Magic, Mutations & Melee: What You Can Do in MEISTER MANUAL

from MEISTER MANUAL: Complete RPG
By David J. Meister & Lee T. Smith

A game system where your actions matter and your powers are wild

In the MEISTER MANUAL Complete RPG, players aren’t locked into boring mechanics or recycled powers.
This book gives you real freedom to build the kind of character you want—and do the kinds of things that make for epic gameplay.

Want to shapeshift? Control machines? Heal with dark matter?
Turn invisible, punch through walls, summon undead, manipulate minds, start fires, build traps, throw meteors, or tame beasts?
It’s all in here.


Class Paths, Powers & Playstyles

Choose from dozens of unique class paths that fit both fantasy and sci-fi builds:

  • Arcane: elementalists, rune priests, blood mages, astral callers
  • Divine: oathbound paladins, cult witches, time-shifting monks
  • Tech: cybernetic hackers, power-armored titans, drone scouts
  • Mutant: psions, shapeshifters, irradiated berserkers
  • Martial: gun monks, blade dancers, snipers, beast riders

Each character type comes with its own power system and flavor.
That means your game won’t just feel different by story—it’ll play differently too.


Combat is fast, flexible, and deadly.
Powers evolve as you level.
And you’re never stuck with one path.

Want to multi-class into tech mage or rogue cleric or mutant monk?
You can.
The system supports weird and wild builds without falling apart.

So go ahead.
Make something broken. We dare you.


🧠 Coming Up Next:

No Dice? No Problem: Playing MEISTER MANUAL with Nothing but Paper

Discover more from DAVID J MEISTER | ARCHIVE: ART, LAW, & LIFE INSIDE

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