MHR Action Rules Summary
MHR Action Rules Summary
MHR Action Rules Summary
PLAYER SHEET
ACTIONS DICE
Action During Action Scenes, you may take an action or respond Dice
Scenes to another character’s action with a reaction. Actions in- p. OM06
p. OM34 clude attack, recovery, and support actions as well as
general actions. d4 d6 d8 d10 d12
Actions XXYou roll your dice pool for an attack action against
p. OM46 another character’s reaction dice pool or against the Step up: switch out the die for one with more sides.
doom pool (plus an asset, complication, or other trait, Step back: switch out the die for one with fewer sides.
if you’re targeting one).
XXYou take a recovery action against the doom pool plus PLOT POINTS (PP) Plot Points
the stress or trauma die you’re targeting. You start every game session with at least 1 PP, and p. OM10
XXYou take a support action against the doom pool. If you there’s no limit to how many you can earn during the game.
succeed, you may give your effect die to the hero you
are supporting. Spending PP on Your Pool
XXYou make a reaction roll against another character’s XXAdd a d6 push die.
attack roll. XXAdd in an extra trait from a trait group (i.e., another
power from a Power Set, or another Distinction).
Rolling Your Dice XXAdd a d8 stunt die for your Power Set or Specialty. (Make
Rolling 1. Declare your intent. it d10 if it’s from an opportunity from the Watcher’s roll.)
Dice 2. Build your dice pool. XXActivate certain special effects (SFX) in a Power Set.
p. OM06 3. Spend any Plot Points (PP) on your pool. XXAdd one of your own stress dice (but step up that stress
p. OM47 4. Roll your dice. die after your roll).
5. Set aside opportunities (dice that came up 1).
6. Add together two dice for your total. Spending PP on Your Results
7. Choose one die as your effect die. XXAdd in an extra die from your roll to your total.
8. Spend any PP on your results. XXKeep an extra effect die.
9. Declare your final total, effect die, and opportunities. XXActivate an opportunity rolled by the Watcher.
10.The Watcher may activate your opportunities to give XXActivate certain special effects (SFX) in a Power Set.
you PP and add to the doom pool. XXUse an effect die from a reaction roll.
11.The Watcher or another player rolls dice in opposition. XXChange stress you’ve taken to another type.
Compare totals to see which side wins.
Spending PP During a Transition Scene
Building Your Dice Pool XXAdd a resource die linked to a Specialty.
Dice Pool XXYour Affiliation (based on current grouping)
p. OM07 XXOne Distinction, either as a d8 or a d4 (using d4 gets Earning PP
you 1 PP) XXUse a Distinction negatively.
XXOne power from each of your Power Sets XXActivate a Limit on a Power Set.
XXOne Specialty XXHave an opportunity on your dice activated by the
XXOne of your opposition’s stress or complication dice, Watcher or another player to add to the doom pool.
if any
XXOne asset, if any RECOVERY Recovery
XXOne push die, stunt, or resource, if any Stress and trauma can be stepped back automatically Actions
at the beginning of new Transition Scenes and Acts and p. OM53
Using Effect Dice further stepped back by recovery actions.
Assets, On a successful action, you may: Transition
Stress, and XXInflict or step up another character’s stress. During Transition Scenes Scenes
Complications XXCreate, remove, step up, or step down an asset. XXYou may step back all stress by one at the beginning of p. OM40
p. OM22 XXCreate, remove, step up, or step down a complication. the Scene.
On a successful support action, you may give a support XXYou may make recovery rolls.
ADVICE
die to another hero.
XXHit your Milestones!
On a successful recovery action, you may remove or step At the Beginning of a New Act
XXGet Plot Points!
down one of your stress dice or one of the stress dice of XXYou may step back all trauma by
XXSpend Plot Points!
another hero. one at the beginning of a new Act.
XXDo cool things!
XXHave fun!
STRESS XP
There are three types of stress: physical, mental, and emotional.
When rolling against someone, if their stress affects their Gaining XP
ability to succeed, add 1 of their stresses to your dice pool. You may hit the 1 XP Milestone trigger as often as you like.
Stress starts out equal to the effect die size that inflicted it. You may hit the 3 XP Milestone trigger once per Scene.
If you already have stress of a certain type and take more of You may hit the 10 Milestone XP trigger once per Act. Once
it, compare the old and new stress dice size. If the new die is you hit this trigger you may choose a new Milestone.
larger, replace the old with the new. If the new die is equal Gain 1 XP when the Watcher spends a D12 doom die.
to or less than the old, step up the old die.
Once any stress exceeds D12, the character is stressed out Spending XP
and can't take any actions until they recover.
You may only spend XP during Transition Scenes.
If a hero roleplays how they are stressed out, the Watcher
Spend 1 XP to gain 1 Plot Point. This increases the minimum
may reward them a Plot Point.
PP you start each session with by +1 to a maximum of 5 PP.
But PP resets to 1 at the beginning of a new Act.
TRAUMA You can spend 5 XP to: Switch two Affiliations. Replace a
Anyone who is stressed out gains a D6 of trauma (emotional, Distinction with a new one. Add or replace a Limit in a
mental, or physical) that takes longer to recover from. Power Set. Unlock a minor Event resource.
Trauma or stress (not both) can be added to opposing die pools. You can spend 10 XP to: Add a new SFX to a Power Set.
If you're already stressed out in a Scene and take more Step up a D6 or D8 power trait. Add a new D6 power trait
stress, it translates directly to trauma. to a Power Set. Remove a Limit from a Power Set that has
If any trauma is stepped up beyond D12, your character dies. two or more Limits. Unlock a major Event resource.
