This document provides rules for creating "snare" powers in a roleplaying game system. It describes how a snare can restrain targets through effects like webbing or energy bonds. It lists options for the snare like allowing the target to escape or dealing damage over time. It also provides rules for inventing devices, including designing them with knowledge checks, constructing them with craft checks, and using the created inventions for one encounter.
This document provides rules for creating "snare" powers in a roleplaying game system. It describes how a snare can restrain targets through effects like webbing or energy bonds. It lists options for the snare like allowing the target to escape or dealing damage over time. It also provides rules for inventing devices, including designing them with knowledge checks, constructing them with craft checks, and using the created inventions for one encounter.
This document provides rules for creating "snare" powers in a roleplaying game system. It describes how a snare can restrain targets through effects like webbing or energy bonds. It lists options for the snare like allowing the target to escape or dealing damage over time. It also provides rules for inventing devices, including designing them with knowledge checks, constructing them with craft checks, and using the created inventions for one encounter.
SNARE Snare victim can attempt an Escape Artist check based on will save, see the Mind Control
e, see the Mind Control and
Type: Attack Action: Standard (active) Range: to slip free as a full-round action, with a DC of 20 Paralyze effects instead. Ranged Duration: Instant Saving Throw: Reflex + the Snare’s rank. • Area: An Area Snare effect works equally on all (staged) Cost: 2 points per rank POWER FEATS targets in the area; each target makes a saving You can restrain a target with bonds of ice, glue, • Alternate Powers: If you want to use your throw with the result compared against the webbing, bands of energy, and so forth snare to form objects, acquire Create Object as Snare’s save DC. Likewise, each target escapes (whatever suits your descriptors). Make a ranged an Alternate Power feat. from or breaks out of the Snare individually. attack roll. If successful, the target makes a • Chokehold: At the GM’s option, this feat may • Backlash (+1): Your snare reflects any internal Reflex saving throw. On a failed save, the target be available as a power feat to a snare with a attack that fails to destroy it back on the is entangled, suffering a –2 penalty to attack rolls Tether (see Tether, following), allowing the user ensnared character (who saves against it and Defense, and a –4 penalty to Dexterity. If the to choke the target by exerting force on the normally). Attacks that destroy the snare are not Snare is anchored to an immobile object (such as tether (such as with a noose, for example). For a reflected. the ground), the entangled character cannot snare that suffocates victims on its own, see the • Constricting (+1): If you successfully bind (not move from that spot. Otherwise, he can move at Suffocating extra in the Extras for this power. entangle) your target, the snare constricts and half speed, but can’t move all out. If the Reflex • Obscures Sense: The snare obscures one of a tightens, inflicting non- lethal damage to the save fails by 5 or more, or on a second successful bound target’s senses. It may cover the eyes or target equal to half the Snare’s rank on each of Snare attack, the target is bound and helpless ears, for example. This has no effect on targets your rounds. (see Condition Summary, M&M, page 171). Each that are only entangled. Each additional sense • Contagious: This extra can represent a snare additional Snare “layered” onto a helpless target obscured requires another rank of this feat; for 5 that’s “sticky,” grows, or otherwise affects increases the Snare’s Toughness by +1, to a ranks, the snare obscures all of a bound target’s anyone coming into contact with an already maxi- mum of double its normal Toughness. A senses. snared target. bound target gains cover from the Snare (see • Reversible: You can remove your snare from a • Engulf (+0): You “snare” targets by grappling Cover, M&M, page 160). Entangled characters target at will as a free action. them. This includes creatures that swallow do not gain this benefit. Targets can break out of • Subtle: A Subtle Snare effect may be opponents whole or heroes able to engulf a Snare using Strength or an effect that doesn’t transparent or shadowy, or perhaps detectable targets in an animated cloak. Your snare has no require freedom of movement (this may restrict only to particular senses (mystic chains unseen range and requires a melee attack roll. However, the use of some powers and devices, for by mundane eyes). A Snare with Subtle 2 is your target is rendered bound and helpless on a example). The Snare makes Toughness saves like completely undetectable except by its effect on failed save, rather than entangled. Once you an inanimate object with Toughness equal to its the target. have engulfed