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Mutants And Masterminds Pdf Free Download

Author by: Dawsey - Kenson - McGlothlin - NorrisLanguange: enPublisher by: BukupediaFormat Available: PDF, ePub, MobiTotal Read: 43Total Download: 462File Size: 48,9 MbDescription: Writing and Design: James Dawsey, Steve Kenson, Prof. Christopher McGlothlin, M.Ed., and Jack Norris Development: Jon Leitheusser Editing: Glenn Hall Proofreading: James Dawsey, Glenn Hall, Nathan Kahler, Prof. Christopher McGlothlin, M.Ed., Adrian Smith, Aaron Sullivan, Alexander Thomas Graphic Design & Art Direction: Hal Mangold Interior Art: Chris Balaskas, Tazio Bettin & Enrica Eren Angiolini, Darren Calvert, Storn Cook, Talon Dunning, Alberto Foche, Tony Harris, Sean Izaakse, Mike-Lito, Domenico Neziti, Ramon Perez, Craig Taillifer, and Eric Wight Publisher: Chris Pramas. Author by: Steve KensonLanguange: enPublisher by: BukupediaFormat Available: PDF, ePub, MobiTotal Read: 82Total Download: 350File Size: 50,8 MbDescription: Freedom City is a setting for superhero adventures using the third edition of the Mutants & Masterminds superhero roleplaying game, although it’s suitable for use with any superhero RPG.

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Freedom City is a fictional metropolis located on the east coast of the United States of America. In the tradition of the great fictional comic book cities, the exact location of the city is left somewhat vague, allowing Gamemasters to place it anywhere they like in their own world.

Players can use this book as a source of character ideas, background elements, subplots, supporting characters, and foils for their heroes. They can also use the superheroes in this book as examples or background elements when creating their own heroes. Gamemasters can use Freedom City as a setting for a Mutants & Masterminds series, or take elements of the city and transplant them to a new location or a different setting. The book is full of people ranging from social workers and media personalities to Mob bosses and mayors, all ready to be dropped into a setting or adventure. Freedom City provides numerous locations, which can be used as part of the city or incorporated into another city in the GM’s game. There are businesses, government offices, hotels, casinos, hospitals, restaurants, tourist attractions, and numerous other places Gamemasters can borrow for use in their own games. Finally, Freedom City has dozens of characters: heroes, villains, and some in between.

There are also superhero teams, solo villains and villain teams, criminal organizations, and a government super-agency, all ready for use in any Mutants & Masterminds game. As such, this book is sub-divided into four major “books” dedicated to its different uses.

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Book 1: The Freedom City Player’s Guide provides an overview of the city: its history, geography, culture, important sites, and all the essential information a visitor or resident would have, useful in getting a feel for Freedom City and creating characters rooted there. It includes a number of different series frameworks for types of M&M games set in Freedom City and a specific look at the variety of superpowered origins common to the city. Book 2: The Secrets of Freedom City is a Gamemaster guide to all of the behind-the-scenes information about the city: its hidden history, the truth about various rumors and seemingly ordinary places and people, the inner workings of its government and criminal underworld, and details on the heroes who call Freedom City home. Book 3: Heroes of Freedom City looks at various heroes suitable for use in Freedom City, from the world-spanning Freedom League to local heroes like the Atom Family. Gamemasters can use these characters as supporting cast in a series or examples for players. Book 4: Villains of Freedom City is a rogues gallery of super-criminals and threats looming over the city, foes for your Mutants & Masterminds heroes to combat as they adventure in Freedom City. They range from powerful criminal syndicates and alliances to petty crooks and madmen.

BASIC PREMISES Throughout this book, certain assumptions are made about Earth-Prime (the world of Freedom City) and how it works. Gamemasters should feel free to tinker with these premises as desired, but should be aware that changing them can alter the feel of the setting. These basic premises parallel the classic comic book superhero worlds in many ways. People with super-powers have existed throughout Earth’s history, but costumed heroes and villains with superhuman powers have been public figures since the late 1930s. Freedom City in particular is an epicenter for superhumans, but they are found in other places around the world.

