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MASTERMIND’S MANUAL OPTIONAL RULES CHECKLIST

OPTIONAL RULES CHECKLIST


Gamemasters can use this checklist as a quick-reference to the optional and variant rules in this book and to show players which options and
variants are in-use in their Mutants & Masterminds game. You can photocopy these three pages for ease of use.

BASIC RULES Aging and Abilities ❏

Stunt Bonuses ❏ Super-Abilities ❏

Automatic Success and Failure ❏ Saves Based on Different Abilities ❏

–10/+30 Rolls ❏ Best of Two Saving Throws ❏

Alternate Dice (3d6/2d10) ❏ Worst of Two Saving Throws ❏

High-Low Rolls ❏ Additional Saving Throws ❏

Players Make All Rolls ❏ Insight Save ❏

Card-based Resolution ❏ Stability Save ❏

Card-based Hero Points ❏ Speed & Jumping ❏

Challenges ❏ SKILLS
Challenges as Feats ❏
New Skills ❏
Team Checks ❏
Appraise ❏
CHARACTER CREATION Demolitions ❏

Additional Power Level Limits ❏ Forgery ❏

Re-allocating Power Points ❏ Gamble ❏

Level-Based Advancement ❏ Navigate ❏

Faster Advancement ❏ Power Use ❏

Slower Advancement ❏ Repair ❏

Unlimited Power Level ❏ Research ❏

Unlimited Power Points ❏ Simple Skills ❏


Background Skills ❏
ABILITIES Combat Skills ❏
Random Ability Scores ❏ Variable Skill Costs ❏
Shorthand Abilities ❏ Mix-and-Match Key Abilities ❏
Casual Strength ❏ Broad Skills ❏
Mandatory Super-Strength ❏ Narrow Skills ❏
Ability Strain ❏ Full and Half Skills ❏
Ability Strain and Extra Effort ❏ Active, Secret & Passive Skill Checks ❏
Innate Attack & Dodge Modifiers ❏ Multitasking ❏
Attack Focus and Specialization ❏ Critical Skills ❏
Specialized Attack Bonus Limit ❏ Skill Synergy ❏
Dodge Bonus Limit ❏ High Synergy ❏
Intelligence and Skills ❏ Extended Skill Checks ❏

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OPTIONAL RULES CHECKLIST MASTERMIND’S MANUAL

Under Pressure ❏ Flight Maneuverability ❏


Graded Language Ranks ❏ Maneuverability Checks ❏
Language Modifiers ❏ Flight Drawbacks ❏
Language Checks ❏ Point-Based Nullify ❏
Notice Specialties ❏ Power Combos ❏
Professional Skills ❏ Null Arrays ❏
Stealth Specialties ❏ Wide Arrays ❏
Alternate Power as a Flaw ❏
FEATS
Alternate Effects ❏
Feats as Options ❏
Area Knockback ❏
Access Feats ❏
Aura and Stacking Effects ❏
Combat Feats and Power Level ❏
Stacking Aura Power Levels ❏
All-out Attack and Defensive Roll ❏
Combined Aura Attacks ❏
Lower-power Sidekicks ❏
Grappling Auras ❏
Reverse Sidekicks ❏
Other Impervious Saving Throws ❏
Ultimate Effort and Niche Protection ❏
Stacked Impervious & Penetrating Modifiers ❏
Optional Feats ❏
Impervious & Penetrating Progression ❏
Combat ❏
Linked Power Saves ❏
General ❏
No Saving Throw Power Modifier ❏
Opportunity ❏
Power Surges ❏
Proficiency ❏
Fortitude Surges ❏
Reputation ❏
Surge Point Penalty ❏
POWERS Surge Damage ❏

Unreliable Powers ❏ Surge Taint ❏

Partial Concentration Checks ❏ Death Surges ❏

Stun Timing ❏ CHARACTERISTICS


Partial Countering ❏
Calling ❏
Energy Points ❏
Extra Effort and Advancement ❏
Fatigue Saves ❏
Concentrating on Extra Effort ❏
Power Boosters ❏
Extraordinary Effort ❏
Alternate Progressions ❏
Last-Ditch Effort ❏
Slow ❏
Power Strain ❏
Fast ❏
Temporary Power Strain ❏
Epic ❏
HerPoints & Drawbacks ❏
Partial Saves vs. Trait Powers ❏
Proxy HerPoints ❏
Dynamic Variable Powers ❏
Maximum Hero Points ❏

OPTIONAL RULES CHECKLIST 149


MASTERMIND’S MANUAL OPTIONAL RULES CHECKLIST

Standard Hero Points ❏ Critical Misses ❏


Nonrenewable Hero Points ❏ Lethal Knockback ❏
Hero Points for Advancement ❏ Lethal Penetration ❏
Hero Point Penalties ❏ Lethal Attack Cost ❏
Enhanced Hero Points ❏ Attack Roll Penalty ❏
Villain Points ❏ Alternate Damage ❏
Reputation ❏ Lethal Extra ❏
Taint ❏ Save vs. Fatigue ❏
Additional Fatigue Levels ❏
DEVICES & EQUIPMENT
Active Defense ❏
Money Talks ❏
Attacks of Opportunity ❏
Proficiency ❏
Multiple Attacks ❏
Free Equipment ❏
Extra Attacks ❏
Ammunition ❏
Iterative Attacks ❏
Armor Penalties ❏
Off-Hand Attacks ❏
Reduced Armor Penalties ❏
Immediate Recovery ❏
Requisitioning Equipment ❏
Hit Points ❏
Alternate Ritual Skills ❏
Wound & Vitality Points ❏
COMBAT One-Hit Insurance ❏

Re-rolling Initiative ❏ All-or-Nothing Damage ❏

Automatic Hits ❏ Threshold Modifiers ❏

Combat Challenges ❏ Changing Damage Thresholds ❏

Margin of Success ❏ Variable Damage Thresholds ❏

Defense Roll ❏ Percentile Damage Thresholds ❏

Out-of-Turn Defense ❏ Maximum Hit Totals ❏

Mental Combat ❏ Multi-hit Attacks ❏

Toughness Save Failure ❏ Variable Critical Hits ❏

Automatic Damage ❏ Tactical Movement ❏

Tougher Minions ❏ Hex-Grid Movement ❏

Damage Roll ❏ Flanking ❏

Save vs. Stun ❏ Mental Grappling for Effect ❏

Instant Death ❏ Mental Grappling for All Powers ❏

Double Critical Hits ❏ Mental Strain ❏

150 OPTIONAL RULES CHECKLIST

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