House Rules & Clarifications!
Welcome to the Freedomverse
In order to handle a large number of players, characters, and GMs, we have to establish a set of rules to help preserve the setting and ensure that GMs of various skill levels can work with the characters being brought to their games.
Philosophy
FreedomVerse characters should be made with Group Play in mind. Characters that can “do everything” or otherwise don’t need a team, as such, will not be allowed, even if they should conform to the rest of our rules.
Characters should be designed to be fun, not unbeatable. Mutants & Masterminds is an easy game to break. Characters with unstoppable attacks, impregnable defenses, etc. will not be approved, regardless of their rules-legality. This also includes building characters which attempt to use Powers to erase the Flaws taken on other Powers, etc. Such things are viewed as an attempt to “scoop” Power Points will not be approved, as they go against the spirit of the game. Such things include combining the Source Flaw with a Create Power to “create” the Source of another Power, or placing a substantial portion of the character’s essential elements (Abilities, Defenses, Skills, Advantages, Powers) into Devices to save Power Points, etc.
Characters with Devices are expected to be able to participate in most pillars of the game without their Devices. A character with an AI helper computer that aids them in investigations should still be competent at combat without it, or a character with Power Armor for combat should be competent at Skill Checks and other non-combat pillars without it, etc. Players who buy Devices should be expected to have to operate without them, and GMs are encouraged to use the various Actions (Disarm or Smash) or story beats that may catch the character without them (providing a Hero Point per scene for the missing Device/Devices) to create interesting narrative situations.
We foster a low-to-mid optimization environment. Our expected character quality standard is only slightly above those of the Character Archetype builds found in the Hero’s Handbook. This means a character must meet at least half of their Offense/Defense caps, and the other two should be no more than two-to-four points behind. New players are strongly recommended to meet all Offense/Defense caps, especially on their first character. Additionally, characters are expected to have a spattering of Skills, Powers, Advantages, or other options that make them function as full superheroes, and not just costumed fists for a punch-up with little else to them.
Copyrighted characters or “clones” of such are not allowed. Characters directly ripped from pantheons (ie Thor or Odin) are also not allowed, as we use the Earth-Prime setting. This includes “one-of-a-kind” items and titles from pantheons, mythology, etc. (such as Excalibur or Mjolnir), for the same reasons. Expies (that is, homages) to such characters are certainly allowed and encouraged, however!
Power Levels
On the FreedomVerse, most games run are targeted at Power Level 10 or Power Level 8 characters. Characters of other Power Levels below 10 are allowed, but games targeted at them are very rare, meaning they will mostly see play in mixed-Power-Level environments.
Characters are not allowed to be made at Power Levels above 10, except in rare circumstances. These include for use in limited-run adventures that occur on a Cosmic or Dimensional scale separate from the core storylines of the FreedomVerse, which focuses on tales set on Green Ronin’s Earth-Prime setting. Freedom City is our main Earth locale, but Emerald City and International settings see intermittent play and use.
Characters can progress beyond their initial Power Level, as a result of a campaign, server event, growth of narrative alongside a GM, etc. Such things only happen rarely, however, as they signify the change of a character’s entire status-quo, and should be a core beat of their story and wider narrative. For more information on character progression in on the FreedomVerse (including but not limited to Power Level progression), check out our Character Progression page, once you’re done here! (Also available from our Wiki top-bar!)
Power Level Shifts
- Effect Ranks of Attacking Power Effects cannot be Shifted higher than Power Level +5.
- Defenses cannot be Shifted by more than +/-5.
These Shift Rules apply regardless of Power Level. Shifts of more than 2 or 3 will receive additional scrutiny and must make sense for the character.
Ability Scores
We generally do not allow negative Ability Scores, even on Teen characters. Characters may have negative Ability Scores approved on a per-case basis, if those negative Ability Scores are properly reflected in the character’s build, backstory, Complications, intended roleplay, etc. In such cases, we do not allow a character to have more than a total sum of -2 between all negative Ability Scores.
Characters may still have an Absent Ability Score where relevant (such as an undead or Construct having Absent Stamina), but typically only one Absent Ability Score will be allowed. Further attempts at having other Absent Ability Scores or both an Absent Ability Score and a negative Ability Score will be very tightly scrutinized and only allowed in the absolute rarest of circumstances.