Nearly every sort of super-power or gimmick found in the comic books can and does exist in the world of Freedom City. Despite this, the world on the surface is still very much like our own and most of the history and society from our world also exists there. Virtually any type of character or plot from superhero comic books can (and probably does) exist in Freedom City. All the various superhuman origins, powers, and themes co-exist in the setting.

There is magic, super-science, aliens, lost worlds, gods, megalomaniacal supervillains, and more. You can find more details in Chapter 4 of the Player’s Guide. Although everyone has heard about superheroes and villains, and probably seen them (on TV, if nothing else), most people in Freedom City still live fairly ordinary lives, despite the occasional invasion from outer space or similar threat. Earth-Prime as a whole has a fairly “four-color” comic book style: While characters and stories deal with some real and personal drama and issues, the whole as a whole is a fairly positive one where the essential concepts of superheroics are accpted without any question, as unrealistic as they might be sometimes in the real world.

Welcome to FREEDOM City! SPOILER WARNING! Important though it may be, Freedom City is still just one city. Recent events have brought its “sister city” on the West Coast into greater prominence, as detailed in the Emerald City sourcebook, and the Atlas of Earth-Prime provides some details on the world beyond Freedom City and Emerald City, including many “lost worlds” and hidden civilizations on Earth.

The Cosmic Handbook goes into detail about the universe (indeed, the omniverse) beyond Earth- Prime, including alien races, galactic civilizations, and cosmic powers. All of these books together offer a wealth of information about the Earth-Prime universe. 6 Introductionntroduction. Author by: Steve KensonLanguange: enPublisher by: Green Ronin PubFormat Available: PDF, ePub, MobiTotal Read: 45Total Download: 189File Size: 53,6 MbDescription: Since 2002, Mutants & Masterminds has earned its title as the World's Greatest Superhero RPG, inspiring countless game sessions and winning many awards for excellence. The Mutants & Masterminds Deluxe Hero's Handbook is the revised and expanded core rulebook of the game's Third Edition, detailing everything you need to have your own superheroic adventures. The character creation system lets you make the hero you want to play, choosing from a wide range of skills, advantages, and power effects. Customize your hero's powers with modifiers to create an almost endless range of superhuman abilities.

The Deluxe Hero's Handbook includes a Quickstart Character Generator and two brand-new adventures. Author by: Michael HammesLanguange: enPublisher by: Green Ronin PublishingFormat Available: PDF, ePub, MobiTotal Read: 47Total Download: 649File Size: 40,5 MbDescription: The world needs heroes; but more importantly, your game needs super-heroes right now! Instant Superheroes provides a selection of super-hero archetypes for Mutants & Masterminds, each with detailed information on how to modify, customize and play these new heroes in the game. With Instant Superheroes, 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, this 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.

Author by: Steve KensonLanguange: enPublisher by:Format Available: PDF, ePub, MobiTotal Read: 44Total Download: 453File Size: 40,8 MbDescription: Every hero needs an origin story and this can be yours! Written with new gamers in mind, the Basic Hero's Handbook streamlines and clarifies the flexible, robust third edition rules of Mutants & Masterminds.

With simplified character creation and a selection of ready-made adventures, the Mutants & Masterminds Basic Hero's Handbook lets players jump right into the action. The book is fully compatible with the Deluxe Hero's Handbook and the entire library of third edition Mutants & Masterminds supplements, instantly expanding your character options and adventure potential. Whether you're just getting started, or want an extra player-friendly reference at the table, the Mutants & Masterminds Basic Hero's Handbook is the choice for your world-saving needs! Author by: Source WikiaLanguange: enPublisher by: Books LLC, Wiki SeriesFormat Available: PDF, ePub, MobiTotal Read: 78Total Download: 605File Size: 55,9 MbDescription: Source: Wikia.

Author by: Super UnicornLanguange: enPublisher by: Green Ronin PubFormat Available: PDF, ePub, MobiTotal Read: 22Total Download: 307File Size: 47,7 MbDescription: More than 50 of the world's most dastardly supervillains, monsters, power-mad sorcerers, and would-be conquerors come alive in this lavishly illustrated catalog of criminals conceived, written, and art-directed by Super Unicorn design studio! Battle the maniacal Atomic Brain, conquer the demon within Johnny Reb, and maybe score a date with the Other Woman, mysterious maven of the Clique!

