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  GENERAL QUESTIONS
  Be sure to see the most recent version of the Mutants & Masterminds
  Errata, available from www.mutantsandmasterminds.com, which cor-
  rects errors in the book and may answer many questions. Corrections in
  the errata are not covered in this FAQ for the most part, although the FAQ
  does take the errata and corrections into account.
  Can I use the Mutants & Masterminds rules with a genre or set-
  ting other than superheroes?
  Sure, if you want to. By setting the starting power level and limiting what
  attributes (skills, feats, and powers) are available, you can use Mutants
  & Masterminds to play in other settings or genres. For some genres you
  may want to tweak the rules to make them more realistic or less “comic
  book” in style. See Chapter Nine of the core rulebook for guidelines of
  changing the rules to suit your style of play.
  How compatible is Mutants & Masterminds with other d20 RPGs?
  M&M uses the core of the d20 game system, namely a d20 roll, plus
  modifiers, versus a Difficulty Class (DC). It does not use many elements of
  the d20 System, including classes, hit points, experience points, attacks
  of opportunity, or any dice other than one 20-sided die. The game stats
  are similar to other d20 games, and will be familiar to players who know
  them, but they’re not 100% compatible. You can import material from
  other games with a little conversion work, adjusting the stats as needed
  to conform to the Mutants & Masterminds system.
  HERO ARCHETYPES
  Some of the hero archetypes don’t add up right.
  See the Revised Hero Archetypes file, available from the Green Ronin
  website, for updated and corrected game stats for the hero archetypes.
  ABILITY SCORES
  How do I assign a character a non-existent ability score?
  Generally, you don’t. Non-existent ability scores are primarily for model-
  ing things like constructs and there are particular rules dealing with them
  on pp. 117-118. The GM may allow players to assign a character a non-
  existent ability score as a weakness (p. 106), keeping in mind that
  non-existent scores can severely hamper characters. Non-existent
  Strength means the character cannot manipulate the physical world at
  all. (Keep in mind that even a permanently incorporeal character can still
  use Str to affect incorporeal things.) Non-existent Dexterity means the
  character is utterly incapable of physical movement. Characters with non-
  existent Intelligence, Wisdom, or Charisma are not recommended, since
  they lack the free will and awareness to be player characters. Non-exis-
  tent Constitution is effectively an advantage, since it makes a character
  immune to many physical concerns and environmental hazards.
  Characters with no Constitution scores aren’t true living beings and
  should be built as intelligent constructs (p. 118).
  SKILLS
  Why are skills so expensive?
  This is based on the way skills are often handled in the comics. Generally
  speaking, comic book characters have either very few skills or they are
  extraordinarily capable in a wide range of them. If you want your charac-
  ter to be good at a particular type of skills, such as athletics, or scientific
  pursuits, you’re best off to buy the appropriate Super-Ability for those
  skills. For example, a character focusing on skills like Acrobatics, Balance,
  Hide, and Move Silently benefits from having ranks in Super-Dexterity,
  which improve all of those skill checks. Likewise a character who is a bril-
  liant scientist benefits from having ranks in Super-Intelligence. This
  doesn’t necessarily mean that the character is “super-powered.” You can
  define the Super-Ability as the result of intensive training or talent (see
  Power Source, pp. 56-57). This allows you to lower the number of
  power points the character has to invest in skills.
  Alternately, if you prefer to have a more skill-intensive game, you can
  simply lower the cost of skill ranks. Three skill ranks per power point
  seems to work well for many groups.
  What can you make with Craft skills?
  The difficulty class and time required to make a particular item depends
  on its complexity. If your Craft check succeeds, you have made the item. If
  the Craft check fails, you did not product a usable end result, and any
  raw materials are wasted.
  Complexity
  Craft DC
  Time
  Examples
  Simple
  15
  1 hour
  electronic timer or
  detonator, tripwire
  trap, bookcase
  Moderate
  20
  12 hours
  radio direction 
  finder, lock, 
  engine component, 
  shed, furniture
  Complex
  25
  24 hours
  cell phone, 
  combustion 
  engine, bunker
  Advanced
  30
  60 hours
  computer, jet engine, 
  building
  It’s entirely up to the GM what items characters can make with Craft
  skills. As a general guideline, if any item has any point value as a device,
  the player should either pay a Hero Point to use the item in an adventure,
  or purchase the Gadgets power for the character to use such items on a
  regular basis.
