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Cosmic Heroes
Requires the Mutants &
Masterminds RPG,Second
Edition,by Green Ronin
Publishing For Use.
DESIGN:
Morgan Davie
ART:
Jon Gibbons
Mutants & Masterminds,
M&M Superlink,the M&M
Superlink logo,and Green Ronin are trademarks of
Green Ronin Publishing and are used with permission.
1
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Open Game License v 1.0
Copyright 2000,Wizards of the Coast,Inc.
System Reference Document,
Copyright 2000,Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original mate-
rial by E.Gary Gygax and Dave Arneson.
Modern System Reference Document,
Copyright 2002-2004,Wizards of the Coast,Inc.;Authors Bill Slavicsek,Jeff Grubb,Rich Redman,Charles
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Mutants & Masterminds
,Copyright 2002,Green Ronin Publishing;Author Steve Kenson. Advanced Player’s Manual,Copyright 2005,Green Ronin
Publishing:Author Skip Williams.
Silver Age Sentinels d20
,Copyright 2002,Guardians of Order,Inc.;Authors Stephen Kenson,Mark C.Mackinnon,Jeff Mackintosh,Jesse Scoble.
Mutants & Masterminds, Second Edition
, Copyright 2005, Green Ronin Publishing;Author Steve Kenson
Ultimate Power
, Copyright 2006, Green Ronin Publishing; Author Steve Kenson
UNEARTHLY: Cosmic Heroes,
Copyright 2007, Adamant Entertainment; Author Morgan Davie
Designation of Product Identity:
All artwork and sample character names, and Adamant Entertainment. Hero Points and Power Points are Prod-
uct Identity of Green Ronin Publishing and are used with permission.Mutants & Masterminds is the trademark and Product Identity of Green Ronin
Publishing,used with permission.
Designation of Open Game Content:
All content not covered by the above-declared product identity.
2
Soaring through space, wielding the power of
an exploding sun, staring down an armada of
battleships, wrestling with the ageless expres-
sions of gravity and time - these are the exploits
of cosmic heroes. They operate on a level be-
yond 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.
What Counts As Cosmic?
“Cosmic” is a general term for a large range of
characters who operate on the extreme end
of the power spectrum. In the comics, cosmic
characters are capable of incredibly feats as a
matter of course. If a character in a comic can
decide to explode a sun in one panel, and then
do so the next panel, then it’s safe to say you’re
dealing with a cosmic character.
There is no clear cutting off point between “cos-
mic” and “ordinary” supers. The label is, in fact,
more of a guideline to the types of stories told
about the character, than a description of the
Section One: Getting Cosmic
discusses the most
important part of any cosmic heroes game - the
characters.
3
character’s power level. (For example, a char-
acter who is capable of simultaneously control-
ling the mind of every human on earth unques-
tionably operates on a cosmic scale; but if that
character is primarily concerned with running a
school for gifted students in upstate New York,
the character isn’t treated as cosmic.)
weaknesses, but neither are they at the absolute
top of the pecking order. When you start operat-
ing at this level of power, your cosmic awareness
almost always reminds you that there are even
greater forces at work than you. Some mythic
lords possess x-traits, but these are exceptional.
Extreme Beings
The third type of cosmic being is at the very
extreme of imaginable might and power. These
beings have power far beyond the greatest ordi-
nary mortal. They are capable of reshaping all of
reality on a whim. Included in this category are
such beings as sentient suns, embodiments of a
species-wide collective unconscious, fundamen-
tal sources of magic, ultimate godheads, ancient
alien life-creators, and survivors from previous
realities.
Power Levels of 20 and higher are appropriate
for cosmic play. X-traits, which are traits so pow-
erful it’s pointless to give them numbers, play an
important role in cosmic games.
Types of Cosmic Being
The ranks of the cosmic include a wide variety of
beings, but they fall into a few general catego-
ries. The discussion below can be used for inspi-
ration when coming up with characters or adver-
saries for a cosmic game.
These beings tend not to be violent or destruc-
tive. In fact, they tend to be orderly and cau-
tious, understanding that their actions can have
far-reaching effects. Of course, there are excep-
tions to this trend.
Mighty Mortals
The irst type of cosmic being is a mortal whose
powers allow them to operate on the cosmic
level. These include beings who are charged
with the power of stars, who achieve full mastery
of the mystic arts, who have absolute command
of a force of nature, and so on. They need not
be human; sentient robots or animated trees
might it this category as well. They are the upper
order of “ordinary” powered beings.
This band of cosmic beings generally sits around
PL 30-40, but many possess several x-traits, and
some possess a majority of x-traits. As x-traits
come to the fore, PL becomes less and less use-
ful as a guide to comparison, because in more
and more situations the being’s x-traits put them
beyond comparison.
This band of cosmic beings generally sits around
PL 15-20. They tend to be able to foot it in the
cosmic realm only in a limited way; one or two
of their powers are up there with the mightiest
imaginable, but they are all too fallible in other
ways. In very rare circumstances, mighty mortals
may possess x-traits.
Reality Principles
The fourth type of cosmic being is beyond what
mortal mind an imagine. These beings are em-
bodiments of fundamental principles of reality.
They may be expressions of the entirety of time,
or entire universal systems, or the process of en-
tropy, or fate.
Mythic Lords
The second type of cosmic being is an entity
from the mythological realm. These beings are
another leap along the spectrum of power. This
category includes gods, demons, nature spirits,
angels, and great beasts such as world serpents
and great dragons.
These beings cannot be represented in any way
by conventional statistical systems. Every single
aspect of their character is an x-trait. From a cer-
tain point of view, these beings they don’t really
exist at all.
This band of cosmic beings generally sits around
PL 20-30. They tend to be comprehensively suit-
ed to activity on a cosmic scale, with no obvious
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