General Rules Changes

Compilation of Rules Changes

General Build Rules

  • You may now add to “Base attack” at a cost of 1 pt per rank. This adds +1 to all attack rolls.
  • Parry is removed. Dodge is now used for defending against ranged and melee attacks.
  • Dodge is calculated by adding Fighting and Agility scores for the base dodge. You may still increase it at a cost of 1 pt/rank.

Tactical Combat

Hero Points / Bennies

  • Hero points can now be used to force a foe who attacked you to reroll his attack roll. This must be declared before any relevant resistance checks are made.

The Benny

A new type of player resource, called the benny, now exists. The benny (a term taken from Savage Worlds), is effectively a weaker version of a hero point that is gained from complication triggers.

Once per turn, you may spend a benny on one of the following:

  • Remove a wound.
  • reroll a resistance roll to remove (but not prevent) an existing affliction on yourself (You do not get the +10 bonus for rolls under 11, it is a simple reroll).
  • Perform a power stunt without fatigue, though it does not gain the benefit of gaining a +2 to rank or exceeding the PL cap.
  • Do not die from a death roll or what would normally be an instant kill, instead hovering at a dying state, though 1 failure on any death rolls means you will die.
  • “Create” a minor item that it’s plausible you might have or find in the environment.
  • When you receive a critical hit (before you roll to soak it), you may spend a bennie to make your opponent roll a second confirmation roll, using the same attack bonus as before to attack you again. On any hit (not necessarily a critical), the critical hit stands. On a miss, the critical hit becomes a normal hit.

Ability Scores

• Dexterity no longer exists. It’s relevant skills were folded into Agility. Fighting now determines the bonus to attack with ranged and close attacks (instead of dexterity for ranged).
• Ability scores now add double their rating to their associated skills.


• A revision was made to how complications are judged as far as severity. This makes complications less arbitrary in terms of how they’re awarded. It also introduces a new type of lesser hero point called a benny. Complications (Revised)

Status Conditions


• While dazed, you suffer a -2 penalty to attack rolls as though using the charge action. This penalty doesn’t stack with the penalty from charging.
• A character who begins his turn dazed can’t teleport, burrow, wall-crawl, water-walk, turn insubstantial or permeate even if that condition is removed later in the turn.


• The death roll is no longer a fortitude save and is instead an unmodified roll against DC 10 roll. Dying rolls are made in secret so that others aren’t sure how close a given creature is to death.


Skill ranks per point

You now get 3 skill ranks per character point spent on skills (raised from 2 ranks per point).

Combat Skills

Close Combat and Ranged Combat were removed as skills. I don’t feel there’s any need to have that much granularity or specialization with one weapon in M&M.

Altered Skills


The speed boost via running only applies when you use your standard action to move, allowing you to move an extra zone.


When determining the defense of a vehicle, a driver/pilot can add half his Vehicle skill’s bonus, rounded down, to the defense of his vehicle (still applying the base defense penalty for vehicle size). This cannot exceed the cap based on power level. This only applies if a vehicle is moving relatively quickly and taking evasive actions. A stationary vehicle is considered defenseless and a vehicle that is moving slowly is considered vulnerable.

New Effects

Telepathy: A replacement for the old Communication power.
Resistance: A cap transcending form of limited protection.

Altered Effects


Extra 1 Degree Afflictions: Immobile, Limited Disabled.
Extra 2 Degree Afflictions: Blinded, Limited Unaware.

• The cost for hindered is now a +1 point flat cost which allows you to add it to all tiers of your affliction. This is in addition to any other conditions the affliction has.
• The controlled and compelled conditions now count as 2 conditions instead of 1, and thus require the “Extra condition” extra to take.
• Having a limited version of disabled and unaware (such as vision unaware or fighting disabled), takes 1 less degree of failure than normal.
• Instead of choosing an affliction of the appropriate tier, You can get 2 afflictions of a lower tier that apply instead. So instead of taking stunned as a “fail by 2” affliction, you can opt to take impaired and dazed, in which case a target that fails by 2 degrees would be affected by both.
• New movement afflictions have been added. There is no save required to remove these afflictions unlike typical afflictions. The result is permanent but can be removed simply by moving back to where you were.

