Mutants & Masterminds 3e - Superstring Multiverse - Quick Reference Screen.pdf

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Table: Ranks and Measures
Rank
Mass
Time
Distance
Volume
Things to Know About
Measurements
Each rank represents a range of
measures. If you’re looking for a
measurement that’s not on the
table, pick the next highest one that
is; so 12 hours is a time rank of 13
(more than 8 hours, but less than
16), and 6 miles is a distance rank of
11 (more than 4 miles, but less than
8).
Like abilities, measures can have
negative ranks. In the time rank
example, the time it takes a Speed
14 hero to cover 30 miles is rank
–1, or 3 seconds. You can extend
the negative side the Measurement
Table just like you can the positive
side, with each lower rank halving the
previous measurement. So rank –6 is
half a pound, 1/16th of a second, and
3 inches, for example.
Don’t directly add ranks. Pu ing
rank 4 distance together with
rank 6 distance is not rank 10
distance! Rank 4 is a distance
measurement of 500 feet. Rank
6 is 600 yards (1,800 feet).
Adding the measurements, you get
about 2,300 feet. If you directly
added the ranks, you’d get rank 10
distance, or 4 miles! If you have
di erent ranks, it is best to either
handle them separately or convert
them to measurements, add the
measurements together, and convert
them back to a rank. In the previous
example, 2,300 feet is rank 7
distance (around half a mile).
Measurements are approximate.
Especially at the higher end, where
each rank represents a wide range of
measurements, the Measurements
Table isn’t intended to provide
precise values.
–5
–4
–3
–2
–1
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
+1
1.5 lb.
3 lbs.
6 lbs.
12 lbs.
25 lbs.
50 lbs.
100 lbs.
200 lbs.
400 lbs.
800 lbs.
1,600 lbs.
3,200 lbs.
3 tons
6 tons
12 tons
25 tons
50 tons
100 tons
200 tons
400 tons
800 tons
1,600 tons
3.2 ktons
6 ktons
12 ktons
25 ktons
50 ktons
100 ktons
200 ktons
400 ktons
800 ktons
1,600 ktons
3,200 ktons
6,400 ktons
12,500 ktons
25,000 ktons
x2
1/8 second
1/4 second
1/2 second
1 second
3 seconds
6 seconds
12 seconds
30 seconds
1 minute
2 minutes
4 minutes
8 minutes
15 minutes
30 minutes
1 hour
2 hours
4 hours
8 hours
16 hours
1 day
2 days
4 days
1 week
2 weeks
1 month
2 months
4 months
8 months
1.5 years
3 years
6 years
12 years
25 years
50 years
100 years
200 years
x2
6 inches
1 foot
3 feet
6 feet
15 feet
30 feet
60 feet
120 feet
250 feet
500 feet
900 feet
1,800 feet
1/2 mile
1 mile
2 miles
4 miles
8 miles
16 miles
30 miles
60 miles
120 miles
250 miles
500 miles
1,000 miles
2,000 miles
4,000 miles
8,000 miles
16,000 miles
32,000 miles
64,000 miles
125,000 miles
250,000 miles
500,000 miles
1 million miles
2 million miles
4 million miles
x2
1/32 cft.
1/16 cft.
1/8 cft.
1/4 cft.
1/2 cft.
1 cft.
2 cft.
4 cft.
8 cft.
15 cft.
30 cft.
60 cft.
125 cft.
250 cft.
500 cft.
1,000 cft.
2,000 cft.
4,000 cft.
8,000 cft.
15,000 cft.
32,000 cft.
65,000 cft.
125,000 cft.
250,000 cft.
500,000 cft.
1 million cft.
2 million cft.
4 million cft.
8 million cft.
15 million cft.
32 million cft.
65 million cft.
125 million cft.
250 million cft.
500 million cft.
1 billion cft.
x2
Table: Abilities and Summaries
Ability
Summary
Table: Material Toughness
Material
Toughness
Strength (STR)
Stamina (STA)
Agility (AGI)
Dexterity (DEX)
Fighting (FGT)
Physical power.
Health and stamina.
Physical coordination, grace re exes, and balance.
Hand-eye co-ordination, precision, manual dexterity
Ability in close combat, from hi ing a target to
avoiding counter-a acks.
Intellect (INT)
Learning and reasoning.
Awareness (AWE) Common sense, Awareness, and intuition.
Presence (PRE)
Force of Personality, Persuasiveness, Personal
Magnetism, Ability to lead.