the target, the snare has a rank. If the trapped character has an attack with • Tether: You have a tether attached to your sustained duration. You suffer Feedback (see the a damage bonus 10 or more than the Snare’s snare, allowing you to reel in or otherwise exert Feedback flaw description) from attacks against Toughness, he can break the Snare automatically your strength against the target. Its maximum the snare, since you are the snare! If you are as a standard action. If the trapped character has length is rank x 100 feet. stunned, any engulfed victims are freed. an attack with a damage bonus greater than the EXTRAS • Regenerating (+1): Any damage that does not Snare’s Toughness +15, he can break the snare • Alternate Save: Generally, this modifier does break the snare disappears on the start of each automatically as a free action. Alternately, a not apply to Snare; to create a “mental snare” of your rounds, making it difficult to wear it down over time. power level limits as other powers in the The DC is 10 + the invention’s power point cost. • Suffocating (+1): If you successfully bind (but campaign. You can’t take 20 on this check, but you can take not entangle) a target, the snare covers or blocks 10. You can halve the construction time by the target’s breathing pas- sages. Victims can DESIGN CHECK taking a –5 on the Craft check. hold their breath, after which they begin First, the inventor must design the invention. Construction Check = DC 10 + invention’s point suffocating. Note this is not the same as the This is a Knowledge (technology) skill check. The cost Success means the invention is complete Suffocation effect, which causes victims to begin DC is 10 + the invention’s power point cost. It and functional. Failure means the invention suffocating immediately and does not allow requires an hour’s work per power point of the doesn’t work. Failure by 10 or more may result them to hold their breath. invention’s cost. The character can take 10 or 20 in a mishap, at the GM’s discretion. • Transparent (+1): The snare can’t be broken on the check. In the latter case, the design Example: Daedalus needs to whip up a mind- from the out- side, only the inside. Attacks on process takes 20 times longer (20 hours per shielding device to confront Lady Lunar, who has the snared target do not affect the snare in any power point). You can halve the design time by seized control of his teammates in the Freedom way, and it offers the target no cover. taking a –5 on the Knowledge check. League, and plans to use them as her army to FLAWS Design Check = DC 10 + invention’s point cost conquer far side City. Daedalus’ player considers • Entangle (–1): Your snare cannot inflict more If the check is successful, you have a design for and decides 10 ranks of the Mind Shield power than an entangle result and cannot be layered. the invention. If the check fails, the design is (see page 93) will suffice. It has a cost of 10 • Medium (–1): Your snare requires a particular flawed and you must start over. If the check fails power points, so the Knowledge (technology) medium or material in order to be effective, such by 10 or more, the character is not aware of the check is DC 20 (10 + 10) and takes 10 hours. as pre-existing plants, ice, or mud, for example. design flaw; the design seems correct, but the Daedalus’ skill bonus is +22, so he succeeds Without your medium, you cannot use Snare. invention won’t function (or at least won’t automatically. More common media may qualify for a Power function properly) when it’s used. For this The GM decides Craft (electronics) is the Loss drawback rather than this flaw, and Snares reason, the GM should make the design check appropriate skill for the construction check, also that create their own medium (the default secretly and only inform the player whether or DC 20 (10 + the device’s cost). effect) just have it as a descriptor, not a not the character appears to have succeeded. It takes 40 hours. Daedalus’ skill bonus is +20, so modifier. against he succeeds automatically. However, CONSTRUCTION CHECK that’s 50 hours total to build the mind-shield, INVENTING Once the design is in-hand, the character can and Lady Lunar plans to launch her attack in construct the invention. Just a few hours. Daedalus needs the new device Characters with the necessary Knowledge and This requires four hours’ work per power point right now, so he’s going to need to speed things Craft skills and the Inventor feat (see page 62) of the invention’s cost, so an invention costing up.... can create inventions, temporary devices. To 10 points takes 40 hours (about a week’s work create an invention, the inventor defines its normally, or working two days straight without USING THE INVENTION traits and its total cost in power points. rest) to construct. When the construction time is Once the invention is complete, it is good for use This cost is used for the necessary skill checks, complete, make a Craft skill check, using the in one encounter, after which it breaks down or and determines the time required to create the