  FEATS
  If I have the Attack Finesse feat, can I add my Super-Dexterity
  bonus to my melee attack rolls?
  No. Super-Dexterity does not provide an attack bonus.
  MUTANTS & MASTERMINDS™ ROLEPLAYING GAME
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  Is Detect a Passive Sense or does it require an action to use?
  Detect works like any other Spot check: it can be performed as a reaction
  to notice something, and you can choose to take a half action to attempt
  to notice something you failed to detect before.
  What exactly does Immunity protect against?
  The exact benefits of Immunity in any given situation are up to the GM.
  As a rule of thumb, if an effect is potentially covered by the character’s
  Immunity and it does not inflict direct damage (that is, does not require a
  Damage saving throw), then the character automatically makes the save
  against that effect. For example, a character with Immunity to Disease is
  hit by a Drain power defined as a virulent plague. The GM rules the char-
  acter automatically saves against the Drain, which has no effect. A
  character Immune to Heat automatically makes the saving throw or
  Constitution check to avoid the environmental effects of heat exposure,
  and so forth. Note Immunity may make characters immune to certain
  powers of a particular source and effect, such as Fatigue, Stun, and
  Suffocate.
  Against direct-damage effects, Immunity changes lethal damage to
  stun damage, but provide no additional benefit.
  Does the Power Attack feat grant any benefit for non-damaging
  “attacks” like Snare?
  No, Power Attack only works in conjunction with powers with a damage
  bonus. However, the GM may choose to allow Power Attack to grant an
  increase in a non-damaging power’s saving throw DC in the same propor-
  tion as its damage increase, provided the power requires an attack roll.
  It says that the Rapid Healing feat stacks with Regeneration.
  How does this work?
  Basically, you combine the effects of the two: Rapid Healing allows the
  character to regain an additional stun and lethal hit when the character
  recovers. Regeneration allows the character to recover its rank in stun
  and lethal hits per minute. So a character with both recovers his
  Regeneration rank, plus one, in stun and lethal hits per minute. Rapid
  Healing does not double the rate of Regeneration.
  Do Sidekicks take damage as minions?
  No. Sidekicks suffer damage like regular characters. Note that Sidekicks
  do not have Hero Points of their own, but players can spend Hero Points
  on behalf of their characters’ Sidekicks.
  How does Surprise Strike interact with the Combat Sense
  power?
  Since characters with Combat Sense retain some or all of their dodge
  bonus to Defense, they are not affected by Surprise Strikes.
  Can I import feats from other games?
  Yes, if you want, although some feats may have game mechanics or pre-
  requisites not found in Mutants & Masterminds such as feats that
  involve attacks of opportunity or particular class abilities. Some feats
  may need to be modified to work in Mutants & Masterminds and you
  should always carefully consider a feat’s effects before allowing it into
  your game. See the guidelines on creating new feats on p. 53 for some
  general ideas.
  SUPER-POWERS
  How does power stacking work?
  Basically, powers that affect the same attribute or die roll “stack,” that is,
  add their bonuses together. The limitation on this stacking is that the
  total bonus from powers to any one attribute or die roll cannot exceed
  the character’s power level.
  For example, Amazing Save (Damage), Super-Constitution, Protection,
  and Force Field all provide a bonus to Damage saves. Amazing Save and
  Super-Con add a bonus to the Damage save roll, while Protection and
  Force Field reduce the DC of the save (by reducing the attack’s damage
  bonus). These benefits all stack, however, a character cannot have a total
  bonus (increase in Damage save or reduction of DC) greater than his
  power level.
  Does the power level limit apply to all bonuses or only powers?
  Only powers. Bonuses from ability scores, skills, and feats aren’t affected
  by the stacking limit except were it specifically says otherwise.
  At what distance can I sustain a power?
  Normally, the power’s maximum range (power rank x 100 feet for ranged
  powers), although the GM may permit characters to sustain some powers
  at a greater distance (perhaps requiring Concentration checks to do so).