     Knocked Down (1 degree): The target is knocked prone, though is not held this way, so does not require a save each turn to remove the condition, he merely has to use an action to stand up.


• If using radio-style communications (such as an Aela communicator) or some form of media that requires a receiver, this is a 1-3 point feature. For telepathic communications, a new power called Telepathy (new Effect) was created.


• Concealment has been rewritten. See the new version here.


• A new extra can be taken for +1 cost per rank which makes the duration of create instantaneous. This allows it to be put into an array and create real permanent objects.


• Effects with a lethal descriptor that make a character unconscious also give him the dying condition. A failure by 5 or more degrees on a damage soak roll with a lethal weapon instantly kills the target. Human targets, and those without supernatural resistances may also suffer other complications from being attacked by lethal descriptor weapons.


• This power’s rank is capped by the user’s parry.

Ground Speed

• The following extras can be taken, they are normally benefits from the movement category though have been made cheaper.
Safe Fall (Flat +1 point): So long as you’re capable of taking actions, you suffer no damage from falling.
Slithering (Flat +1 point): Move normally while prone and suffer no penalty while attacking while prone.
Sure-footed(Flat +1 point per rank): Reduce the speed penalty for moving through or around obstacles by 1 for each rank of sure footed.
Wall-crawling (Flat +1 point per rank): One rank of wall crawling lets you climb at your ground speed -1 with no check required, though you’re still vulnerable while climbing. 2 ranks allows movement at full speed and without being vulnerable.
Water Walking (Flat +1 point per rank): One rank lets you move your ground speed on the surface of water, quicksand or other liquids without sinking unless you fall prone or can’t move. With 2 ranks you must no longer move to walk on water, and can lay prone.


  • Base speed rank is flight rank -1 (rank 0 speed at flight rank 1).


• The persistent modifier costs +1 per rank instead of +1 flat, identical to persistent for regeneration. (This seems to be an error in the book)
• The DCs has been changed: the base DC is 10 for an unstaggered character, 15 for a staggered/unconscious character, and 20 for a character who is dead. It’s only possible to heal dead characters with the resurrection extra.
• The order at which conditions are healed has been changed. Healing order now works as follows, fixing the first condition that applies per degree of success.
        1. It first converts dying or dead to unconscious but stable.
        2. It removes 1 wound.
        3. It removes the staggered condition if no wounds remain.
• Healing others in combat with a touch or ranged healing requires an attack check, though they are considered vulnerable if they want to be hit.
• You can’t revive an unconscious or dying character to return to the combat. At most you just stabilize them. Even if fully healed of all damage conditions, they require a minute to recover or longer.
• The “Action” extra specified is removed (it seems to be a relic of an earlier edition as it references what seems to be an inverse increased action extra that doesn’t exist). To make matters worse, the extra never actually specifies what kind of action the modified healing is, so I’ve just removed it.
• Wounds that are returned to you via the “temporary” flaw can’t be healed until the end of the adventure. This includes other healing magic, regeneration, etc. There is no way to remove them without something extraordinary.


• The cost of illusions are halved. Visual only illusions cost only 1 point/rank, while lesser senses (like hearing/etc) cost half a point per rank.
• Detailed (New Extra): For a flat cost of +1 per rank, you may increase the insight DC of your illusions by +2 per rank. This is not capped by power level.


• For purposes of this campaign, because immortality is a rare event, once you come back to life once using immortality, you must re-spend the points on something else and cannot take immortality again for that character. You get one free life, but that’s it.


• Immunity is still allowed but generally being discouraged except in extreme cases. In general it should be replaced with the new effect Resistance. A creature made of fire for instance could be immune to fire, but for general fire resistance, take resistance.
• Immunity costs have been rewritten. Immunity Redone


• See the updated Concealment Power

Mind Control

• Cost increased to 5 points/rank (this is due to the increased cost of afflictions).

Mind Reading

• The rules for this power were replaced. See the revised Rules here: Mind Reading Redone.


• Wall crawling, slithering, sure-footed, water walking and safe-fall were moved to modifiers to ground speed (with cost reductions).


• There are also degrees of limitations for limited protection, meaning that limited was taken one or more times. Limited 1 means that the limited flaw was taken once, limited 2 means it was taken twice, etc. For a corresponding -1 cost per rank for each time it was taken. So limited 2 grants you-2 cost per rank.

