Over fifty paranormal characters, usable as allies, adversaries, or supporting cast in your M&M games.
  • More than twenty different paranormal factions, from the Church of Jesus Christ, Paragon, to the mysterious Initiative, the mercenary Silber Agency, and the sinister Syndicate.
  • The Imageria: infinite worlds within worlds in the realm of dreams, imagination... and nightmares!
  • Nine complete series frameworks for different types of Paragons games: from gritty investigation to high-powered action.
  • All the rules material and options you need to create your setting and run a Paragons series, including guidelines on how the characters can truly change the world, and how supreme power may change them.

    More than just a setting, Paragons is multiple settings in one, giving you the resources you need to create a world of paranormal powers, and to tell the stories of the paragons: normal people, paranormal power.



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    Mutants and Masterminds: Paragons: A More Perfect Union

    A Perfect Town to Live In...

    Welcome to Unity, the perfect town, where the people are friendly, and everyone knows everyone. It's a great place to live—so great, in fact, that you may never want to leave....

    A More Perfect Union is the premier adventure for the Paragons campaign setting for the Mutants & Masterminds superhero roleplaying game. When a group of newly awakened paranormals is drawn to a sleepy rural town, everything seems perfect—a little too perfect. They discover strange events and a threat that could endanger the entire world! Can they resist Unity's seductive spell and do what must be done to safeguard humanity?

    The adventure comes complete with everything you need to play and introduce the players to the strange new world of Paragons: It includes six complete paranormal characters and guidelines for players to create their own, along with mass combat rules for Mutants & Masterminds to handle the kind of challenges they'll face in the town of Unity.

    Dive into the strange and exciting new world of Paragons, where normal people wield paranormal powers, and change the future of the world! The decision is up to you...

    ...Unity or Freedom?



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    Mutants and Masterminds: Paragons: A More Perfect Union
    Mutants and Masterminds: Powers and Perils #1: Orwell Industries

    Orwell Industries is the first product in our Powers & Perils line of superpowered supplements. Written by Butch Curry and illustrated by Julia Bax, this book contains the history of Orwell Industries from its humble beginnings to its present worldwide infrastructure. Find details on key staff members, the corporate hierarchy, new enemies and allies, new gear and vehicles, secret projects, and more.

    Guidelines are given on how to introduce and integrate Orwell Industries into your existing supers campaign and how you can make it the focus of a new campaign. Plot hooks abound, along with a complete campaign outline, so you'll never be at a loss for adventure.

    Prepare to throw on your capes and spandex and face the evils of Orwell Industries!



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    Mutants and Masterminds: Powers and Perils #1: Orwell Industries
    Mutants and Masterminds: Time of Vengeance

    Freedom City is about to learn an age-old lesson: Hell hath no fury like a woman scorned! When unknown supervillains unleash terrible plagues without warning, Freedom City's very existence is imperiled. Can the heroes unravel the mystery and stop the villains before the storm of vengeance reaches its terrifying and final crescendo? Written by Golden Age author Christopher McGlothlin, Time of Vengeance is an all-new adventure for Mutants & Masterminds, the World's Greatest Superhero RPG. The book has everything you need to run the adventure, including a deadly new group of supervillains. Freedom City beware! The Time of Vengeance is at hand.



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    Mutants and Masterminds: Time of Vengeance
    Mutants and Masterminds: Ultimate Power GRR2508: Mutants and Masterminds: Ultimate Power is Out of Stock

    Between these covers are over 150 superhuman powers: coupled with dozens of power feats and modifiers, available in 20 or more levels, you get virtually unlimited powers for your Mutants & Masterminds game!

    Ultimate Power is the sourcebook for super-powers in the Mutants & Masterminds RPG: from Absorption to Weather Control, from Prehensile Hair to Matter-Eater, this one has it all. It covers basic power effects, giving you the building blocks to describe and understand how powers work. With extras and flaws to modify those effects, power feats and drawbacks to refine them, and power structures to put them together in dozens of different ways, you can create any power or effect that you want for your game.

    Of course, you may not have to, since Ultimate Power also features dozens of fully-worked out powers, along with their power stunts, variants, and modifiers, all ready for you to use: just choose the powers you want and you're ready to go! With the information in this book, any power is within your grasp!

    Ultimate Power refines and expands the powers from Mutants & Masterminds, taking basic effects and guidelines and turning them into a potent system of power-design, putting the tools in your hands. Whether it's earth-shaking cosmic power or the simplest effect, you can do it.



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    Mutants and Masterminds: Ultimate Power
    Mutants and Masterminds: Wild Cards

    In 1946 an alien virus released over Manhattan changed the world forever. Ninety percent of the people exposed to the wild card virus died, and some say they were the lucky ones. Of the survivors, nine out of ten were mutated into "jokers," hideous freaks. Only a rare one percent became "aces," people gifted with superhuman powers.

    In 1987, the first book in the Wild Cards series introduced readers to this strange new universe, spanning more than a dozen anthologies and novels. Now players of Mutants & Masterminds can make the world of Wild Cards their own in this all-new sourcebook by Wild Cards author John Jos. Miller. In it you will find:

  • A complete history of the Wild Cards world, from Wild Card Day in 1946 up to the present.
  • Details on the effects of the wild card virus and the creation of aces and jokers.
  • Profiles of dozens of major Wild Cards characters, including M&M game stats.
  • Everything you need to create your own Wild Cards series for Mutants & Masterminds, including how to transform yourself with the wild card!
  • Random systems for assignment of ace powers and joker mutations.
  • The introductory adventure "Ante-Up" to get you started in the strange and wonderful world of Wild Cards.
  • Experience super-powers and Mutants & Masterminds like never before by exploring a world where the luck of the draw means the difference between fame and power and a terrible genetic curse. Draw the wild card and see what you get.

    Do You Feel Lucky?



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    Mutants and Masterminds: Worlds of Freedom

    Infinite worlds, infinite possibilities: Freedom City is an eminently adaptable setting and this book proves it! Worlds of Freedom presents many visions of Mutants & Masterminds' most famous metropolis, from the Revolutionary and Civil War eras to the distant future, from parallel Earths where the Axis won World War II to a world of funny cartoon animals, and more! Worlds of Freedom expands the usefulness of the Freedom City campaign setting and takes your heroes to infinite worlds of adventure!



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    Mutants and Masterminds: Worlds of Freedom

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