Includes four complete villain headquarters, new powers, a host of villainous devices, and an introduction to the META-4 Universe, first seen in the Mutants & Masterminds core rulebook. You'll definitely want to catch these Crooks!

Author by: Green Ronin PublishingLanguange: enPublisher by: Green Ronin PubFormat Available: PDF, ePub, MobiTotal Read: 46Total Download: 905File Size: 51,8 MbDescription: Your mighty superhero deserves deluxe treatment, and that's where the Mutants & Masterminds Character Record Folio comes in. Say goodbye to cramming your notes and super powers onto a single character sheet-the folio is designed to handle your superhero for the entire campaign. Its 16 beautifully designed pages include great add-ons like record sheets for your minions, vehicles, and headquarters, plus Crime Files that let you track important events and NPCs. The M&M Character Record Folio is good for any character, from a street-level vigilante to a being of cosmic power.

This began as a quick reference document for players in my upcomingMutants & Masterminds campaign. I’m migrating them from M&M 2e to 3e.As you can see, my brevity escaped me. In the end, I wrote this for two audiences:M&M players who haven’t made the switch and superhero gamers curious about thesystem. Obviously I’m in the tank for M&M, having run it successfully for many campaigns.

I know superhero rpgs generate more “Don't play X, you shouldplay Y” posts than other genres. I play and enjoy several different systems: Venture City Stories, Base Raiders, Worldsin Peril, Marvel Heroic, etc. I’m not weighing M&M’s value against othersystems; I’m just supplying an overview. Feedback’s welcome. M&M 3e is a d20 system, built around single roll resolution.While it has roots in the d20 OGL, this edition moves further.

Players build charactersusing points; an average starting PC has 150. While the system has levels theseserve only as benchmarks and limits to purchases. Points buy attributes, advantages(i.e. Feats), powers, skills, and attack/defense ratings. M&M feels much lesscomplicated than GURPS Supers or Powers and a bit less than Champions. It’s in the ballpark with Mutant City Blues and Rotted Capes; maybe a hair more involved.Your reaction will depend heavily on your experience with point construction mechanics.If you haven't used those before, it may feel overwhelming. Power creation is central to the system.

One of my players describesit as “object-oriented.” You define an effect for a power and then construct attributesaround that. So an energy blast is a Damage effect, with the 'Extra' usableat range. This gives the power’s base cost per rank, in this case 2 points per.You can apply additional Extras and Flaws to change costs. Most powers operate thisway. A sub-set has your rank allow for a choice of effects. In this case, you 'spend'ranks to select from a menu of options.

Immunity and Movement work this way forexample. The advantage system follows this pattern. The feat-like qualities arepresented as micro-powers, covering simple effects.

At heart, M&M works like other d20 games. Rounds cover sixseconds and initiative determines action order. Distances are given and can be determinedfrom movement tables, but in play feel fairly abstract. I suspect most GMs willrough those out, given the nature of supers flying around a battlefield. Playersroll most attacks by adding a rating to a d20 roll and comparing the result to adefense value. If they equal or beat that target, they hit. The defender then rollsa resistance versus the effect.

In the case of a damage, the target # is the attack’srank+15; in the case of other power effects the target # is the attack’s rank +10.If the defender saves, nothing happens. If they fail, they check how badly. M&Mbreaks this into four degrees, one for each 5 points of failure. Damage effectshave specific results: miss by one degree and you gain a cumulative -1 to furtherdamage saves; miss by two degrees and you get that -1 as well as becoming dazed;miss by three and you get the -1 and become staggered. If you miss by four degrees,you drop. Non-damage effects usually have three stages of severity as well, withoutthe a stacking penalty.

So a Poison effect might cause Impaired/ Immobile/ Paralyzed,depending on degree. The end result is that as they take damage, characters becomemore susceptible to being KO'd. Teaming up becomes a strong tactic, allowing playersto raise the resisted damage number. In practice it feels very comic book. Thoughthe system seems complex at first glance, a small set of mechanics run througheverything.

