
POWER FEATS
ACCURATE
An effect with this feat is especially accurate; you get +2 on attack
rolls made with it. This power feat can be applied multiple times,
each time it grants an additional +2 on attack rolls. The campaign’s
power level limits maximum attack bonus with any given effect.
The GM may choose to waive this limit for Accurate feats acquired
via extra effort (given their temporary nature).
AFFECTS INSUBSTANTIAL
An effect with this feat works on insubstantial targets, in addition
to having its normal effect on corporeal targets. One application
of Affects Insubstantial allows the power to work at half its nor-
mal rank against insubstantial targets; two applications allow it to
function at its full rank against them. Sensory effects do not require
this feat, since they already affect insubstantial targets.
ALTERNATE POWER
This feat provides an additional Alternate Power for an Array, a different way in which it can be used (see the Array power structure
description for details).
Alternate Power is also usable via extra effort, temporarily recon-
figuring an existing power (see Powers and Extra Effort in
Chapter 3 for details).
POWER STRUCTURES
A structure is how a power is put together from a combination
of effect, modifiers, feats, and possibly drawbacks. The normal
power structure is described in the Introduction and on page 66 of
Mutants & Masterminds, it is:
Power cost = (effect + extras – flaws) x
rank + (feats – drawbacks)
The minimum power cost for this and all other structures is 1 power point (although in some cases, 1 power point may provide more than one power rank, see Fractional Effect Costs on page 108.)
ARRAY
You have a collection or Array of (Array rank x 2) power points
you can use to duplicate other effects, which share the descriptors
and the points available to the Array. You can allocate your Array
points once per round as a free action to any of the effects of your
Array. Your Array also has one “default” effect where it can apply
its points; choose this when you create the structure. Essentially,
an Array is a collection of powers, each structured in the standard
way, but sharing the same “pool” of power points.
Each possible “setting” or configuration of
an Array is called an Alternate Power.
A particular Alternate Power includes all effects, power feats, modifiers, and drawbacks included in that particular power. So if your Array gives you 20 power points to allocate, and you have an Alternate Power that is a 4 points per rank effect with two power feats, then you have 4 ranks in that power (for 16 power points) plus the two feats for a total cost of 18 points. Any “leftover” Array points not allocated to an Alternate Power don’t do anything.
Each Alternate Power of your Array requires
an Alternate Power feat. So being able to
apply your Array points to the Blast power is one
power feat. To apply them to Blast with the Area
extra is another power feat, to apply them
to Flight is a third feat, and so forth.
ALTERNATE POWER LEVEL LIMITS
Alternate Powers are subject to the normal
power level limits on effects. So, even if
you have sufficient Array points to acquire
a rank 20 Damage effect, for example, you’re
still limited to whatever the campaign’s power level
limit is on damage. This may result in “wasted
points” for some Alternate Powers, as previ-
ously described, but is generally more than
compensated for by the flexibility an Array
provides. Non-player characters are limited in
the same way to whatever power level the GM
sets for them.
USING ALTERNATE POWERS
Each Alternate Power available to your Array is usable individually. While one Alternate Power is in use, none of the oth-
ers are available. So if you have an Array with
Blast, Dazzle, Force Field, and Flight Alternate Powers, for example, you can only use one of these each round, the others don’t work and aren’t consid-
ered in effect. The Dynamic power feat (see Array’s power feats, following) changes this, allowing you to “mix-and-match” Alternate Powers.
MULTIPLE EFFECTS IN AN ALTERNATE POWER
An Alternate Power can contain more than one effect and you can
use all the effects of that Alternate Power normally, requiring their
usual actions. Effects in the same Alternate Power need not be
Linked, although they can be. For example, a rank 10 Array with
20 power points can have an Alternate Power that has Flight 5
(10 points) and Force Field 10 (10 points), both usable at the same
time. Indeed, effects in the same Alternate Power must have points
allocated to them at the same time and in the same proportion in
order to use them at all, although they don’t have to be activated
at the same time unless they are Linked.
POWER FEATS
Power feats within a particular Alternate Power are considered part
of it and not feats of the Array itself. Thus points for the Array must
be assigned to those feats in order to make that Alternate Power
active, whether the feats are in use or not.
Some power feats apply to the Array structure itself rather than
to any of its Alternate Powers. These feats are “outside” and apply
equally to all Alternate Powers. The GM should carefully scrutinize
any such overall feats, ensuring they do in fact apply to the Array
as a whole. Array points do not need to be applied to these power
feats.
DIMENSIONAL
This feat allows an effect to work on targets in another dimension
(if any exist in the campaign). You affect your proximate location
in the other dimension as if you were actually there, figuring range
modifiers from that point.
