MnM house rules

General
These house rules are intended for use in the Warlords Of NUM fantasy setting. In games which take place in other worlds, or other genres, these rules may not apply.

One-hit insurance
This optional rule is from the Mastermind's Manual (p. 112).

Power level caps
Characters are power level 6, and generally follow the guidelines for such characters as given in the Mutants & Masterminds 2nd Edition rule book. Power level 6 gives you 90 Power Points. This places limits on a number of things, but note that it does not directly limit the cost or number of ranks in a power. Also, Warlords of NUM relaxes some of the power level caps found in the standard Mutants & Masterminds rules. In the chart below, various abilities, skills, feats, and powers are listed along with their power level caps, if any. Power level caps which deviate from the standard rules are indicated by bold red text ; these caps have been increased from power level (6) to power level + 5 (11).

Page numbers refer to Mutants & Masterminds 2nd Edition, unless otherwise noted.

Notes
 * 1) The cap for Luck is one-half power level, rounded up (3).
 * 2) The cap for Sneak Attack is power level + 2 (8).
 * 3) The cap for the Autofire extra is PL+10 (16) if the extra is purchased twice.
 * 4) Favored Conditions, Favored Environment, and Favored Opponent only have their power level cap increased to PL+5 (11) if the relevant circumstances are unusual. Otherwise, the PL cap for these feats is standard (6).

Two-Weapon Fighting
Warlords of NUM uses the Two-Weapon Fighting rules from True20 (p. 108).

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your attack with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:


 * If your off-hand weapon is natural or light, penalties are reduced by 2 each. (An unarmed strike is always considered light.)
 * The Two-Weapon Fighting feat lessens the primary hand penalty by 4, and the off-hand penalty by 6 (to –2 and –4, or –2 and –2 if the off-hand weapon is natural or light).

If you attack the same target with both attacks and both hit, increase the damage of the attack with the higher damage bonus by +2, much like a use of combined attack (M&M 2e, p. 155).

The same rules apply for throwing two weapons (one with either hand) or wielding two ranged weapons, one in each hand.

Gamble
Warlords of NUM uses the Gamble skill from Warriors & Warlocks (p. 16).

Navigate
Warlords of NUM uses the Navigate skill from Warriors & Warlocks (p. 16).

Armor Training
Warlords of NUM uses the Armor Training feat from True20 (p. 42).

Dedication
Warlords of NUM uses the Dedication feat from the Warriors & Warlocks sourcebook (p. 17).

Exotic Weapon Training
Warlords of NUM uses the Exotic Weapon Training feat from True20 (p. 45).

Fearless
The Fearless feat is not permitted. Characters may take the Lionheart feat from the Warriors & Warlocks sourcebook instead (p. 18).

Lionheart
The Fearless feat is not permitted. Characters may take the Lionheart feat from the Warriors & Warlocks sourcebook instead (p. 18).

Mighty Slam
This is a new feat.

Rage
Warlords of NUM uses the variant Rage feat from the Warriors & Warlocks sourcebook (p. 20).

Shield Training
Warlords of NUM uses the Shield Training feat from True20 (p. 50).

Two-Weapon Fighting
Warlords of NUM uses the Two-Weapon Fighting feat from True20 (p. 52).

Weapon Training
Warlords of NUM uses the Weapon Training feat from True20 (p. 52).

Magic
See: Magic

Ward Undead
This is a power from the Warriors & Warlocks sourcebook (p. 23).

Independent
This is an extra from the Ultimate Power sourcebook (p. 100).

Uniform Area
This is a new feat. Like Evasion, it should not be purchased simply because it is expedient: it should only be purchased if it truly makes sense for the character.