  Can you use a Sustained power on another target while main-
  taining its effects on previous targets?
  Yes.
  Do extras and power stunts that duplicate other powers work at
  the same rank as the base power?
  Yes, unless stated otherwise, extras and power stunts that duplicate
  another power work at the rank of the base power.
  Can I “borrow” extras, power stunts, and flaws from other powers?
  If it suits your character concept and the GM allows, then yes. Keep in
  mind, however, that some extras, power stunts, and flaws associated with
  specific powers are designed for those powers and may or may not be
  suitable for other powers.
  Can I make up new extras and power stunts?
  Sure, check out the power creation guidelines on pp. 92-99 of the core
  rulebook and the Power Creation section of this FAQ. You should
  always check with your Gamemaster before creating a new extra or
  power stunt for your character, and GMs have the final approval of any
  new extras or stunts in their campaigns.
  Can I use more than one power per round?
  Yes, depending on the type of action the power requires. However, you
  can only activate or deactivate a power in a round, not both. So you can-
  not, for example, turn Incorporeal (free action), pass through a wall
  (5-foot step), turn corporeal (free action), attack an opponent (half
  action), and turn Incorporeal again (free action). You can only turn a par-
  ticular power on or off once per round.
  How do I determine whether or not a power is Obvious or Subtle
  (for purposes of extras and flaws)?
  Generally speaking, any power with a duration other than permanent is
  Obvious (noticeable to one or more senses) while Permanent powers and
  powers with the Subtle extra are subtle (not normally noticeable except
  by their effects). Thus, you can’t tell someone has Protection (a perma-
  nent power) just by looking at him, nor can you tell he has
  
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  Super-Intelligence (also a permanent power). Conversely, it’s pretty easy
  to notice a character using Energy Blast or Flight. Note that if a power’s
  duration changes, its noticeability changes, too. So if a permanent power
  becomes continuous or sustained, it is generally also noticeable unless
  you add the Subtle extra. Force Field is one example, a permanent power
  (Protection) which is Sustained, and therefore usually noticeable.
  How noticeable are mental powers?
  Not very. Mental powers are unnoticeable except to characters directly
  affected by them or characters with the Psychic Awareness feat. Such
  characters are aware a mental power is being used and who is using it.
  Mental powers with the Subtle extra cannot be detected even in this way;
  they are completely unnoticeable.
  How are the stored points from Absorption used?
  It works like this: Rebound has Absorption (physical) +10 with the ability
  to channel his absorbed energy into an Energy Blast (kinetic). He’s
  punched for +8 damage. His power absorbs it all, giving him 8 points of
  “stored” energy. Rebound can now channel those 8 points into an Energy
  Blast +8 on his next action, if he wishes. Before he goes, Rebound is
  struck with another physical attack for +12 damage. Ouch! His
  Absorption reduces the damage bonus to +2 (12 - 10 = 2). Rebound’s
  stored energy goes up to 18 (8 + 10) and he makes a normal Damage
  save against the remaining +2 damage bonus.
  On his action, Rebound channels his stored energy into a powerful
  kinetic Energy Blast. Although he has 18 stored points, his Energy Blast
  can’t be more powerful than +10 (his power rank). So he goes with the
  most powerful blast that he can, leaving him with 8 stored pointed,
  enough for a +8 Energy Blast on his next turn (unless he absorbs more
  energy before then).
  Does Absorption still reduce damage after you’ve reached your
  maximum storage capacity?
  Yes, the character simply doesn’t add any more points to his storage
  capacity. Such extra energy harmlessly “bleeds off.”
  Does Alternate Form (Solid) provide both hardness and
  Protection?
  No. It provides Protection equal to the hardness of the material, or the
  power’s rank, whichever is less.
  Do you need to buy the Ghost Touch extra to use the attack
  powers associated with incorporeal Alternate Forms (such as
  Suffocate in gaseous form)?
  No, it’s included in the cost of Alternate Form.
  Doesn’t Blending seem a little expensive when compared to
  Invisibility? 
