HIT POINTS
Characters in this system have hit points, which are a measure of
the character’s capacity to take damage. Characters have hit points
equal to their Constitution score plus their Constitution bonus multiplied
by 3. So a Con 10 character has 10 hit points and a Con 30
character has 60 hit points. Characters with no Con score have hit
points equal to five times their Toughness. Minions have half the
normal hit points of regular characters; determine the minion’s hit
point total normally, then divide it by two and round down.
When the character suffers lethal damage, hit points are marked off.
Characters are disabled at 0 hit points, dying at –1 or fewer hit points,
and dead at –10 hit points. If a single lethal attack does more damage
than the character’s Constitution score, he must make a Fortitude save
(DC 15) or immediately go to –1 hit points and dying.
Stun attacks do not inflict damage to hit points. Instead, they do
subdual damage. When the total subdual damage equals the character’s
hit points, he is staggered. When the total subdual damage
exceeds his current hit points, he is unconscious. If a single attack
does more damage (subdual or hit points) than the character’s
Constitution score, he is stunned for one round.
RECOVERY
Characters reduce their subdual damage by their Constitution bonus
for each minute of rest, with a minimum of 1 point per minute. They
recover their Constitution bonus in hit points for each day of rest with
a minimum of 1 point per day. Recovery speeds up these recovery rates
as usual, while a use of the Healing power allows the character to
recover 1d6 hit points (or eliminate 1d6 subdual damage) per power
rank. Proper medical treatment doubles recovery rates, as usual.
DAMAGE REDUCTION
Instead of adding to the character’s Toughness saving throws, powers
offering a Toughness save bonus provide damage reduction, reducing
the amount of damage inflicted. Multiply the power’s Toughness
bonus by 2 and reduce the damage inflicted by each attack on the
character by this amount. If the damage is reduced to 0 or less, it
has no effect on the character. For example, a hero with Protection
11 ignores the first 22 points of damage from each attack.
Impervious defenses multiply their Toughness bonus by 3 rather
than 2 to determine their Damage Reduction. So Impervious
Protection 11 provides damage reduction 33.
The Toughness save bonus from Defensive Roll also becomes
Damage Reduction, but with the same limitations as before.
HERO POINTS
Heroes can spend hero points to recover from damage just as they
can in the regular M&M system. A hero point allows immediate
recovery of (Con bonus) hit points or subdual damage.
OPTION TWO: WOUND AND VITALITY POINTS
Wound & Vitality (W&V) points are a variant of hit points. Instead of a
single pool of points to reflect damage, characters have two values.
Wound points represent the character’s ability to sustain injury.
Loss of wound points represents actual physical harm the character
suffers. Characters have wound points equal to their Constitution score
(or twice their Toughness for characters with no Con score).
Wound points operate like hit points in terms of the characters condition
(see the Hit Points section, previously).
Vitality points represent a character’s ability to avoid harm: ducking,
weaving, or otherwise escaping injury. As vitality points are lost
away, the character is being worn down to the point where a wrong
move will result in injury. Characters have vitality points equal to
twice their Constitution score (four times their Toughness for characters
with no Con score). Characters with no vitality points remaining
suffer wound damage from attacks.
Minions in the W&V system have no vitality points; they have only
wound points, so all attacks injure them and they’re more likely to
be taken out by an attack.