Once you get a few of the pieces, the rest fall into place. Playerswho gain that mastery can then explore more complex options and maneuvers. In myexperience combat's faster than Champions,but not as fast as something like Fate.

Moving from 'bundled' powers to effect-based buildschanges things the most. Originally M&M had some effect-defined powers and alarger pool of essentially pre-built common ones.

The supplement Ultimate Power began to redefine that, offeringa way to get under the hood of powers and construct even more interesting options.If you know, then you'llrecognize that system in M&M 3e, though even more stripped down. That shifthas in turn driven the designers to make effects consistent across systems. Affliction-typeeffects now clearly echo damage template and advantages more clearly fit withthe power system. M&M 3e also changes up Abilities, with a new selection andratings now only modifiers (rather than classic “3-18” values). Other factors likeDefenses have also been streamlined.

The game consolidates advantages and skills.Now only 16 skills exist, and some of those represent combat abilities. M&M3e has other changes scattered throughout: putting more focus on motivation, standardizingmodifiers (+2, +5 now), and retooling (but not really reducing) conditions. The mechanics shift means that some M&M 2e releases aren'tuseful to GMs of the new edition: the core book, Ultimate Power, the, and for example.

Collectionsof foes and modules require retooling:,etc. They remain useful because you can always use inspiration.

As well GRsmartly hasn't duplicated most of these materials in their releases. Forexample, instead of doing Freedom City again, they chose another urban locale. Newedition GMs will get the most use out of the M&M 2e genre books. While theyinclude character examples which have to be converted, they mostly contain generalsetting material. So, etc are worth keeping or picking up. Green Ronin has kept thesematerials available for pdf purchase. This is the system’s core book.

A smaller, non-Deluxe editioncame out in 2011. The more recent edition, the only one currently available in print,adds a little under a hundred pages. That includes adventures and a 50+ page QuickHero Generator. The Deluxe edition fixes the errata. It's a heavy book, amazinglyillustrated. The text can be dense and a little overwhelming if you're coming intoit for the first time. Powers get the longest treatment (along with the Quick Creator).What's striking is how tight the actual resolution and play rules are.

There's a12 page overview at the front and then all of action resolution and combat fillsonly 17 pages (including examples). In fact, you may wonder where the resolutionrules are, since they don't pop up until page 235. The last fifty pages of the bookoffer materials for the GM. It's a solid production overall. My only real complaint is the placement of the Quick Hero Generator.It's an excellent GM tool and perhaps a good one for the starting player.

But forveteran players or those wanting to get to the meat of the game you have toflip past this large early section. It's a small thing but it breaks up charactercreation and makes it harder to find things in this hefty volume. For M&M 2ereleased a stripped down Pocket Player'sGuide, cutting out GM sections. Something like that would be awesome.

Alternately-players looking for something streamlined, should consider picking up the. It hasthe same rules, but with DC examples and illustrations in a shorter, lighterformat. I've also been able to find copies of online at a decent price. The Mastermind's Manualfor 2e provided a host of options and mechanical insights. The Gamemaster's Guide for 3e might look like the parallel volume, butit has a very different objective. Where the earlier book delved into the game’scrunch, the GM Guide almost studiouslyavoids that.

Instead it's more of a basic superhero GM primer. The first sectiongoes over superhero setting tropes, the second & third looks at villains, andthe fourth & fifth cover general plots and scenario planning. Only the shortestchapter offers any mechanical options, surveying mass combat, fighting styles, andhow to handle wealth & reputation. Some of the Masterminds Manual concepts ended up folded into the new core book,like the richer treatment of skills. But some smaller, useful elements have vanished,like a discussion of scale and using miniatures. On the other hand, the Gamemaster’s Guide book has a much differentpurpose.

It wants to orient new superhero GMs and perhaps provide a refresher forGMs returning to the genre. In that regard it works.

I can imagine flipping throughthis for inspiration. It's no VillainyAmok, but few supplements are. Power Profiles consistsof short (on average four pages) overviews of power archetypes: Electrical, Luck,Size-based, Teleport, and so on. Each covers common descriptors, features, and complications.They also provide example powers for that archetype in several categories: Offensive,Defensive, Movement, and Utility. This presents an excellent starting point forplayers and GMs armed with a basic concept.

