Mutants & Masterminds Quick-Start
Mutants & Masterminds Quick-Start
Have you ever wanted to use amazing powers and skills to fight crime, protect people, and save the world? Now you
can—with Mutants & Masterminds! Using the Mutants & Masterminds Superhero Roleplaying game, you can create your own
super hero and take your place amongst the legendary defenders of justice.
A STRONG FOUNDATION
The Mutants & Masterminds game system is
winner of multiple awards and has been the
leading super-hero RPG for over a decade,
built on the strong foundation of the d20
System and the Open Game License.
EASY TO USE
Everything your hero does in Mutants & Mas-
terminds is resolved with a simple system of
action checks: a twenty-sided die roll, plus
or minus modifiers based on your hero’s traits
and the situation. Compare the result to a
number that rates the difficulty and you im-
mediately know if your attempt succeeded or
failed, and by how much.
HEROIC ACTION
Mutants & Masterminds uses hero points to give
characters the opportunity to really pull out
all the stops when it counts. Players can spend
hero points to improve die rolls and help their
heroes shake off damage. Hero points put the
keys to success in the players’ hands and give
the Gamemaster a way to reward them for successful and heroic play.
THE RULES
Games have rules, and Mutants & Masterminds is no differ-
ent in that respect. The essence of the game system that So, for example, an unarmed attack check for the Rook is
powers Mutants & Masterminds is actually quite simple. The his Fighting ability rank (8), plus his Close Attack advan-
majority of the rules expand upon the core mechanics tage rank (7), for a total of 15, plus the result of a roll of the
of the system, providing special-case rules or situational die. The DC he needs to get is the Parry of his target, plus
modifiers. So long as you understand the essentials of the 10 (21, in the case of Pack-Rat).
game, you can handle just about any situation that comes
up; just choose an appropriate type of check, a Difficulty
Class, and make a roll to see if the character succeeds or
DEGREES
not! It’s that simple. Checks often have degrees of success or failure: Just
rolling a success or failure counts as one degree. Every five
RANK full points a check result is over or under the difficulty class
adds a degree of success or failure. Fractions are ignored.
Every trait in Mutants & Masterminds—abilities, skills, powers, So DC 10 check with a result of 13 is one degree of success,
and so forth—has an associated rank, a value telling you just as a result of 8 is one degree of failure. A result of 16
how strong (or weak) that trait is. Ranks run from –5 (very is two degrees of success (6 over DC 10, ignoring the
weak) all the way up to 20 (cosmically capable) or more, fraction) whereas a result of 5 is two degrees of failure (5
with an average of 0. The Rook’s Agility and Intellect, for under DC 10).
example, are both rank 5, well above average and quite
impressive for a human being. RESISTANCE CHECKS
DIFFICULTY CLASS Avoiding an effect requires a resistance check, with a
Difficulty Class of the effect’s rank plus 10 or 15 depend-
Every task—from making an attack to avoiding harm to ing on the effect. A successful check means you avoid the
figuring out a gadget—has a Difficulty Class or DC, a effect, a failed check means you suffer some (or all) of the
number that tells you how hard that task is to perform. effect.
DCs range from 0 (automatic, so easy it’s not worth rolling)
to 40 (nearly impossible). CIRCUMSTANCE MODIFIERS
CHECKS Some circumstances make checks easier or harder, result-
ing in a bonus or penalty to the check. Characters with a
Actions in Mutants & Masterminds are all resolved through circumstance bonus are said to be at an advantage for
checks, a roll of a 20-sided die, plus a modifier derived the check, while those with a circumstance penalty are
from a character’s ranks. If the total of the check equals operating at a disadvantage. Apply a modifier of +2 if the
or exceeds the Difficulty Class, the action is a success. If it character is at an advantage (+5 for a major advantage)
doesn’t, then it’s a failure. and a modifier of –2 for a disadvantage (–5 for a major dis-
advantage).
CHECK EXAMPLES
DIFFICULTY (DC) EXAMPLE (TRAITS USED)
2 THE RULES
QUICK-START MUTANTS & MASTERMINDS
ACTION! So, for example, if the Rook is resisting a shot from Pack-
Rat’s blaster, his player rolls a check of the Rook’s Tough-
ness against a DC of (Blaster’s Damage rank 8 + base
When things really start happening in a Mutants & Mas-
difficulty 15) or 23. The Rook has the Defensive Roll ad-
terminds game, time is broken down into segments called
vantage, so gets a +3 bonus to Toughness when able to
rounds (sometimes “action rounds”). A round isn’t very
move and roll with an attack, for a total of Toughness 6.
much time. Think of it like a page in a comic book, just
Still, the Rook’s player needs to roll a 17 or better to take
long enough to go around the table once, with each char-
no damage from the hit.
acter doing something. Each character’s portion of the
round is called their turn. The results of a damage resistance check are shown on
the accompanying table:
On your turn, your character can move and do something
else like make an attack or use a power. So, for example,
on his turn, the Rook can run (or swoop through the air
using his wings) and also throw a punch, use something
DAMAGE RESISTANCE CHECK
from his arsenal, or some other action.