Limited 1: Any Major-tier descriptor
Limited 2: Any Medium-tier descriptor
Limited 3: Any Minor-tier descriptor
Limited 4: any Rare-tier descriptor


Instead of counting off rounds, any damaged character with regeneration gets a d10 roll at the end of their turn. If they roll equal to or under their regeneration rank, they heal from it. For ranks higher than 10, the character automatically gets healing for the first 10 ranks and may get an additional point of healing if they roll under their remaining ranks.


• Senses revisions can be found here Senses Effect


• A new extra can be taken for +1 cost per rank which makes the duration of transform instantaneous. This allows it to be put into an array and make permanent changes to objects.


  • Base teleport distance rank is teleport rank -1 (rank 0 distance at teleport rank 1).
    *A dazed character cannot teleport


  • Cost increased from 7 pts per rank, to 8 pts per rank.

Altered Advantages


See inventor.

Benefit (Wealthy)

This has been removed. It has been replaced with the Wealth System.

Close Attack

Now grants a +2 bonus instead of a +1.


When taking this advantage you must choose an organization/faction/family to which you’re connected. You can attempt to gain favors from that organization and/or their allies and business partners. Gaining connections with multiple organizations will cost more.


This is replaced by the new Streetwise advantage.

Defensive Roll

A character may add half his defensive roll bonus to his toughness (round up) when vulnerable instead of losing the entire bonus. In addition to the bonus to toughness, You may force an opponent to reroll any successful attack against you. If the second roll is a miss, then the attacker still hits, but loses any benefit from multiattack or critical hits. If the attack hits then the original roll stands. You may use this reroll ability once for each rank in defensive roll that you have. These extra rolls recharge when the Luck advantage normally would. You may not use this ability if you are defenseless.

Eidetic Memory

This advantage has been changed to a two step advantage. Mostly to reflect the difference between biologically good memories and computer-like memories. Generally living creatures can only have one rank of this.

Rank 1: You remember details very well. You’ll never forget a name, face, important detail, etc. This isn’t to say your memory is exactly perfect. You couldn’t recreate a book that you read perfectly for instance, but you could remember a general summary of the chapters, their arrangement, etc. You can roll knowledge related rolls as if you were trained in any skill, though you add only your intelligence modifier, and not double. If the particular knowledge is rather specific and months old (like recognizing the face of a nonimportant person in a crowd), the GM may call for an intelligence check to remember with a DC of 10-20.

Rank 2: Your memory is utterly flawless like a computer, perfectly remembering things you’ve seen to excruciating detail. You can remember every word or number in a ledger you’ve seen for instance.


Change Effect to: Evasion allows you to completely avoid an area effect attack if you beat the DC by 2 degrees of success on your dodge roll, and you have sufficient movement (usable as a move action) to get you out of the area. This movement counts against you for next turn and puts you just outside the radius of the effect. If you have 2 ranks in this advantage, then the movement you spend doesn’t count against you for your next turn (though you must still be able to move). If you have less than your normal complement of actions (such as being dazed), you cannot use this advantage.

Improved Critical

If you possess this as a permanent advantage (not attached to an array power or piece of equipment), then it applies to all attacks you make. You don’t have to choose a specific attack form to gain the benefit unless it is a non-permanent choice.


The alternate invention rules are being used from the gadget guides. See gadget guides page 122. One of the most notable changes in the new rules are that you can no longer use routine checks (aka take 10) on inventing rolls.

Jack of All Trades
You can treat yourself as trained in any skill, though you may not double your relevant ability score modifier.

Ranged Attack

Removed. Replaced by simple increases to base attack.


The alternate ritualist rules from the gadget guides are being used. See gadget guides page 127. Like the alternate invention rules, these rules also forbid routine checks (aka taking 10).

Second Chance

The rules do not define what’s an appropriate scope for Second Chance – what is too broad a Descriptor and what is too narrow. See the modified protection power for the table of effects. Second chance is limited to taking only a limited 3 toughness attack form (such as falling damage) or a limited 2 fortitude or will effect, such as poison. A character can only take this advantage up to 2 times and it counts against his limited protection cap (see limited protection).


