THE BASICS
Mutants & Masterminds provides a framework for your imagination. It has
rules to help you decide what happens in your stories and to resolve conflicts
between characters and the challenges they face. With it, you can
experience adventure as a character fighting against the forces of evil. Any
adventure you can imagine is possible.
RULE NUMBER ONE
The first, and most important, rule of Mutants & Masterminds is: Do
whatever is the most fun for your game! While we’ve made every
effort to ensure RPd20 is as complete a game system as possible, no system
can cover every situation an imaginative group of players may encounter.
From time to time, the rules may give you strange or undesirable results.
Ignore them! Modify the outcome of die rolls and other events in the
game as you see fit to make it fun and enjoyable for everyone. It’s your
game, so run and play it the way you want!
THE CORE MECHANIC
Mutants & Masterminds uses a standard, or core, mechanic to resolve
actions. Whenever a character attempts an action with a chance of failure,
do the following:
• Roll a twenty-sided die (or d20)
• Add any relevant modifiers (skills, abilities, powers, or conditions)
• Compare the total to a number called a Difficulty Class.
If the result equals or exceeds the Difficulty Class (set by the GM based
on the circumstances), your character succeeds. If the result is lower than
the Difficulty Class, your character fails. This simple mechanic is used for
nearly everything in Mutants & Masterminds, with variations based on
what modifiers are made to the roll, what determines the Difficulty Class,
and the exact effects of success and failure.
THE GAMEMASTER
One of the players in a Mutants & Masterminds game takes the role of
Gamemaster or GM. The Gamemaster is responsible for running the game,
a combination of writer, director, and referee. The Gamemaster creates the
adventures for the characteres, portrays the villains and supporting characters,
describes the world to the players, and decides the outcome of the characteres’
actions based on the guidelines given in the rules. It’s a big job, but also a
rewarding one, since the Gamemaster gets to create the whole world and
all the characters in it, as well as inventing fun and exciting stories. If you’re
going to be the Gamemaster, you should read through this whole book carefully,
particularly Chapters 9 and 10, which talk about how to run Mutants
& Masterminds games and how to create your own game settings for adventures.
You should also have a firm grasp of the rules, since you’re expected
to interpret them for the players to decide what happens in the game.
THE characterES
The other players in a Mutants & Masterminds game create characteres, the
main characters of their own adventures, like an ongoing comic book or
animated series. As a player, you create your character following the guidelines
in this book with the guidance of your Gamemaster. There are several
components to creating a character, described in detail in Chapters 1 through
6, and outlined here.
ABILITIES
All characters have certain basic abilities. These are Strength, Dexterity,
Constitution, Intelligence, Wisdom, and Charisma. They each have a
numeric ability score averaging 10 or 11 for a normally capable human
being. Higher ability scores grant bonuses while lower ability scores
impose penalties. As part of creating your character, you decide how strong,
smart, and tough your character is by choosing the appropriate ability
scores.
SKILLS
Skills represent training in a particular sort of task, everything from complex
acrobatics to defusing bombs, programming computers, or piloting a
plane. A skill acts as a bonus for actions involving those tasks. Someone
trained in climbing can climb faster and with more confidence than someone
who isn’t trained, for example. Skills are measured in ranks, reflecting
how much training a character has in the skill. You choose the skills your
character knows and how well trained the character is in them.
FEATS
Feats are special abilities—talents or knacks. A feat allows your character to do
something other characters can’t normally do, or makes your character better
at doing certain things. They give the character an advantage over others. You
select your character’s feats based on what you want your character to be able to
do.
POWERS
Powers are special abilities beyond those of ordinary human beings.
They’re like feats, only more so. Whereas a feat might give your character a
minor special ability, powers grant truly superhuman abilities. You choose
the powers you want your character to have. Chapter 5 presents a wide range
of powers, along with power modifiers and power feats, allowing you to
mix and match to create nearly any super-power you desire.
DRAWBACKS
Finally, characteres often have challenges to overcome. They have drawbacks.
