This campaign will use 3rd edition Mutants and Masterminds rules. Players start at Power Level 7 and 105 power points. General rules about trade-off limits on attack/effect, dodge/toughness, parry/toughness, and fortitude/will apply.

Power Points / Power Levels

As this campaign is expected to run from PL 7 to PL 14-16 in about a year and a half, players will get 2 power points a session, with power level increases still occurring about every 15-16 points.

Hero Points

Players will start each session with one Hero Point (HP) and can earn additional points through complications, flaws, bringing snacks and when the GM screws over the players.

Hero points can do the following things:

  • Edit Scene – a player may use a hero point to add or change details of a scene they are in, This is a limited use and generally only affects the existing scene with no lasting effects beyond the scene.
  • Heroic Feat – Can gain one rank in advantage the player doesn’t have until the end of their next turn. Fortune advantages are excluded.
  • Improve Roll – May re-roll any die roll the player makes and take the better of the two. The second roll gets 10 added to the result if it is between 1-10 on the die, guaranteeing the player will never get less than 11.
  • Inspiration – Get beat about the head with the clue stick.
  • Instant Counter – Spend a hero point to attempt to counter an effect used against the player as a reaction.
  • Recover – Use a hero point to remove a dazed, fatigued, or stunned condition without taking an action. This has the side benefit of letting the player take extra effort without fatigue.

Download a cheat sheet

Story Points

Story points are earned by players on an individual basis. Anything done outside the game that enhances the overall experience of the game will earn a Story Point (SP) for that player. This includes game logging, journal entries, or additions to the world via the Obsidian Portal wiki. Story points do carry over from session to session with no maximum.

Story Points are designed to help the player interactively form the story with the GM. How many Story Points something costs depends on how big of a change to character/plot/world the player is trying to create. The cost can be reduced if the usage of the Story Point enhances something in their background (or adds to it). Also, the more the change will be a pain in the butt for your character (or the group) in the future, the less it costs. Some potential examples:

  • Fred’s character is suddenly in need of a fake ID to get into a local strip joint where a woman he is looking for is hiding. Suddenly he remembers, he has his friend Bob’s ID in his pocket from when he had to cart drunken Bob to his dorm last night. 1 Story Point.
  • Mary’s character needs someone who knows something about archaeology that she can trust to keep quiet. Oh, yeah, her sister Sarah’s college boyfriend Rick is an archaeology major. Normally 2 Story Points, but only 1 Story Point because it adds to Mary’s character background, giving the GM something new to work with.
  • Jason’s character is being chased by some cultists. He’s starting to get tired from the leg wound he suffered earlier and just needs to get away. Beside him, a car pulls up, the door swings open, and an unknown voice tells him to get in. 2 Story Points because the character is going from a bad situation to an unknown one. Had the cultists been suddenly called away or fallen into a fight with another set of cultists, that would’ve have been 3 Story Points.
  • Barbara’s character needs to access a police file in order to solve a mystery but it is locked in a secure area that is she not currently allowed to access. But thanks to her heroism from a few weeks ago, she’s been promoted and now has access. Of course, with that promotion comes new responsibilities…4 Story Points – a relatively major change for the player costs points, although it is balanced by the potential downside of a promotion.

At any time, the GM can rule that a particular usage of Story Points is not allowed because it changes the character too much or it would strongly interfere with a major plotline. Even in those occasions, it can be worked around, most likely. For example, instead of the Story Points buying an arrest of the man who’s been stalking the group, it does buy an APB on the guy which should scare him off (for a while).

Note that making world additions to the wiki BEFORE a game actually earns the player story points rather than costing them. That’s because changes/additions in the moment are always likely to be beneficial to the player and so must have a cost. Changes/additions before the game could go either way.

House Rules


Welcome to the New Normal Malificent Stephen_Scholz