  Well Invisibility is more effective, as you’d expect, however Blending does
  have a few minor advantages: it’s Continuous, so it doesn’t require con-
  centration and it doesn’t go away when you’re stunned or incapable of
  free actions. It’s unaffected by See Invisibility (which totally negates
  Invisibility) and you can Hide from things like blindsight (which also
  negates Invisibility). At close range, the chance of detecting an invisible
  or blended character is basically the same on a Spot check (assuming the
  same power rank).
  Can Create Object trap an opponent?
  Yes, however, the target should get a Reflex saving throw (DC 10 + power
  rank) to avoid being trapped. A trapped target can break the object in
  order to escape. The target is not entangled or otherwise prevented from
  acting. To entangle or bind the target, a character must use the Snare
  power (or spend a Hero Point to acquire Snare as a temporary power
  stunt).
  How does Duplication work when creating multiple duplicates?
  Normally, characters with Duplication can create a single duplicate as a
  half action. The duplicate can have ranks and bonuses equal to the origi-
  nal’s or the character’s Duplication power rank, whichever is less. The
  character can continue creating duplicates, one per half action, up to a
  maximum number equal to his Duplication power rank.
  To create more duplicates rapidly, the character can accept a penalty
  on his power rank. This lowers the maximum bonuses and ranks of the
  duplicates but allows the character to create one additional duplicate per
  half action per -1 rank penalty. This does not affect the character’s maxi-
  mum number of duplicates.
  So, for example, if Myriad has Duplication +10, she can create a single
  duplicate (with up to +10 ranks and bonuses) as a half action. She can
  create a total of 10 duplicates (requiring 10 half actions or 5 rounds, if
  she does nothing else). If he chooses to lower her power rank to +6, she
  can create an additional 4 duplicates with one half action, plus the base
  one duplicate, for a total of 5 duplicates in one half action. She can reach
  her limit of 10 duplicates in one round if she does nothing else.
  Incorporeal seems really powerful. For 3 power points per rank
  you can take it with Ghost Touch and be essentially untouch-
  able.
  You’re pretty much immune to physical attacks, yes, but there has to be
  one type of attack that affects you normally (and it’s up to the GM how
  common that attack has to be). You’re also still affected by environmen-
  tal conditions unless you have the Immunity extra, so you can suffocate,
  be affected by gases, intense heat and cold, etc. Various powers still
  affect you, like Dazzle, Fatigue, Force Field, Illusion, Mental Blast, Mind
  Control, Neutralize, Paralysis, Slow, Snare (if it has the appropriate special
  effect), Stun, and Suffocate. Some effects are up to the GM, depending
  on the special effects of Incorporeal and the other power. Plus attacks
  with Ghost Touch or the Mental extra, of course. And, if your Incorporeal
  power isn’t Continuous, then all somebody has to do is stun you and
  you’re pretty much defenseless. Powerful? Yes. Insurmountable? Not
  really.
  How does Luck work with regard to power stacking limits?
  The same as any other power. Bonuses granted by the Luck power cannot
  exceed the character’s power level and Luck stacks with other power
  bonuses normally.
  Can the Jinx ability of Luck Control affect Damage saves?
  If the GM allows, yes.
  If you have Luck with the Jinx and Bestow Luck extras, can you
  spend more then one HP a round?
  No, so you are somewhat limited in what you can accomplished with
  these extras in a single round.
  Can you Mimic a target’s Devices?
  Yes, if you are capable of mimicking powers.
  How does Neutralize work against devices?
  It works just fine, actually. When a device is targeted with Neutralize, it
  uses its power rank as its saving throw bonus. If a device is particularly
  
  Can you turn extras on and off?
  Yes. “The use of extras is optional. That is, if your hero has an extra for a
  power, she can choose whether or not to use it. So a hero who has Energy
  Blast with the Area extra can fire a normal blast or choose to fire an area
  blast. You can also use your Extras in any combination that you wish,
  except where specifically prohibited by their descriptions. The GM may ban
  some power/extra combinations in the game, when necessary” (p. 96).
  Can you vary the area of an area-effect power?
  Yes. A character can choose the area of a power that affects an area
  when the power is used and can vary the area of an ongoing area-effect
  power as a free action. The minimum area is a single five-foot square,
  while the maximum area is determined by the power’s rank as given in
  the power description. An area-effect power with the Full Effect flaw (p.