Overcoming these drawbacks is part of what makes a real character. Drawbacks
range from physical disabilities to unusual weaknesses or vulnerabilities.
You choose your character’s drawbacks, allowing you to define the sorts of
challenges your character must overcome in the game
UNDER THE HOOD: WHAT’S DIFFERENT?
Experienced gamers will notice differences between Mutants & Masterminds and other popular d20-based RPGs using the Open Game License. These
changes adapt the world’s most popular roleplaying system to the fast-paced world of supercharacterics. The most important differences are outlined here,
but players should read the rules in this book carefully, as they may differ slightly in other ways from what they’re used to. Other differences include:
• No classes: Characters are not defined by classes or set “packages” of traits in Mutants & Masterminds. Characters can have any combination of
abilities and powers, within the limits set by the campaign’s power level and the available character points.
• No other dice: The Mutants & Masterminds system uses only a single twenty-sided die (d20) to resolve all actions and checks. No other dice are
required.
• No attacks of opportunity: The combat system in Mutants & Masterminds is simplified for the kind of fast-paced action seen in the comic books,
so there are no attacks of opportunity. Instead, characteres are encouraged to try maneuvers that would normally be quite dangerous (such as an unarmed
character taking on a number of armed opponents, for example).
• No tactical combat: Combat in Mutants & Masterminds is meant to be fast-paced, like the action in the comics, so the game doesn’t use systems
of tactical movement. Given how fast some characters can move, that would be difficult, at best.
• No hit points: Characters in Mutants & Masterminds do not have “hit points” and damage is not rolled using other dice.
• Conviction: Characters have a resource called Convictions, allowing them to temporarily increase their abilities and influence the outcome of die rolls.
WHAT’S NEW?
Players familiar with the first edition of Mutants & Masterminds will notice some differences in this edition of the game. Among the most important are:
• Ability Scores: Ability scores now scale up from 1 to as high as the GM and the character’s power level allow, without a split between abilities and
super-abilities.
• Attack and Defense: Attack and Defense bonus are independent of ability scores and purchased separately.
• Skill Cost: Skill ranks now cost 1 power point per 4 skill ranks (rather than 1 power point per skill rank).
• Feat Cost: Feats cost 1 power point per feat (rather than 2).
• Powers: Powers have generally been tuned-up, expanded, and refined.
• Weaknesses: Weaknesses are replaced with drawbacks of variable intensity and value, allowing for more detail and fine-tuning, and complications,
ways of earning Convictions in play.
• Conviction: Conviction have been refined and the method by which characteres acquire them is different, focusing on the development of the adventure.
• And More! This new edition offers more feats, more powers, more equipment, campaign advice, and other material to make the game more enjoyable
to play and run.
Players familiar with the first edition of RPd20 will want to read through this book carefully and become familiar with its rules. Some of them differ from
the systems you know, while others will be quite familiar. |
GAME PLAY
A session of Mutants & Masterminds resembles an issue of a comic book
or an episode of an animated series. The Gamemaster and the players get
together and tell a story by playing the game. The length of the game
session can vary, from just a couple hours to several hours or more. Some
adventures may be completed in a single session while others may take
multiple sessions, just as some comic book stories are told in one issue,
while others span multiple issues. The episodic nature of the game allows
you to choose when to stop playing and allows you to start up again at
any time at which you and your friends agree.
Just like a comic book, a Mutants & Masterminds adventure consists
of a series of interrelated scenes or encounters. Some scenes are fairly
straightforward, with the characteres interacting with each other and the
supporting cast. In these cases the GM generally just asks the players to
describe what their characteres are doing and in turn describes how the other
characters react and what they do. When the action starts happening,
such as when the characteres are staving off a disaster or fighting villains, time
becomes more crucial and is broken down into rounds, each six seconds
long, and the players generally have to make die rolls to see how their
characteres do.
DIE ROLLS
There are a number of different die rolls in Mutants & Masterminds,
although they all follow the core mechanic of a 20-sided die + modifiers
vs. a Difficulty Class. The three main die rolls in RPd20 are checks, attack
rolls, and saving throws.