Toughness vs. [Damage rank + 15]
MOVING
Success: The damage has no effect.
A normal person can move about 30 feet per turn (twice
that if doing nothing other than moving), although some
heroes and villains often have powers that allow them to Failure (one degree): The target is bruised and has a
move faster, like Rook’s glider wings or Pack-Rat’s animal- –1 circumstance penalty to further resistance checks
istic speed. against damage.
When making an attack, roll a check using the attack’s HERO POINTS
bonus against a Difficulty Class equal to 10 plus the tar-
get’s appropriate defense: Parry for close attacks, Dodge Heroes have a resource called hero points, representing
for ranged attacks. A check total (the die result plus the the determination and strength of spirit that helps them
bonus) that equals or exceeds the DC is a success, while a accomplish the impossible when they have to. The Game-
total that is less than the DC is a failure. master awards players hero points for facing difficulties
in the game and generally behaving heroically. You can
DAMAGE spend your hero points to do one of the following:
• Re-roll a die roll and take the better of the two rolls. If
An attack that hits causes damage, which is ranked like
the second roll is a 10 or less, add 10 to it so the result
all other traits in Mutants & Masterminds. Unarmed damage
is always 11–20.
is based on Strength rank, while the damage caused by
powers or weapons is based on the power or weapon • Immediately remove a dazed condition from
rank. damage, allowing your hero to act normally.
A character hit by a successful attack can avoid some or all The Mutants & Masterminds Hero’s Handbook describes many
of the damage with a damage resistance check. This is a other uses for hero points, but these two are the essentials
check of Toughness rank against a Difficulty Class equal to for this Quick-Start.
15 plus the damage rank.
THE RULES 3
MUTANTS & MASTERMINDS QUICK-START
EQUIPMENT
The Rook carries a variety of crime-fighting equipment and
weapons, including:
Flashlight: Able to illuminate dark areas.
Mini-Tracers: Emit a radio signal the Rook can track using his
cowl.
Arsenal: A variety of collapsible and hidden weapons, including:
• Explosive Talons: Throwing weapons that do Damage rank SKILLS
3 to all targets in a 30-foot radius. Acrobatics 3 (+8), Athletics 5 (+8), Intimidation 5 (+8),
• Flash Bombs: Release a brilliant flash of light; targets in a Investigation 1 (+6), Perception 6 (+8), Ranged Combat:
30-foot radius make a Fortitude check (DC 13). Failure is a Throwing 8 (+13), Stealth 9 (+14), Technology 5 (+10),
–2 penalty on checks involving vision. Two degree is a –5, Treatment 1 (+6), Vehicles 1 (+6)
while three or more leaves the target blinded. Make a new
Fortitude check each round to recover. ADVANTAGES
• Fighting Staff: Close combat weapons that does Damage
rank 5 (which includes the Rook’s Strength). Close Attack 7 The Rook has a +7 bonus to his close
attacks (already included in his totals).
• Taser Talons: Throwing weapons that force a target hit
with one to make a Fortitude check (DC 14). Failure means Defensive Roll 3 The Rook has a +3 bonus to Toughness
dazed (able to move or attack, but not both). Two degrees checks when able to move and react.
of failure means stunned (no actions), while three degrees Move-by Action The Rook can move, take action, and
or more means the target is incapacitated and out of the then move again on his turn.
fight. Make a new Fortitude check each round to recover. Power Attack You can take up to a –5 penalty on your
• Throwing Talons: Throwing weapons doing Damage rank attack checks to gain up to a +5 bonus
5 (which includes the Rook’s Strength). on your attack’s Damage rank. You must
announce how much you want to use
before you roll.
Real Name: Jack Cooper Quick Draw Drawing or preparing one of the weapons
from your arsenal is not an action for you.