You can take this feat multiple times. If you take it a second
time, your effect can reach into any of a related group of dimen-
sions (mythic dimensions, mystic dimensions, fiendish planes, and
so forth). If you take it a third time, it can reach into any other
dimension in the setting.
For many powers, you may need a Dimensional ESP effect to tar-
get them. Otherwise, targets have total concealment from you, and
any attack has a 50% miss chance, assuming it’s targeted in the
right area at all.
EXTENDED REACH
Each time you apply this feat to a touch range power, you extend
the power’s reach by 5 feet. This may represent a short-ranged
power or an effect with a somewhat greater reach, like a whip or
similar weapon.
HOMING
This feat grants an effect an additional opportunity to hit. If an
attack roll with a Homing power fails, it attempts to hit again on
the following round on your initiative, requiring only a free action
to maintain and leaving you free to take other actions, including
making another attack.
The Homing power uses the same accurate sense as the original
attack, so concealment effective against that sense may confuse
the Homing attack and cause it to miss. If a Homing attack misses
due to concealment, it has lost its “lock” on the target and does
not get any further chances to hit. You can buy Super-Senses Linked
to the Homing effect, if desired (to create things like radar-guided
or heat-seeking missiles, for example). If a Homing attack is coun-
tered before it hits, it loses any remaining chances to hit.
You can apply this feat multiple times, each time moves the
number of additional chances to hit one step up the Progression
Table, but the effect still only gets one attack roll per round.
IMPROVED RANGE
This feat improves the range increment of a ranged effect, mov-
ing the base increment (power rank x 10 feet) one step up the
Progression Table. So Improved Range 1 makes a ranged effect’s
increment (rank x 25) feet, then (rank x 50), and so forth. This does
not increase the effect’s maximum range (see Ranged, page 13).
INCURABLE
The damage caused by an effect with this feat cannot be healed
by powers such as Healing and Regeneration; the target must
recover at the normal rate. Powers with the Persistent feat can heal
Incurable damage.
INDIRECT
An effect with this feat can originate from a point other than
the user, ignoring cover between the user and the target, such as
walls and other intervening barriers, so long as they do not pro-
vide cover between the power’s origin point and the target. The
range modifier is based on the distance from the attacker to the
target, regardless of where the effect originates. An Indirect effect
normally originates from a fixed point directed away from you. In
some cases, an Indirect effect may count as a surprise attack (see
Surprise Attacks, M&M, page 163).
If you apply this feat a second time, the power’s effect can come
from any point directed away from you, including behind you. If
you apply it three times, the effect can also be directed toward you
(hitting a target in front of you from behind, for example).
INNATE
An effect with this feat is an innate part of your nature. Trait effects,
such as Boost, Drain, or Nullify, cannot alter it. Gamemasters
should exercise caution in allowing the application of this feat; the
power must be a truly innate trait, such as an elephant’s size or a
ghost’s incorporeal nature. If the effect is not something normal to
the character’s species or type, it probably isn’t innate. Unlike other
power feats, the use of innate is not optional: you cannot choose
not to apply the feat’s benefits.
Since Innate is essentially the same as a very limited Immunity
to Trait Effects applies to a particular effect or power, and complete
Immunity to Trait Effects is 5 ranks of Immunity, the Gamemaster
may choose to allow characters requiring 4 or more instances of
the Innate feat to simply take 4 ranks of it and apply to as many of
the character’s effects or powers as desired.
KNOCKBACK
Applied to an effect that causes knockback (see Knockback,
M&M, page 165), this ranked power feat adds +1 per rank to the
effect’s rank when determining knockback. So a rank 5 Blast power
with rank 3 Knockback is treated as Blast 8 for determining its
knockback effect. Generally, this feat is limited to no more ranks
than the rank of the effect, but the GM may modify this as desired.
MOVING FEINT
You can substitute twice the power rank of a movement effect with
this power feat for your Bluff check modifier when making a check
to feint in combat (see Bluff, M&M, page 42, for details). You must
use the effect to move during the round in which you feint, mak-
ing the attempt a full round action (a move action to move plus a
standard action for the feint check).
Example: Siren is fighting Devil Ray in the waters of Great Bay. Using Moving Feint, Siren swims rapidly in circle around the undersea villain, attempting to distract him. Siren’s player makes a check of d20 + 16 (twice Siren’s Swimming power rank) against the result of Devil Ray’s Sense Motive check. If she is successful, Devil Ray loses his dodge bonus against Siren’s next attack, distracted by her dazzling speed.
PRECISE
Effects with this feat are especially precise. You can use a Precise
effect to perform tasks requiring delicacy and fine control, such as
using Precise Ranged Damage to spot-weld or carve your initials,
Precise Move Object to type or pick a lock, Precise Environmental
Control to match a particular temperature exactly, and so forth. The
GM has final say as to what tasks can be performed with a Precise
effect and may require a power, skill, or ability check to determine
the degree of precision with any given task. A ranged attack effect
with the Precise modifier gains the benefits of the Precise Shot feat
(see Precise Shot, M&M, page 63), which is essentially the same
thing.
