★ Rules Reference ★
Rules Reference
A quick reference for Mutants & Masterminds 3e
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Core Resolution & Character

Core Mechanic

Roll 1d20 + Rank/Modifiers vs. Difficulty Class

Equal or exceed the DC = success. Every trait — ability, skill, power, defense — has a rank, from −5 to 20+, which is also the modifier added to its checks.

Critical Success: a natural 20 scores a critical success — figure the degree of success normally, then bump it up one more degree.

Routine Check: outside pressure, just use a flat result of 10 instead of rolling.

Difficulty Class Benchmarks

DifficultyDCExample
Very Easy0Automatic
Easy5Climb a knotted rope
Average10Hear an approaching guard
Tough15Disarm an explosive
Challenging20Walk a tightrope
Formidable25Crack a secure computer
Heroic30Beat sophisticated security
Super-Heroic35Bluff past wary, alert guards
Nearly Impossible40Impossibly complex lock, 1 round

55% Rule: a +0 modifier succeeds at DC 10 about 55% of the time. Bonus needed for 55% at any DC = DC − 10.

Degrees of Success & Failure

ResultOutcome
DC + 154th degree success
DC + 103rd degree success
DC + 52nd degree success
DC1st degree success
DC − 51st degree failure
DC − 102nd degree failure
DC − 153rd degree failure
DC − 204th degree failure

Every full 5 points over or under the DC adds a degree (fractions ignored); no upper limit, though 2+ degrees of failure rarely matters further.

Opposed, Comparison & Team Checks

Opposed: higher result wins; tie → higher bonus wins; still tied → d20 coin-flip (1–10 / 11–20).

Routine opposition: DC = passive side’s modifier + 10 — this is exactly how attacks work (DC = 10 + defense).

Comparison: no luck involved (e.g. arm wrestling) — higher rank just wins; ties are a coin-flip.

Team Check: a leader rolls; each helper rolls the same check vs. DC 10. 1 total degree of success = leader +2; 3+ = +5. 2+ degrees of failure among helpers = leader −2.

Circumstance Modifiers: minor ±2, major ±5.

The Eight Abilities

2 points per rank, −5 to 20.

Strength
Damage, lifting/throwing, Athletics
Stamina
Toughness, Fortitude, health recovery
Agility
Dodge, Initiative, Acrobatics, Stealth
Dexterity
Ranged attacks, Sleight of Hand, Vehicles
Fighting
Close attacks, Parry
Intellect
Expertise, Investigation, Technology, Treatment
Awareness
Will, Insight, Perception
Presence
Deception, Intimidation, Persuasion

0 = average adult. 8–10 = low/moderate superhuman. 20 = cosmic. Below 0 refunds 2 PP per rank down to −5.

The Five Defenses

Defense Class = Defense + 10

Dodge (Agility)
Ranged attacks and hazards; active
Parry (Fighting)
Close attacks; active
Toughness (Stamina)
Direct damage/harm; cannot be bought above Stamina without an effect or advantage
Fortitude (Stamina)
Poison, disease, health threats
Will (Awareness)
Mental and spiritual attacks

1 PP per rank to buy above the base ability. Vulnerable: active defenses halved (round up). Defenseless: active defenses = 0.

Attack Options

OptionTrade
Accurate AttackTrade up to −2 effect for +2 attack
Power AttackTrade up to −2 attack for +2 effect
All-Out AttackTrade up to −2 active defense for +2 attack
Defensive AttackTrade up to −2 attack for +2 active defense
DemoralizeIntimidation vs. Insight/Will; success = impaired
FeintDeception vs. Deception/Insight; success = target vulnerable
Team AttackCombine same-effect attacks within 5 ranks; +2/+5 bonus

Attack bonus can never more than double; effect rank can’t drop below 0.

Actions & Combat

Action Types

Round = 6 seconds.

Standard
Attack, use a power/skill/advantage — one per turn
Move
Move your speed, draw/stow an item, stand up — may trade your Standard for a 2nd Move
Free
Talk, drop an item, drop prone, stop sustaining a power
Reaction
Reflexive response, even off your own turn; doesn’t use your action allotment
No Action
Resistance checks and the like — not an action at all

Actions can’t normally be split (move→attack→move); a DC 15 free Athletics check adds +1 Speed rank for the round.

