Cosmic Handbook Preview
Cosmic Handbook Preview
Cosmic Handbook Preview
Table of Contents
INTRODUCTION .......................................................................3 How Much Can the Player Characters Do? ....................................50
Who Are the Bad Guys?.......................................................................50
CHAPTER 1: INFINITY (& BEYOND...) ........................................ 4 Putting it all Together ..........................................................................50
A COSMIC HISTORY OF SUPERHERO COMICS .........................4 Series Ideas.............................................................................................52
The Man of Tomorrow...........................................................................5 COSMIC VILLAIN ARCHETYPES ................................................ 55
Failure to Launch ....................................................................................5 Alien Supermind ...................................................................................55
Back to the Future ..................................................................................5 Avatar of Destruction ..........................................................................57
Silvertone..................................................................................................6 Imperial Champion ..............................................................................60
Legion ........................................................................................................6 Space Dragon ........................................................................................63
Tales to Astonish .....................................................................................6 The Devourer .........................................................................................65
Exile on Main Street ...............................................................................7 Galactic Tough Guy .............................................................................67
Fourth World ...........................................................................................7 Renegade Space Cop ...........................................................................70
Meet the New Boss .................................................................................8 Star Hunter .............................................................................................72
Theres a Starman Waiting in the Sky ................................................8 Time Master ...........................................................................................75
Crossing Over ..........................................................................................9 MINION ARCHETYPES ................................................................ 77
Its the End of the World (As We Know It)..........................................9 COSMIC MINIONS........................................................................ 79
The Future Is Now ...................................................................................9 Cuddly Alien Pet ....................................................................................79
THE COSMOS: SUB-GENRE CONVENTIONS..............................9 Energy Beings ........................................................................................79
Being Alien and What It Means ........................................................10 Shapeshifting Aliens ............................................................................79
New Life & New Civilizations .............................................................12 Xenomorphs ..........................................................................................80
Changes ..................................................................................................13
Infinite Powers & Ultimate Tests .......................................................13
CHAPTER 4: THE FREEDOM COSMOS .......................................81
Having Environmental Issues ............................................................13 A BRIEF HISTORY OF THE COSMOS......................................... 81
Futureworld ...........................................................................................14 The Preservers........................................................................................81
Machine Head .......................................................................................14 The Great Empires ................................................................................82
Cult Following .......................................................................................14 The Chaos of Collapsar .......................................................................83
Difficult Concepts .................................................................................15 THE SOLAR SYSTEM ................................................................... 83
The War of the Worlds .........................................................................15 Earth ........................................................................................................83
The Great Beyond .................................................................................16 The Moon ...............................................................................................85
COSMIC RULE OPTIONS............................................................. 19 THE GREATER GALAXY............................................................... 87
The X Factor ...........................................................................................19 The Grue Unity ......................................................................................87
The Stellar Imperium ...........................................................................91
CHAPTER 2: COSMIC HEROES .................................................22 Alien Races .............................................................................................97
STARTING POWER LEVELS ........................................................ 22 INTERSTELLAR FACTIONS ......................................................... 98
Challengers of the Cosmos ................................................................22 The Argents ............................................................................................98
Cosmic Crusaders .................................................................................23 The Blackguard .................................................................................. 101
Cosmic Avatars .....................................................................................23 The Star Knights................................................................................. 104
WITH GREAT POWER COMES INFINITY AND BEYOND ........................................................... 108
GREAT BIG ACTION SCENES .................................................. 24 Interstitial Universes ......................................................................... 108
Powers .....................................................................................................24 The Primals ......................................................................................... 111