PROGRESSION
Each time you apply this feat, move the area, range, mass, subjects,
or other trait of the effect one step up the Progression Table. See
the effect and modifier descriptions for details on specific applica-
tions of Progression.
REVERSIBLE
You can remove the lingering results of an effect with this feat at
will as a free action, so long as the subject is within the effect’s
range. Examples include removing the damage conditions from
a Damage effect, repairing damage done by Drain Toughness, or
removing a Dazzle or Snare effect instantly. Normally, you have no
control over the lingering results of such effects.
RICOCHET
You can ricochet, or bounce, an attack effect with this feat off of a
solid surface once to change its direction. This allows you to attack
around corners, overcome cover and possibly gain a surprise attack
bonus against an opponent. It does not allow you to affect mul-
tiple targets. The “bounce” has no effect apart from changing the
attack’s direction. You must be able to define a clear path for your
attack, which must follow a straight line between each ricochet.
You can take this feat multiple times; each time allows you to rico-
chet the attack an additional time before it hits. In some cases,
a Ricochet effect may count as a surprise attack (see Surprise
Attacks, M&M, page 163).
SEDATION
An effect able to cause unconsciousness can, with this feat, keep an
unconscious subject from regaining consciousness as a sustained
lasting effect. The subject gets a recovery check from unconscious-
ness for each interval on the Time Table rather than each minute,
starting at one minute. If you concentrate during the time interval,
the subject gains no bonus to the save to recover from that interval
(as with a normal sustained lasting power).
SELECTIVE
An effect with this feat is discriminating, allowing you to decide
what is and is not affected. This is most useful for Area effects (see
the Area power extra description). You must be able to accurately
perceive a target in order to decide whether or not to affect it. If
the power requires an attack roll or allows a saving throw, then
Selective is an extra instead of a power feat (see the Selective
Attack extra).
SLOW FADE
An effect that fades over time—such as a trait effect or an effect with the Fades modifier—does so slower with this power feat. Each application moves the time interval one step down the Time Table: from one round to five rounds to one minute (10 rounds), and so forth.
SPLIT ATTACK
With this feat, an effect normally affecting one target can split its
effect between two targets. The attacker chooses how many ranks
to apply to each target up to the power’s total rank. So a rank
10 power could be split 5/5, 4/6, 2/8, or any other total adding
up to 10 (whole numbers only). If an attack roll is required, the
attacker makes one roll, comparing the results against each target.
The power affects the target normally at its reduced rank.
Each additional application of this feat allows the power to split
an additional time, so two applications of this feat allows an effect
to split among three targets, then four, and so forth. An effect can-
not split to less than one rank per target, and cannot apply more
than one split to the same target.
SUBTLE
Subtle effects are not as noticeable. A subtle effect may be used
to catch a target unaware and may in some cases qualify for a
surprise attack (see Surprise Attacks, M&M, page 163). One
application of this feat makes an effect difficult to notice; a DC 20
Notice check is required, or the effect is noticeable only to certain
exotic senses (at the GM’s discretion). A second application makes
the effect completely undetectable.
TRIGGERED
An instant duration effect with this feat can be “set” to activate
under particular circumstances, such as in response to a particular
danger, after a set amount of time has passed, in response to a par-
ticular event, and so forth. The circumstances must be detectable
by your senses. You can acquire Super-Senses Limited to Triggered
effects, if desired. Setting the effect requires the same action as
using it normally. Any necessary rolls are made when you set the
effect’s trigger. Setting the effect requires the same action as using
it normally.
A Triggered effect lying in wait may be detected with a Notice
check (DC 10 + power rank) and in some cases disarmed with a
successful Disable Device check or appropriate power check (such
as Nullify or another countering power) with a DC of (10 + power
rank).
A Triggered effect is good for one use, an instant duration. You
can apply the Duration modifier to the power as a whole to extend
the trigger’s duration, allowing the effect to go off multiple times,
so long as its duration lasts (this usually requires a continuous
duration). This does not affect the normal duration of the triggered
effect itself.
If you apply this feat a second time, you can change the trigger
condition each time you set it.
VARIABLE DESCRIPTOR
You can change the descriptors of an effect with this power feat,
varying them as a free action once per round. For one rank with
this feat, you can apply any of a closely related group of descrip-
tors, such as weather, electromagnetic, temperature, and so forth.
For two ranks, you can apply any of a broad group of descriptors,
such as any mental, magical, or technological descriptor. The GM
decides if any given descriptor is appropriate for use with a particu-
lar effect and this feat.