Occupation: Former entrepreneur, crime fighter
Base: Emerald City OFFENSE
INITIATIVE +5
Jack Cooper was born to a wealthy family and afforded Unarmed +15 Close, Damage 3
every opportunity. He used his advantages to study,
travel, and educate himself, eventually starting a valu- Fighting Staff +15 Close, Damage 5, Reach 1
able dotcom business that made him a personal fortune Throwing Talons +13 Ranged, Damage 5
when he sold it before he was 30. Visiting Freedom
City early in his “retirement,” Jack happened to see the DEFENSE
Freedom League in action, and was inspired particular- DODGE 14 FORTITUDE 8
ly by the Raven, a hero who held her own against pow-
PARRY 14 TOUGHNESS 6/3†
erful foes with no super-powers whatsoever.
WILL 8 †Without Defensive Roll.
Later, when reading up on her, he came across a rare in-
terview in which she said: “There’s a lot of injustice in the The very next day, Jack Cooper want into his workshop
world. There are a lot of... predators. I want to show people and started designing himself a new life. He sought out
things can be better; that just because something is unfair the best trainers and teachers, and built himself a small
today, doesn’t meant it needs to be unfair forever. I want arsenal of weapons, including his wings and cowl. When
to live in a just world, so I work every day to make that a he was ready, the Rook hit the streets of Emerald City, to
reality. I think we all do, in our own way.” help make a just world a reality.
4 THE ROOK
QUICK-START MUTANTS & MASTERMINDS
PACK-RAT PL11
STR STA AGL DEX FGT INT AWE PRE
1 4 4 5 4 6 3 1
POWERS
Claws and Teeth: Close attack Damage 2 (which includes
Pack-Rat’s Strength).
Ratlike: Pack-Rat has ratlike traits, including Extra Limbs 1 (a
prehensile tail), Immunity (to diseases), and Senses (an acute
sense of smell and the ability to track with it). He can also run
on all fours at about four times normal human speed (16 MPH)
Blaster: Pack-Rat carries a blaster of his own making that does
Damage 8 at range.
SKILLS
Acrobatics 6 (+10), Athletics 9 (+10), Close Combat: Claws
8 (+12), Deception 6 (+7), Expertise: Undercity 8 (+14),
Perception 8 (+11), Sleight of Hand 8 (+13), Stealth 9 (+13),
Technology 15 (+21)
ADVANTAGES
Defensive Attack You can take up to a –5 penalty on OFFENSE
your attack checks for a round to gain
up to a +5 bonus on your Dodge and INITIATIVE +12
Parry ranks for that round. Claws and Teeth +12 Close, Damage 2
Defensive Roll 4 Pack-Rat has a +4 bonus to Toughness
Blaster +13 Ranged, Damage 8
checks when able to move and react.
Improved Initiative 2 When making initiative checks, Pack-
Rat adds +8 to his Agility rank. (Already
DEFENSE
included in his Initiative total.) DODGE 13 FORTITUDE 8
PARRY 11 TOUGHNESS 8/4*
Real Name: Experimental Subject XCV-112890 WILL 11 *Without Defensive Roll
RAT TRAP!
Now you get to play a short Mutants & Masterminds encounter, Pack-Rat, hidden amongst the pipes in the ceiling, aiming
pitting the hero the Rook against Pack-Rat! Give the Rook’s his blaster at him! Roll for initiative, as described in the
character sheet to one player, while another player can following paragraph. If not, Pack-Rat gets to roll one free
run Pack-Rat or the Gamemaster can do so. Note that the attack against Rook: roll a check of his +13 bonus with his
character sheets are abbreviated and this basic encounter blaster against half of the Rook’s usual Dodge level of 14
is meant to be a fairly straightforward fight. You can learn due to the surprise. This means Pack-Rat only needs a total
more about individual character abilities and advantages— of 17 or better to hit (a roll of 4 or better on the die)! If
and more detailed game-play—in the Hero’s Handbook. the attack hits, have the Rook’s player roll a Damage Re-
sistance Check using Toughness against DC 23 (15 + the
Go over the information in The Rules with the player(s) blaster’s Damage 8), as given in the Damage section. The
and give them the opportunity to look over the character Rook’s bonus is only +3, since his Defensive Roll advan-
sheets. You might want to have them make a few test die- tage does not apply while surprised.
rolls and checks to get the feel of it. When you’re ready to
begin, read the following aloud to the Rook’s player:
INITIATIVE
Either after the Rook spots Pack-Rat, or after Pack-Rat’s
You’re no stranger to dealing with crime in
attack, have each side roll the die and add their Agility
Emerald City, your home in the Pacific Northwest,
rank; Pack-Rat adds his Agility rank +8 (+12 total) due to
but the latest series of thefts from high-tech com-
his Improved Initiative. The higher roll acts first, then the
panies like MarsTech and ASTRO Labs caught your
other, and back and forth.