Power Effects .........................................................................................26
Abilities....................................................................................................29 CHAPTER 5: FREEDOM CITY 2525.......................................... 114
Skills .........................................................................................................29 A BRIGHT, SHINING FUTURE................................................... 114
Advantages ............................................................................................30 The World of Tomorrow ................................................................... 114
Equipment..............................................................................................31 The City of the Future ....................................................................... 114
ARCHETYPES ................................................................................ 34 Beyond Freedom City ....................................................................... 117
Cosmic Buccaneer ................................................................................36 The Freedom Legion ......................................................................... 118
Cosmic Critter ........................................................................................37 THREATS ...................................................................................... 124
Galactic Peace Officer .........................................................................38 The Grue Unity ................................................................................... 124
Ray-Gun Hero ........................................................................................39 The Unification Movement ............................................................. 124
Space Demigod.....................................................................................40 The Tyranny Legion ........................................................................... 125
Space Knight..........................................................................................41 TIME PASSAGES ......................................................................... 130
Space Soldier .........................................................................................42 In the Not-Too-
Start Hero ...............................................................................................43 Distant Future... ............................................................................. 130
Strange Visitor .......................................................................................44 Capers from Tomorrow .................................................................... 130
ALIEN TEMPLATES....................................................................... 45
APPENDIX: ALIEN ................................................................ 133
CHAPTER 3: THE COSMIC SERIES ........................................... 48 ARCHETYPES & TEMPLATES ................................................ 133
Central Themes .....................................................................................48
RUNNING COSMIC GAMES........................................................ 50 INDEX ................................................................................ 137
Episodic or Serial?.................................................................................50 LICENSE ............................................................................. 139
Cosmic Power Levels ............................................................................50
2 TABLE OF CONTENTS
COSMIC HANDBOOK MUTANTS & MASTERMINDS
Introduction
The Cosmic Handbook is a sourcebook for the MUTANTS & while also diving into information on the challenges of
MASTERMINDS roleplaying game. It covers the some of the surviving in space and dealing with cosmic entities wield-
most popular and most powerful types of superhero ing cosmic powers... even if that entity is your hero!
stories... those dealing with space-faring adventure,
aliens, primal entities, science fiction, and anything else Chapter 2: Cosmic Heroes is all about creating charac-
falling into the vast cosmic realm. In the following pages ters, but the information is for players and Gamemasters
the past, present, and future of the cosmos are laid bare alike. It includes tips and tricks for designing a cool and
so you can explore the galaxy, save entire alien races, face effective character no matter what sort of setting your
down planet eaters, and discover how important a lone series features. Also included is a discussion on the abili-
human from Earth is in the battle for the soul of the uni- ties, skills, advantages, equipment, and powers common
verse! to cosmic heroes, including rules options to adapt a few
powers for use in a cosmic series. Finally, this chapter also
Cosmic heroes uncover and put a stop to alien menaces, features a number of character archetypes you can use as
keeping not just a neighborhood, city, or country safe, player characters or adapt as you see fit to create a custom
but the entire planet. Often these battles play out across hero.
the sky for everyone to see and marvel at, while other
times theyre handled in secret, so as not to cause a Chapter 3: The Cosmic Series provides the Gamemas-
panic. But no matter what, the forces unleashed during ter with all the information needed to create compel-
such conflicts typically go far beyond what terrestrial ling stories for space-faring heroes to interact with. This
heroes are capable of handling. They keep the streets chapter includes sections covering themes central to
safe, you keep the planet safe. Scratch that. You keep the cosmic series, including aliens, invasions, space travel,
planets safe. ancient mysteries, and more. It also gives the GM tips on
starting their series and keeping it fresh over time. Lastly,
HOW TO USE THIS BOOK there are villainous archetypes, including multiple options
for using them, along with some typical alien races.
The Cosmic Handbook covers a lot of ground and can be Chapter 4: The Freedom Cosmos looks at the Freedom
used in a number of different ways. It provides informa- City universe. The history of the universe is covered, in-
tion on the different types of cosmic series. From Earth- cluding the impact of the Preservers, Earths history with
lings caught up in something much larger than them- extraterrestrials, the other great alien empires, and how
selves (and really, larger than their planet) and thrust into things have been changed by the re-emergence of Tellax
intergalactic conflict to aliens who have taken a vow to the Redeemer and Collapsar, the destruction of Magna-
protect life in the universe from threats from beyond the Lor, the rise of the Stellar Imperium, and the appearance
stars. of new galactic organizations intent on their own goals. It
also sets the stage for your new cosmic series by shaking
The ideas covered in this book can be used to run a up the status quo and giving GMs and players an exciting
cosmic series, or they can be used as inspiration for inject- new universe to explore.
