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Soaring through space, wielding the power of an exploding sun, staring down an armada of battleships, wrestling with the ageless expressions of gravity and time - these are the exploits of Cosmic Heroes. They operate on a level beyond most supers, facing mighty challenges that match their own immense reserves of power. Unearthly: Cosmic Heroes provides you with the tools you need to supercharge your game into the cosmic realm.
UNEARTHLY: Cosmic Heroes
Written by Morgan Davie
Cover and Interior Art by Jon Gibbons

The Sixth Seal, written by Mike Lafferty, is a supplement for M&M Superlink that focuses on how heroes deal with a disaster of epic proportions and its apocalyptic aftermath. It contains several adventures that can be played together as a story arc or individually, at the GM’s discretion.
Section 1 sets the scene and has adventure scenarios that take place in the immediate aftermath of the earthquake.
Section 2 gives background information on life in the wake of the disaster.
Section 3 provides adventure scenarios that take place a few weeks or even months after the quake strikes, when civilization has effectively collapsed.
In addition, The Sixth Seal provides several additional “seasoning encounters” - straightforward, quick-play adventure scenarios that provide additional depth or flavor, and an alternate plotline in which the earthquake only impacts the heroes’ home city, rather than the nation as a whole.
“This is Sasha Pendleton with the British Broadcasting Network.. If you’re just tuning in, approximately 1 hour ago, a massive continent-wide earth quake struck North America - wreaking destruction from Quebec to Mexico City.
Geologists are at a loss to explain this previously unknown phenomenon - but they confirm that monitoring stations across the continent have reported a series of seismic events with magnitudes ranging between 7 and 9. The most severe activity has been on the Eastern Seaboard. Severe aftershocks have been erupting intermittently.
We go now to Hugh Donaldson in Centennial City….Hugh, can you tell us what’s going on where you are? “
“Sasha, it’s chaos here. If you can see the orange glow against the night sky behind me - you can tell that entire blocks of the city are on fire. The source is presumably ruptured gas lines although there have been reports of arson. Fire crews are responding as best they can - but many roads are impassable and water lines are simply down in many areas. Its sheer pandemonium, the dead and dying are everywhere - I haven’t seen carnage on this scale outside of a war zone. It’s horrific. From the patchy reports we’ve received from other cities - this scene of devastation is being echoed all across the continent.
Sasha - the only explanation scientists have offered is that an eruption of a dormant faultline running through the New England states triggered a sort of seismic chain reaction - causing every fault line in North America to erupt. I can’t emphasize enough the scale of the disaster here. Every city in North America has been severely damaged. Millions are feared dead. Power is down from coast to coast. The Mississippi River is flowing backwards as a result of the quake. The only word that adequately describes the scale of this disaster is biblical.”

Evil Genius #2: Crime & Punishment is a collection of four adventures for M&M Superlink Second Edition. Robbery, extortion, kidnapping, and general mayhem, plus the price you pay for doing all of the above. Crime does not pay, but there’s always someone who didn’t get the memo:
Deep Runs the Dreadnaut - The armored Dreadnaut plants mines in the city’s harbor, holding the seas hostage until his demands are met.
Doing Time - After thirty years trapped in a moment of frozen time, an innocent man blames the heroes for his unfair imprisonment. Now it’s their turn.
Great Armored Car Robbery - Armor-plated battlewagons stage daring daylight bank robberies. They’re not robberies of armored cars, they’re armored car robberies!
Fame is Fleeting - In a bid for fame and fortune, Speed Demon sets out to rob more banks in a single day than any criminal before.
Includes new Action Shticks (like Sinking Ships, Take Out the Guns!, Hit by a Car and Playing In Traffic), GM Craft tips, and variants to let you adjust the adventures to fit your game. Learn how to Run Crime Games and deal with Dead End Detective Work. The PDF is 33 pages long and fully bookmarked.Later releases in the Evil Genius series will cover other adventure themes, because the real evil genius isn’t the criminal mastermind, it’s the person behind the GM’s screen. Just remember, don’t do the crime if you can’t do the time.