CHECKS
To make a check, roll d20 and add any modifiers for traits (abilities,
skills, or powers) relevant to the check. The higher the total, the better
the outcome.
Check = d20 + modifiers vs. Difficulty Class
DIFFICULTY CLASS
Some checks are made against a Difficulty Class (DC). The DC is a number
set by the GM which your check must meet or exceed in order for you
to succeed. So for a task with a DC of 15 you must roll a check total of 15
or better to succeed. In some cases, the results of a check vary based on
how much higher or lower the result is than the DC.
DIFFICULTY CLASSES
DIFFICULTY (DC) EXAMPLE (SKILL USED)
Very easy (0) Notice something in plain sight (Notice)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching security guard (Notice)
Tough (15) Disarm an explosive (Disable Device)
Challenging (20) Swim against a strong current (Swim)
Formidable (25) Break into a secure computer system (Computers)
Heroic (30) Climb a slippery overhang (Climb); overcome a
sophisticated security system (Disable Device)
Supercharacteric (35) Convince the guards to let you into the building,
even though you’re not wearing an ID badge and
aren’t on their list (Bluff)
Nearly impossible (40) Track a trained commando through the jungle on a
moonless night after 12 days of rainfall (Survival)
OPPOSED CHECKS
UNDER THE HOOD: USING OPPOSED CHECKS
Opposed checks offer the Gamemaster a useful tool for comparing
the efforts of two characters quickly and easily. This applies not only
to skills, but also powers and, in some cases, ability scores. If two or
more characters compete at a particular task, you can resolve it with
an opposed check. The character with the highest check result wins. Of
course, you can play things out if you want, but sometimes it’s good to
be able to resolve things with a quick opposed check and move on.
As Gamemaster, if you find yourself without a particular rule to resolve
a conflict or contest between characters, the opposed check is your
friend. Pick the appropriate skill, power, or ability, make checks for the
characters and compare the results to see how they did. |
Some checks are opposed. They are made against a randomized number,
usually another character’s check result. Whoever gets the higher result
wins. An example is trying to bluff someone. You roll a Bluff check, while
the GM rolls a Sense Motive check for your target. If you beat the target’s
Sense Motive check result, you succeed.
For ties on opposed checks, the character with the higher bonus wins. If
the bonuses are the same, roll d20. On a 1–10 one character wins and on
11–20 victory goes to the other character; decide which character is “high”
and which is “low” before rolling. Alternately, you can just flip a coin to
see who wins.
OPPOSED CHECK EXAMPLES
TASK OPPOSING SKILL SKILL
Sneak up on someone Stealth Notice
Con someone Bluff Sense Motive
Hide from someone Stealth Notice
Win a car race Drive Drive
Pretend to be someone else Disguise Notice
Steal a key chain Sleight of Hand Notice
Break computer security Computers Computers
TRYING AGAIN
In general, you can try a check again if you fail, and keep trying indefinitely.
Some tasks, however, have consequences for failure. For example,
failing a Climb check may mean the character falls, which makes it difficult
to try again. Some tasks can’t be attempted again once a check
has failed. For most tasks, when you have succeeded once, additional successes
are meaningless. (Once you’ve discovered a room’s only secret door
using the Search skill, for instance, there’s no further benefit to be gained
from additional Search checks.)
If a task carries no penalty for failure, you can take 20 and assume the
character goes at it long enough to succeed, or at least determines the
task is impossible at the character’s level of ability (see Checks Without
Rolls).
CONDITION MODIFIERS
Some situations make a check easier or harder, resulting in a bonus or
penalty to the modifier for the check or the check’s Difficulty Class.
The GM can change the odds of success in four ways:
1. Grant a +2 bonus to represent conditions improving performance.
2. Impose a –2 penalty to represent conditions hampering performance.
3. Reduce the DC by 2 to represent circumstances making the task easier.
4. Increase the DC by 2 to represent circumstances making the task harder.
Bonuses to the check and reduction in the check’s DC have the same
result: they create a better chance of success. But they represent different
circumstances, and sometimes that difference is important.