  97) cannot be varied; it must always be used to cover the maximum area.
  The Penetrating extra doesn’t seem very effective.
  The Penetrating extra is primarily designed to create attacks that don’t
  do a lot of extra damage, but overcome defenses as if they do.
  One commonly offered option for Penetrating is to make it an extra that
  changes Protection into Amazing Save (Damage), meaning a Penetrating
  attack is never ignored, regardless of a target’s Protection rank.
  Does a power have to be already Continuous in duration to
  apply the Permanent flaw?
  Yes. If the power is not normally Continuous, the Duration extra must first
  be applied before the Permanent flaw.
  POWER CREATION
  How do I create new powers?
  The guidelines for power creation are given on p. 92-99 of the Mutants
  & Masterminds core rulebook. The basic process of creating a power
  involves deciding what effects the power has, what (if any) modifications
  to the standard effects are required (via extras and flaws), what limita-
  tions the power has (via flaws) and adding up the power’s cost.
  For more detailed guidelines and examples for creating powers, see
  the Expanded Power Creation Guidelines in the M&M Annual #1.
  How do I build a power that does more than one thing at once,
  like an attack that does damage and blinds the target?
  To create a “linked” set of effects, use the Triggered extra (p. 97) to make
  the additional effects go off at the same time as the main effect. So, for
  example, for a damaging and blinding attack, you can combine an
  Energy Blast with a Triggered Dazzle attack, for a total cost of 1 (base
  cost) + 2 (two effects) +1 (one extra) = 4 power points. If the Triggered
  effect(s) can only work in conjunction with the main effect, you can apply
  the Restricted flaw (only with the main power). If you can choose to use
  the Triggered powers separately (for example, you can blind a target
  without damaging him), do not apply the Restricted flaw.
  I found a power that doesn’t work exactly according to the
  power creation rules. Why?
  Although all the powers in Mutants & Masterminds were created using
  the power creation guidelines given on pp. 92-99 some have been slightly
  modified or “tweaked” in various ways, either for game balance or style
  reasons, to give the powers the right look, feel, and game effect. We
  encourage players and Gamemasters to do the same with their own home-
  made powers and additions to the game. Power creation and design is an
  art as well as a science and we wanted Mutants & Masterminds to
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  bound to its user in some way (in the GM’s opinion) it can use its power
  rank or the owner’s Will save, whichever is greater.
  Protection stops all damage less than its power rank? Isn’t that
  too powerful?
  Protection does provide a substantial amount of, well, protection, but
  that’s its job. It’s worth noting that Protection must reduce an attack’s
  damage bonus below 0 to negate it, so an attack with a damage bonus
  equal to the target’s Protection bonus can still have some effect. There
  are also a number of powers that don’t have a damage bonus, and are
  therefore not affected by Protection, such as Dazzle, Drain, Fatigue,
  Illusion, Mental Blast, Mind Control, Paralysis, Slick, Slow, Snare, Stun,
  and Suffocate.
  If you find Protection too powerful or effective in your campaign, you
  can modify it so that it only allows characters to ignore attacks reduced
  to a damage bonus of less than -5, rather than 0. This means attacks
  with a damage bonus of 5 less than the target’s Protection bonus still
  have a small chance of affecting the target.
  If you take the Mimic Shapeshift do you have to see or touch a
  target to mimic them?
  You only need to see targets unknown to you. You can assume the form
  (and abilities) of a known target without seeing or touching them.
  How much does Snare limit a target’s actions?
  This is covered in the power’s description on p. 82, but may require some
  interpretation from the GM. One successful use of Snare means the target
  is entangled: -2 on attack rolls and –4 to Dexterity (with a commensurate
  –2 penalty to Defense). If the snare is anchored to an immobile object
  (like the ground), then the target also cannot move. The target is still
  capable of taking physical action within the limits above: attacking,
  using powers, etc. An exception is the Sorcery power, which is restricted
  when a character is entangled, since he cannot “gesture freely” as the
  power requires.
  A second successful use of Snare renders a target bound and helpless.