You can spend 15 XP to: Step up a D10 power trait.
RECOVERY Replace an existing Power Set with a new one. Add a new
Expert Specialty or upgrade an Expert to Master.
Stress during Transition Scenes
Step back all stress by one.
If you were stressed out last scene, remove all of that stress.
Each stress and trauma must be recovered separately.
Build you dice pool. Add in a trait from another hero, if
appropriate, but you need to hand them a Plot Point for it, or
they can roll their own support action to give you an asset.
Watcher opposes with the doom pool plus the stress you're
trying to recover.
If you win and your effect die size is equal to or greater that the
stress die size, it's gone. If it's smaller, step down the stress.
Spend a Plot Point to keep an additional effect die to try
again, comparing it to the same stress at its new die size.
Trauma
Trauma steps back at the start of an Act.
Recovering trauma works like stress. See recovering stress
above. But if the effect die size is smaller, nothing happens
and if the recovery action fails, the trauma die steps up!
The Watcher may frame an Action Scene for your hero where
your trauma makes things worse, so you can immediately
step back the trauma at the beginning of the next Transition
Scene and recover it like stress (instead of trauma).
HERO’S CHEAT SHEET ADJUSTING EFFECT DICE (OM22) PLOT POINTS - PP (OM10)
If your total's value is 5+ higher than your You start every session with at least 1 PP, and
DICE (OM6)
opponent's total, step up your effect die once for there's no limit to how many you can earn during
every 5 points over. If you step it up past D12, you the game.
D4 > D6 > D8 > D10 > D12
may use a second effect die from your roll. EARNING PP
Step Up: switch out the die for one to the right. If you try to hurt your opponent but their effect Use a DISTINCTION negatively (for a D4).
Step Back: switch out the die for one to the left. die size is larger than yours, step back your effect Activate a LIMIT on a Power Set.
die. Have an OPPORTUNITY on your dice activated by
ROLLING YOUR DICE (OM6, OM47) USING EFFECT DICE (OM22) the Watcher or another player to add to the
1. Declare your intent; to oppose (ATTACK), help Create a trait equal to your effect die size: Doom Pool.
(SUPPORT) or heal (RECOVER). STRESS is used to hurt a target and lasts until SPENDING PP ON YOUR DICE ROLL
2. Build your DICE POOL. recovered. Add a D6 PUSH die. Make it a D8 if the Watcher
3. Spend any PLOT POINTS (PP) on your pool. COMPLICATIONS are used to hinder a target, rolled an opportunity.
4. Roll your dice. but only last 1 scene. Add in an extra trait from a trait group (i.e.
5. Set aside OPPORTUNITIES (dice that rolled a 1). ASSETS are used to help you or can be given another power from a Power Set, or another
6. Add together two dice for your TOTAL. to another hero, and start at D6; they last 1 Distinction, etc.).
7. Choose one other die as your EFFECT DIE. scene. Add a D8 STUNT die for your Power Set or
8. Spend any PP on your results. Step up or step back a trait (except TRAUMA). If Specialty. Make it a D10 if the Watcher rolled an
9. Declare your final total, effect die, and STRESS or COMPLICATIONS exceed D12, target opportunity.
opportunities. cannot take actions until recovered. Activate certain SFX in a Power Set.
10. The Watcher may activate your opportunities. Shut down or remove a trait if your effect die size Add one of your own STRESS DICE, but step up
You get a PP. is equal or larger (except TRAUMA). that Stress die after your roll).
11. The Watcher or another player rolls dice in
SPENDING PP ON YOUR RESULTS
opposition. The Watcher rolls dice from their
Add in an extra die from your roll to your TOTAL.
Datafiles for reactions to Attacks, or Doom Pool
RECOVERY (OM53) Keep an extra EFFECT DIE.
against Support or Recovery actions.
Stress and Trauma can be stepped back automatically Activate an OPPORTUNITY rolled by the Watcher.
12. Compare totals to see which side wins.
at the beginning of new Transition Scenes and Acts, Activate certain SFX in a Power Set.
and further stepped back by recovery actions. Use an effect die from a reaction roll.
BUILD YOUR DICE POOL (OM7) Change STRESS you've taken to another type.
DURING TRANSITION SCENES (OM40)
One AFFILIATION (based on current grouping). SPENDING PP IN A TRANSITION SCENE
You may step back all stress by one at the
One DISTINCTION (from your Datafile or from the Add a RESOURCE DIE linked to a Specialty; D6 for
beginning of the Scene.
Scene), either as a D8 or a D4 (using D4 gets you 1 Expert, D8 for Master. Lasts until the end of the
You may make recovery rolls.
PP). OR one from each as long as one’s a D4+PP next Action Scene.
AT THE START OF A NEW ACT
and the other is a D8.
One POWER from each of your POWER SETS. You may step back all Trauma by one at the
One SPECIALTY. Expert D8 may substitute 2D6 beginning of a new Act.
instead; Master D10 may substitute 2D8 or 3D6 ADVICE FOR PLAYERS
instead. Hit your MILESTONES to get XP!
One of your opposition's STRESS or TRAUMA Get PLOT POINTS!
dice, if any. Spend PLOT POINTS!
One of your opposition's COMPLICATION dice, if Do COOL THINGS!
any. Have fun!
One ASSET, if any.
One PUSH, STUNT, or RESOURCE die, if any.