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Page 1: Alternate Rules for Mutants and Masterminds

Extra / Alternate Rules

Starting hp of 10+ 5x STA score. So a +0 STA would have 10 hp, +8 conwould have 50 hp, etc. Starting with negative stamina would not dropyour HP below 10. When a character's stamina is reduced, so is their HP(to a minimum of 10 (excluding other damage)).

New Advantage:Extra Tough (Combat, Ranked) Adds 5 hp/rank. Limited to PL in ranks.

Damage would be based on power rank and progresses like this: 0 = 1d3;1 = 1d4; 2 = 1d6; 3 = 1d8; 4 and any higher = damage bonus -2 in d6s.So a strength 8 attack would cause 6d6 damage, and a strength 5 attackwould cause 3d6 damage.

Critical hits double the damage dice of your attack, so a strength 7 criticalattack would cause 10d6 damage, and a strength 12 critical attack wouldcause 20d6 damage.

The protection power (and therefore the toughness defense) grantsdamage resistance= power/toughness rank. The impervious extraincreases this damage resistance by 1/rank of impervious. So protection 8would have damage resistance 8/. Protection 8 (impervious 8) wouldgrant damage resistance 16/. Toughness is still limited by power level.

Penetrating damage causes a certain amount of damage to "slip past"regardless of how impervious a target is. So penetrating here will do thesame. It causes damage equal to its rank regardless of damage reduction.(Penetrating Damage 5 would cause at least 5 hp of damage)

Power level limits still apply on saves, ranks, etc.

Healing power restores 1d6 hp per rank per use.Regeneration restores 1d6 hp per rank divided over a minute (10 rounds,regeneration 10 heals 10d6 hp per round).