Skills
We use the following Skill Benchmark guidelines, originally from Mutants & Masterminds 2E:
- 1-4 Bonus = Basic Training
- 5-8 Bonus = Professional
- 9-12 Bonus = Expert
- 13-15 Bonus = Master
- 16 or higher Bonus = Best in World
Characters with particularly high Skill Bonus (13+) will receive added scrutiny. Characters that combine higher Skill Bonuses with Advantages such as Skill Mastery, Ultimate Effort, Skill Knacks (Power Profiles, p187), Senses relevant to Skills, etc. will also receive added scrutiny on a per-case basis. Note, a Skill being “good enough” to roll is often just a +4 Skill Bonus.
In particular, Skill Knacks (Power Profiles: Talent Powers) are allowed, but are not to be paired with high Skill Ranks – typically +12 or higher in the relevant Skill.
Forbidden List
We do not allow characters to take the following Powers, Advantages, etc. under any circumstances. These Powers break Action Economy, slow down the game past the point of reason, create infinite game-states, etc.
- Variable (Power)
- Summon (Power)
- Sidekick (Advantage)
- Minion (Advantage)
- Eidetic Memory (Advantage)
- Extraordinary Effort (Advantage)
- Holding Back (Advantage, Hero High Revised Edition p20)
- Improved Treatment (Advantage, Superteam Handbook p39)
- Reviving Team Attack (Advantage, Superteam Handbook p39)
For items on this list, there are no exceptions offered. Please do not try to seek any. If you wish to use something like a Summon (say, for a steed), consider how to replicate its functions via a collection of other Powers, Advantages, etc. instead. For certain Advantages, such as Eidetic Memory and Improved Treatment, we provide ways (following) to make alternatives using the other Powers and Advantages in the system. GMs may allow players to use the Heroic Feat use of a Hero Point to gain access to a forbidden Advantage (such as Extraordinary Effort) until the end of their next turn, per the rules of Heroic Feat, at their discretion.
For Eidetic Memory, instead use Enhanced Advantage 2 (Jack-of-all-Trades, Beginner’s Luck), Limited to INT Skills, and Feature 2 (Can answer Expertise questions up to DC20 Untrained.), for 3 PP. To replicate the bonus to memory alteration, (also) buy one of Second Chance (Memory Alteration) or Immunity 2 (Memory Alteration), with or without the Half-Effect Flaw.
For Improved Treatment, instead use Close Healing 1, Limited: Others Only, for 1 PP. To also have the option to cure Fatigue, add the Energizing Extra.
General Fair-Play Rules
We monitor a number of other things on a per-case basis, to prevent a number of issues regarding degenerate or simply unfun gameplay.
- Subtle 2 is only allowed on a per-case basis. It cannot be combined with Insidious.
- Powers with a Partial Area Extra cannot have their Effect Rank exceed Power Level.
- Powers with a Partial Area Extra cannot have their Partial Area Ranks exceed three-fourths (3/4ths) the main Power’s Effect Rank, rounded down. (So, 7 on a Rank 10 Effect, etc.)
- Powers should not apply more than two Resistance Checks per Standard Action.
- Powers that are otherwise not capped, such as Speed and Power-Lifting, are capped at Power Level + 10. Exceptions may be given on a per-case basis.
- Reaction Powers cannot have an Effect Rank that exceeds half a character’s Power Level, rounded down.
- Triggered Powers are monitored for abusive Triggers and quantities on a per-case basis.
- Reaction and Triggered Powers must always occur after the triggering event finishes resolving.
- Individual Arrays for most characters should never exceed six entries. Most should stop at four or five. Exceptions for concepts with lots of narrow-utility effects are only allowed on a per-case basis and must be approved by Hero High Faculty.
Perception-Ranged Powers should not be combined with things like an Accurate Sense with Penetrates Concealment or a Remote Sensing Power that lacks the No-Conduit Extra. These builds and other types of miscellaneous combinations that result in “Bathroom Mentalist” builds that can “do the plot from their toilet” are not allowed.
“Death Spiral”-type should be avoided. Examples include:
- Afflictions that combine Impaired and Disabled with Vulnerable and Defenseless into one Power.
- Linked Damage and Weaken or Linked Damage and Affliction to expedite K.O.
- Simultaneous Weaken Powers targeting categories such as “All Abilities” or “All Defenses”.
