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M&M 3e

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Mutants & Masterminds 3E Rules (DC Simulator)

11 entries · scan depth 8 · budget 4,500 tokens · recursive scanning on

Core Mutants & Masterminds 3rd Edition rules adapted for the DC World Simulator. Provides d20 + modifiers vs DC resolution, degrees of success/failure, conditions, damage, hero points, extra effort, and combat fundamentals. Designed to be attached alongside the DC Universe lorebook.

Book settings
  1. #1Core d20 mechanic

    Keys: DC, core mechanic, check, roll, difficulty class, trait check, d20

    Always on · After character · Order 10 · 100%

    Entry settings

    MUTANTS & MASTERMINDS 3E – CORE MECHANIC

    Whenever a character attempts an action with a chance of failure:

    1. Roll a twenty-sided die (d20) — use {{roll:d20}}
    2. Add relevant modifiers (abilities, skills, powers, circumstances)
    3. Compare the total to a Difficulty Class (DC)

    If the result equals or exceeds the DC, the effort succeeds. If lower, it fails.

    FORMULA: d20 + Modifiers vs. Difficulty Class

    This single mechanic resolves nearly everything. Variations come from what modifiers apply, what sets the DC, and the exact degree of success or failure.

    CRITICAL SUCCESS: A natural 20 on the die increases the degree of success by one degree (can turn a failure into a success).

    ROUTINE CHECKS: When not under pressure, treat the roll as a 10. Competent characters succeed reliably on routine tasks without rolling.

    CIRCUMSTANCE MODIFIERS: • Minor advantage/disadvantage: ±2 • Major advantage/disadvantage: ±5

  2. #2Degrees system

    Keys: degree of failure, degrees, graded check, failure degree, degree of success, success degree

    Always on · After character · Order 20 · 100%

    Entry settings

    DEGREES OF SUCCESS AND FAILURE (M&M 3E)

    Just rolling a success or failure counts as one degree. Every five full points over or under the DC adds another degree. Fractions are ignored.

    DEGREES TABLE (example vs DC 20): • DC+15 or more → Four degrees of success • DC+10 → Three degrees of success • DC+5 → Two degrees of success • DC → One degree of success • DC-5 → One degree of failure • DC-10 → Two degrees of failure • DC-15 → Three degrees of failure • DC-20 or lower → Four degrees of failure

    There is no hard limit on degrees, but more than two degrees of failure rarely matters, and some successes have diminishing returns.

    NARRATION RULE FOR THE SIMULATOR: Always state the roll total, the DC, and the resulting degree, then roleplay the outcome. Partial successes (one degree) and interesting failures drive the story. Use the degree to determine how cleanly the action succeeds or how costly the failure is.

  3. #3Opposed checks

    Keys: opposed check, comparison check, opposed, contested

    Enabled · After character · Order 30 · 100%

    Entry settings

    OPPOSED CHECKS (M&M 3E)

    Some checks are opposed: made against another character’s check result as the DC. Whoever gets the higher result wins.

    Examples: • Stealth vs. Perception • Deception vs. Insight • Vehicles vs. Vehicles • Technology vs. Technology (hacking)

    Ties: Higher bonus wins. If bonuses are equal, roll d20 (1–10 one side, 11–20 the other).

    ROUTINE OPPOSITION: When one side is not actively opposing (e.g., a distracted guard), the DC is the opposing modifier + 10 (as if they rolled a 10).

    COMPARISON CHECKS: When luck is not a factor (arm-wrestling, pure speed race, raw Strength), simply compare ranks. Higher rank wins. Identical ranks: 50/50 die roll.

  4. #4DC examples

    Keys: task difficulty, difficulty class, how hard, DC table

    Enabled · After character · Order 40 · 100%

    Entry settings

    DIFFICULTY CLASSES (M&M 3E)

    Very Easy (0) – Notice something in plain sight Easy (5) – Climb a knotted rope Average (10) – Hear an approaching guard Tough (15) – Disarm an explosive Challenging (20) – Swim against a strong current Formidable (25) – Climb a wet, slippery rock-face Heroic (30) – Overcome a sophisticated security system Super-heroic (35) – Convince guards you belong despite no ID Nigh-impossible (40) – Track a trained commando through jungle after 12 days of rain

    For the Simulator: Scale DCs to the demonstrated power tier and current circumstances. Early-game street-level actions usually sit in the 10–20 range. Higher tiers push DCs upward.

