This allows a character to begin as an already established superhero with incredible abilities.
Instead, they have a Power Level (or "PL"), and typically a character begins at Power Level 10 instead of Level 1.
M&M characters are not class-based nor do they technically have class levels. Differences include changes to character creation, injury and damage, hit points, the addition of "hero points" and super powers, the elimination of character classes and attacks of opportunity, a modified skill list, a very different feat selection, and that any equipment possessed is considered a part of the character and purchased in a manner similar to powers. Mutants & Masterminds' game mechanics use a highly modified version of the d20 System. Both games have the same mechanical system and are fully compatible. In the previous year Green Ronin Publishing had released another superhero role-playing game, DC Adventures. The first edition of M&M books featured graphic design and art direction by the design studio Super Unicorn, but other firms provide the artwork on all subsequent releases.Ī second edition of the Mutants & Masterminds system debuted at Gen Con in 2005 and saw wide release in October of that year.Ī third edition of Mutants & Masterminds was released in 2011 and it has also been translated to Italian by Kaizoku Press. Mutants & Masterminds was published in 2002 the setting, which was once known as Century City, became Freedom City was published in 2003. Presenting a complete game was seen as taking precedence over having a d20 logo on the product, so the decision was made to use the OGL without the d20 license. Releasing the game under the d20 Standard Trademark License, as originally planned, would have prohibited the inclusion of ability generation and character advancement rules. Over time, it became clear to him that the game would need to be released only under the Open Game License.
Pramas made the offer to publish the setting if Kenson would also create a superhero game system based on the d20 System. Shopping it around to various publishers, none were interested (superhero game popularity had declined at that time) until he talked to Chris Pramas (President of Green Ronin Publishing) about the setting.
Through a series of misfortunes, the project fell through and he was left with a partially completed manuscript. In the late 1990s, Steve Kenson had an idea for a superhero setting that he had been contracted to produce.