CONCEPT: I like some of Mutants and Masterminds 3rd Edition, but prefer many elements of 2nd Edition. Both are (nearly) fully OGL, except for the term Hero Points. So I went for an already-OGL equivalent, Fate Points... And then copied a hint of FATE in in the form of Aspects (replacing Hero Points being rewarded for "heroic behavior")
Oh, and then I decided this whole thing should fit in a PocketMod. Thus the shorter sentences, minimalism, and large amounts of "GM makes it up!"
Bring this book, pencil, paper, d20s, maybe d6s. Standard dice notation.
Basic roll is d20+Mods vs. DC, or d20+Mods vs. d20+Mods. Every 5 over/under is a ‘degree’ of success or failure.
Abilities are STR, DEX, CON, INT, WIS, CHA. Base is 0, human “peak” is 5, -5 is disabled ability, null is that ability doesn’t apply.
Skills list is GM-customized during campaign creation. An average person has 5 in their job’s main skill. Skill Mod = Ability+Skill Ranks.
Feats are like d20 norm. 1 free per character level, 1 point for additionals.
Powers are akin to many d20 class abilities. Cost: (Base+HeavyMods)*Rank+LightMods
Aspects provide Fate Points when triggered against a character, which can then be used on one’s Aspects to trigger Stunts and Specials.
If something is missing here, either there’s an expansion page for it, or the GM can BS it. Mutants and Masterminds 2nd is a good place to look if you want to refine rules that aren’t covered – keep in mind the differences in MicroSuper20 though!
DM defines Character Level, Character Points , Imperial or Metric. 15/level is a good base. Imperial is recommended.
5-8 = masked adventures, 9-12 = supers, 13+ = world-class supers.
Point in an Ability costs 2, point removed grants 2. ~A third of points here.
Two points in skills cost 1. One Feat costs 1.
Powers have their base effect, their modifiers, their end cost, and their description and descriptors. Do not forget description, because a good description may let you do not-explicitly-stated things with powers.
In general, Feats and their descriptions should take 1-3 pages on a character PocketMod Stack. Each power should take up a full page.
A character should have three to five Aspects. Focus on feel.
Characters always start an adventure (which may last one or more sessions) with 1 fate point.
Go through the Stats List on the next page. Make sure items are on your sheet.
All stats are the baseline, can change via powers.
HP = PL*(6+CON)+(3*Points Spent) if using HP; else Toughness = CON. Max HP 12*PL, Max Toughness = PL.
Fortitude = (STR or CON) + Points Spent. Max = PL.
Reflex = (DEX or INT) + Points Spent. Max = PL.
Will = (WIS or CHA) + Points Spent. Max = PL.
Defense = Points Spent/2 + Dodge + Size Modifier. Max = PL.
Dodge = (Points Spent on Defense)/2. Max defined by Defense.
Initiative = DEX + (4*Points Spent). No limit.
Melee Attack Bonus = STR + Points Spent/2. Max = PL.
Ranged Attack Bonus = DEX + (Points Spent on Melee Attack Bonus)/2. Max = PL.
Ability DC modifiers cannot exceed the PL either.
All maximums are hard – a combination of modifiers that exceeds it is treated as equal to the maximum.
Each skill lists its primary stat, and core functions. GM may add skills.
! marks a skill ‘group’ – you take one or more subskills with their own ranks. Max modifier for any one skill = PL+10. Mod = Stat+Ranks+Misc.
Acrobatics (DEX) – Balance, Maneuvers, Quick Stand, Tumble
Athletics (STR) – Climb, Jump, Run, Swim
!Close Combat (STR or DEX) – Any one weapon/attack type, provides a bonus to Melee Attack Bonus for attacks of that type.
Deception (CHA) – Bluff, Disguise, Feint, Innuendo, Tricking foes
!Expertise (mostly INT) – Any one moderately wide area of knowledge.
Insight (WIS) – Detect illusions, Influences, Evaluate, catch Innuendo, Resist Influence
Intimidation (CHA) – Coercing, Demoralizing, Intimidating Minions
Investigation (INT) – Search, Gather/Analyze Evidence, Gather Information, Surveillance
Perception (WIS) – Spot, Listen, Equivalents for other senses
Persuasion (CHA) – Diplomacy (influence attitudes)
!Ranged Combat (DEX) – Any one weapon/attack type, provides a bonused to Ranged Attack Bonus for attacks of that type.
Sleight of Hand (DEX) – Concealing, Contorting, Escape Artist, Legerdemain, Thievery
Stealth (DEX) – Hiding, Moving Silently, Tailing
Technology (INT) – Operating, Building, Repairing/Jury-Rigging, Demolitions, Inventing, Security
Treatment (INT) – Medical treatment, Diagnosis, Revive, Stabilize, Treat Disease/Poison
Vehicles (DEX) – Drive, Ride, etc.
Feats can have one or more ranks. Only the first rank may be acquired using your free feats gained from character level.
There are a lot of feats; when making a character, view the Feat List. Keep in mind your DM can bring in custom feats.
Always put the complete mechanical description of any feat you take on your character sheet.
Some feats may be usable for Stunts.
Powers have a cost per rank, which can go up or down from Heavy Modifiers. They can also have Light Modifiers, which increase or reduce the total cost by an amount. Some powers require attack checks, and some have saves – DC is 10+RANK, player chooses the type. (A switch to a more advantageous-for-the-caster save is a Heavy Modifier at +1/Rank.)
Some Powers may be usable for Stunts.
Rounds are 6 seconds, Standard Actions 3, Move Actions 2, Minors 1.
Initiative = d20 + Initiative Mod.
Use a Fate Point to gain an additional Standard or Move.
Attack = d20 + attack modifiers vs. 10 + Defense modifiers.
Nat20 = Autohit, +1 Degree. Nat1 = Miss.
Hit = Target takes (Damage Rate)d6 if using HP.
• Otherwise, save vs. DC 15+Damage Rate.
• Fail by 1 degree (5 or less): -1 to future saves vs. damage
• Fail by 2 degrees (6-10): Above + Dazed (1 nonfree action/turn) until end of next turn
• Fail by 3 degrees (11-15): Above + Staggered (half speed) until recovery
• Fail by more or fail while staggered: Incapacitated.
• Fail while incapacitated: Dying.
• Fail while Dying: Dead.
Recover one damage condition per minute, user’s choice. Unless Dead.
Use a Fate Point, select an Aspect on your character or the scene, perform stunt related to it. (Treat your Powers as Aspects for this.) GM must approve, and may request checks be made to perform the stunt. Fate Point is refunded if the action is easy.
Gaining Fate Points
When a character’s Aspect causes them a significant problem, they gain a Fate Point. The GM may compel actions based off Aspects by offering a Fate Point; the player may instead pay a Fate Point to resist the compel.
Fate Points may also be handed out as fiat bonuses for good play, bringing chips, etc.
Figuring Out the Rest
If any situation applies where the rules aren’t complete:
A minor modifier is +-2. A major modifier is +-5.
If you need more than this or extensions, extrapolate from any d20 game of choice – Mutants and Masterminds 2nd Edition is ideal.
Powers are To Be Done - I'm actually going to base those off of 2e's Ultimate Power expansion.
Feats are To Be Done - They'll be based off of 2e's base.