Takedown triggers only on the first attack you make on a minion in your round. Thus you cannot use multi-target multi-attacks to create multiple takedown chains. Takedown cannot be used at all for area attacks.


Tracking is no longer specifically linked to any one sense, instead those with this advantage may track with any acute sense they possess. Effectively this means you get tracking on all your acute senses. Note that your senses must be able to pick up a lingering trail of some kind, which may invalidate some senses which leave only instantaneous effects like tracking by sound. You can follow trails and track using a particular sense.
You move at your speed rank –1 while tracking. For 2 ranks of this advantage, you can move at full normal speed while tracking. Due to the variety of senses being used to track, it’s difficult to set specific modifiers, but the easiest possible trail will be DC 10. Generally the more time that’s elapsed, the colder a trail will be.

Ultimate Effort

This advantage can only be used if the relevant ranks in the ability in question is at least equal to 2/3 your power level*2 (round up). So for Ultimate toughness at PL 10, you must have at least a 14 toughness to use ultimate toughness. For ultimate aim, you must have an attack bonus of 14 or more, etc. Ultimate Skills are slightly different, requiring only at least a bonus of 10 + half your PL (round up). So a +15 bonus for a PL 9.

Uncanny Dodge

This advantage has been moved into the new Danger sense advantage (which has multiple ranks).

Altered Modifiers

Accurate (Extra)

Bonus reduced from +2 to +1.

Alternate Effect (Extra)

  • Alternate effects now cost 1 point per 10 points worth of the effect (round up), as opposed to 1 point flat.
  • Dynamic Alternate effects now cost 1 point per 5 points worth of the effect (round up).
  • Characters can devote more points to an array than are necessary for the highest power, creating what is known as a “broad array”. In a broad array, characters can have multiple array elements active if they can afford them all with the total points in the array. Note that if you don’t purchase the dynamic extra, you must pay for the array element in full to activate it.

Attack (Extra)

This extra has largely been replaced by a variety of new afflictions. Instead use afflictions as it is more balanced.

Area (Extra)

The Dodge DC for the area power (for reduced damage) is now determined by 10 + your relevant attack modifier, as opposed to 10 + area rank. A close area attack uses your close attack bonus and a ranged area attack uses your ranged. Your attack bonus plus the area attacks rank cannot exceed twice your power level, and the rank of the area effect itself cannot exceed your power level.

Increasing the area no longer requires you take this modifier multiple times, instead you take the new "Wide Area” modifier. You must still take this modifier to make the attack area in the first place.

Line Area base distance rank extended to rank 1 base (60 ft). Shapeable area has been removed. I really don’t want to deal with cubic feet and all the complexity that comes with trying to define this stuff.

Continuous (Extra)

Continuous effects do not continue when an array element is no longer active. However the cost of continuous has been reduced to a +1 flat increase.

Distracting (Flaw)

If your base dodge is less than ¾ of your power level (rounded up), you become defenseless instead of vulnerable from this flaw.

Impervious (Extra)

In addition to its usual effect, you may opt to take a routine check (take 10) on any check with an impervious ability. Note that if you have only partial impervious, or if your impervious rank was reduced by something such as penetrating, you may only add your effective impervious ranks to your routine check.

Increased Range (Extra)

This has been removed as a modifier as buying perception range is no longer allowed. Thus this modifier was simply named “Ranged”, reflecting that you’re changing a close attack into a ranged one.

Indirect (Extra)

The wording on this modifier is a mess, so for purposes of the game I’m just going to ignore it and provide a few example ratings and what they do.

Indirect 1: Emerges in a single general direction from a physical object which isn’t generated by an effect (such as create). Examples include a thrown boomerang which comes back towards you, or a sentry gun which can fire in a narrow fire arc.
Indirect 2: An attack from the ground or the sky, coming straight up or straight down. Attacks which require you to be outdoors may also quality for the Limited flaw.
Indirect 3: An effect which emerges from another effect or a common terran. For instance, something that comes forth from a portal you create, or something that emerges from a created object/summoned creature etc. It also includes attacks that emerge from any point from the ground, or from any water.
Indirect 4: An effect which emerges from anywhere within range that you can see or otherwise sense.

Noticeable (Flaw)

This flaw is only worth points if the base power is worth at least 5 points.

