Friday, December 29, 2017

Cosmic Handbook (M&M 3E)

The Cosmic Handbook is a 139 (with OGL) supplement for the third edition of Mutants and Masterminds. Much like the Supernatural Handbook, the book is divided into five chapters.

The first chapter is  entitled is very informative. It talks about the history of aliens and cosmic encounters in comics. Then we get a discussion of trope and elements that will affect adventures in space. Finally there's a discussion of Power Level X characters, those Galactus/Anti-Monitor baddies that your heroes will face but not be able to fight directly because of their immense power.

Chapter 2 is all about cosmic heroes. The book expands range charts to include intergalactic distances and discusses how powers work in space. We're also given new skills, advantages, and equipment. The bulk of the chapter is new archetypes. Here they are (with PL and comic character they're based on):

  • Cosmic Corsair (PL 10) - Corsair or maybe Star Lord
  • Cosmic Critter (PL12) - Rocket Raccoon
  • Galactic Peace Officer (PL 14) - Though there powers are different, concept-wise this is the Nova Corp or Green Lantern. Possibly the L.E.G.I.O.N.
  • Ray-Gun Hero (PL 10) - Adam Strange
  • Space Demigod (PL 12) - Orion and the New Gods
  • Space Knight - Rom or Green Lantern
  • Space Soldier (PL 11) - The Omega Men or L.E.G.I.O.N.
  • Star Hero (PL 12) - Captain Marvel or Adam Warlock
  • Strange Visitor (PL 14) - Silver Surfer
After the hero archetypes, we're presented with several simple templates that make cosmic heroes easier to build.


The third chapter focuses on Game Master info. The bulk of the chapter are villain archetypes, which are as follows:

  • Alien Overmind (PL 15) - Mentor
  • Avatar of Destruction (PL 16) - Thanos or Darkseid
  • Imperial Champion (PL 15) - Gladiator
  • Space Dragon (PL 16) -
  • The Devourer (PL X) - Galactus
  • Galactic Tough Guy (PL 14) - Lobo
  • Renegade Space Cop (PL 14) - Sinestro
  • Star Hunter (PL 12) - Predator
  • Time Master (PL 15) - Kang the Conqueror
The chapter ends with suggestions for using pre-existing minions in cosmic games and new cosmic minions (including xenomorphs).

The fourth chapter is my favourite because it deals with the cosmic aspects of Earth-Prime (the Freedom City universe). We're given updates from previous editions, including stats for Crater Apes, the Grue, and the Star Khan. The Khan gets a big upgrade, by the way. He now leads the remnants of the Lor Republic, now known as the Stellar Imperium. Unsurprisingly Blackstar also gets an update, now having his own Sinestro Corps. The Star Knights are also discussed as well as another faction that was created as results of the Emerald City Knights series.

The final chapter details Freedom City 2525, the Earth Prime equivalent of the Legion of Super-Heroes. In general this chapter is just a rules update of things presented both in 1e and 2e. That being said, there are some really cool characters to use in your game.

The book ends with a short appendix that includes more useful alien templates.

If you playing Mutants and Masterminds and want to include any cosmic stuff in your game, this is a pretty useful book. That being said this one isn't really geared to PL 10, like standard games. Still there's a lot of good crunch and inspiration for anybody that plays M&M.


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