possessed is considered a part of the character and purchased in a manner similar to powers. Power Level M&M characters are not class-based nor do they technically have class levels. Instead, they have a Power Level (or "PL"), and typically a character begins at Power Level 10 instead of Level 1. This allows a character to begin as an already established superhero with incredible abilities. The power level represents the maximum rank of any combat abilities a character can purchase. Each power level typically grants a character an allotment of points to purchase attribute levels, base attack and defense bonuses, saving throws, feats, skill ranks and super powers, though the game encourages game masters to modify the number of points given per level up or down to reflect the style of game they wish to run. All aspects of the character, including abilities, feats, skills, powers, and equipment, are purchased from this pool of points. The M&M power level restricts the maximum bonus held by skill ranks, ability scores, and most feats and powers. Beyond limiting bonuses, power level does nothing to restrict a character's power; a power level 10 character can have a maximum strength of 40. Toughness saves Damage in M&M is handled differently as well. M&M does not use hit points. Instead, characters have a fourth saving throw called the "toughness save" which is based on their Constitution scores, like the fortitude save. Weapons and powers that do lethal and subdual damage do not roll any dice to determine damage. Instead, damaging attacks are ranked based upon their overall power. For example, a fairly fit but normal human may throw a punch that inflicts +1N (non-lethal) damage, while the irradiated simian mastermind with enhanced strength and razor-sharp claws throws out +12L (lethal) damage. When a character is struck by an attack, he or she rolls a toughness save against a target number equal to the rank of the attack plus 15. Success allows the character to shrug off the attack with minimal effect, while failure results in injury according to the degree of failure and the type of damage. Accumulated damage applies a penalty to further saves, increasing the chances of any given attack knocking out the character. This system of damage is meant to model the nature of superhero comics, in which many characters can ignore most damage outright while still being susceptible to a lucky