ing some cosmic energy into the game youre already
running. Gamemasters are free to change and adapt the Chapter 5: Freedom City 2525 revisits the future of
material in this book as they see fit. After all, not every idea Freedom City first presented in the M&M Annual. The
fits perfectly well into every series. setting is the far future, when Freedom City is at the
center of the peaceful Galactic Confederation. But even
CHAPTER OVERVIEW in the 26th century, there are threats to peace, justice,
and freedom across the known galaxy. Fortunately, the
Beginning with the history of the cosmic superhero genre Freedom Legion is there to face these threats and give
and working its way through information for GMs and your heroes a place to call home... among the stars!
players alike, the Cosmic Handbook includes archetypes Whether you and your group are looking to play in a mod-
and enemies, equipment and adventures, advice and ex- ern-day series mainly set on Earth with frequent travel out
amples, as well as ideas to fuel new characters and plot amongst the stars, focus on a galaxy-spanning group of
lines for your series. aliens finding a way to avoid imperial entanglements out
Chapter 1: Infinity (& Beyond) is an overview of cosmic in the universe, or assemble a team of young, enthusiastic
stories in superhero comics along with common story- heroes-of-the-future from across the cosmos to defend
lines and genre tropes, perfect for GMs looking for inspira- the people of the Confederation of Planets, the Cosmic
tion. This chapter provides context for the rest of the book Handbook has everything you need!
INTRODUCTION 3
COSMIC HANDBOOK MUTANTS & MASTERMINDS
NULLIFIER BANDS (TECH LEVEL 2) races to wear, but most comic-book cosmic settings
feature space suits which truly are one size fits all.
In a universe filled with super-powerful criminals, it is
no wonder someone developed nullifier bands. They are Space Suit: Feature 1 (Commlink), Immunity 7 (Cold, Disease,
often designed as collars which are placed around the Heat, Radiation, Vacuum, Suffocation) 8 points
necks of prisoners, or built into strong cuffs or manacles.
The nullifiers progressively weaken any super-abilities SUPER-TECH FLIGHT BELT (TECH LEVEL 2)
possessed by the wearer until the prisoner loses their
powers (transformed into a powerless version of them- These compact devices create a gravitational field that re-
selves). These devices have also found their way into sponds to the will of the user. These inventions are often
the hands of space pirates and slavers, who use them to used by superheroes who dont have their own ability to
control powerful captives they plan on selling as slaves fly, to help them keep up with their fellow heroes. They are
or holding for ransom. As soon as the bands are turned reliable, easy to use, and fairly compact. Additionally, the
off or removed, the wearer regains their abilities. The effects of the belt are subtle, so the casual viewer may not
ranks of Affliction vary, but are generally within two know the belt is being used.
ranks of the power level of your game in order to be ef-
fective. Super-Tech Flight Belt: Flight, Subtle 1 point + 2 points per rank
Nullifier Bands: Continuous Progressive Affliction (Resisted TELEPATHIC TRANSCEIVER (TECH LEVEL 3)
and Overcome by Fortitude; Impaired, Disabled, Transformed),
Instant Recovery 3 points per rank
The most efficient form of communication in a vacuum
is telepathy, which requires no medium for sound
SPACE SUIT (TECH LEVEL 1) to travel in and communicates ideas clearly without
chance of miscommunication or interference. Often
Practically a necessity in almost any cosmic game, the designed as a small ear plug or similar device, this unit
space suit is a piece of gear no space explorer should be scans the surface thoughts of the user and transmits
without. Those heroes gifted with the power to survive them to others. While most living beings using a space
the void of space will still want to know where they can suit find the built-in commlink sufficient for their needs,
find one for their less-durable friends. Space suits almost a telepathic transceiver is a must for those beings able
always come equipped with a simple commlink circuit for to survive in a space without a containment suit. This
communicating via radio. Depending on which race the device allows communication with any sentient species,
suit was designed for, it may prove challenging for other
11*/8** 2 0 3 DEFENSE
DODGE 9*/12** FORTITUDE 11*/18**
POWERS PARRY 9*/12** TOUGHNESS 15*/12**
Astro-Sled: Easily Removable (-17 points), Indestructible 28 WILL 12
points *Berserker Assault/**Focused Warrior
Stellar Motivator: Flight 9 (1,000 MPH)), AE: Stellar POSSIBLE COMPLICATIONS
Accelerator (Movement 1 (Space Travel 1) 21 points
Enemy: You have a powerful enemy from the same terrible
Remote Control: Feature 1 (Flight and Movement only) world that spawned you, someone who either seeks to bring
1 point you home for their own gain or to destroy you for leaving.
