The Game Master's Guide

 

Alien Devices Rules for deciphering and using alien equipment, including artifacts.
Alignments A more detailed reinterpretation of alignments.
Birthplace Which country was your character born in?
Civilians in Combat What happens when civilians get caught up in battles and riots.
Corporations How to create and run your own.
Critical Tables Critical Hit, Fumble and Catastrophic tables.
Cursed Items How they work and how to make your own.
Cyberspace Information on the Cybernet and net combat.
Disposition and Motivation Tables for determining the character's philosophy of life, likes, dislikes, and general attitude to the world and the people around him.
Experience Points For both Heroes and Villains.
Fright Table Fear and Terror tables.
Gateways Tables for rolling up your own random gateways.
Guide to Superhero Games A list of various superhero roleplaying games produced by each company.
Heroic Names A table for creating your own names.
Invasion! A guide to running invasions, or there goes the neighbourhood..
Kaijuu Creation Rules for creating your own giant monsters.
Life Path Money, siblings, advantages and disadvantages.
Mental Combat Information on Psychic Agility, Psychic Armour Class and Mental Points.
Mining Rules on extraction and quality.
Modern Equipment  
Modern Poisons A guide to poisons and their effects.
Modern Vehicles A sampling of modern vehicles with their sizes, movement and AC.
Modern Weapons A sampling of modern weapons with their costs, ranges and damages.
Not Quite Dead Yet So your character died. But all is not yet lost.
Nukes A guide to the damage and effects of nukes.
Organisation Creation Guide Rules for creating your own superhero group and outfitting your headquarters.
Pantheon Creation Guide Create your own faith.
Phobias A list of most phobias.
Physical Characteristics Height, weight, musculature and blood type.
Physical Combat An explanation of Thac0, AC and all features of physical combat.
Quick Roll Adventures Tables for coming up with a story at the last minute.
Reasons for a Villain not to kill a Hero For non lethal campaigns.
Sea Encounters Although part of the Roman Era section the information here on oceans and rivers could be used with any campaign.
Secret Identities Not an easy thing to keep.
Sight/Audio Ranges Tables on how far people can see and hear.
Traumatic Injuries That's going to hurt in the morning.
Travel Land and water movement.
Urban Warfare Super melee combat in the city.
Vehicle Construction Ancient  
Vehicle Construction Modern Rules for creating your own superhero air, land and sea vehicles.
Vehicle Weapons Weapons used by Aircraft, Tanks and Sea Vessels.

 

Running Campaigns
Tips on gamemastering a campaign.
Character Types Bad GMing Telling Stories
Story Resolution Goals Villains' motives and methods
Adventure Hooks NPCs Dilemmas
Deathtraps Preparing Campaigns Running the Campaign
Campaign Problems Finding Crimes  

 

 

Index Advantages & Disadvantages Aliens Allies
Artifacts Basilica City Bestiary Campaigns
Classes Cosmic Creation Netbook Dimensions Enemies
Eras GM's Guide The Grimmoire Heroes of the Cosmos
History of the Heroes World The Intelligence Agencies Guide Links Most Wanted
Organisation Creation Guide Our Universe The Pantheon Netbook The Player's Guide
Powers Races Skills The Starship Construction Guide
Third Parties The Totems Sourcebook The Underworld and Terrorist Guide Updates
The Wilderness Survival Guide