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Mutants and Masterminds

Basic Rules Guide


The only die used in the game is a d20. Game play is Cinematic, not Simulationist. While elements suggest the use of maps and tactical movement, they are not needed. Describe the basics of the actions you wish to take, the GM will determine any possible modifiers, and once degrees of success are found, embellish the action based on the results. Each Turn consists of 6 seconds of game time. Actions in a Turn Each Turn, a player has three actions their character may perform: Any number of Free Actions One uninterrupted Move Action One Standard Action (may be used as a second Move Action) Sequence of Events in a Turn Determine Initiative (d20+Initiative) before the first turn begins. Actions are taken from highest Initiative to lowest Initiative Basic Resolution of Actions Critical Successes Any natural roll of 20 is considered a Critical Success. This increases the result of the check by one Degree. On Attack Checks, the check will automatically hit despite the targets Defense; if it would have hit anyway, this is known as a Critical Hit. A Critical Hit can have one of three effects: add +5 to the Effect Rank of the attack add a Rank 0 Effect to the attack, such as Affliction, Weaken or Move Object

Power Stunt the Effect instead of its normal Effect Determine the Difficulty Number (DC) of the action Roll d20 and add relevant modifiers (Skill, Attack, Ability, etc.), unless the action is a Routine Check Routine Checks take the relevant modifiers (Skill, Attack, Ability, etc.) and add 10 Determine Degree of Success (or Failure) by comparing the result to the DC Describe how the action happened narratively

Degrees of Success (Blue is amount above the DC; Red is amount under the DC) 15+ Four Degrees (Success) 10-14 Three Degrees 5-9 Two Degrees 0-4 One Degree (Success) 1-5 One Degree (Failure) 6-10 Two Degrees 11-15 Three Degrees 16-20 Four Degrees (Failure) Uses of Extra Effort (Inflicts the Fatigued, Exhausted, or Incapacitated condition when used) Extra Effort represents a hero pushing past limitations, but at a cost. Gain an additional Standard Action this turn Gain a bonus or reduce a penalty on one action this turn Increase a Power Rank, Strength or Speed by +1 until your next action Gain a temporary Alternate Effect to a Powerknown as a Power Stuntuntil the end of the scene or its Duration expires Gain an immediate additional Resistance Check to an ongoing effect Uses of Hero Points Heroes gain Hero Points from Complications, Acts of Heroism, and Role-playing. Edit the Scene by adding or changing a certain detail Gain an Advantage you do not have until the end of your next turn Ask the Gamemaster for inspiration or advice Attempt to instantly Counter an Effect used against you Immediately remove a Dazed, Fatigued or Stunned Condition without taking an action Re-roll a check before the result is determined, adding 10 to any roll less than 11 Complications Complications earn Hero Points, rewarding the hero for suffering a setback. There are two types of Complications: Personal Complications that define a heros motivations, flaws and weaknesses Temporary Complications imposed by the Gamemaster due to circumstance or to advance the story

Mutants and Masterminds


Conditions Quick Guide
These are the Conditions characters may face through the course of play.

Basic Conditions
Compelled: As Dazed, but Actions are chosen by another Controlled: All Actions are dictated by another Dazed: The character is limited to Free Actions and one Standard Action (which can be a Move Action) Debilitated: One or more Abilities are lowered beyond -5 Defenseless: Any Active Defense bonuses (Dodge, Parry, Defensive Roll) are reduced to 0. Can be attacked as a Routine Check; if the attack is rolled, any hit is treated as a Critical Disabled: -5 to all checks; if a specific element is named (Visually Disabled), the penalty only applies to those checks Fatigued: As Hindered, but requires an hour of rest to recover Hindered: -1 to all speed Ranks Immobile: No movement speed; cannot move from the spot they occupy Impaired: -2 to all checks; if a specific element is named (Visually Impaired), the penalty only applies to those checks Stunned: Cannot take any Actions Transformed: Altered in one or more ways, from cosmetic to severe alterations of shape and traits Unaware: Cannot perceive or interact with surroundings; if a specific element is named (Visually Unaware), the penalty only applies to those checks Vulnerable: Any Active Defense bonuses (Dodge, Parry, Defensive Roll) are halved (round up). Weakened: Points have been lost in a trait

Combined Conditions
Asleep: Defenseless, Stunned and Unaware Blind: Hindered, Visually Unaware and Vulnerable Bound: Defenseless, Immobile and Impaired Deaf: Auditory Unaware; can only be interacted with using sign-language or lip-reading and may be Surprised Dying: Incapacitated and near death; make DC 15 Fortitude checks every turn to try to Stabilize (two Degrees of Success), removing this condition (if the Fortitude checks result in three Degrees of Failure, the character Dies) Entranced: Stunned and only paying attention to the entrancing effect; broken by any obvious threat or a successful Interaction skill check against (DC 10+ effect rank) Exhausted: Impaired and Hindered; requires an hour of rest to recover Incapacitated: Defenseless, Stunned and Unaware; usually Prone, as well Paralyzed: Defenseless, Immobile and Physically Stunned; may take purely mental Actions Prone: Hindered and Close Attack Disabled; +5 to be hit by Close Attacks, but -5 to be hit by Ranged Attacks Restrained: Vulnerable and either Hindered or Immobile Staggered: Dazed and Hindered Surprised: Stunned and Vulnerable Basics of Bonuses and Penalties +5 Major Bonus +2 Bonus -2 Penalty -5 Major Penalty Measurement Calculations Distance Rank = Time Rank + Speed Rank Time Rank = Distance Rank - Speed Rank Throwing Distance = Strength Rank - Mass Rank

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