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Absorption
Adaptation
Additional Limbs
Alternate Form
Anatomic Separation
Animate Object
Animal Control
Animal Mimicry
Art of Distraction
Astral Projection
Aura of Command
Blast
Blending
Boost
Burrowing
Combat Sense
Comprehend
Communication
Concealment
Confuse
Corrosion
Cosmic Power
Create Object
Data link
Dazzle
Death Touch
Defense Combat Mastery
Deflection
Density Control
Device
Dimensional Travel
Disintegration
Divine Relationship
Drain
Dynamic Sorcery
Duplication
Exorcism
Extra Attacks
Elasticity
Elemental Control
Emotional Control
Energy Control
Energy Field
Enhanced Ability
Environmental Control
Enhanced Ability
ESP
Features
Fatigue
Flight
Frictional Control
Force Field
Gadgets
Gestalt
Growth
Healing
Illusion
Immovable
Immunity
Incorporeal
Invisibility
Leaping
Life Control
Luck
Magic
Mental Blast
Mental Duplication
Mental Protection
Microscopic Vision
Mimic
Mind Control
Mind Reading
Mind Shield
Mind Switch
Morph
Nauseate
Natural Weapons
Nemesis
Nemesis
Nullify
Object Mimicry
Obscure
Organizational Ties
Own A Big Mecha
Paralyze
Pain
Pet Monster
Power Defense
Paralysis
Plant Control
Post cognition
Power Control
Precognition
Probability Control
Protection
Quickness
Regeneration
Reincarnation
Rejuvenation
Sensory Protection
Shape Matter
Shape shift
Shield
Shrinking
Sixth Sense
Slick
Slow
Snare
Space-Flight
Spatial Control
Speed
Spinning
Spirit Ward
Strike
Stun
Suffocate
Summon
Super Movement
Super Senses
Super Skill
Super Speed
Super Strength
Swimming
Telekinesis
Telepathy
Teleport
Telescopic Sense
Time Control
Train a Cute Monster
Transfer
Transmutation
Trip
Unknown Power
Vibration Control
Variable Power
Wealth
Weather Control

Skills
Feats
Defects
Wealth
Equipment
Playing the Game
Creatures
Future
Mecha
Role Playing

ACQUIRING POWERS

Power Feats
Power Extras
Power Flaws

Players spend character points on various powers for their characters, much like acquiring skills or other traits.

POWER COSTS Powers are acquired in ranks, much like skill ranks. The more ranks a power has, the greater its effect. Each power has a standard cost per rank.

POWER MODIFIERS (EXTRAS x FLAWS)

Power modifiers change how a power works, making it more effective (an extra) or less effective (a flaw). Extras increase a power’s cost per rank while flaws decrease it. For more information see Power Modifiers, on .

POWER FEATS

Powers also have power feats, minor enhancements or additional things they can do, much like regular feats. Power feats have the same cost as regular feats: 1 power point each. For more information see Power Feats.

The final cost of a power is determined by base cost, modified by extras and flaws, multiplied by the power’s rank, plus any power feats. Power cost = (base cost + extras – flaws) × rank + power feats

POWER DESCRIPTORS

The rules in this chapter explain what the various powers do, that is, what their game effects are, but it is left up to the player and Game master to apply descriptors to define exactly what a power is and what it looks (and sounds, and feels) like to observers.

A power’s descriptors are primarily for color. It’s more interesting and clear to say a character has a “Flame Blast” or “Lightning Bolt” power than a generic “Blast.” “Flame” and “lightning” are descriptors of the Blast power. Descriptors do have some impact on the game since some powers work only on or with effects of a particular descriptor. A character may be immune to fire and heat, for example, so any effect with the “fire” or “heat” descriptor doesn’t affect that character. The different sense types are descriptors pertaining to sensory and concealment powers. Different allegiances may also be descriptors.

Generally speaking, a descriptor is part of what a power is called beyond its game system name. For example, a weather-controlling character has the following powers: Blast, Environmental Control, and Obscure. Her Blast is the power to throw lightning bolts, so it has the descriptor “lightning.” If a villain can absorb electricity, then his power works against the character’s damage (since lightning is electrical in nature). Her Environmental Control is the power to control the weather, giving it the descriptor “weather.” Obscure creates thick banks of fog, giving it the “fog” or “mist” descriptor. If an opponent transforms into mist, with the ability to regenerate in clouds or fog, he can regenerate inside the character’s Obscure area. If the character’s power comes as a gift from the gods, it may also have the descriptor “divine” or “magical.” On the other hand, if it comes from her mutant genetic structure, then it has the descriptor “mutant.”

