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2e Mastermind's manual sez:

Characters have HP equal to their CON score + their CON modifier multiplied by 3

Characters without CON score have Toughness x5 hitpoints. Half HP for minions.

Damage is as follows:

+1 = d4

+2 = d6

+3 = d8

+4 = 2d6

+5 = 3d6

...

You are disabled at 0HP, dying at -1 or below and dead at -10

Oh and if you take more damage than your CON score you must make a Fort DC 15 save or go
immediately to -1

_________________________________________________________________________

Keep the Toughness save mechanic intact, but make it Damage DC = 10 + damage rank.

[NOTE: This could be kept 15+ damage if you want a more gritty game.]

A pass means no damage. A fail means a number of hit point damage based on the damage
rank and a cumulative future -1 to all subsequent toughness save rolls. (Characters with
Impervious Toughness do not suffer this penalty)
Damage dice are determined like this (this is the wonkiest bit, but eventually we were able to
do the math quickly):

Rank 1: 1d4

Rank 2: 1d6

Rank 3: 1d8

Rank 4: 2d6

Rank 5: 3d6

Rank 6: 4d6

Rank X: (x-2)d6

Anyone who does not have a name does not get a toughness save, they just take damage.
(same with minions: kind of stole this idea from Feng Shui).

A character that takes more than (Con score +10) in hit point damage in one hit is dazed for
one round.

For example: Captain Awesome successfully damages Baron Von Badguy with a Damage 10. He
rolls 8d6. Captain's result is 25. Baron's Con is 14 (+2). 25 is greater than 24. Baron is dazed for
one round.

This is the first instance in which using DC means making an adjustment to my system. Since
stats are written as their bonus, you will have to figure out what the stun DC for each character
is. Anyone with a DnD background can easily and quickly reverse engineer this number and
add ten, but here is a brief chart:

-5 = 11 (1+10)

-4 = 12 (2+10)

-3 = 14 (etc.)

-2 = 16

-1 = 19
0 = 20

+1 = 22

+2 = 24

+3 = 26

+4 = 28

+5 = 30

+6 = 32

+7 = 34

+8 = 36

+9 = 38

+10 = 40

And so forth.

Hit points for a character equal (Con Bonus* + Hit Die) for each Power Level.

Hit die is a d10.

*or Stamina Attribute for DC.

I have played around with having the base hit die be d6 and requiring those who wish to
increase the type of die pay points for it, but d10 is what we started with, so we have kept
that. I may adopt this feat in future campaigns:

IMPROVED HIT DIE RANKED, GENERAL

Characters with this Feat increase their Hit Die. Successive applications of this feat increase the
Hit Die, but each progression in Hit Die requires a minimum Constitution. (See chart below)
Rank 0 - 2 > Hit die: D6 > No Minimum Constitution

Rank 3 - 5 > Hit Die: D8 > Minimum Constitution:14

Rank 6 - 8 > Hit Die: D10 > Minimum Constitution: 18

Rank 9 > Hit Die: D12 > Minimum Constitution: 22

Obviously Healing, Regen and a very few other powers change with adopting this. I have
changed these. If you are still interested or even still reading by this point I can send you the
document I made outlining the changes.

However, I must say that my Regen HAS NEVER BEEN TESTED beyond a few NPC villains. It may
be problematic.

Recovery checks work like this:

RECOVERY

Characters reduce their damage by their PL + Constitution bonus for each minute of rest.
“Regeneration” speeds up these recovery rates as usual, while a use of the Healing power
allows the character to recover 1d6 hit points per power rank. Proper medical treatment
doubles recovery rates, as usual.

Characters lacking a Constitution score automatically fail recovery checks and cannot recover
from damage (as they are nonliving beings). The Regeneration power applied to recovery
bonus can allow such characters to make recovery checks.

That should get you started, but if you want my doc with all this in it, I can put it on mediafire.

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