Twin Blasters: Ranged Damage 12, Split 25 points Temper: Your dual natures dark side is that of a berserker.
Dual Nature: Array (13 points) Sometimes the rage and pain gets to be too much and you lash
out. In those moments enemies, bystanders, and friends alike
Berserker: Enhanced Stamina 3, Enhanced Strength 3, may be the targets of your fury.
Enhanced Advantage 1 (Fearless) 13 points
Focused: Enhanced Advantages 7 (Close Attack 3, Ranged
Attack 3, Teamwork), Enhanced Defenses 6 (Dodge 3, Parry 3)
1 point
I Am Forever!: Immunity 10 (Life Support),
Immortality 1 (Return after 2 weeks),
Protection 4, Regeneration 2 18 points
Star Circuit: Easily Removable (-5 points),
Indestructible 9 points
Ping-Ping-Ping: Senses 1
(Danger Sense) 1 point
Omnifunctions: Variable 1 7 points
Translation Circuit:
Comprehend Languages 3
(Read All, Speak All, Understand
All) 6 points
ADVANTAGES
All-out Attack, Close Attack 4,
Close Attack 3**, Fearless*,
Ranged Attack 3**, Takedown 2,
Teamwork**
SKILLS
Athletics 4 (+12), Insight 4 (+6),
Intimidation 7 (+10), Perception 3
(+5), Ranged Combat: Heavy
Weapons 6 (+8), Technology 6 (+6),
Vehicles 4 (+6)
Located off the coast near Freedom City, Star Island was so
ARCADIA named because of its rough shape as well as its time as a
launching facility and ground-based space telemetry center.
Before the Grue crashed on Earth, their damaged vessel Shifts in government funding, along with several incidents
passed over the Pacific Northwest, particularly the dense involving super-villain attacks, led to the closure of the
temperate rainforest near Emerald City. Desperate at- Space Center. Discussions were underway within the Federal
tempts to save the ship, along with possible conflict with Government to use Star Island for the expansion of the
whatever was on-board, left debris scattered along their Blackstone Prison facility when the Silver Storm occurred in
route. This contaminated the Arcadian Forest with Grue Emerald City, shifting priority to the creation of a new federal
germ-plasm as well as their technology and containers super-prison closer to the West Coast (and leading to the cre-
of alien substances, possibly even escaped alien beings. ation of the Deep Six prison described in Emerald City).
An accident involving one of these containers merged
After the destruction of Magna-Lor and the collapse of
a human and an alien prisoner of the Grue to create the
the Lor Republic, Daedalus (a member of Earths Freedom
hero Xeno (see the Emerald City setting for details).
League) made contact with some of his old friends in Lor
In the years since, the alien contamination has added to the space. When it became clear the Republic could not be
Arcadian reputation for strange sightings and phenomena. saved, Daedalus did what he could to rescue endangered
This led to the incorporation of alien visitors and those refugees hunted by the forces of the new Imperium under
changed by their influence into the Cryptid Clans, a secret Star-Khan. He brought them to Earth, where the League
society of outsiders, non-humans, and mutates dwelling set up Star Island as a combination triage center and
in the Arcadian wilderness (also detailed in Emerald City). It refugee camp. Once the United States government and
has also made the Arcadian Forest a popular site for cryptid the United Nations became aware of the situation, Dae-
hunters and others seeking evidence of elusive creatures dalus and the Freedom League were ordered to halt the
like Bigfoot and extraterrestrials. importation of any further illegal aliens.
CHILLER
As a child, Geoff Miklas miraculously survived a crash
landing on the arid planet Szolta. He vividly remembers
blacking out from the unrelenting sun as he wished he
could be cold... freezing cold....
This trauma triggered Geoffs latent cryokinetic powers.
Though his ability to project intense cold saved his life,
it also made him feel less human. He enrolled in the