M&M Revised (v1.5) System Resource Document
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Welcome to M&M Revised (v1.5)
This wiki is a System Reference Document project that attempts to update Green Ronin's Mutants & Masterminds superhero role-playing Game. The M&M 1.5 System Reference Document is a comprehensive toolbox consisting of rules, feats, skills, powers, various systems, devices, equipment, heroes, villains, and monsters compatible with the d20 System version of Mutants & Masterminds and various other roleplaying games from Green Ronin Publishing. You may consider this material Open Game Content under the Open Game License, and may use modify, and distribute it.
Based off of the D&D SRD 3.5.
MOST RECENT UPDATE LOG - May 13, 2006
- Posted a Table of Contents, using M&M2e as the base which we can edit with M&M1e updates.
- If you see any missing links, typos, or mistakes of any type, please help make this a better SRD by making the correction.
- Once the M&M1e test is posted in it's chapters we can begin updating.
- Post your notes for UPDATES in the discussion thread (also above) so we can discuss it before making a permanent change.
TABLE OF CONTENTS
- Foreword
- Introduction
What is Mutants & Masterminds 1.5?
- The Basics
- Game Play
- Important Terms
CHAPTER 1: HERO CREATION
- Hero Creation Summary
Hero Archetypes
- Why Archetypes?
- The Battlesuit
- Costumed Adventurer
- Energy Controller
- Gadgeteer
- Martial Artist
- Mimic
- Mystic
- Paragon
- Powerhouse
- Psionic
- Shapeshifter
- Speedster
- Weapon-Master
Power Points
- Starting Power Points
- Spending Power Points
Power Level
- Hero Creation Examples
- The Costumed Adventurer
- The Energy Controller
CHAPTER 2: ABILITIES
Generating Ability Scores
- Buying Ability Scores
- Ability Modifiers
- The Abilities
- Altering Ability Scores
- Debilitated Ability Scores
- Nonexistent Ability Scores
Attack Bonus
Defense Bonus
- Dodge Bonus
Saving Throws
- Capabilities
- Movement
- Size
- Carrying Capacity
CHAPTER 3: SKILLS
Skill Basics
- How Skills Work
- Untrained Skill Checks
- Interaction Skills
- Manipulation Skills
- Specialty Skills
Skill Descriptions
CHAPTER 4: FEATS
- Acquiring Feats
Feat Descriptions
- Fighting Styles
CHAPTER 5: POWERS
Acquiring Powers
- Power Costs
- Power Descriptors
- Power Effect Types
- Alteration
- Attack
- Defense
- General
- Mental
- Movement
- Sensory
- Trait
How Powers Work
- Power Checks
- Action
- Range
- Duration
- Progression
- Saving Throw
- Countering Powers
- Power Descriptions
- Power Feats
- Power Modifiers
- Applying Modifiers
- Extras
- Flaws
CHAPTER 6: CHARACTERISTICS
- Details
- Name
- Age
- Appearance
- Alternate Identity
- Origin
- Personality
- Allegiance
Extra Effort
- Using Extra Effort
- Fatigue from Extra Effort
Hero Points
- Using Hero Points
- Earning Hero Points
Drawbacks
- Drawback Value
- Drawback Descriptions
CHAPTER 7: DEVICES & EQUIPMENT
Devices
- Battlesuits
- Costumes
- Enhanced Equipment
- Weapons
- Other Devices
- Plot Devices
- Inventing
- Magical Rituals
Equipment
- Equipment Cost
- Wealth (Optional)
- General Equipment
- Tools
- Utility Belt
Weapons
- Melee Weapons
- Ranged Weapons
Armor
- Archaic Armor
- Modern Armor
- Shields
Vehicles
Headquarters
Constructs
CHAPTER 8: COMBAT
- Combat Sequence
- Combat Statistics
- Attack
- Defense
- Damage
- Saving Throws
- Initiative
- Initiative Checks
- Surprise
- Actions
- The Combat Round
- Action Types
- Action Descriptions
- Miscellaneous Actions
- Combat Modifiers
- Aggressive Stance
- Area Attack
- Autofire Attack
- Conditions
- Cover
- Concealment
- Defensive Stance
- Ganging Up
- Helpless Defenders
- Improvised Weapons
- Minions
- Surprise Attacks
- Damage
- Toughness Saving Throws
- Tracking Damage
- Damage Conditions
- Knockback
- Ability Damage
- Damaging Objects
- Fatigue
- The Environment
- Light and Darkness
- Heat and Cold
- Starvation and Thirst
- Suffocation
- Falling
- Poison
- Disease
- Radiation
- Gravity
- Atmospheric Conditions
- Condition Summary
CHAPTER 9: GAMEMASTERING
- Running the Game
- Creating Adventures
CHAPTER 10: WORLD-BUILDING
- Setting
- Style
- Genre
- Origins
- Cosmology
- History
- Society
- Organizations
CHAPTER 11: FRIENDS & FOES
Villains
- Why Archetypes?
- The Armored Meglomanic
- The Brain in a Jar
- Corrupt Sorcerer
- Evil Robot
- Hulking Brute
- Kung Fu Killer
- Mad Scientist
- Master of Disguise
- Master of Energy
- Puppeteer
- Savage Man-Beast
- Sinister Simian
- Ultimate Mimic
- Vampire Lord
- Supporting Characters
- Creatures
- Monsters
INTRODUCTORY ADVENTURES
- Adventure One: The Heist
- Adventure Two: A League of Your Own
CONTRIBUTORS
CHARACTER SHEET
Legal Disclaimer
This SRD site is non-commercial and we don't make any money from putting it together. It is in no way approved by, sponsored by, or affiliated with Green Ronin Publishing.
This SRD site Requires the use of the Mutants & Masterminds, published by Green Ronin Publishing.
Resources
- visit Green Ronin's home page: Green Ronin Publishing
- visit Mutants and Masterminds' home page: M&M "Headquarters"
- visit the M&M Forums: M&M Forum - "the Atomic Think Tank"
- What is M&M? M&M Wiki
- What is a RPG? RPG Wiki
- What is a GM? Game Master
- What else can I Wiki? Wikipedia