This is the repository for information, house rules, etc., about my Mutants and Masterminds Third Edition (or MM3 for short) games. I'm not a big fan of the earlier editions, but for me, MM3 is arguably the single best general "supers" RPG that exists.
This is a PDF summarizing the two biggest additions to the game: lethal damage and the Inspiration skill.
For a recap of our ongoing game, see F**k Whitey Squad
Including GM calls and interpretations of tricky situations
I consider this a better option than the one in the GM Guide
It's easy for a campaign to feature both "lethal" and "less-than-lethal" damage
Letting Quickness speed up inventing is broken, but these rules aren't
Featuring a new PRE skill, "Inspiration"
Tweaks to some existing ones, plus new ones
Some minor changes and rulings on existing powers
Useful new "powers" built with the existing rules
Notes on existing general modifiers, plus new ones
Additional guidelines for and examples of equipment
Advice for M&M/3E