TOOLS
Some tasks require tools. If tools are needed, the specific items are mentioned
in the description of the task or skill. If you don’t have the appropriate
tools, you can still attempt the task, but at a –4 penalty on your check.
A character may be able to put together impromptu tools to make the
check. If the GM allows this, reduce the penalty to –2 (instead of –4). It
usually takes some time (several minutes to an hour or more) to collect or
create a set of impromptu tools, and it may require an additional check
as well. Characters with the Improvised Tools feat suffer no
penalty for not having the proper tools to perform a task. They can make
do with whatever is at hand.
CHECKS WITHOUT ROLLS
A check represents performing a task under a certain amount of pressure.
When the situation is less demanding, you can achieve more reliable
results. Applying these rules can speed up checks under routine circumstances,
cutting down the number of rolls players need to make.
TAKING 1
If your total bonus on a check is equal to or greater than the DC minus 1,
you will succeed regardless of what you roll on the die, even under pressure.
In this case, the GM might not require you to roll and just assume
you succeed, since the task is a trivial effort for someone of your skill. If
the check has varying levels of success, you’re assumed to achieve the
minimum possible (as if you’d rolled a 1). You can choose to make a roll to
achieve a greater level of success, or the GM may assume a greater level
of success, depending on the circumstances.
TAKING 10
When you are not under any pressure to perform a task, you may choose
to take 10. Instead of rolling the check, calculate your result as if you had
rolled a 10. For average (DC 10) tasks, taking 10 allows you to succeed
automatically with a modifier of +0 or greater. You cannot take 10 if distracted
or under pressure (such as in a combat situation). The GM decides
when this is the case. Characters with Skill Mastery can
take 10 with some skills even while under pressure.
TAKING 20
When you have plenty of time and the task carries no penalty for failure,
you can take 20. Instead of rolling the check, calculate your result as if
you had rolled a 20. Taking 20 means you keep trying until you get it
right. Taking 20 takes twenty times longer than a single check, or about 2
minutes for a task requiring a round or less. If there are penalties or consequences
for failing the check, such as setting off an alarm or slipping and
falling, you cannot take 20 on that check.
COMPARISON CHECKS
In cases where a check is a simple test of one character’s ability against
another, with no luck involved, the character with the higher score wins
automatically. Just as you wouldn’t make a “height check” to see who’s
taller, you don’t need to make a Strength check to see who’s stronger. When
two characters arm wrestle, for example, the stronger character wins. If two
flying characters race, the faster character wins, and so forth. Note this does
not include the use of extra effort to temporarily increase a
character’s score, which can affect the outcome of a comparison check.
In the case of identical bonuses or scores, each character has an equal
chance of winning. Roll a die: on a 1–10, the first character wins, on an
11–20, the second character does.
AIDING ANOTHER
Sometimes characters work together and help each other out. In this case,
one character (usually the one with the highest bonus) is considered the
leader of the effort and makes the check normally, while each helper makes
the same check against DC 10 (and can’t take 10 on this check). Success
grants the leader a +2 bonus for favorable conditions. For every 10 full points
the helper’s check exceeds the DC, increase the bonus by +1, so a result of
20–29 grants a +3 bonus, 30–39 a +4, and so forth. In many cases, outside
help isn’t beneficial, or only a limited number of helpers can aid someone at
once. The GM limits aid as he sees fit for the task and conditions.
TYPES OF CHECKS
You use three main traits for checks: skills, abilities, and powers:
• Skill Checks: A skill check determines what you can accomplish
with a particular skill. It is a roll of d20 + your rank in the skill and
the key ability score of the skill against a Difficulty Class. Skill checks
sometimes have gradations of success and failure based on how
much your total roll is above or below the DC. For example, if you fail
a Climb check, you don’t make any progress. If you fail by 5 or more,
you fall.
• Ability Checks An ability check is like a skill check, but measures
raw ability, without any skill, like strength, endurance, or intellect.
It is a roll of d20 + your ability modifier against a Difficulty Class.