The number of power descriptors is virtually limitless. The players and Gamemaster should cooperate to apply the appropriate descriptors to characters’ powers and use common sense when dealing with how the different descriptors interact. Just because one character throws “lightning” and an opponent can absorb “electricity” doesn’t mean the villain’s absorption doesn’t work because it’s not the exact same descriptor. Lightning is a form of electricity. A certain amount of flexibility is built into descriptors, allowing them to cover the full range of possible powers. As in all things, the GM is the final arbitrator and should be consistent when ruling on whether or not a particular descriptor is appropriate and how all powers and descriptors interact in the campaign.

The powers in this chapter provide additional examples of descriptors. Feel free to create as many of your own as desired.

SAMPLE DESCRIPTORS

• Allegiances: Anarchy, Chaos, Evil, Good, Justice, Law, Liberty, Tyranny

• Elements: Air, Earth, Fire, Plant, Water, Weather

• Energy: Acid, Chemical, Cold, Cosmic, Darkness, Electricity, Gravity, Heat, Kinetic, Light, Magnetic, Radiation, Sonic, Vibration

• Phenomena: Colors, Dimensions, Dreams, Entropy, Ideas, Luck, Mimic, Mind, Quantum Forces, Space, Thought, Time

• Sources: Alien, Biological, Chi, Divine, Magic, Mystic, Mutant, Preternatural, Psionic, Psychic, Skill, Technology, Training

REQUIRED DESCRIPTORS

In some campaign settings, the Gamemaster may require certain descriptors for all powers. Usually, a required descriptor reflects some common element of the campaign. For example, if all characters with powers are mutants, then all powers have the “mutant” descriptor, unless the player comes up with a good explanation why they shouldn’t. If all superhuman's are psychic mutants, then all powers have both the “psychic” and “mutant” descriptors. Likewise, if all powers derive from quantum forces in some way, “quantum” might be a required descriptor. The GM sets the rules as far as what descriptors are required (or restricted) in the campaign.

NOTICING POWER EFFECTS

Instant, Concentration, and Sustained powers must be noticeable in some way. For example, a Blast effect might have a visible beam or make a loud noise (ZAP!), or both. Some powers are quite obvious, such as Flight, Insubstantiality, Growth, or Shrinking. Powers with a Continuous or Permanent duration do not need to be noticeable (although they can be, if you wish).

If an Instant, Concentration, or Sustained power’s duration is changed using power modifiers, it remains noticeable. So a Sustained Blast or Permanent Insubstantiality remains noticeable! A Continuous or Permanent power made Instant, Concentration, or Sustained duration becomes noticeable. The Subtle power feat can make noticeable powers difficult or impossible to detect. The Noticeable drawback makes a normally subtle power effect noticeable.

POWERS THAT AREN’T

“Powers” in Mutants x Masterminds refer to all extraordinary traits other than ability scores, skills, and feats. Whether a character with powers is “super-human” or not is largely a matter of opinion. For example, there are lots of comic book characters with superhuman traits still considered “normal” humans. Their amazing powers come from talent, training, self discipline, devices, or some similar source, with appropriate descriptors. They’re still “powers” in game terms, but they don’t necessarily mean the character is something other than human.

Ultimately it’s up to the GM to decide if having certain effects makes a character something “other than human,” (and what, if anything, that means) depending on the nature of powers in the campaign setting.

POWER EFFECT TYPES

Powers have various effects, which fall into certain categories or types. Effects of the same type follow similar rules and provide descriptors for certain uses of powers. This section discusses the different effect types and the rules governing them.

ALTERATION

Alteration effects change or transform the body in some way. Most alteration effects work on their user, but can be modified to work on others as well. Alteration effects targeting other creatures require a standard action and an attack roll and offer a saving throw.

ATTACK

Attack effects are used offensively in combat. They require an attack roll and damage, hinder, or otherwise harm their target in some way. Attack effects require a standard action. Their duration is usually Instant, although their results—whether damage or hindrance—may linger until the target recovers from them. Attack effects always allow for a saving throw.

