Starting hit points are calculated as 10 plus 5 times the character's Stamina score. A character's hit points cannot drop below 10 due to reduced Stamina. The new Extra Tough advantage adds 5 hit points per rank up to the character's power level. Damage from attacks is based on the attacker's Strength score and increases in dice size as Strength increases. Critical hits double the damage dice. Protection provides damage resistance equal to its rank divided by the target's Toughness rank. Impervious increases this resistance further. Penetrating damage bypasses damage reduction for its full rank of damage. Healing restores hit points per rank per use while Regeneration restores hit points per rank spread over a minute.
Original Description:
A short set of alternate rules for playing Mutants and Masterminds.
Starting hit points are calculated as 10 plus 5 times the character's Stamina score. A character's hit points cannot drop below 10 due to reduced Stamina. The new Extra Tough advantage adds 5 hit points per rank up to the character's power level. Damage from attacks is based on the attacker's Strength score and increases in dice size as Strength increases. Critical hits double the damage dice. Protection provides damage resistance equal to its rank divided by the target's Toughness rank. Impervious increases this resistance further. Penetrating damage bypasses damage reduction for its full rank of damage. Healing restores hit points per rank per use while Regeneration restores hit points per rank spread over a minute.
Starting hit points are calculated as 10 plus 5 times the character's Stamina score. A character's hit points cannot drop below 10 due to reduced Stamina. The new Extra Tough advantage adds 5 hit points per rank up to the character's power level. Damage from attacks is based on the attacker's Strength score and increases in dice size as Strength increases. Critical hits double the damage dice. Protection provides damage resistance equal to its rank divided by the target's Toughness rank. Impervious increases this resistance further. Penetrating damage bypasses damage reduction for its full rank of damage. Healing restores hit points per rank per use while Regeneration restores hit points per rank spread over a minute.
Starting hp of 10+ 5x STA score. So a +0 STA would have 10 hp, +8 con
would have 50 hp, etc. Starting with negative stamina would not drop your HP below 10. When a character's stamina is reduced, so is their HP (to a minimum of 10 (excluding other damage)). New Advantage: Extra Tough (Combat, Ranked) Adds 5 hp/rank. Limited to PL in ranks. Damage would be based on power rank and progresses like this: 0 = 1d3; 1 = 1d4; 2 = 1d6; 3 = 1d8; 4 and any higher = damage bonus -2 in d6s. So a strength 8 attack would cause 6d6 damage, and a strength 5 attack would cause 3d6 damage. Critical hits double the damage dice of your attack, so a strength 7 critical attack would cause 10d6 damage, and a strength 12 critical attack would cause 20d6 damage. The protection power (and therefore the toughness defense) grants damage resistance= power/toughness rank. The impervious extra increases this damage resistance by 1/rank of impervious. So protection 8 would have damage resistance 8/. Protection 8 (impervious 8) would grant damage resistance 16/. Toughness is still limited by power level. Penetrating damage causes a certain amount of damage to "slip past" regardless of how impervious a target is. So penetrating here will do the same. It causes damage equal to its rank regardless of damage reduction. (Penetrating Damage 5 would cause at least 5 hp of damage) Power level limits still apply on saves, ranks, etc. Healing power restores 1d6 hp per rank per use. Regeneration restores 1d6 hp per rank divided over a minute (10 rounds, regeneration 10 heals 10d6 hp per round).