Ability checks tend to be all or nothing (you can either accomplish
the task or you can’t) although there are sometimes gradations like
skill checks. Attempting a skill without training (in other words, without
ranks in the skill) is an ability check.
EXAMPLE ABILITY CHECKS
TASK KEY ABILITY
Breaking a board Strength
Tying a rope Dexterity
Holding your breath Constitution
Navigating a maze Intelligence
Recognizing someone you’ve seen before Wisdom
Getting noticed in a crowd Charisma
• Power Checks: A power check uses one of your character’s powers as its
modifier. It is a measure of what the character can accomplish with that
power. It is a roll of d20 + the power’s rank, which measures how
strong the power is, against a Difficulty Class. Some powers do not
require power checks; they just work automatically, while other powers
have some automatic aspects and others require checks.
ATTACK ROLLS
An attack roll determines whether or not you hit an opponent in combat.
It is a d20 roll + your attack bonus. The Difficulty Class is your target’s
Defense, which measures their ability to avoid attacks. If you equal or
exceed your target’s Defense, your attack hits. Otherwise, you miss.
A natural 20 on an attack roll (where the die comes up 20) always hits
and may be a critical hit . A natural 1 on an attack roll
(where the die comes up 1) always misses.
SAVING THROWS
Saving throws are efforts to avoid different forms of danger, ranging
from damage and injury to traps, poisons, and various powers. A saving
throw is:
1d20 + the appropriate ability modifier
+ your base save bonus+ any bonuses for powers
Constitution is the ability modifier for Toughness and Fortitude saves,
Dexterity is the ability modifier for Reflex saves, and Wisdom is the ability
modifier for Will saves. The Difficulty Class is based on the strength of the
hazard, such as the power of an attack or the strength of a disease or poison.
Like skill checks, there are sometimes gradations to a saving throw.
For example, a Toughness save against damage results in no damage at
all if you beat the DC, but could result in a glancing blow, a stunning
blow, or an immediate knockout if you fail, depending on how much the
save result misses the DC.
THE COMBAT ROUND
When things really start happening in a Mutants & Masterminds game,
time is broken down into six-second segments called rounds. A round
isn’t very much time. Think of it like a panel in a comic book, just long
enough for a character to do something. The types of actions your character can
perform during a round are standard actions, move actions, full actions,
free actions, and reactions. During a round you can:
• Take a standard action and a move action.
• Take a move action and then another move action (in place of your
standard action).
• Take a full action.
You can perform as many free actions and reactions in a round as you
wish, although the GM may choose to limit them to a reasonable number
to keep the game moving.
STANDARD ACTIONS
A standard action generally involves acting upon something, whether it’s
an attack or using a power to affect something. You’re limited to one
standard action a round.
MOVE ACTIONS
A move action usually involves moving. You can take a move action before
or after your standard action, so you can attack then move, or move then
attack. You cannot normally split your move action before and after your
standard action, however. Move actions also include things like drawing
weapons, standing up from being prone, and picking up objects.
FULL ACTIONS
A full action, or full-round action, occupies all your attention for the
round, meaning you can’t do anything else. Full actions include a fullspeed
charge at an opponent which ends in an attack, or spending the
whole round moving as quickly as you can. Certain powers or maneuvers
require a full action to perform, as do some skills.
FREE ACTIONS
A free action is something so comparatively minor it doesn’t take a significant
amount of time. You can perform as many free actions in a round as
the GM considers reasonable. Free actions include things like talking (characteres
and villains always find time to say a lot during a fight), dropping something,
ending the use of a power, activating some powers, and so forth.
REACTIONS
A reaction is something you do in response to something else. A reaction
doesn’t take any time, like a free action. The difference is you might react
when it’s not even your turn, in response to something else happening
during the round.
CHARACTERPOINTS
Heroes in Mutants & Masterminds have Convictions players can spend to
improve the characteres abilities in various ways. You can spend a Conviction
to improve a die roll, push an ability or power beyond its normal capabilities,
bounce back from being hurt, and achieve various other effects (see
Conviction.