Sample Difficulty
Classes
Difficulty
(DC)
Table: Degrees of
Success/Failure
Check Result
Degree
= or >
Paper
Soil
Glass
Ice
Rope
Wood
Stone
Iron
Reinforced Concrete
Steel
Titanium
Super-alloys
0
0
1
1
1
3
5
7
8
9
15
20+
Attack Check
Penalty
Table: Concealment
Concealment
Very easy
Easy
Average
Tough
Challenging
Formidable
Heroic
Super-heroic
Nigh-impossible
Task
0
5
10
15
20
25
30
35
40
DC+15
DC+10
DC+5
DC
DC–5
DC–10
DC–15
DC–20
Check Using
Four (Success)
Three (Success)
Two (Success)
One (Success)
One (Failure)
Two (Failure)
Three (Failure)
Four (Failure)
Partial (dim lighting, foliage,
heavy precipitation, fog, smoke)
Total (Total darkness, heavy
smoke or fog, target invisible)
Table: Cover
Degree of Cover
Attack
Check
Penalty
-2
-5
Dodge Bonus
vs. Area
Attacks
Check Examples
Sock a villain in the jaw
Climb the outside of a building
Do a triple-back ip
Find clues at a crime scene
Notice a ninja sneaking up on you
Recall a particular fact
Fix a broken device
Convince someone of something
Close Combat skill (or Fighting)
Athletics skill (or Strength)
Acrobatics skill (or Agility)
Investigation skill (or Intellect)
Perception skill (or Awareness)
Expertise skill (or Intellect)
Technology skill
Deception skill (Persuasion skill,
if it’s true, or Presence)
Partial (50% of the
target is behind cover,
such as around a
corner, behind a tree or
pillar, or a low wall
Total (75% of the
target behind cover,
like a narrow window, or
crouched behind a wall.
-2
+2
-5
+5
Table: Vehicle Size Categories
Vehicle Size
(Rank)
Examples
Strength Toughness Defense
Awesome
Colossal
Gargantuan
Huge
Large
Medium
Space transport
Passenger jet
Semi, yacht, ghter jet
Stretch limo, SUV, tank
Car, small truck
Motorcycle
20
16
12
8
4
0
15
13
11
9
7
5
-12
-8
-4
-2
-1
0
Resisting Damage: Toughness vs. [Damage rank + 15]
Success
The damage has no e ect.
Failure
The target has a –1 circumstance penalty to further resistance checks against damage.
(one degree)
Failure
The target is dazed until the end of their next turn and has a –1 circumstance penalty to
(two degrees) further checks against damage.
The target is staggered and has a -1 circumstance penalty to further checks against
Failure
damage. If the target is staggered again (three degrees of failure on a Damage resistance
(three degrees) check), apply the fourth degree of e ect. The staggered condition remains until the target
recovers (see Recovery, following).
Failure
The target is incapacitated .
(four degrees)
The circumstance penalties to Toughness checks are cumulative, so a target who fails three resistance checks
against Damage, each with one degree of failure, has a total –3 penalty.
If an incapacitated target fails a resistance check against Damage, the target’s condition shifts to dying. A
dying target who fails a resistance check against Damage is dead.
Table: Extra Effort
Gain an additional standard action during your turn, which can be exchanged for a move or free action, as
Action
usual.
Perform one check with a bonus (+2 circumstance bonus) or improve an existing bonus to a major bonus
Bonus
(+5 circumstance bonus). This bonus can also negate a penalty (–2 circumstance penalty), allowing you
to perform the check with no modi er, or reduce a major penalty from a –5 penalty to a –2 penalty.
Increase one of your hero’s power e ects by +1 rank until the start of the hero’s next turn. Permanent
Power
e ects cannot be increased in this way.
Temporarily gain and use an Alternate E ect. The Alternate E ect lasts until the end of the scene or
Power Stunt
until its duration expires, whichever comes rst. Permanent e ects cannot be used for power stunts.
Gain an immediate additional resistance check against an ongoing e ect. If you’re compelled or
Resistance
controlled, the fatigue from the extra e ort doesn’t a ect you until you’re free of the e ect.
Some e ects require extra e ort to retry after a certain degree of failure. The extra e ort merely
Retry
permits another a empt to use the e ect; it grants no other bene ts.
Speed
Increase the hero’s speed rank by +1 until the start of the hero’s next turn.
Strength
Increase the hero’s Strength rank by +1 until the start of the hero’s next turn.
At the start of the turn immediately after using extra e ort, the hero becomes fatigued. A fatigued hero who uses
extra e ort becomes exhausted and an exhausted hero who uses extra e ort is incapacitated. If you spend a victory
point at the start of the turn following the extra e ort to remove the fatigue, the hero su ers no adverse e ects. In
essence, spending a victory point lets you use extra e ort without su ering fatigue.
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