attention, as they also involved the abduction of
several scientists. It seems clear the kidnappers On his turn, Pack-Rat shoots at the Rook with his blaster:
entered the buildings from below, possibly using +13 bonus against the Rook’s Dodge of 14 (meaning Pack-
access points from the city’s old sewer system Rat normally needs to roll an 11 or better to hit). When it’s
or underground. That is what led you to stalk- the Rook’s turn, ask his player what the hero does, using
ing through an abandoned corner of the under- the guidelines in The Rules and Actions! to determine
city, to an old concrete supply bunker that dates the outcome.
back at least a century. You examine and test the
rusting iron door, and find it unlocked. If the Rook tries to disarm Pack-Rat (a smart maneuver),
have his player make a normal attack check against Pack-
Rat, but subtract 5 from the result, due to trying to hit the
smaller target of Pack-Rat’s blaster (or hand). If the attack
Ask the Rook’s player to describe his arrival outside the
succeeds, roll a test of the attack’s Damage rank against a
bunker and how he is entering. Encourage the player to
test of Pack-Rat’s Strength of 3. If the Rook wins, Pack-Rat
be descriptive and, in return, talk about the heavy layers
drops his blaster. If Pack-Rat wins, he holds on to it.
of dust, the cracked and broken concrete, the rusting fix-
tures, and the stairs leading down into darkness.
You do not need to ask the player to make any checks at MORE TROUBLE
this time; sneaking into a dark ruin is a routine task for the
The four “kidnapped scientists” are, in fact members of
Rook to say the least. Once the player has had a chance
Pack-Rat’s “Rat Pack” of henchmen, wearing the scientists’
to talk a bit about what the hero does, give the player a
lab coats. Starting after Pack-Rat’s second turn, they throw
token for a hero point and read the following:
off the ropes “restraining” them and move to help their
boss. Their traits are:
The inside of the bunker is dimly lit, but more than RAT PACK THUGS
enough for the enhanced lenses in your cowl. In the
middle of the cracked concrete floor sit four figures, Strength 2, Attack +2 (close, Damage 3, club, or Damage
back to back, heads slumped, their clothes covered 2, unarmed), Dodge 2, Parry 2, Fortitude 4, Toughness 2,
in white lab-coats, spot-lit by the single flickering Will 0, all other abilities 0.
bulb hanging from a ceiling filled with rusting pipes.
Award the Rook’s player another hero point for the addi-
tional complication of the thugs when they reveal them-
selves.
I SMELL A RAT! The thugs have billy clubs they initially attempt to beat
the Rook with: roll d20 + 2 (their attack bonus) against
Have the Rook’s player roll a Perception check (the Rook’s
the Rook’s Parry defense (DC 24). Under normal circum-
total Perception skill bonus of 8, plus the roll of the die). If
stances they can only hit by rolling a 20 on the die (a roll
the total of the check equals or exceeds 23, Rook notices
6 RAT TRAP!
QUICK-START MUTANTS & MASTERMINDS
of 20 always hits). Once the thugs take action, they act bunker. Tell the Rook’s player he wakes up just in time to
each round after Pack-Rat. try and escape from the ropes (a DC 20 Dexterity check,
but he gets a +5 circumstance bonus if he uses one of his
Fortunately for the Rook, the thugs are minions: so he talons to cut loose). He can then disarm the explosives
can choose to hit them as a routine action (adding 10 to with a DC 20 Technology skill check or escape in the nick
his normal attack modifier, more than enough to hit the of time with a DC 20 Athletics skill check. Failing both of
thug’s Defense of 12) and any thug failing a resistance those means the Rook is caught in the explosion; he sur-
check is automatically out of the fight! vives, but needs to be rescued by his teammates from the
Sentinels, and will require days of recuperation before he’s
DARK WINGS able to see action again.
NEXT ISSUE...
Now that you’ve had a chance to try Mutants & Masterminds, The Deluxe Hero’s Handbook is the revised and expanded
your next step is the Hero’s Handbook. This is the game’s core rulebook of the game’s Third Edition and it gives you
core rulebook and the real beginning of your superheroic everything you need to have your own super-heroic ad-
adventures: You can make your own characters and create ventures:
legends!
• A flexible and powerful system for creating the hero
MUTANTS & MASTERMINDS HERO’S HANDBOOK you want to play.
Save the
of criminal masterminds, paranor-
mal terrorists, destructive brutes,
and other insidious villains. You
get to thwart their evil plans and
bring them to justice! world!
NEXT ISSUE 7
MUTANTS & MASTERMINDS QUICK-START
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8 QUICK-START