Initiative & Surprise

Initiative = 1d20 + Agility (+ modifiers)

Ties: highest Dodge, then Agility, then Awareness, then a die roll.

Surprise round: everyone rolls initiative; surprised characters take no action and are stunned & vulnerable until the next round. Non-surprised characters get only a standard action (or move) plus free actions.

Attack Checks & Crits

Attack Check = 1d20 + attack bonus vs. Defense Class

Close attacks target Parry; ranged target Dodge. Natural 20 always hits (threat); natural 1 always misses — regardless of totals.

Critical hit (nat. 20 that also meets/beats DC): pick one — Increased Effect (+5 to the resistance DC), Added Effect (second effect at rank 0), or Alternate Effect (free power stunt, no fatigue).

Damage Resistance Check

Toughness vs. (Damage rank + 15)

ResultOutcome
SuccessNo effect
Fail 1 degree−1 penalty to further Damage resistance checks
Fail 2 degreesDazed (plus the −1 penalty)
Fail 3 degreesStaggered (plus the −1 penalty)
Fail 4 degreesIncapacitated

Penalties are cumulative. Failing again while Incapacitated = Dying; failing again = Dead.

Range, Cover & Minions

Ranged bands: short = rank×25ft (no penalty), medium = rank×50ft (−2), long = rank×100ft (−5); beyond long = out of range.

Cover/Concealment: partial −2, total −5 (total cover blocks a direct attack outright); cover gives the same bonus to Dodge vs. area effects.

Minions: non-minions hit them with routine checks (guaranteed if attack bonus ≥ 0); minions can’t crit non-minions; a minion failing a resistance check takes the worst result automatically.

Common Maneuvers

ManeuverActionEffect
GrabStandardAttack, then opposed Str/grab vs. target’s Str/Dodge; 1 degree = restrained, 2+ = bound
TripStandardClose attack at −2, then opposed Acrobatics/Athletics; loser prone
DisarmStandardAttack (−2 unarmed vs. armed, −5 ranged) then opposed vs. Strength
ChargeStandardMove speed rank, then close attack at −2
DefendStandardOpposed active defense vs. attacker (min. 10 on your roll)
AidStandardTeam check vs. DC 10; success grants ally +2 (3+ degrees: +5)
AimStandard+5 next attack (close/short) or +2 (longer); you’re vulnerable meanwhile
RecoverStandardRemove worst damage/fatigue condition; once per conflict; +2 defenses till your next turn
SmashStandardAttack an object instead of its holder (−5 if held)
StandMoveStand from prone (or DC 20 Acrobatics as a free action)

Conditions, Extra Effort & Hero Points

Conditions

The basic building blocks.

Compelled
Only free actions + 1 GM-chosen standard per turn
Controlled
No free will; another character dictates every action
Dazed
Only free actions + 1 standard (may move) per turn
Debilitated
An ability lowered below −5 — severe per-ability effect
Defenseless
Active defenses = 0; attacks against you are routine or auto-crit
Disabled
−5 circumstance penalty on that trait
Fatigued
Hindered; recovers after 1 hour’s rest
Hindered
Half speed (−1 speed rank)
Immobile
No movement speed at all
Impaired
−2 circumstance penalty on that trait
Stunned
No actions at all, not even free ones
Transformed
Traits altered by an outside agency
Unaware
Can’t perceive or act on surroundings at all
Vulnerable
Active defenses halved (round up)
Weakened
Temporary power-point loss in a trait

Combined Conditions

Bundles of the basic conditions.

Asleep
Defenseless, stunned, unaware
Blind
Hindered, visually unaware, vulnerable
Bound
Defenseless, immobile, impaired
Deaf
Total auditory concealment, sign/lip-read only
Dying
Incapacitated + Fortitude DC 15 each round or die
Entranced
Stunned, attending the effect; a threat breaks it
Exhausted
Impaired and hindered
Incapacitated
Defenseless, stunned, unaware, usually prone
Paralyzed
Defenseless, immobile, stunned, but aware
Prone
−5 close attack taken / +5 given, −5 vs. ranged given
Restrained
Hindered and vulnerable (or immobile if anchored)
Staggered
Dazed and hindered
Surprised
Stunned and vulnerable

Extra Effort

Free action, once per turn.