  The target cannot move or take other physical actions. He loses his dodge
  bonus to Defense and his Dexterity is treated as 0, applying an addi-
  tional –5 to Defense. Attackers additionally gain a +4 bonus to hit the
  target. The target is still conscious and capable of mental actions, includ-
  ing using powers, at the GM’s discretion.
  Additional uses of Snare after the second may, at the GM’s discretion,
  increase the snare’s hardness by +1, up to one and a half times the origi-
  nal hardness (which is equal to the power’s rank). Thus a character can
  “layer” a snare over a target to reinforce it.
  How quickly can you move an object with Telekinesis?
  Telekinesis can move objects at a speed of 5 ft. per rank, much like move-
  ment powers, so Telekinesis +10 can move objects 50 ft. per half action.
  Some Gamemasters may wish to apply the carrying capacity rules (p.
  104-105) to Telekinesis. In this case, characters can lift up to twice their
  heavy load, but can only move it 5 ft. per round as a full action (not 5
  feet times power rank per round). They can push or pull up to five times
  their heavy load at 5 ft. per round.
  How does Telekinetic grappling work?
  The same as a normal grappling attempt, except size modifiers (positive
  or negative) do not apply to Telekinetic grapples.
  
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  reflect that. Change things as you see fit to suit the style of your campaign
  and of your gaming group.
  CHARACTERISTICS
  The example of travel on p. 104 seems to be calculated wrong?
  Shouldn’t Marathon’s multiplier be x1,024 instead of x4,096?
  No because sprinting applies a x4 multiplier to base speed to begin with.
  Can you spend Hero Points to re-roll Damage saving throws?
  Yes. You can spend Hero Points (and Villain Points!) to re-roll Damage
  saves, just like any other die roll.
  If you spend a Hero Point to overcome the fatigue of extra
  effort, do you suffer the fatigue on the next round or is it elimi-
  nated entirely?
  It’s eliminated entirely. In essence, you don’t suffer the fatigue at all for
  that particular use of extra effort.
  DEVICES
  How are the costs of vehicles figured?
  A vehicle’s cost is the total of its movement ranks, its armor bonus, and
  any other features it may have (such as weapons). Vehicles have hardness
  equal to their highest rank for free. Any hardness in excess of this increas-
  ing the vehicle’s cost on a 1-for-1 basis (+1 cost per point of hardness).
  So a bicycle has movement 5 (5 pp) and hardness 5 (0 pp, since it’s
  equal to the vehicle’s highest rank) for a total cost of 5 pp. A train has
  movement 7 (7 pp), armor 8 (8 pp) and hardness 13 (which is 5 more
  than the train’s highest rank, so it costs an additional 5 pp) for a total
  cost of 20 pp.
  How do you determine the Defense of a vehicle? 
  Vehicle Defense = 10 + size modifier + speed modifier + maneuver modi-
  fiers (if any) + driver’s Dex modifier as a dodge bonus
  CAN A CHARACTER USE EXTRA EFFORT IN CONJUNCTION WITH A DEVICE?
  That depends on the nature of the device and the decision of the
  Gamemaster. Certainly devices powered or influenced by the wielder’s
  will/energy/thoughts/etc. can use extra effort, and GMs may permit
  characters to “push” super-science devices through extra effort. The GM
  may rule that some devices, like guns, either can’t use extra effort, or that
  the wielder must spend a Hero Point to eliminate the fatigue of the extra
  effort in order to apply it to that device. This limitation is not an addi-
  tional flaw; it’s a facet of the Device flaw.
  COMBAT
  You can make two half actions in a round, but only one attack.
  What actions are considered attacks?
  Generally, any action requiring a roll or check, or that directly affects
  another character or object.
  Can I combine different multiple attack options like Autofire,
  Multifire, and off-hand attacks?
  Yes, and the penalties for doing so are cumulative. So, for example,
  Multifire grants one additional attack, with a –4 penalty to all attacks.
  Autofire grants two extra attacks with a –6 penalty to all attacks.
  Together they grant three extra attacks with a –10 penalty to all attacks.
  Can you combine Teleport and the Move-by Attack Feat?
  Yes, the Turnaround power stunt of Teleport is essentially the same thing.