DEFENSE

Defense effects protect in various ways, typically offering a bonus to saving throws, or granting immunity to particular effects or conditions. Most defense effects work only on the user and are Permanent, functioning at all times (but also cannot be turned off or improved with extra effort).

GENERAL

General power effects don’t fit into any particular category. They’re not governed by any special rules other than those given in the effect’s description.

MENTAL

Mental effects influence the mind. Any power requiring an initial Will saving throw is considered a mental effect.

Mental effects are unnoticeable except to characters with mental senses like mental awareness . However, the target of a mental effect can sense it, and the effect’s source, unless the effect has the Subtle power feat. So the target of Mind Reading, for example, can sense the mental intrusion, and has a feeling where it is coming from, unless the Mind Reading power is Subtle.

MOVEMENT

Movement effects allow characters to get around in various ways. There are three types of movement: normal move, accelerated move, and all out movement. A normal move is a move action and allows you to move your speed. An accelerated move is a full action (two move actions) and doubles your speed. All out movement is also a full action and quadruples your speed. You lose your dodge bonus while moving all out but gain a Defense bonus based on your speed.

Movement powers always require at least a move action to use, but the move action is counted as part of the character’s normal movement.

SENSORY

Sensory effects enhance or alter the senses. Some sensory effects improve the user’s senses while others grant new senses or fool the senses in some way.

SENSE TYPES

Senses are grouped into sense types, descriptors for how different sensory effects work. The different sense types, and the senses included in them, are:

• Visual: normal sight, dark vision, infra vision, low-light vision, microscopic vision, ultra vision, X-Ray vision

• Auditory: normal hearing, blind sight (sonar), ultrasonic hearing

• Olfactory: normal smell and taste, scent

• Tactile: normal touch, blind sight (vibration), tremor sense

• Radio: blind sight (radar), radio

• Mental: blind sight (mental), ESP, mental awareness, Mind Reading, Precognition, Post cognition

• Special: the catchall for other sensory descriptors not given above, including unusual senses or exotic descriptors like cosmic, gravitic, magical, and so forth.

TRAIT

Trait effects influence a target’s traits: abilities, saves, skills, powers, and so forth. Most trait effects are touch range and require a standard action. Trait effects don’t work on traits with the Innate power feat .

TRAIT TYPES

Traits are grouped into trait types, descriptors for how different trait effects work. The different trait types, and the traits included in them, are:

• Abilities: all ability scores and saving throws

• Skills: all skills, attack bonus, and defense bonus

• Feats: all feats

• Powers: Each power effect type is considered a separate trait type. Alternately, all powers of a particular descriptor (regardless of effect type) may be considered a single trait type.

HOW POWERS WORK

Using powers is a fairly simple matter. Some powers work automatically, with effects given in their descriptions. Other powers—particularly those affecting other people—require some effort, an attack roll, or a power check to use. Powers affecting others allow saving throws against their effects.

POWER CHECKS

In some cases, you may be required to make a power check to determine how well a power works. A power check is just like any other check: 2d10, plus the power’s rank, plus any applicable modifiers, against a Difficulty Class set by the Gamemaster. Unlike skill checks, ability modifiers are not added to power checks. The results of various power checks are described in this chapter.

Power Check = 2d10 + power rank + modifiers vs. Difficulty Class

TAKING 10 AND 20 ON POWER CHECKS

You can take 10 on a power check if you are not under pressure, the same as with a skill check. You can take 20 on a power check if you are not under pressure and there is no penalty for failure, also the same as a skill check. Taking 20 requires 20 times the usual time to make the power check.

OPPOSED POWER CHECKS

In some cases, usually when one power is used directly against another, an opposed check is called for . If a contest is entirely a matter of who’s power is greater, a comparison check is called for; the character with the higher power rank wins automatically.

POWER VS. SKILL CHECKS

On occasion a power may be opposed by a skill or vice versa. This is a normal opposed check, comparing the power’s check result against the skill’s check result. The same is true when an ability score opposes a power (and vice versa).

ACTION

Using a power requires a particular amount of time. Some require a full round or longer. See Actions, for details about the different types of actions. Power modifiers may change the action a power requires.

• Reaction: It requires no action to use the power. It operates automatically in response to something else, such as an attack.

