In M&M 3rd edition the basic assumption is that no one dies unless you really try to kill them or your going for that effect/flavor in the game.  So I'd assume that were operating under the standard rules and lethal damage just 'KO's' you.<br/><br/>GOING FOR THE KILL<br/>The Mutants & Masterminds Damage effect makes it relatively<br/>difficult to kill someone outright; the target has to<br/>first be incapacitated, then further damage causes them<br/>to become dying and potentially die. If you want to up<br/>the level of lethality in your game, you can apply some<br/>or all of the following options:<br/><br/>• Allow attackers to “go for the kill” when they attack.<br/>In this case, incapacitating the target also results in<br/>their condition becoming dying.<br/><br/>• Use minion characters and have a “taken out” result<br/>against them equal the minion being killed rather<br/>than simply incapacitated.<br/><br/>• Have certain kinds of attacks—such as guns, fire,<br/>or lasers—always count as “going for the kill” when<br/>they are used.<br/><br/>• Add dying to the third degree conditions an Affliction<br/>effect may impose.<br/><br/>• Have four or more degrees of failure on a resistance<br/>check against Damage (and Afflictions that cause<br/>the dying condition) result in immediate death.<br/>This is a particularly harsh option to impose, but<br/>heroes still gain the benefit of hero points to help<br/>them avoid this fate.<br/><br/>• Make conditions suffered from a killing attack<br/>slower to recover: one condition per hour or even<br/>per day. This emphasizes their seriousness. Also see<br/>the Lasting Injuries sidebar in the Recovery section<br/>of Chapter 8.