Mutants And Masterminds
This is the repository for information, house rules, etc., about my Mutants and Masterminds Third Edition (or MM3 for short) games. I'm not a big fan of the earlier editions, but for me, MM3 is arguably the single best general "supers" RPG that exists.
This is a PDF summarizing the two biggest additions to the game: lethal damage and the Inspiration skill.
For a recap of our ongoing game, see F**k Whitey Squad
MM3 General House Rules
Including GM calls and interpretations of tricky situations
MM3 Knockdown and Knockback
I consider this a better option than the one in the GM Guide
MM3 Lethal Damage Rules
It's easy for a campaign to feature both "lethal" and "less-than-lethal" damage
MM3 Crafting Rules
Letting Quickness speed up inventing is broken, but these rules aren't
MM3 Skills
Featuring a new PRE skill, "Inspiration"
MM3 Advantages
Tweaks to some existing ones, plus new ones
MM3 Powers
Some minor changes and rulings on existing powers
MM3 Power Builds
Useful new "powers" built with the existing rules
MM3 Modifiers
Notes on existing general modifiers, plus new ones
MM3 Gear
Additional guidelines for and examples of equipment