CHAPTER 05: ADVANTAGES

Heroes are more than just skilled, they often have amazing advantages, beyond the abilities of ordinary people. In Mutants & Masterminds, advantages often allow heroes to “break the rules,” gaining access to and doing things most people cannot, or simply doing them better.

== ACQUIRING ADVANTAGES ==

Advantages are rated in ranks and bought with power points, just like abilities and skills. Advantages cost 1 power point per rank. Some advantages have no ranks and are acquired only once, effectively at rank 1. Advantage Cost = 1 power point per advantage rank

== ADVANTAGE DESCRIPTIONS ==

Each advantage’s description explains the benefit it provides. It also says if the advantage can be acquired in ranks and the effects of doing so. Such advantages are listed as “Ranked” alongside the advantage name. Ranks in a advantage are noted with a number after the advantage’s name, such as “Defensive Roll 2” (for a character who has taken two ranks in the Defensive Roll advantage), just like skill and power ranks. If there is a maximum number of ranks a character can take, it’s listed in parentheses after the word “Ranked” in the advantage’s heading.

TYPES OF ADVANTAGES
Advantages are categorized as one of four types:


 * Combat Advantages are useful in combat and often modify how various combat maneuvers are performed.


 * Fortune Advantages require and enhance the use of hero points.


 * General Advantages provide special abilities or bonuses not covered by the other categories.


 * Skill Advantages offer bonuses or modifications to skill use.

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