  5. #5Conditions list

    Keys: exhausted, defenseless, vulnerable, incapacitated, prone, dying, disabled, staggered, fatigued, restrained, dazed, condition, bound, hindered, impaired, conditions, stunned

    Enabled · After character · Order 50 · 100%

    Entry settings

    CONDITIONS (M&M 3E)

    BASIC CONDITIONS (building blocks): • Compelled – Limited to free + one standard action chosen by controller • Controlled – No free will; actions dictated by controller • Dazed – Free actions + one standard action only • Debilitated – Ability below –5 • Defenseless – Active defenses 0; attacks can be routine checks; hits are criticals if rolled • Disabled – –5 circumstance penalty on checks • Fatigued – Hindered; recovers after 1 hour rest • Hindered – Half speed (–1 speed rank) • Immobile – Cannot move from spot • Impaired – –2 circumstance penalty on checks • Stunned – No actions at all • Transformed – Traits altered by outside force • Unaware – Cannot perceive with listed senses • Vulnerable – Active defenses halved • Weakened – Temporary loss of power points in a trait

    COMBINED CONDITIONS: • Asleep – Defenseless + Stunned + Unaware • Blind – Hindered + visually Unaware + Vulnerable • Bound – Defenseless + Immobile + Impaired • Deaf – Auditorily Unaware • Dying – Incapacitated + near death (Fortitude DC 15 each round) • Entranced – Stunned, focused on the effect • Exhausted – Impaired + Hindered • Incapacitated – Defenseless + Stunned + Unaware (usually prone) • Paralyzed – Defenseless + Immobile + physically Stunned • Prone – –5 close attacks; opponents +5 close / –5 ranged; Hindered • Restrained – Hindered + Vulnerable (or Immobile if anchored) • Staggered – Dazed + Hindered • Surprised – Stunned + Vulnerable

    Multiple conditions stack; higher supersedes lower where noted.

  6. #6Damage system

    Keys: hurt, resistance check, Damage resistance, injury, damage, Toughness, wound

    Enabled · After character · Order 60 · 100%

    Entry settings

    DAMAGE & RESISTANCE CHECKS (M&M 3E)

    A successful attack with a Damage effect forces a Toughness resistance check:

    TOUGHNESS vs. (Damage Rank + 15)

    Results: • Success → No effect • Failure (1 degree) → –1 circumstance penalty to further damage resistance checks • Failure (2 degrees) → Dazed until end of next turn + –1 penalty • Failure (3 degrees) → Staggered + –1 penalty (further 3-degree failures escalate to 4th degree) • Failure (4 degrees) → Incapacitated

    Penalties are cumulative. An already Incapacitated target that fails becomes Dying. A Dying target that fails is dead.

    STRENGTH provides built-in Damage (close, instant). Strength-based weapons add Strength rank to the Damage rank.

    OBJECTS: Two degrees of failure bends/breaks; three or more destroys. Common Toughness: Glass 1, Wood 3, Stone 5, Iron 7, Steel 9, Titanium 15, Super-alloys 20+.

    RECOVERY: Living targets remove one damage condition per minute of rest, starting from the worst. Healing and Regeneration speed this up.

  7. #7Combat basics

    Keys: hit, critical hit, combat, attack, attack check, action round, initiative

    Enabled · After character · Order 70 · 100%

    Entry settings

    ATTACK CHECKS & COMBAT BASICS (M&M 3E)

    ATTACK CHECK = d20 + Attack Bonus + Modifiers vs. Defense Class • Close attacks target Parry • Ranged attacks target Dodge

    Natural 20 → Automatic hit + threat (critical if total also beats defense) Natural 1 → Automatic miss

    CRITICAL HIT options (player chooses): • Increased Effect: +5 to resistance DC • Added Effect: Secondary effect at rank 0 • Alternate Effect: Power-stunt style alternate outcome (no fatigue)

    ACTION ROUND = 6 seconds On your turn you may take: • One Standard action (attack, use power, etc.) • One Move action (or trade Standard for a second Move) • Any number of Free actions • Reactions as triggered

    Initiative: d20 + Initiative modifier. Act in order from highest to lowest.

