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Jim Jefferies: Contraband (2008)
Movie
Comic Jim Jefferies talks about pregnant teenagers, his grandmother, pedophiles, the afterlife,...
Merissa (13600 KP) created a post
Apr 28, 2022
Merissa (13600 KP) created a post
Jul 27, 2022
Merissa (13600 KP) created a post
Jun 17, 2025
M Sken MOBILE
Business and Shopping
App
Z “M Sken MOBILE” hitro in enostavno opravite nakup v nekaj korakih: - ...
M in the Middle: Secret Crushes, Mega-Colossal Anxiety and the People's Republic of Autism
The Students of Limpsfield Grange School and Vicky Martin
Book
I'll never have a Card Emporium series of life events: a boyfriend, a fiance, a husband and a...
Awix (3310 KP) rated Power Profiles: A Mutants & Masterminds Sourcebook in Books
Mar 25, 2019 (Updated Mar 25, 2019)
Pretty much an essential supplement for anyone wanting to run M&M for more than a handful of sessions. Sooner or later you're going to want to go beyond the pregenerated characters and powers from the core book, and it's true that while the superpower rules in the book are comprehensive, they're potentially intimidating, too. There are a lot of power effects, and a lot of ways to modify them - the best way to duplicate a specific power from the comics isn't always clear.
That's where this book comes into its own: everything from Air Powers to Time Powers (and beyond) get their own chapter, each one containing a large selection of pre-worked out powers. For instance, how do you differentiate between throwing a fireball and a lightning bolt? Well, the fireball has an area effect, meaning it costs 50% more. Fun obscure powers include Internal Flora (incapacitate your enemies by disrupting the plant bacteria in their gut!) and Anatomical Split (fight crime by literally going to pieces!).
Some of the powers are a bit odd and a close eye from the GM is required, but this is always the case with M&M. Mostly this is very solid, fun stuff; just flipping through the book always generates new ideas for different characters.
That's where this book comes into its own: everything from Air Powers to Time Powers (and beyond) get their own chapter, each one containing a large selection of pre-worked out powers. For instance, how do you differentiate between throwing a fireball and a lightning bolt? Well, the fireball has an area effect, meaning it costs 50% more. Fun obscure powers include Internal Flora (incapacitate your enemies by disrupting the plant bacteria in their gut!) and Anatomical Split (fight crime by literally going to pieces!).
Some of the powers are a bit odd and a close eye from the GM is required, but this is always the case with M&M. Mostly this is very solid, fun stuff; just flipping through the book always generates new ideas for different characters.



