Black Market Supplemental – M&M 3e: Cosmic Handbook

Copyright 2015, Green Ronin Publishing
Copyright 2015, Green Ronin Publishing

This is the latest sourcebook for Mutants & Masterminds 3e. And it is another good read! The art is excellent as well. Currently, it is only available in PDF at both Green Ronin and Drive-Thru RPG for US $14.95. The hardcover release, alas, has been delayed and I cannot find a new release date. Per Green Ronin staffer JonL, on their Ronin Army forums, January 2016 is possible. The good news is that you can pre-order the hardcover from Green Ronin for $29.95 and opt to get the PDF immediately for $5 more.

Chapter 1, “Infinity (and Beyond…),” includes some real-world comics history, focusing on the cosmic (outer space) tropes. I found this  interesting all on its own. Ever wonder about the origin of Superman’s cape? You’ll find out in the first couple pages. I thought this was a great way to start off the book and give readers a feel for the cosmic aspect of the comic book genre before presenting mechanics and new settings to re-create it. The middle part covers cosmic comic tropes  and, continuing the pattern set by the chapter title, this part is full of subheader shout-outs to movie and TV outer space. The short final section expands upon “Power Level X” characters (omnipotent/near-omnipotent NPC beings that should be treated as plot devices) with optional X+ levels and rules.

Chapter 2, “Cosmic Heroes,” is aimed at players and is where you find all the things to make your new PC a truly cosmic hero. The chapter is also useful for an Earth-(Prime)-bound game, for players or GMs wanting a character from another planet. Like the Deluxe Hero’s Handbook, there are several pages of statted PC archetypes from Cosmic Buccaneer to Strange Visitor. (Have fun guessing which SF/Space Opera characters inspired these. I did.) If you want to play a classic alien type (Logical, Plant-based, etc.) check out the Alien Templates sub-section at chapter’s end. Be sure to read the introductory advice on layering a template on a PC versus using it as the base for your PC’s stats. Not enough choice here? There’s a whole appendix of more alien templates, although they are intended for minions and other supporting NPCs, so would require GM buy-in and probably some extra work to create a suitable PC from one.

There’s also a handful each of new equipment, skills and advantages that are handy in space. Rather than new powers, the chapter includes information on altering ranges and measurements for certain powers (Communication, Senses) to account for the vastness of cosmic scales. This chapter and the next include sidebars and tables expanding measurements and ranges, which is a big mechanics factor in these campaigns.

“The Cosmic Series,” Chapter 3, is the most GM-centric. There’s plenty of GM advice for running cosmic campaigns in the first few pages. The 3 act and epilogue arc framework is pretty standard for any RPG genre, so read it if you haven’t seen such frameworks before. There’s also a good sidebar on “troupe play,” the RPG variant where players have several characters that they use in different sessions/arcs. Again, this can be useful for other RPGs you might GM. Here the M&M GM can also find both campaign type suggestions/themes and classic cosmic villain archetypes. Each archetype includes themes, tropes (“Classic Bits”) as well as story ideas (“Capers”). There are even name suggestions for the BBEGs.

Chapters 4 and 5 are the background- and setting-heavy ones–my favorites in nearly every sourcebook for every RPG I play. Chapter 5 takes one of the classic M&M settings centuries into the future as “Freedom City 2525.” It is a full setting with history, characters and possible adventures. This is also where most of the time-travelling  information and hooks can be found. To be honest, I didn’t find this quite as interesting as the previous chapter, which is why I am only mentioning it in passing. This has nothing to do with the quality of the material, which is as good as everything else in the Cosmic Handbook; it has everything to do with what I like best in comics and the cosmic sub-genre.

And what I like best is what Chapter 4, “The Freedom Cosmos,” is full of answers for. “What’s been going on in Outer Space recently–or ages ago–and how does it impact Earth-Prime of (in-game) today?” The answers start with an overview of cosmic history, beginning with the Preservers and Collapsar and continuing through what is, I assume, present day of Earth-Prime (especially Emerald City). Plenty of info on the Lor and other alien species, including history and templates. The templates are for opponents like Imperium Hounds and Grue Drones. The impression I got from my GM, who has read this book and knows the system better than I do, is that they wouldn’t be very useful for building a PC. I had been hoping for a Lor PC template, so was mildly disappointed there wasn’t one. (But the Psychic archetype and quick generator from Deluxe Hero’s Handbook still work quite well for a Lor mentat PC or NPC.)

But I loved the background on the Lor, Grue and Star Khan and how their fates affect Earth-Prime. Like the Player’s Guide to Emerald City, (my review) the history and current events, and Chapter 5’s “future  history,” in the Freedom Cosmos feel real, which is important for immersion–and also makes reading more enjoyable. Equally important, the backgrounds on these alien societies, as well as Chapter 5’s Confederation of Planets leave a lot of things out, so GMs and players can create details to make their setting and characters real and different.

One final note. Once or twice in the book, an adventure, “Hero’s Journey: Event Horizon,” is mentioned as being included. Per JonL, the adventure wasn’t “coming together,” so was omitted. Just bringing this up, so you won’t have to wonder what happened, like I did. While a little disappointed, I appreciate Green Ronin’s decision to not include it rather than go with something that they felt didn’t work. I, as well as other Ronin Army posters, hope that it will one day be released separately.

While not essential for all types of M&M campaigns, Cosmic Handbook is a great addition to your gaming bookshelf (or computer/tablet). I enjoyed reading it and found it helpful in creating the backstory for my latest M&M PC, a young Lor refugee. My only worry now is what happens when my GM starts using this material…Wait, he already did! We just visited Star Island and fought “ramped up” Imperium Hounds! What else in this tome will inspire him as he plans further adventures?

 

 

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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1 Comment

  1. Update! The physical book was released last week! It is a softcover selling for $29.95 at Green Ronin.

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