Penetrating (Extra)

Penetrating has been reworked. When an attack with Ranks in the Penetrating Extra hits, check whether the target has ranks of Impervious Toughness applying against the attack. If so, each Rank of Penetrating negates the Impervious Extra of 1 rank of Toughness/Will/etc.

If no Impervious Toughness applies against the attack, each rank of Penetrating negates 1 Rank of Limited Protection. Penetrating will not remove non-limited protection effects.

Quirk (Flaw)

A quirk now grants -1 points per 5 full points of the power. This makes quirks more of a lesser version of limited. Quirks that the GM doesn’t expect will come up hardly at all should be treated as complications. The GM may allow you to get back points for multiple small point powers with quirks (even different quirks) to add up to 5 points.

Subtle (Extra)

This modifiers effects only detecting a power with standard perception. That is 1 rank makes it hard to detect with regular perception, and 2 ranks makes it undetectable with normal senses. Specialty senses targeting the specific descriptor still work. if you want to cloud from those take a linked concealment effect on the power.

Tiring (Flaw)

When using a tiring effect, you may exceed the normal power level cap as though your PL was 2 points higher. A tiring power may also not have unreliable (limited uses). This is implied in it being tiring.

Unreliable (Flaw)

If the “5 uses” version is used on multiple powers in the same array of alternate effects, they all share the same pool of 5 uses instead of having a separate pool.

New Advantages

Bag of Tricks (General, Ranked [1/2 PL])

For each rank in this advantage, you may execute a power stunt without suffering the effects of fatigue. Your free tricks refresh when your hero points refresh at the beginning of an adventure. You can also spend your trick points to jury-rig inventions and use an invention a second time in an adventure, as though you were spending a hero point.

Benefit (Money on Hand)

While your wealth level generally reflects your total holdings, it’s assumed to usually be in banks, storage or some other location that takes some time to access. With this benefit, you have sizeable amounts of wealth on hand. This can take the form of jewelry, coins, letters of credit, and a combination of the two, allowing you to make sizeable bribes or payments without having to make any communications. If for whatever reason the particularly descriptor of your payment is something that the creature specifically won’t accept (but it’d accept normal money), then it counts as a complication.

Danger Sense( General, Ranked)

A character with this advantage is unnaturally alert to danger, gaining certain benefits. These benefits generally do not work against effects with the insidious modifier, or effects that don’t inflict direct harm or discomfort.

Rank 1: You are not vulnerable when surprised or otherwise caught off-guard. You are still made vulnerable by effects that limit your mobility.

Rank 2: You can act during the surprise round even if normally surprised. However, you do not get special awareness to a foe, you are only told that “you are about to be attacked” in cases of a foe that is hidden to you.

Rank 3: As rank 2, but you know the direction of the attack that’s to come, as well as a momentary description of it (“Red bolts spring from the darkness”, etc.)


This advantage represents knowledge of street-level personnel. You know a lot of people in towns you’ve visited, and even if you don’t know the town, you know enough about towns to take a general guess where you could find someone. It’s main uses are gathering information or getting black market services. It differs from Connected in that connected represents a link to the leaders of a given organization, where as Streetwise is on the ground level. Sometimes the higher-ups may be totally clueless as to what’s really going on in the streets. Streetwise can cut the time needed to conduct an investigation down by anywhere from a factor of 2 to 10, depending on GM judgment.

New Modifiers

Charge Up (Flaw)

Cost Reduction: -1 cost per rank
This can be applied to Attack powers. It requires the power to take a full round to charge (requiring the character to use both move and standard action) and visibly be charging the power in some fashion. A character charging a power is considered vulnerable. The power can be released next round as a standard action. A character treats his power level as being 2 higher for purposes of determining the power level caps of this power.