Quickness Ranks
We monitor the use of Quickness combined with Inventor, Artificer, Ritualist, and similar kitbashed Advantages to prevent abuse and Bargain-Bin Variable, etc.
- Quickness combined with Inventor, Ritualist, et al. is generally restricted to maximum 4 Ranks. This combination at higher Ranks may be allowed with appropriate Flaws on a per-case basis.
- Characters should not take Quickness, Limited to Inventor, Ritualist, et al. unless the specific use of those Advantages in-game is a key part of that character. Characters simply wishing to have “faster Rituals” or “faster Invention” without it being concept-vital should simply use the Jury-Rigging rules or Benefit; Readied Rituals, instead.
Luck Control and Luck Ranks
- Characters may only purchase one Luck Rank. Exceptions for Luck-reliant builds are only allowed on a per-case basis and must be approved by Hero High Faculty.
- Expanded Luck is allowed. In short, this means a Luck Point can replace any one function of a Hero Point, chosen on purchase, instead of just the Re-Roll option, such as Edit Scene, Inspiration, Instant Counter, and Recover.
- Expanded Luck: Heroic Feat is not allowed.
- Expanded Luck includes Fortune Advantages, such as Ultimate Effort.
- Luck-Like Advantages and Features from Green Ronin supplements (Readied Ritual, Adaptable, Well-Equipped, etc.) are allowed and are not Luck Points. Characters taking these Advantages will still be subject to added scrutiny to avoid abuse, excessive purchases, etc.
- Characters with restricted means of using Luck may get max-Rank exceptions on a per-case basis.
- The “Area” modifier on the Luck Control Power is not allowed.
Additionally, characters are expected to be able to narratively explain any and all Luck Ranks they take. “Because it’s good” is not a valid reason to take a Luck Rank; it should have a clear narrative connection to your character and their role or powerset. Characters found abusing Luck Ranks or Luck-Like Advantages can be asked to remove them by any member of staff without prior warning.
Healing and Regeneration
We put some significant restrictions on these Powers, to prevent boring and infinite game states. Mutants & Masterminds is not like a system like Dungeons & Dragons, where recovery options are expected and required, and such options in Mutants & Masterminds without regulation are quite powerful.
- Ultimate Effort: Healing Checks is not allowed.
- The (Reduced) Action Extra on Healing is not allowed.
- The Reaction Extra on Healing is allowed, but with strict oversight.
- Healing Powers cannot use the Area, MultiAttack, or Split Extras.
- Healing is capped at 5 Ranks, regardless of Flaws or Extras.
The amount of Regeneration allowed is based on how much Toughness a character has relative to their Power Level:
- Toughness of Power Level + 5 may have Regeneration 1.
- Toughness of Power Level + 1 to Power Level + 4 may have Regeneration 2.
- Toughness of Power Level + 0 to Power Level -3 may have Regeneration 5.
- Toughness of Power Level -4 to -5 may have Regeneration 10.
- Higher Ranks of Regeneration comparable to Power Level are only allowed with substantial Flaws. Allowable flaws may include Distracting, Concentration, or Source; other Flaws will be reviewed on a case-by-case basis.
- Don’t buy Regeneration Ranks that are difficult to adjudicate. (3-4, 6-9, 11-19.)
Additionally, while the Persistent Extra for both Healing and Regeneration is allowed, players should only purchase it if the capacity to ignore the Incurable Extra is an integral part to their PC’s narrative. (For example, Deadpool.) Players noticed abusing it or just buying it “because it doesn’t cost a lot” may be asked to remove it by a member of staff without prior warning.
Immunity and Deflect
We impose the following restrictions on the Deflect and Immunity Powers, to prevent boring and infinite game states, linear combat encounters, and other general “unstoppable” characters.
- The Area Extra on Deflect is not allowed.
- Characters may only have one Immunity of 30 Ranks or greater. For example, a character is only allowed one of Immunity 30 (Fortitude), Immunity 40 (Dodge), Immunity 80 (Toughness), etc.
- Immunities of Rank 40 or greater must have a Flaw, such as Half-Effect or Concentration. For example, Immunity 80 (Toughness), Half-Effect or Immunity 40 (Dodge), Concentration.
- Characters with excessive amounts of Immunities will be scrutinized on a per-case basis.