The book also includes several briefessays on related topics: boosting powers, point account, shifting powers, etc.Power Profiles doesn't offer new mechanics,instead it shows the flexibility and strength of M&M 3e. The parallel product to PowerProfiles, Gadget Guides covers areasleft out: equipment, armor, and devices. While the earlier volume's materials canbe adapted to gadgets and foci, this book concentrates on item creation. Twenty-twochapters cover different kinds of devices and how they can be used in M&M 3e.Topics include Biotech, Computers, Mecha, Steamtech, and Vehicles. There's advicefor different genres and how to handle that kind of tech. Two appendices look atrelated topics: Inventing and Rituals.

As I mentioned above, DC Adventures uses the M&M 3esystem. So you can substitute the DCA Hero's Handbook as your core reference. Whilethe DCA version isn't that much shorter (276 pages vs. 320), it uses a lighter-weightpaper which means it's about half as thick. The pages look fine; there's only bleedthrough when you hold it up to the light.

Obviously this edition uses DC examplesand spends time covering that setting. It also lacks much of the GM extras andmaterial. Ironically or awfully, DCAdventures came out just before DC launched their 'New52' reboot.I imagine that's a little irritating and it reminds me of DC Heroes getting hosed by Crisison Infinite Earths back in the 1980's.

Besides the Hero’sHandbook, Green Ronin has released three additional volumes. And aremassive collections of Heroes & Villains.

If you're planning on running M&Mthese are an awesome resource. On the one hand, you get premade adversaries youcan reskin. On the other, when someone says they want to run a character like 'Batman”or “The Flash' you can reference this.

These books also note characters whohave point costs corresponding to their power level. You could use these straightas pick up PCs. Dhoom 2 robbery video free download. Covers the DC Universe as a whole.

This is super usefulif you're planning on running there. If not, it does have tons of example NPCs-both normals and supers. I think there's actually more characters here than in eitherHeroes & Villains volume, just without full background write ups. The full Emerald Cityset is massive. It comes in three volumes, plus a map. The smallest book (96 pages)is the Player's Guide to Emerald City.It opens with a player-facing tourist guide, and moves into classic territory. Thatmeans a ton of information.

Mutants

I'm never sure if this work. Is it’s better to handsomething like this off, write a summary, or just present it in play?

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The Player’s Guide does discuss how to integratecharacters into the setting. The second book, Secrets of Emerald City (128 pahes), gives the GM rundown of events,characters and secrets. It expands on the PlayersGuide and adds new areas and adversaries. Finally Emerald City Knights is an introductory campaign for the setting. It’sintended as a starter to bring new characters in and grow them as they tour thelocation. A large villain collection from Green Ronin. They have releasedseveral of these over the years and this one continues the quality.

Originally aseries of character pdfs, Threat Reportbrings nearly everything from that together. It avoids rehashing earlier characters.I think everything here is new (except maybe Doctor Sin?

I'm not sure). The collectionincludes 39 solo villains (plus assorted allies) and six villain groups. Each entryhas background and hooks as well as full stats. Several have nice color commentarylike database entries you could hand out to players. Threat Report includes two useful indexes. The first lists name, powerlevel, and page number alphabetically. The second does the same, but organized bypower level.

GMs can quickly hunt down balanced foes for their team. While thereare other sources of enemy write ups (the DCAHeroes & Villains, third party pdf books), Threat Report offers a solid and well-presented bestiary with greatideas. (Notably is has fewer supernatural psycho-killers than earlier collections). Mutants &Masterminds turned it's attention to sorcery with the for2e. Initially I'd assumed the SupernaturalHandbook would cover the same ground. I'd missed the implications of the title.Where the previous book considered mages in the vein of Dr. Strange, andJustice League Dark, this instead aims for horror.