• Free: It requires a free action to use or activate the power. Once a power is activated or deactivated, it remains so until your next round. As with all free actions, the GM may limit the total number of powers a character can turn on or off in a single round.

• Move: Using the power requires a move action. For powers with movement effects, the power use is part of the character’s movement that round

• Standard: Using the power requires a standard action.

• Full: Using the power requires a full-round action. Some powers require more than a full action to use, as given in the power’s description.

RANGE

Each power has a default range, which may be changed by power modifiers.

• Personal: The power works only on you, the user.

• Touch: The power works on anyone or anything you can touch.

Touching an unwilling subject requires an unarmed attack roll against the subject’s Defense.

• Ranged: The power works at a distance with a range increment of (rank × 10 feet) and a maximum range of ten increments. So a ranged rank 10 power has a range increment of 100 feet and a maximum range of 1,000 feet. A ranged power suffers a –2 penalty to attack rolls for every range increment past the first.

• Perception: The power works on any target you can perceive with an accurate sense, such as sight (see Super-Senses, for more on accurate senses), without any need for an attack roll. If the target has total cover or concealment from your accurate senses, your power cannot affect it. The GM may require a Notice check to determine if you can perceive the target sufficiently to affect it with a perception range power. Since perception range powers do not require attack rolls, they cannot score critical hits.

• Extended: The power works at a fixed range determined by its rank, as shown on the Extended Range Table.

 

DURATION

Each power lasts for a particular amount of time, which may be changed by power modifiers.

• Instant: The power’s effect occurs and ends instantly, although its results may linger. Most attack effects are Instant; the attack’s effect happens immediately, although it may take some time for the target to recover.

• Concentration: The power lasts as long as you concentrate on maintaining it. Concentration is a standard action (see Standard Actions) and distractions may cause your concentration to lapse (see the Concentration skill, for details). If your concentration lapses (voluntarily or because of a failed Concentration check) the power stops working. You can maintain a Concentration power as a move action rather than a standard action with a Concentration skill check (DC 10 + power rank) once per round. A failed check means the power lapses.

• Sustained: The power lasts as long as you wish, requiring only a free action each round to maintain it. If you are incapable of taking free actions (stunned or unconscious, for example), the power turns off. You can maintain a Sustained power as a reaction (allowing you to attempt to maintain it if you are stunned, for example) with a Concentration skill check (DC 10 + power rank). A failed check means the power lapses.

• Continuous: The power lasts as long as you wish, without any concentration or effort on your part. Once activated, it stays that way until you deactivate it, even if you are stunned or knocked out.

• Lasting: A Lasting duration denotes a power with a lasting effect the target must recover from by making additional saving throws, with a cumulative +1 bonus per previous save. A successful save ends the power’s effect. An Instant Lasting power allows a new saving throw each round on the initiative count when the effect occurred. A Concentration Lasting power allows a new save for each interval on the Time and Value Progression Table (see below) that passes, starting one minute after the power takes effect. A Sustained Lasting power allows new saves at the same intervals, except it requires only a free action to maintain, and if you concentrate during a time interval (taking a standard action each round), the subject does not gain the cumulative +1 save bonus for that interval. If you stop maintaining a Sustained Lasting power, its effects continue until the target successfully saves to shake off the power’s effects. A Continuous Lasting power does not allow new saves against it at all; it lasts until the power’s effect is countered or reversed in some way, even if you switch to an Alternate Power.

• Permanent: The power is always active and cannot be turned off, even if you want to. A Permanent power cannot be improved using extra effort. Permanent powers can only counter other powers at the GM’s discretion (see Countering Powers, below).

PROGRESSION

TIME AND VALUE PROGRESSION

RANK TIME VALUE RANGE
1 3 seconds (1 action) 1 10ft
2 6 seconds (1 round) 2 100ft
3 1 minute (10 rounds) 5 1,000ft
4 5 minutes 10 1 Mile
5 20 minutes 25 5 Mile
6 1 hour 50 20 Miles
7 5 hours 100 200 Miles
8 1 day 250 20, 000
9 1 week 500 2, 000 Miles Continental
10 1 month 1,000 20, 000 Miles - Earth to Moon
11 3 months 2,500 2 Million Miles
12 1 year 5,000 20 Million Miles
13 5 years 10,000 200 Million Miles
14 10 years (decade) 25,000 2 Billion Miles
15 50 years 50,000 Anywhere in the same solar system
16 100 years (century 100,000 Nearby star system
17 500 years 250,000 Distant star system
18 1,000 years (millennium) 500,000 Anywhere in the galaxy
19 5,000 years 1 million Nearby galaxy
20 10,000 years 2.5 million Anywhere in the universe

Many power effects are measured in time, distance, area, mass affected, and so forth. The Time and Value Progression Table handles these measurements for effects in Mutants x Masterminds. Uses of the table are referenced in the individual power and modifier descriptions in this chapter.

