The rest of the chapters are devoted to sample teams, with 4-6 premade characters of the appropriate power level. I know my interest in comics in general and superteams in particular stems from cartoons like Spider-Man & His Amazing Friends and The Superfriends, just as I'm sure many others got into comics by way of FOX's X-Men, Justice League Unlimited, or Teen Titans!, so that seems like an odd exclusion.Ĭhapter 2 is nuts and bolts for running a super team campaign, with optional rules (you want to do the Fastball Special? This is the chapter that will tell you how to do it in game terms), and notes about roles in a team, both tactically and from a characterization standpoint. Curiously, they talk print comics and live-action media, but leave out animation. And it's good stuff.Ĭhapter 1 is an overview of playing as a team, which includes a brief history of teams in media. So, the combination of my tax refund and unexpected time-off provided the perfect opportunity to get caught up on my Mutants & Masterminds, so I ordered the Superteam's Handbook, which arrived last week.