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Evil Genius #1: World Domination is a collection of five adventures for M&M Superlink Second Edition, each with a different mastermind plot to conquer the world. Or just destroy it. Sometimes with these evil geniuses it’s hard to tell the difference.
High Noon - Beams of light focused by orbiting crystal clouds cut massive trenches across the countryside.
The Cornfields - Genetically altered seeds spawn towering mutant plant-giants, striding out of the farmlands and towards the cities.
The Brain-Taker - Disgraced scientist Gordon Bockhurst builds a device to drain the mental energy from whole cities and take it for himself, giving him superhuman intelligence and deadly telepathic powers.
Luck Be A Lady - The infamous Crimson Claw uses Shang-gong mysticism to steal luck from gamblers to give himself the power of the celestial gods.
Ice Age - In a final stroke of revenge, Dr Null uses the Earth’s own gravity to push the planet out of orbit, sending it farther from the Sun and plunging the whole world into a new ice age.
Includes new Action Shticks (including Evacuation Montage, Intercept the Missile, Crowd Control and Airplane Mayday), GM Craft tips, and variants to let you adjust the adventures to fit your game.
Even though these scenarios are written using a particular villain, the crux is the mastermind plot, so you can easily swap in any mastermind you prefer. Don’t want to use Dr Null? Replace him with any other scientific supervillain, or even a non-scientific villain who has kidnapped the world’s foremost scientists and secretly put them to work.
Later releases in the Evil Genius series will cover other adventure themes, because the real evil genius isn’t the criminal mastermind, it’s the person behind the GM’s screen. And we love you for it.
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The warehouse shadows can’t hide the brilliant green light radiating from the newcomer’s hands. “You said you had a way to cure me Null, make it so I could touch things like a normal man.”
“Oh yes indeed, exactly that.” At the flick of a switch a force field springs up, imprisoning the surprised Neutron Fist.
“A double-cross? You’re not as smart as you think Null if you expect this to hold me for long.”
“No, I don’t believe it will. But I don’t need very long.” The computer screens light up with spectrographic scans of the Fist. “Amazing. Your body has been super-saturated with almost limitless energy. It’s wasted on you, but that’s an injustice I intend to remedy.”
“You wish to have a normal body again? Very well, you can have mine. A simple enough matter to transfer my consciousness into your body and vice-versa. With my immeasurable intellect in your omnipotent body, I will crush the world beneath my heel! You should thank me.”
Day of Dr Null is the third Second Edition M&M Superlink adventure from Lame Mage Productions. Like all our releases it has been carefully playtested and focuses on being run, not just read.Includes our new Battle Tracker to make running city-wide mayhem a breeze, plus all the old Lame Mage favorites: heroic Action Shticks, outlined Revelations, Fast Reference Sheets, Silent Sound Effects and punched out dramatic moments, and a horde of GM Craft tips to give you an edge at the table.
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“You recognize this don’t you? I know you do. It was to be my gift to humanity, but you weren’t worthy were you? No, you just take and take and take. You were jealous of my genius, jealous of my vision. You’re ants, petty bitter ants, and I was a fool not to see it.”
“Oh, you’ve vexed me. Your arrogant heroics have been a thorn in my side, too often. But I see now that it is fitting that it should come down to this, that I give my gift back again.”
“Would they remember the man who tried to help them, tried to rescue them from endless toil? No, but they will remember the man who brings their cities down around them, the man who brings this world to its knees!”
Someone really needs to put a stop to this guy. Death of Dr Null is the fourth Second Edition M&M Superlink adventure from Lame Mage Productions. Like all our releases it has been carefully playtested and is stuffed with what you need to run a good game:Save the dam: Everything you need to run superhero action at a dam. Annotated diagrams, environmental hazards, and detailed Action Shticks to make saving (or destroying) the dam exciting and involving. Use it in this adventure, or steal it for another game.