SAVING THROW

Powers affecting other characters allow a saving throw to resist. The type of save (Toughness, Fortitude, Reflex, or Will) depends on the power and its modifiers. The DC of the saving throw is 10 + the power’s rank. So the DC of a Reflex save against a rank 12 Snare is 22 (10 + rank 12). Toughness saves have a DC of 15 + the attack’s damage bonus (usually equal to the power’s rank).

A successful save means there is no effect. In some cases, the target’s saving throw bonus increases the DC of the power check, which may reduce or eliminate the power’s effect.

Saving Throw Difficulty Class = 10 + power rank

Willing characters can forgo their saving throw against a power, if they wish. This includes characters who think they’re receiving a beneficial effect, even if they’re not! You can’t forgo Toughness saves. Immunity allows characters to automatically succeed on saving throws against certain effects.

 

 

 

COUNTERING POWERS

In some circumstances the effects of one power may counter another, negating it. Generally two powers must have opposed descriptors to counter each other. For example, light and darkness powers can counter each other, as can heat and cold, water and fire, and so forth. In some cases, such as with mental effects, powers of the same descriptor can also counter each other. The GM is the final arbiter as to whether or not a power of a particular descriptor can counter another. The Nullify power can counter any power of a particular descriptor or even any power at all!

HOW COUNTERING WORKS

To counter a power, you must take the ready action . In doing so, you wait to complete your action until your opponent tries to use a power. You may still move, since ready is a standard action. You must be able to use the readied power as a standard, move, or free action. Powers usable as a reaction do not require a ready action; you can use them to counter at any time. Powers requiring a full action or longer cannot counter another power in combat (although they may counter ongoing effects, see the following section).

If an opponent attempts to use a power you are able to counter, use your countering power as your readied action. You and the opposing character make power checks (2d10 + power rank). If you win, your two powers cancel each other out and there is no effect from either. If the opposing character wins, your attempt to counter is unsuccessful. The opposing power works normally.

COUNTERING ONGOING EFFECTS

You can also use one power to counter the ongoing or lasting effect of a power, or the lingering results of an Instant power (like flames ignited by a fiery Blast). This requires a normal use of the countering power and an opposed power check, as above. If you are successful, you negate the effect (although the opposing character can attempt to re-establish it normally).

INSTANT COUNTERING

You can spend a Conviction to counter another power as a reaction, without the need to ready an action to do so. See Conviction, for details.

POWER DESCRIPTIONS

This section describes various powers available in Mutants x Masterminds. Here is the format for power descriptions:

POWER NAME

Effect: Action: Range: Duration: Cost: Effect: The type of effect the power has. Action: The action required to use the power. Range: The range at which the power functions. Duration: The power’s duration. Lasting powers have “(Lasting)” listed after their duration. Cost: How many character points the power costs per rank. Saving Throw: The saving throw used to resist the power’s effects. A description of the power and what it does in game terms follows.

POWER FEATS

A listing of any power feats relevant to the power.

EXTRAS

A listing of any extras relevant to the power.

FLAWS

A listing of any flaws relevant to the power. If any of these entries do not apply, they are omitted. So if a power does not require or allow a saving throw, for example, the saving throw entry is absent. Likewise, if a power has no particular extras associated with it, the extras entry is omitted.

ALTERNATE POWERS

A particularly important power feat is Alternate Power, which allows you to use one power to essentially duplicate the effects of another. So, for example, you can use your Telekinesis to create a powerful kinetic blast, or your Fire Control to forms sculptures of flame. Many of the powers in this chapter list potential Alternate Power feats suitable to the power’s effects. The listing in the Power Feats section describes Alternate Powers in detail but the important limitations to keep in mind is that a set of Alternate Powers (called an array) must all have the same costs and you can only use one of them at full power at any one time.

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Seth Blevins