That surprised me as I hadn'tconsidered that genre for M&M. But then I thought about some of the more overthe top sources like Tomb of Dracula,Elsa Bloodstone, or Van Helsing. The Supernatural Handbook offers that, but alsomore subtle things echoing Constantine,Swamp Thing, and non-comic book horror.Designer Lucien Soulban's worked on both horror and supers previously: Aberrant, Mage, Vampire, Orpheus, and earlierM&M editions. This genre book primarily covers many different kinds of horrorcampaigns (Monster of the Week, Post-Humanity, The Ancient Ones, etc). The firstchapter considers using those tropes and placing campaigns in different time periods.Chapter two discusses appropriate character creation and includes template for monstroustypes. It also has a brief section on investigations. Chapter three goes over theelements of horror games, adding fear & corruption, running horror tales, andhandling otherworldly evils.

Chapter four contains adversaries and short adventures.The last chapter presents a supernatural investigation group, Arcade. Another genre book tuned to classic supers tropes. Think serieslike Guardians of the Galaxy, Legion ofSuper-Heroes, Silver Surfer, Green Lantern Corps, Adam Strange, Omega Men, andbeyond. We haven't seen that many superhero sourcebooks cover this: &, and licensedbooks like & come to mind. The Cosmic Handbook follows the same structure as the Supernatural Handbook. Chapter one coverscampaign types and elements. Chapter two looks at character creation and offersseveral templates.

Chapter three talks about what a cosmic campaign entails andhow to manage it as a GM. The last two chapters switch gears a little, connectingthe material to the Freedom City Universe. Chapter four presents the cosmic historyof the setting, from the birth of the universe to alien invasions to galactic empires.Chapter five jumps forward five centuries to present a LSH-like setting, FreedomCity 2525. As I mentioned above, Green Ronin has supported M&M 3e withmany electronic series.

Three haven't yet been bundled into printed collections.The offer NPCsfor the Wild Cards setting (though theoriginal sourcebook's for M&M 2e). There’s a pdf compilation of this. Anotheris the, still ongoing.It covers all of Freedom City Earth. Finally is a new series of villains write ups.

I expect theselast two will have a printed collections when they wrap. I should also mention thatthere will be a new version of the popular setting from 2e. I believe that will be a single-book release, rather thandone as a pdf series first. There are several online resources available for M&M players.You can find the here. It contains all of the OGL material, thoughit does change a couple of the key terms to comply. The is theactive online board for M&M at Green Ronin. It's an excellent source for answers,ideas, and existing character adaptations.

Has a M&M 3e module ifyou’re willing to spend the money on that. We’ve always used user-madespreadsheets for calculations. Fantasy Grounds also offers a.

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Finally has a built-in M&M 3e charactersheet. It isn't automated for creation, but is useful in play.

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Oneof the few supplements offering mechanical elements. Better Mousetrap covers many topics. New skills & advantages,new powers, and new rules for things like chases.

It has some good material onvillains, new archetypes, organization building, and example builds. It has newgadget options and a major section on headquarters building.:A nearly 400-page character sourcebook. The framework is a future historian lookingback at these heroes and villains to examine their stories. Characters are drawnfrom across different eras: Golden Age, Bronze Age, Iron Age, etc.

That's a niceconceit. I like game books which use the tales of multiple NPCs to sketch outthe setting. If it's compelling, that can make for a great read (see The or Omlevex ). On the other hand drawing acrossdifferent eras potentially makes some characters less useful, depending on the kindof campaign you're running. TheKickstarter for this game supported releases across several systems.

This is a complete,Iron Age dystopian superhero setting. It's pretty dark and strikingly put together. IronBay offers two urban centers for the 'Adventures Have Consequences' settingfrom AHC Studios. It splits between light and dark locations (I imagine a littlelike Gotham and Metropolis adjacent to one another). The broadersetting has manysupplements which could be converted.

Oneof the most unusual supplements, this covers characters from American folklore (PaulBunyan, Iron John). It offers 20 archetypes, 24 full write ups, and 100+ biographiesfor significant 18th & 19th Century characters. It breaks these down by eras(Colonial, Tall-Tale, Wild West, and Post-War). While it doesn't offer an over-archingcampaign, it does have a timeline and bibliography.Offers a sketchy world background, re-released for 3e. The book has a short overviewof a campaign city followed by several dozen character write ups and a number ofscenarios. Watch Guard has a strong Valiantvibe to it, but you have to piece the world together from various entries. A solidand useful resource for any supers GM.