  What’s the difference between Defense and Damage save?
  Defense is how hard a character is to hit, the base DC of an attack roll.
  Damage save is a character’s ability to “soak” or shrug off damage.
  Protection reduces the DC for Damage saves.
  Why is the Difficulty Class for Damage saving throws so high?
  The idea behind Damage save DCs is that, all other things being equal,
  there is a 25% chance of no damage, a 25% chance of a hit, a 25%
  chance of a stun result, and a 25% chance of a knockout or disabled
  result. If you prefer to prolong combat in your games a bit, lower the base
  Damage save DC to 10 + damage bonus. This provides a 50% chance of
  no damage, a 25% chance of a hit, a 25% chance of a stun, and no
  chance for an immediate knocked or disablement between two equally-
  matched opponents. If you prefer some variability in your Damage saves,
  either use the optional rule for damage rolls on p. 128 or set the Damage
  save DC at 10 + 1d6 + damage bonus.
  What happens if a Disabled or Dying character takes addi-
  tional damage?
  Any attack that inflicts damage on a Disabled character shifts that charac-
  ter’s condition to Dying. Any attack that inflicts damage on a Dying
  character shifts the character’s condition to Dead. As per usual, attackers
  can choose to inflict a lesser effect (such as unconsciousness) if they prefer.
  When a character recovers from being Unconscious or Disabled,
  how many hits do they have?
  The same as they had before becoming Unconscious or Disabled. The
  character recovers hits normally (see p. 129).
  How do characters pick up and throw things at each other
  in combat?
  See the rules for Improvised Weapons on p. 112.
  Can you combine Power Attack with an Area Attack?
  No, the Power Attack feat should be limited to attacking a single target.
  Does Super-Strength affect grappling checks?
  Yes. Super-Strength does not add a bonus to the melee attack roll to
  begin grappling but does add its normal bonus to grappling checks.
  Grappling Consequences (p. 141) says opponents can move past
  you as though you were not there. Since there are no Attacks of
  Opportunity, isn’t this unnecessary?
  Not quite. Characters are not normally allowed to move through a space
  occupied by an opponent. If that opponent is grappling, however, charac-
  ters can move through that space unrestricted.
  How do characters avoid a mental area attack?
  The character may make the initial save to avoid the brunt of the area
  attack using either Reflex or Will, whichever save has the greater bonus.
  The regular save against the mental area attack must be made using
  Will, however.
  
  MUTANTS&MASTERMINDS™ ROLEPLAYINGGAME
  FREQUENTLY ASKED QUESTIONS
  FAQ
  F.007.00
  PAGE 6
  MAJOR LEAGUE
  Why are the members of the Freedom League such pushovers?
  They’re not, but they’re also not as powerful as their power level might
  indicate. If they’re pushovers, you might not be taking full advantage of
  the game rules. The Freedom League characters aren’t “maxed out” for
  their power level in terms of attributes like attack bonus, damage, or sav-
  ing throws. They’re intended as opponents for PL10 characters as-written
  in the adventure. One of the things to keep in mind is the GM’s allotment
  of Villain Points. If you find the heroes score some quick successes against
  the Freedom Leaguers in the beginning of the adventure, spend Villain
  Points to even things out, that’s what they’re for! Ideally, some judiciously-
  spent Villain Points early in the adventure will help ensure the Freedom
  League proves a challenge to the heroes. By the climax of the adventure, if
  you’re out of Villain Points and the heroes still have unspent Hero Points,
  so much the better. The heroes should be able to make a comeback and
  take down the rogue Freedom League without too much trouble.
  SAMPLE VILLAINS
  I have questions about the sample villains’ stats.
  Please see the Revised Sample Villains file, which addresses issues
  with the game statistics of those characters.
  MISCELLANEOUS QUESTIONS
  The sample thugs listed on p. 154 have +3 weapons even though
  they are only power level 1 and 2, respectively. Isn’t this against
  the rules?
  Technically, yes, however keep in mind that the Gamemaster is free to
  bend the power level limits as needed for the campaign. This is particu-
  larly true of NPCs, who generally don’t need to be as balanced as player
  characters. Low-level NPCs may have items of equipment that exceed
  their power level, if the GM allows.