Chronic (Extra)

Cost: See below
The Effect with this Extra affects the target once immediately, and will keep attempting to affect its target(s) with a set periodicity after that. Like with the Secondary Effect extra, subsequent attacks do not cost Actions, but neither can they stack with subsequent uses of the Effect by the Character – see the Secondary Effect Extra (DCA p132).
The initial attack is solved normally. Starting with the first Chronic attack onward, it becomes possible for the target to beat the Effect. If the target succeeds against the Effect with 2+ degrees, the Effect is gone and will never attack again.
There exists five Ranks of the Chronic Extra :
• Chronic 1 lets the Effect attack on its own every 14 Ranks of time after the initial attack (one day). This costs a flat 1/Rank – thus one point (like a Feature 1).
• Chronic 2 lets the Effect attack on its own every 9 Ranks of time (one hour). This costs a flat 1/Rank – thus two points (like a Feature 2).
• Chronic 3 lets the Effect attack on its own every 5 Ranks of time (four minutes). This costs +1 per Rank
• Chronic 4 lets the Effect attack on its own every 2 Ranks of time (30 seconds or five rounds). This costs +2 per Rank
• Chronic 5 lets the Effect attack on its own every turn. This costs +3 per Rank, similar to making an Instant Effect Continuous.

Powerful (Extra)

Cost: flat cost equal to your power level in points
Description: An effect with this modifier allows you to treat it as though you were one power level higher for purposes of determining the cap. The cost of this power is a flat cost equal to your power level.

Ranged (Extra)

Cost: +1 per rank
Benefit: A close attack power becomes a ranged power.

Spellcasting (Flaw)

Cost Reduction: -1 point per 10 points (or -1 per 5 points, see text)

Description: The power requires hand gestures or a verbal component to activate. This makes use of the power very obvious (and thus may not be taken with noticeable or subtle). It also limits the character to speaking for use of the power, or requires both hands free, thus effects that bind the character, such as grappling will restrict hand movements and anything that inhibits the ability to speak will prevent verbal effects.
If a character uses only hand gestures or verbal components, this flaw lowers the cost of the power by 1 point per 10 points of the power. If the power requires both, then increase this to 1 point per 5 points of the power.
This flaw can’t be taken on effects that are “always on” and never need to be switched or activated. For such powers, a spellcasting limitation counts as a complication, since it comes up so rarely.

Unerring (Extra)

Cost: +1 point per rank
Description: Can be applied to any power that would normally have an attack roll. The attack roll is now considered an auto-success, however the power now requires that you’re able to sense the target with an accurate sense to successfully use against them. You cannot use the power at all while blinded, and the target must still be within an acceptable range. A power with this modifier is capped at your power level. Unerring attacks should be rare, and there should be good reason for them from a flavor perspective. In general this modifier can’t be applied via a power stunt (unless you already have an autohit power in your array). You also require an attack bonus at least equal to your power level to qualify to take an unerring power (so no dumping accuracy entirely).

Versatile Array (Extra)

Cost: +1 point per 5 total points of the power (do not count alternate effects)
Stunts made with this power have a broad range of effects. This is a common modifier for spellcasting and similar powers.

Wide Area (Extra)

Cost: +3 flat cost per rank.
Description: Each rank of this increases the area affected by an area attack by 1 per rank of Wide Area.

Alternate Rules

Improved Critical Hit Afflictions: Instead of inflicting +5 to effect DC, you can instead opt to add an additional affliction (as though it was linked) to the attack. The affliction has a rank equal to the rank of the initial effect that scored the critical and uses the same defense that the triggering attack uses (and the same resistance roll).

Improved Power Stunts: Using a power stunt to create an instantaneous one-shot effect gains a bonus +2 ranks. In addition, the power stunted power may treat its power level caps as though your PL was 2 higher.

Heavy Damage: When making damage resistance checks, the penalty you suffer to future damage resistance rolls is equal to your degree of failure instead of always being -1. For instance, if you fail a damage resistance check by 2 degrees you suffer a -2 penalty to future damage resistance checks instead of -1.

Strength Damage on ranged/multiattack weapons (Equipment Guide): When using a strength-based attack with ranged/multiattack or some other modifier that increases the cost per rank, if you have not paid extra to include your strength bonus, you may instead add your strength divided by the cost per rank of the effect. For example, a ranged damage effect would add half your strength. A ranged multiattack effect would add 1/3 your strength.

NPC hero points: Instead of using complications and the luck advantage as NPC hero points, NPCs of importance will be assigned 1-2 hero points usable each encounter.

Modified Combat Actions


If a foe tries to disarm you, roll a resistance roll of your strength versus a DC of 10 + their strength.