    RANGE: • Close – Touch / melee • Ranged – Short (rank × 25 ft, no penalty), Medium (×50 ft, –2), Long (×100 ft, –5) • Perception – Automatic if you can accurately perceive the target (no attack check)

  8. #8Extra Effort

    Keys: push, extra effort, fatigue from effort, power stunt, overclock

    Enabled · After character · Order 80 · 100%

    Entry settings

    EXTRA EFFORT (M&M 3E)

    Once per turn as a free action, a hero can push beyond normal limits. Choose one benefit:

    • Action – Gain an extra standard action this turn • Bonus – +2 (or upgrade existing to +5) on one check; can also cancel a penalty • Power – +1 rank to one power effect until start of next turn • Power Stunt – Temporarily gain an Alternate Effect • Resistance – Immediate extra resistance check against an ongoing effect • Retry – Attempt an effect again after failure that normally prevents retries • Speed / Strength – +1 rank until start of next turn

    COST: At the start of the next turn the hero becomes Fatigued. Fatigued → Exhausted → Incapacitated if extra effort is used again while already fatigued/exhausted.

    Spending a hero point at the start of the following turn removes the fatigue, allowing “free” extra effort.

  9. #9Hero Points

    Keys: hero point, inspiration, edit scene, hero points, heroic feat

    Enabled · After character · Order 90 · 100%

    Entry settings

    HERO POINTS (M&M 3E)

    Players start each session with 1 hero point. Unspent points do not carry over. Earn more by facing complications, setbacks, and acting heroically.

    SPENDING A HERO POINT (reaction, no time cost) can: • Re-roll any die roll (add +10 if the re-roll is 10 or less) • Edit Scene – Add or change a beneficial detail (GM veto allowed) • Heroic Feat – Gain one rank of an advantage you don’t have until end of next turn • Inspiration – Gain a useful hint or sudden insight from the GM • Instant Counter – Counter a power as a reaction without readying • Recover – Remove a fatigue condition or convert Exhausted → Fatigued; also allows recovery from certain conditions • Power Stunt / Extra Effort – Use extra effort without taking the fatigue

    Hero points encourage comic-book style risk-taking: the more complications the hero faces early, the more resources they have for the climax.

  10. #10Ranks and abilities

    Keys: Agility, power level, measurements, ranks, Fighting, Strength, Intellect, Stamina, Dexterity, Awareness, Presence, rank

    Enabled · After character · Order 100 · 100%

    Entry settings

    RANKS, MEASURES & ABILITIES (M&M 3E)

    Every quantifiable trait has a rank (usually –5 to 20+). Rank 0 is average human. Rank 5 is exceptional human. Rank 7 is peak human. Higher is superhuman.

    KEY ABILITIES: Strength, Stamina, Agility, Dexterity, Fighting, Intellect, Awareness, Presence

    MEASUREMENTS TABLE (selected): Rank 0: 50 lbs, 6 seconds, 30 feet Rank 5: 1,600 lbs, 4 minutes, 900 feet Rank 10: 25 tons, 2 hours, 4 miles Rank 15: 800 tons, 2 days, 120 miles Each +1 roughly doubles the measure.

    Useful formulas: Distance Rank = Time Rank + Speed Rank Throwing Distance Rank = Strength Rank – Mass Rank

    POWER LEVEL (PL) sets series limits on attack, defense, damage, etc. The Simulator scales challenges to the hero’s currently demonstrated effective power level / tier rather than a fixed PL number.

  11. #11Integration with the bot

    Keys: M&M in this bot, simulator, how to roll, using M&M, dice for simulator

    Always on · After character · Order 5 · 100%

    Entry settings

    HOW THE DC WORLD SIMULATOR USES M&M 3E RULES

    • All uncertain actions use {{roll:d20}} + relevant modifiers vs. a DC set by the Simulator. • Always announce the total, the DC, and the degree of success/failure, then narrate the outcome. • Prefer degrees of success/failure over binary pass/fail — this creates the partial successes and interesting failures the bot is built around. • Map the bot’s existing power tiers roughly to M&M feel: – Tier 0–1 ≈ PL 4–7 (street) – Tier 2 ≈ PL 8–10 (city/regional) – Tier 3 ≈ PL 11–13 (national) – Tier 4 ≈ PL 14+ (planetary/cosmic) • Extra Effort and Hero Points are available as narrative tools when the player pushes limits or the story calls for a dramatic surge. • Conditions are applied and tracked exactly as written; they are the primary way injuries and status effects are expressed. • The Simulator never auto-succeeds contested or high-stakes actions. Routine actions under no pressure may be treated as routine checks (take 10).

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