UseEffect
Action+1 extra standard action this turn
Bonus+2 circumstance (or push +2→+5); negate −2 or reduce −5 to −2
Power+1 rank to one effect until your next turn
Power StuntTemporary Alternate Effect for the scene
ResistanceAn extra resistance check right now
RetryRetry certain failed effects
Speed / Strength+1 rank until your next turn

Cost: Fatigued after use; using it again while Fatigued → Exhausted; again → Incapacitated. A Hero Point spent next turn removes the Fatigue entirely.

Hero Points

1 to start each session.

UseEffect
Edit SceneAdd or change a detail in your favor (can’t undo resolved events)
Heroic FeatBorrow one rank of an advantage you lack, until end of next turn
Improve RollReroll any of your die rolls, take the better (before the outcome is announced)
InspirationA hint or clue from the GM
Instant CounterAttempt to counter an effect as a reaction
RecoverInstantly remove Dazed/Fatigued/Stunned; Exhausted → Fatigued

Spending is normally a reaction (no time cost). Earned via Complications, heroics, and roleplaying; unspent points don’t carry over between adventures.

Recovery

Living targets remove one damage condition per minute of rest, working back from their worst condition (Incapacitated → Staggered → Dazed), then shed accumulated −1 penalties one at a time per minute.

Objects don’t recover naturally — they must be repaired (Technology). Lasting injury is typically handled as a GM-imposed Complication (which grants a Hero Point).

Power Points & Powers

Power Points & Basic Costs

Starting PP = Power Level × 15 (PL 10 default «Super Heroes» = 150 PP)

TraitCost
Ability2 PP / rank
Defense (above ability)1 PP / rank
Skill1 PP / 2 ranks
Advantage1 PP / advantage or rank
Power((base cost + extras − flaws) × rank) + flat mods

Power Level Caps

PairCap
Skill total (any one skill)≤ PL + 10
Attack bonus + effect rank≤ 2 × PL
Dodge + Toughness≤ 2 × PL
Parry + Toughness≤ 2 × PL
Fortitude + Will≤ 2 × PL

Each cap is a pair — lean toward one side of the pair as long as the sum stays within it. PL is set by the GM for the whole series.

Effect Types

Attack
Offensive, needs an attack check, usually Instant, always resisted
Control
Influence over something; Standard to start, often Sustained
Defense
Protective; typically Personal & Permanent
Movement
Getting around; Free to activate, still needs a Move to move
Sensory
Alters or enhances senses; Free or Permanent
General
Doesn’t fit elsewhere — governed by its own write-up

Effect Parameters

Range: Close
Touch; unarmed attack vs. Parry if unwilling
Range: Ranged
Attack vs. Dodge (see the range bands)
Range: Perception
No attack check, just needs to be perceived
Duration: Instant
Occurs and ends the same turn
Duration: Sustained
Free action each round to maintain
Duration: Continuous
Stays on until deactivated (free action)
Duration: Permanent
Always on; can’t deactivate or extra-effort boost

Resistance DC = Effect Rank + 10

Extras & Flaws

An Extra adds to an effect’s per-rank cost (usually +1); a Flaw subtracts from it (usually −1). Some modifiers are flat instead — applied once to the final total, after rank multiplication, not per rank.

If flaws drop the per-rank cost below 1 PP, express it as ranks-per-point (e.g. 1 PP per 3 ranks); the GM sets a floor (suggested default: 1 PP per 5 ranks). A flat flaw can never reduce a power below 1 PP total.

Selected Power Effects

Type / range / duration / resistance / cost

EffectProfileCost
DamageAtk, Close, Instant, Toughness1/rank
BlastAtk, Ranged, Instant, Toughness2/rank
StrikeAtk, Close, Instant, Toughness1/rank
AfflictionAtk, Close, Instant, Fort/Will1/rank
ProtectionDef, Personal, Permanent1/rank
Force FieldDef, Personal, Sustained1/rank
FlightMove, Personal, Sustained2/rank
SpeedMove, Personal, Sustained1/rank
TeleportMove, Rank, Instant2/rank
HealingGen, Close, Instant2/rank
ImmunityDef, Personal, Permanent1/rank
Mind ControlAtk, Perception, Instant, Will4/rank
IllusionCtrl, Perception, Sustained, Awareness1–5/rank
Move ObjectCtrl, Ranged, Sustained, Strength2/rank
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