---
product_id: 42206150
title: "Gadget Guides: A Mutants & Masterminds Sourcebook Paperback – May 16, 2017"
brand: "steve kenson"
price: "€ 72.24"
currency: EUR
in_stock: true
reviews_count: 8
url: https://www.desertcart.pt/products/42206150-gadget-guides-a-mutants-and-masterminds-sourcebook-paperback-may-16
store_origin: PT
region: Portugal
---

# Gadget Guides: A Mutants & Masterminds Sourcebook Paperback – May 16, 2017

**Brand:** steve kenson
**Price:** € 72.24
**Availability:** ✅ In Stock

## Quick Answers

- **What is this?** Gadget Guides: A Mutants & Masterminds Sourcebook Paperback – May 16, 2017 by steve kenson
- **How much does it cost?** € 72.24 with free shipping
- **Is it available?** Yes, in stock and ready to ship
- **Where can I buy it?** [www.desertcart.pt](https://www.desertcart.pt/products/42206150-gadget-guides-a-mutants-and-masterminds-sourcebook-paperback-may-16)

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## Description

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## Customer Reviews

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Does for gadgets what "Power Profiles" did for powers!
  

*by J***A on Reviewed in the United States on January 14, 2017*

I primarily run the 
  
DC Adventures







  
  
     roleplaying game, which uses the same rules as 
  
3rd Edition Mutants and Masterminds







  
  
    -- the two games are so nearly identical that they're practically carbon copies of each other!  This book, 
  
Gadget Guides







  
  
    , is an incredibly useful reference for either system.Gadget Guides isn't required to play the game, but it's helpful in a couple of different ways.  For one thing, it makes it much easier for new players who aren't familiar with the rules to create gadgeteering characters-- if you want to make a character with a utility belt, for example, you might stock it with a codebreaking device from the "Cybertech" chapter, a tracking device and a listening device from the "Spytech" chapter, and even select a couple of signature bat-shaped boomarangs from one of the chapters on offensive weaponry.  With this many examples to choose from, conveniently categorized for easy browsing, it's a simple task for new players to shop for gadget ideas during character creation (with a little tinkering assistance from the GM, perhaps, to tailor these selections to the player's concept).  Easy peasy!This same principle also makes Gadget Guides a quick reference for GMs to use when creating gadgeteering non-player characters.  With a little experience, it becomes really easy for GM's to select a few items from this book "on the fly" to form the basis for an NPC which, if needed, can be more fully-developed later.Essentially, this book does for gadgets what 
  
Power Profiles







  
  
     did for powers-- it adds page after page of gadget examples, categorized by the type of game effect they create, making it a very similar type of resource.  The 
  
out-of-print







  
  
     version of the Mutants and Masterminds GM's Kit and the 
  
deluxe version







  
  
     of the Mutants and Masterminds core rule book both provide quick-start instructions for randomly generating player characters or NPC's; if you have these quick-starts, along with Gadget Guides, you have everything that you need so that players who already have a great character concept in mind can "shop" for gadgets which fit that idea, while players without that solid concept can still create their character by rolling a few dice.All in all, this is an incredibly useful supplement for your 
  
Mutants and Masterminds







  
  
     or 
  
DC Adventures







  
  
     roleplaying games.

### ⭐⭐⭐⭐ 4.0 out of 5 stars







  
  
    Definitely useful
  

*by J***K on Reviewed in the United States on July 4, 2016*

I do appreciate that they are looking at gadgets broadly.  A "gadget" can be a magical item or a psychic item as well.This is a very useful book to have for any character who wants an item with a power cost.

### ⭐⭐⭐⭐⭐ 5.0 out of 5 stars







  
  
    Robots, Lasers, & Mechs? Oh my!
  

*by D***L on Reviewed in the United States on July 27, 2017*

You want to know about killer robots, super death rays, or giant mecha suits? If so, this book is an absolute must have. Using what I consider to be one of the best super-systems around, this supplement for Mutants & Masterminds 3rd edition, is FILLED with options for pretty much anything you might need. With plenty of pre-built devices, it also gives you detailed examples on how to use the rules to make whatever gizmo you might need, and even how best to use said inventions. Even more, sections dedicated to various types of technology offer insight beyond the base mechanics, helping you to understand just how technology fits into the supers genre as a whole.All in all, another stunning achievement all around. The art, layout, writing, and design all mesh together pretty seamlessly, and the book is more than worth the price. So don your goggles, strap on your jet pack, and power up your death ray, cause this book is for you!

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*Product available on Desertcart Portugal*
*Store origin: PT*
*Last updated: 2026-04-23*