Escape Action

There are now two variations of escaping grabs, the first is the standard escape (usable as a move action), which is a roll of your strength or agility (your choice) against a DC of 10+ strength of grabbing effect.
The second type of escape is a standard action and allows an athletics or acrobatics check against a DC of 15 + strength of grabbing effect.
You may only normally try to escape once per turn, regardless of how many actions are devoted to it. You may however use extra effort to attempt a second escape.

New Combat Actions

Throw (standard/Free action)

You can throw a creature you’ve grabbed or an object you’re holding. Tossing an object or creature indiscriminately in a general direction is a free action. Tossing one at a specific target requires a standard action. If you only have a 1 degree grab on the creature, treat your strength as halved for purpose of the throw.
Throwing Distance: You can throw an object a distance rank up to (your Strength rank – object weight rank). If throwing a non-aerodynamic object, this is further reduced by 1, and if the target is unbalanced (such as top heavy), subtract a further -1 penalty. Unwilling creatures are always considered both.
Throwing Objects at another creature: You can toss an object at a creature. Treat this as a ranged attack, with a damage equal to the mass rank of the object + half your strength (round up). If the object is especially large, you can treat it as a ranged area damage effect with a rank of half your strength and half the object’s mass. All applications of this are still capped by power level.
Throwing Creatures: Throwing a creature behaves similarly to an object. If a creature you’ve thrown hits a solid wall, it takes damage equal to the toughness of the object or your strength (whichever is less).
Throwing a creature upwards: Generally it’s assumed that you’re throwing a creature for horizontal distance and not upwards, if you’re throwing a creature straight upwards for the purpose of dealing falling damage to the creature, subtract an additional point from the distance rank you throw the creature. It takes falling damage based on the distance off the distance fallen.


Vehicle costs are modified by the following:

  • Convenient Size (+1 cost per rank):* The vehicle is small enough that it can fit indoors in most locations as a practical sense. Vehicles in general are assumed to be difficult to operate in many indoor settings.
    Crewed (0 cost trait): The vehicle requires a crew to operate it. This modifier also gives you that crew, but it means you can’t effectively use the vehicle without them. The crew by default that you get from this trait is barely competent. They can perform various functions and follow basic orders, but you can’t count on them to make repairs on their own, fire weapons accurately or navigate difficult terrain. Most big vehicles like airships require this trait.
  • Difficult to Access (Limited Flaw):* Your vehicle isn’t easy to access most of the time, like something stored in a garage or what not. Essentially if there’s a chance the vehicle won’t be usable because you have to transport it, etc. Then this modifier applies.
    Transport Only (Limited Flaw): Vehicles that are used for transportation only with no weapons.


Installation/HQ facilities: For the Aylanae campaign Iv’e added the following campaign specific facilities. SEE HERE

Power Attack: Power attack does not help to breach impervious toughness. While it does increase the effect DC, it does not actually add more ranks to the damage effect.

Fatigue and Powers: Using powers is exerting, about equivalent to sprinting if you use powers for long periods. Uses in combat and other short term uses don’t do much, however, teleporting/creating matter/transforming/etc. for several minutes repeatedly will fatigue you.

Healing/recovering from Damage: When removing effects from damage, such as staggered, this is considered separate (and must be removed separately) from the -1 to damage resistance that also comes with it. You do not heal them both as part of healing the staggered condition.

Homing (Extra): Since maintaining a homing attack requires a free action, you cannot switch to another power in the array without losing the homing attack. Further a power with homing can get a total of one attack roll against a given creature, so you cannot launch two separate attacks in the same round against the same creature with the same homing power.

Recovery Shock: Recovering from being unconscious requires a shock period of 1 minute to recover and be able to act normally again. Thus healing such conditions is not instantaneous.

Tougher Minions: Minions that take a 1 degree fail from a damage effect are instead staggered for the combat and stunned one round. As usual a second stagger effect drops a minion. Minions do not take wound penalties like normal characters do. Afflictions still inflict the maximum effect on a minion on any failure.

Breaching Cover/Vehicles: Uniform barriers, like most walls, are now immune to critical hits.

Also If an object of cover that protects someone, whether a wall or vehicle cockpit, fails its toughness save by 4 or more degrees, the attacker may immediately make a new attack using the same effect against that target, assuming they’re within range of the effect once the cover is down. This does not apply to Perception or Unerring effects.

General Rules Changes

Defenders of Aylanae taragnor