Wild Cards: All-In Preview
The Wild Cards series was conceived as a “shared world” with many authors, so it’s fitting that the first adventure supplement for the Wild Cards Campaign Setting for Mutants & Masterminds is also an anthology with multiple authors contributing their own visions of the Wild Cards world, and the things your characters can do there.
All-In is a four-card draw of short Wild Cards adventures for the Mutants & Masterminds superhero RPG. The adventures feature a mix of investigation and action and are suitable for a range of Wild Cards games, primarily aimed at characters from power levels 6 to 8, as detailed in Chapter 6 of the Wild Cards Campaign Setting book.
All-In features the following adventures:
• Bugs in the System: In the hot summer months in New York City, a plague of cockroaches adds to the already oppressive mood. When residents begin looking for someone to blame and turning their attention towards Jokertown, the authorities need help. Investigators find a wild card at the bottom of it, twisted in both body and mind, and hungering for revenge.

A crowd scene from Bugs in the System
• Benefit of the Doubt: When financial trouble hits the Jokertown Clinic, a massive benefit concert seems like just the thing, but when trouble threatens one of the headline acts, someone needs to intervene. Problem is, it turns out the trouble is not what it seems, and the real threat may come from giving the ace headliner a worldwide live television audience!

Attack on the clinic from Benefit of the Doubt.

The band from Benefit of the Doubt.
• Shell Games: The Great and Powerful Turtle is back…and committing petty crimes? When one of the Turtle’s old shells goes missing and he apparently takes up a new criminal career, it’s up to fellow wild carders to sort things out. Has the man in the metal shell finally cracked, or is it someone else working on the inside?

Friend or foe from Shell Games?
• Spare Parts: Aces are disappearing, and the culprit appears to be the long-lost android Modular Man. The characters are just one faction interested in finding the wayward machine man, and some are not too particular as to whether or not he’s still functional. Has Mod Man finally broken down into some computerized simulation of insanity, or is something else going on?

A fight in the alley from Spare Parts.
More previews and design journals will appear over the coming weeks to promote All-In before it hits store shelves in March! Check back on Monday to get the All-In PDF from the Green Ronin Online Store!