  Can I use other d20 System rules in my Mutants & Masterminds
  game?
  Possibly. Mutants & Masterminds isn’t built with broad d20 compatibility
  in mind. It’s intended as a stand-alone game with some familiar game sys-
  tems and terms, not as a companion to other games. That said, you may
  find plenty of ideas in other d20 System games usable in M&M, particu-
  larly certain skills (or uses for existing skills), new feats, and perhaps even
  characters or creatures (although they will require some conversion work).
  Can I use published d20 creatures in my Mutants & Masterminds
  game?
  Such creatures are fairly easy to use in Mutants & Masterminds with
  just a few modifications. Basically: 
  • Take any ability scores the creature has over 20, divide the extra
  amount by two, round down, and make that the creature’s rank in the
  appropriate super-ability. 
  • Give the creature a Damage saving throw bonus equal to its base Con
  bonus plus any natural armor bonus that it has. Subtract the natural
  armor bonus from its AC to calculate its new Defense. (This usually
  results in most monsters being easier to hit, but more difficult to hurt.)
  • Divide the creature’s maximum damage with an by 6 (round down)
  and make that its damage bonus, if it exceeds the creature’s base
  Strength bonus, otherwise just use the Str bonus. Drop multiple attack
  routines and use the creature’s largest damage bonus or give the crea-
  ture the Rapid Strike feat.
  • Convert any spell-like or supernatural abilities the creature may have
  into ranks in the appropriate super-powers. 
  Keep in mind that this system isn’t 100% exact (no conversion system is),
  but it’s a good ballpark. Tweak the stats as needed to give the creature
  the right feel.
  Can I create a Mutants & Masterminds fan website?
  Feel free! We only ask that you follow the restrictions of the Open Game
  License contained in the back of the book and observe the restrictions on
  Closed Content listen on the title page.
  What these basically mean is that you can’t use the Mutants &
  Masterminds name or logo without the permission of Green Ronin
  Publishing. You also can’t provide information on the allocation or use of
  power points for character creation of advancement. That doesn’t mean
  you can’t create new powers and list their costs, just that you can’t list
  the costs of powers from Green Ronin products or reproduce material on
  spending power points to create or advance characters.
  Can I publish a Mutants & Masterminds product?
  Yes and no. While the Mutants & Masterminds name and logo, and all
  associated characters, are the copyright of Green Ronin Publishing, Green
  Ronin does have the M&M Superlink program. It allows third-party pub-
  lishers to design and produce their own M&M compatible products. See
  the M&M Superlink FAQ on the Green Ronin website for details.
  Which is the best superhero RPG?
  Why Mutants & Masterminds, of course! It even says “The World’s
  Greatest Superhero RPG!” right on the cover!
  Seriously, this question should be phrased, “which is the best super-
  hero RPG for me?” and the truth is that we can’t answer that. There is a
  plethora of superhero roleplaying games out there, each one different in
  its own way, each with its good and bad points, and each with its own
  fans (and, often, detractors). None of them is perfect because if one was
  then everyone would be playing it.
  Mutants & Masterminds is designed to be a medium-complexity,
  fast-playing game that captures the feel and the action of the superhero
  comics. Like every hobby and every game, it’s a matter of personal taste.
  We recommend giving M&M a try and seeing if you like it. Give some
  other games a try, too, if you want, and decide for yourself which is best
  based on which one you have the most fun playing. After all, that’s what
  playing a game is all about, right?
  Green Ronin Publishing
  PO Box 1723
  Renton, WA 98057-1723
  www.greenronin.com
  Super Unicorn a design studio
  12819 SE 38th St. #319
  Bellevue, WA 98006-1395
  www.superunicorn.com
  Mutants & Masterminds is ©2002 Green Ronin Publishing. Reference to other copyrighted
  material in no way constitutes a challenge to the respective copyright holders of that material.
  Mutants & Masterminds, Freedom City, and Green Ronin are Trademarks of Green Ronin Publishing.
  
SOURCE: textdata/thevault/Super Hero Games/Mutants & Masterminds/Mutants & Masterminds FAQ.pdf