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Mutants and Masterminds 2E - I Have It
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<blockquote data-quote="DanMcS" data-source="post: 2660124" data-attributes="member: 6530"><p>At 1st level, no. However, in MnM, power level 1 is suitable only for minions and extras, the guys that a building falls on when the villain knocks it down to show how evil he is.</p><p></p><p>Standard starting power level for MnM is PL 10, at which point, yes, you can be bulletproof, punch through a brick wall, or do anything superheroes can do, really. PL 10 is good for x-men to avengers level heroes- superhuman, but not totally godlike. For that, you'd go up to PL 15 or PL 20.</p><p></p><p>For instance, at PL 10, protection with the impervious extra would protect you from anything less than a rocket launcher, including all guns in the book unless they got a critical hit. Of course, if you had the feat "immune to critical hits", that wouldn't bother you either.</p></blockquote><p></p>
[QUOTE="DanMcS, post: 2660124, member: 6530"] At 1st level, no. However, in MnM, power level 1 is suitable only for minions and extras, the guys that a building falls on when the villain knocks it down to show how evil he is. Standard starting power level for MnM is PL 10, at which point, yes, you can be bulletproof, punch through a brick wall, or do anything superheroes can do, really. PL 10 is good for x-men to avengers level heroes- superhuman, but not totally godlike. For that, you'd go up to PL 15 or PL 20. For instance, at PL 10, protection with the impervious extra would protect you from anything less than a rocket launcher, including all guns in the book unless they got a critical hit. Of course, if you had the feat "immune to critical hits", that wouldn't bother you either. [/QUOTE]
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