Mutants & Masterminds Mastermind's Manual Checklist


MASTERMIND S MANUAL OPTIONAL RULES CHECKLIST
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.
Aging and Abilities O'
BASIC RULES
Super-Abilities O'
Stunt Bonuses O'
Saves Based on Different Abilities O'
Automatic Success and Failure O'
Best of Two Saving Throws O'
 10/+30 Rolls O'
Worst of Two Saving Throws O'
Alternate Dice (3d6/2d10) O'
Additional Saving Throws O'
High-Low Rolls O'
Insight Save O'
Players Make All Rolls O'
Stability Save O'
Card-based Resolution O'
Speed & Jumping O'
Card-based Hero Points O'
Challenges O'
SKILLS
Challenges as Feats O'
New Skills O'
Team Checks O'
Appraise O'
Demolitions O'
CHARACTER CREATION
Forgery O'
Additional Power Level Limits O'
Gamble O'
Re-allocating Power Points O'
Navigate O'
Level-Based Advancement O'
Power Use O'
Faster Advancement O'
Repair O'
Slower Advancement O'
Research O'
Unlimited Power Level O'
Simple Skills O'
Unlimited Power Points O'
Background Skills O'
ABILITIES
Combat Skills O'
Random Ability Scores O'
Variable Skill Costs O'
Shorthand Abilities O'
Mix-and-Match Key Abilities O'
Casual Strength O'
Broad Skills O'
Mandatory Super-Strength O'
Narrow Skills O'
Ability Strain O'
Full and Half Skills O'
Ability Strain and Extra Effort O'
Active, Secret & Passive Skill Checks O'
Innate Attack & Dodge Modifiers O'
Multitasking O'
Attack Focus and Specialization O'
Critical Skills O'
Specialized Attack Bonus Limit O'
Skill Synergy O'
Dodge Bonus Limit O'
High Synergy O'
Intelligence and Skills O'
Extended Skill Checks O'
OPTIONAL RULES CHECKLIST
148
OPTIONAL RULES CHECKLIST MASTERMIND S MANUAL
OPTIONAL RULES CHECKLIST MASTERMIND S MANUAL
Under Pressure O' Flight Maneuverability O'
Graded Language Ranks O' Maneuverability Checks O'
Language Modifiers O' Flight Drawbacks O'
Language Checks O' Point-Based Nullify O'
Notice Specialties O' Power Combos O'
Professional Skills O' Null Arrays O'
Stealth Specialties O' Wide Arrays O'
Alternate Power as a Flaw O'
FEATS
Alternate Effects O'
Feats as Options O'
Area Knockback O'
Access Feats O'
Aura and Stacking Effects O'
Combat Feats and Power Level O'
Stacking Aura Power Levels O'
All-out Attack and Defensive Roll O'
Combined Aura Attacks O'
Lower-power Sidekicks O'
Grappling Auras O'
Reverse Sidekicks O'
Other Impervious Saving Throws O'
Ultimate Effort and Niche Protection O'
Stacked Impervious & Penetrating Modifiers O'
Optional Feats O'
Impervious & Penetrating Progression O'
Combat O'
Linked Power Saves O'
General O'
No Saving Throw Power Modifier O'
Opportunity O'
Power Surges O'
Proficiency O'
Fortitude Surges O'
Reputation O'
Surge Point Penalty O'
Surge Damage O'
POWERS
Surge Taint O'
Unreliable Powers O'
Death Surges O'
Partial Concentration Checks O'
Stun Timing O'
CHARACTERISTICS
Partial Countering O'
Calling O'
Energy Points O'
Extra Effort and Advancement O'
Fatigue Saves O'
Concentrating on Extra Effort O'
Power Boosters O'
Extraordinary Effort O'
Alternate Progressions O'
Last-Ditch Effort O'
Slow O'
Power Strain O'
Fast O'
Temporary Power Strain O'
Epic O'
HerPoints & Drawbacks O'
Partial Saves vs. Trait Powers O'
Proxy HerPoints O'
Dynamic Variable Powers O'
Maximum Hero Points O'
OPTIONAL RULES CHECKLIST
149
MASTERMIND S MANUAL OPTIONAL RULES CHECKLIST
MASTERMIND S MANUAL OPTIONAL RULES CHECKLIST
Standard Hero Points O' Critical Misses O'
Nonrenewable Hero Points O' Lethal Knockback O'
Hero Points for Advancement O' Lethal Penetration O'
Hero Point Penalties O' Lethal Attack Cost O'
Enhanced Hero Points O' Attack Roll Penalty O'
Villain Points O' Alternate Damage O'
Reputation O' Lethal Extra O'
Taint O' Save vs. Fatigue O'
Additional Fatigue Levels O'
DEVICES & EQUIPMENT
Active Defense O'
Money Talks O'
Attacks of Opportunity O'
Proficiency O'
Multiple Attacks O'
Free Equipment O'
Extra Attacks O'
Ammunition O'
Iterative Attacks O'
Armor Penalties O'
Off-Hand Attacks O'
Reduced Armor Penalties O'
Immediate Recovery O'
Requisitioning Equipment O'
Hit Points O'
Alternate Ritual Skills O'
Wound & Vitality Points O'
One-Hit Insurance O'
COMBAT
All-or-Nothing Damage O'
Re-rolling Initiative O'
Threshold Modifiers O'
Automatic Hits O'
Changing Damage Thresholds O'
Combat Challenges O'
Variable Damage Thresholds O'
Margin of Success O'
Percentile Damage Thresholds O'
Defense Roll O'
Maximum Hit Totals O'
Out-of-Turn Defense O'
Multi-hit Attacks O'
Mental Combat O'
Variable Critical Hits O'
Toughness Save Failure O'
Tactical Movement O'
Automatic Damage O'
Hex-Grid Movement O'
Tougher Minions O'
Flanking O'
Damage Roll O'
Mental Grappling for Effect O'
Save vs. Stun O'
Mental Grappling for All Powers O'
Instant Death O'
Mental Strain O'
Double Critical Hits O'
OPTIONAL RULES CHECKLIST
150


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