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Actions and Maneuvers
Actions and Maneuvers
When things really start happening in a MUTANTS & MASTERMINDS game, time is broken
down into six-second segments called rounds (sometimes “action rounds”). A round isn’t very
much time. Think of it like a page in a comic book, just long enough to go around the table once,
with each hero doing something. Each character’s portion of the round is called their turn. The
things you can do on your turn are broken up into actions. There are standard actions, move
actions, free actions, and reactions. During a round you can take a standard and a move action (or
substitute an additional move action for your standard action) along with as many free actions as
you wish and as many reactions as are called for.
A1.DELAY - NO ACTION
When you delay, you choose to take your turn later in the initiative order. You must delay your entire turn.
You cannot delay if you have already taken an action on your turn, or if you are unable to take actions. At
any point after any other character in the conflict has acted, you can choose to take your turn. Your initiative
moves into the new place in the order where you act, and you take your normal allocation of actions. If you
do not act before your initiative comes up in the next round, your turn ends, you lose your delayed turn, and
your initiative remains where it is. Beneficial effects lasting until the end of your turn end when you choose
to delay, but harmful effects that last until the end of your turn last until after you act. Likewise, you do not
make resistance checks until after you have taken your turn, so delaying can draw out some effects.
M1.ACCURATE ATTACK
When you make an attack, you can take a penalty of up to –2 on the effect modifier of the attack and add the
same number (up to +2) to your attack bonus. Your effect modifier cannot be reduced below +0 and your
attack bonus cannot more than double in this way. The changes are declared before you make the attack
check and last until the start of your next turn.
M2.ALL-OUT ATTACK
When you make an attack you can take a penalty of up to –2 on your active defenses (Dodge and Parry) and
add the same number (up to +2) to your attack bonus. Your defense bonuses cannot be reduced below +0 and
your attack bonus cannot more than double. The changes to attack and defense bonus are declared before you
make the attack check and last until the start of your next turn.
M3.DEFENSIVE ATTACK
When you make an attack you can take a penalty of up to –2 on your attack bonus and add the same number
(up to +2) to your active defenses (Dodge and Parry). Your attack bonus cannot be reduced below +0 and
your defense bonuses cannot more than double. The changes to attack and defense bonus last until the start
of your next turn. This maneuver does not apply to effects requiring no attack check or allowing no
resistance check.
M4.DEMORALIZE
You can use Intimidation in combat as a standard action to undermine an opponent’s confidence. Make an
Intimidation check as a standard action opposed by the better of your target’s Insight or Will defense. If your
Intimidation check succeeds, your target is impaired (a –2 circumstance penalty on checks) until the end of
your next round. With four or more degrees of success, the target is disabled (a –5 penalty) until the end of
your next round.
M5.FEINT
You can use Deception as a standard action to mislead an opponent in combat. Make a Deception check as a
standard action opposed by the better of your target’s Deception or Insight. If your Deception check
succeeds, the target is vulnerable against your next attack, until the end of your next round (see Vulnerable
in the Conditions section of The Basics chapter).
M6.FINISHING ATTACK
When you attack a defenseless target at close range, you can choose to make the attack as a routine check
(see Routine Checks in The Basics chapter). This generally means your attack hits automatically, since
the target has no defense bonus, and the routine check overcomes the normal difficulty. If you choose to
make your attack check normally (against DC 10), then a successful hit is treated as a critical hit, with a +5
circumstance bonus to the attack’s resistance DC. Additionally, if you hit with a damaging attack with intent
to kill, and the target’s resistance check has three or more degrees of failure, the target dies immediately.