Invade the base: Built to play comic book style, not as a dungeon crawl with capes. Includes nefarious traps designed as interactive encounters, not wandering damage. Find out what Dr Null has been cooking up in the lab.
Plus all the old Lame Mage favorites: heroic Action Shticks, outlined Revelations, Fast Reference Sheets, rules annotated maps, Silent Sound Effects, detailed scenario variants so you can run the adventure how you want, and a horde of GM Craft tips to give you an edge at the table.
Death of Dr Null can be run by itself, or it can be combined with Dr Null: Battle on the Bay Bridge and Day of Dr Null to create a city-smashing mini-campaign.
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Alice Danvers sighed as she examined the haphazard stacks of library books around her. It was going to take her all night to sort this out, but at least someday all her hard work would be appreciated.
A white flash filled the gloomy aisle. Alice turned, shocked, and stared at the strange figures that had appeared. “What… what are you… you’re not allowed in here!”
The nearest figure chuckled as he raised a flat metal ring. “Don’t worry, this won’t hurt a bit.” Then silver fire engulfed her, and Alice Danvers was no more.
Zodiac Ring is an adventure for M&M Superlink Second Edition. A cosmic artifact is transforming people into living avatars of the Zodiac, changing their lives forever and paving the way for a celestial prophecy.
At Lame Mage Productions our philosophy is: playing more games = good. Our goal is to provide quality gaming material that you will want to play and present it in a format that focuses on running the game. Our material is carefully reviewed and playtested before release - Zodiac Ring was tested by multiple GMs and over a dozen players. We try to give GMs the necessary tools to run the best game possible.
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Second Stringers is a Superlink character folio detailing characters ranging from PL6–8. These characters make great sidekicks, off-color npcs, or street-level heroes.
Each entry includes plot hooks, villain options, history/origin, and full-color art. With 10 characters in all, Second Stringers is a perfect addition to any campaign.
Characters in the Book:
Bandita - Zorro-esqe swashbuckler and illegal alien
Colors - Color controlling artist and defender of the streets
Dervish - Iranian diplomat and with a brutal sense of justice
Everyman - He (or she) who watches the watchmen?
Gatecrasher - Troubleseeking gypsy
Lightning Bug - 2nd generation hero with shrinking and electricity powers
Mane - Has prehensile hair powers and a big secret
Roach - Freelance insect-communicating detective
Twilight - Teen hero in the vein of Sleeepwalker
Wildfire - Speedster fighting a war on drugs (for personal reasons)
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Legacy of Justice: The Pulp Era, BFG’s first creator-owned Superlink release, presents a variety of characters and archetypes for your M&M System game. The imaginative cast of characters are all rooted in the historical context of the pulp genre. They include heroes, villains, and vigilantes such as The Arachnid, Athena, Boss Khan, Dr. Orphic, Don Patelli, Fury, The Judge, and The Strangler.
The eight included archetypes also evoke the tropes of the pulp era. They include the Peerless Detective, Shadowy Vigilante, Man of Action, Mesmerist, Hardboiled Detective, Two-Fisted Archaeologist, Queen of the Jungle, and the Femme Fatale.
Finally, Legacy of Justice: The Pulp Era includes a brief timeline detailing notable events from 1912 to 1934. A handful of adventure hooks also appear throughout the book, each tied to a particular historical event.
Produced by Fred Graves and Jon Gibbons. Published by Big Finger Games.
Format: Portrait, fully bookmarked. Includes print-friendly version.

Adepts of the Arcane presents twelve new antagonists for players and gamemasters to use in their M&M System roleplaying game. These include Armageddon Girl, The Aspirant, Carmody The Rebel, Cold Comfort, Deadworks, The Magister, Midnight Edition, Nether, The Prime-Mortal, Radian, Sweet Synn, and Troll. In addition to the new antagonists, Adepts of the Arcane also presents numerous origins, adventure hooks, and supporting characters in a series of innovative sidebars throughout the book.
Format: Portrait, fully bookmarked with hyperlinked TOC.
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