Additionally, characters trying to “be clever” by combining (broad) Half-Immunities with Impervious Toughness to get Effective Immunity at a discounted price will be asked to change their builds without warning by staff, on a per-case basis.
Improved Critical, MultiAttack, Linked Powers, etc.
All of the above are allowed, but we restrict some elements of them and how they interact to prevent powergaming and combat anti-climaxes where one PC effortlessly ends the encounter.
- Attacks with Effect Ranks equal to Power Level are allowed two Ranks of Improved Critical.
- For every two Effect Ranks an Attack exceeds Power Level, it is allowed one less Rank of Improved Critical.
- For every two Effect Ranks an Attack is below Power Level, it is allowed one more Rank of Improved Critical.
- Attacks with MultiAttack, Fast Grab, Improved Hold, and/or a Linked Effect applied are allowed two less Ranks of Improved Critical for each option applied.
- If an Attack under these rules would be allowed fewer than zero Ranks of Improved Critical, that Power is not allowed on our server.
- Powers with significant Flaws or that don’t meet Power Level caps may get per-case exceptions.
- Powers still cannot have more than four Ranks of Improved Critical, as normal.
For example, on a Power Level 10 character: A Damage 10 Power may have either MultiAttack or Improved Critical 2. A Damage 12 Power may have Improved Critical 1, but cannot have MultiAttack. A Damage 6 Power may have MultiAttack and Improved Critical 2 or Improved Critical 4. A Damage 4 Power may have Improved Critical 4 or MultiAttack and Improved Critical 3.
These rules are a bit more complex than others we institute, but we use them to ensure that the problem we seek to fix is resolved without unfairly taking tools away from the kinds of builds that cause no problems when using these Extras and Advantages, such as low-Damage-Rank Crime Fighter and Weapon Master-types.
Grabs, Extra Limbs, and Elongation
- A grab/hold achieved through Fast Grab cannot benefit from the following: Improved Grab, Grabbing Finesse, or the bonus from Extra Limbs
- Characters may still Array them to have Fast Grab and Improved Grab (eg) in a mutually-exclusive capacity only.
- For Extra Limbs and Elongation, “Grab Checks” refers to the Attack Check only, following guidance from Green Ronin’s Patreon. (Note: Hero Lab incorrectly applies the bonus to both the Attack Check and the Effect check).
Alternate Resistance (Dodge or Parry)
- Damage Powers with an Alternate Resistance of Dodge or Parry are not allowed.
- Afflictions, etc. may have an Alternate Resistance of Dodge or Parry, costed at +1 PP/Rank.
- Afflictions, etc. with the above must be Overcome with something such as Fortitude or Will. They cannot impose Third Degree Conditions.
- Powers with Alternate Resistance of Dodge or Parry must have clear narrative explanation. In most cases, Will or Fortitude will instead be the appropriate Defense to target.
- Other “cheap” Alternate Resistance targets (such as vs. Ability Scores) are only allowed on a per-case basis and must be approved by Hero High Faculty.
- Canon Powers (for example, “Snare”) that skirt these rules are allowed, but only as-written in the Hero’s Handbook. Variations are treated with scrutiny and only approved on a per-case basis.
- Exceptions are allowed, very rarely, on a per-case basis, where Flaws create an appropriate risk of use. Only members of Hero High Faculty may approve such Powers.
GMs may allow players to create Power Stunts which skirt these rules at their discretion. Such Power Stunts should still have (probably multiple) substantive Flaws and a clear narrative throughline that justifies their use and explains their mechanics narratively. However, there should be no expectation on a player’s part that a GM will allow such Power Stunts at their table.
Takedown
We do not restrict the use of Takedown. However, GMs at their own tables often have rules for adjudicating or ending Takedown chains to ensure all players can enjoy the game instead of one character sweeping everything. Our most common rule is that a Takedown chain always ends after a number of minions equal to half the attacker’s Attack Check bonus, after modifiers, rounded down, and that take-10s cannot be used. However, each GM is given leeway to choose the exact way they adjudicate Takedown on a per-GM and per-game basis, to best suit the needs of their GMing style and their current plot. This is merely the most-common rule used by the GMs that run games at our tables, so it is presented to set expectations.
GMs can find more guidance like this on our Best Practices & Other Advice page! (Also available on our Wiki top-bar!)
Team Up! Be Heroic! Save Lives!
Huzzah!