Craft specialty appropriate to the invention runs out of power. If the character wishes to use invention. Inventions are subject to the same (generally chemical, electronic, or mechanical). the invention again, there are two options. The first is to spend the necessary power points to design step altogether and reduces construction power points takes 40 hours to research and 100 acquire the Device power and make the time to 10 rounds (a minute). The DC of the minutes to perform. As with inventing, the ritual invention a part of the character’s regular traits; construction check increases to 25, but still well is good for one encounter. Failing the research in this case, the new device can be used like any within Daedalus’ abilities. His player rolls a 28 on check means the ritual isn’t usable and failure by other. The other option is to spend a hero point the check and, a minute later, the immortal 10 or more results in a mishap (at the GM’s to get another one-encounter use out of the inventor has a makeshift mind-shield he hopes discretion). invention. Each use costs an additional hero will protect against Lady Lunar’s power long “Jury-rigging” a magical ritual has the same point, but doesn’t require any further skill enough for him to try and free the rest of the effects as mentioned previously. checks. League from her influence. This allows the ritualist to skip the design check Although it’s possible to prepare certain one-use and perform the ritual in a number of rounds devices in advance, the GM should carefully MISHAPS equal to its cost. A Knowledge (arcane lore) enforce the guidelines for having items on-hand At the GM’s discretion, failure by 10 or more, or check against a DC equal of (15 + the ritual’s (See page 133). If an inventor wants to have a a natural roll of 1, on any required inventing skill cost) is needed to successfully perform the particular previously-constructed invention on- check may result in some unexpected side-effect ritual. hand during an adventure, the GM should or mishap. Exactly what depends heavily on the MAGICAL INVENTIONS require the player to spend a hero point. invention. Inventing mishaps can become a For magical inventions, use the normal inventing source of adventure ideas and put the heroes in rules, but use the Knowledge (arcane lore) skill JURY-RIGGING DEVICES some difficult situations. They may also be for the design check and the appropriate Craft An inventor can choose to spend a hero point to setbacks, suitable for hero point awards (see skill (probably artistic or structural) for the jury-rig a device; ideal for when a particular page 122). construction check. device is needed right now. When jury-rigging a device, skip the design check and reduce the MAGICAL RITUALS NEMESIS time of the construction check to one round per Characters with the Ritualist feat (see page 63) Effect: Variable Action: Free (passive) Range: power point of the device’s cost, but increases and the Knowledge (arcane lore) skill can Perception Duration: Continuous Saving Throw: the DC of the Craft check by +5. The inventor perform magical rituals. They are similar to None Cost: 8 points per rank You can adapt the makes the Craft check and, if successful, has use inventions: one-time powers requiring some powers you need to confront of the device for one encounter before it burns time and effort to set up. a particular opponent. Once per round, you can out, falls apart, blows up, or otherwise fails. You For rituals, substitute the Knowledge (arcane designate an opponent in perception range as a can’t take 10 or take 20 when jury-rigging an lore) skill for both the design and construction free action. You gain powers suited to fighting invention, nor can you speed up the process any checks. The design portion of the ritual takes 4 that opponent, up to (rank x 5) power points further by taking a skill check penalty. You can hours per power point of the ritual’s cost total. The Gamemaster decides what powers you jury-rig an invention again by spending Another (pouring over ancient scrolls and grimoires, get; you don’t have any control over it. You can hero point. drawing diagrams, casting horoscopes, only designate one opponent as your Nemesis Example: Needing to get the mind shield device meditating, and so forth). The performance of for each round. ready right away, Daedalus’ player decides to the actual ritual takes 10 minutes per POWER FEATS spend a hero point to jury-rig it. He skips the point of the ritual’s cost. So a ritual costing 10 • Affects Insubstantial: Your Nemesis power can adapt to an insubstantial opponent (likely from it, and this “flaw” can- not be removed save. A thrall can also use extra effort at any granting you some Affects Insubstantial effect) from the power. time to gain a new opposed check to try and without this power feat. break free. Thralls commanded to carry out an EXTRAS MIND CONTROL action strongly against their nature get a new • Action: For a +1 extra, your Nemesis power Type: Sensory (mental) Action: Standard (active) opposed check immediately, with a +1 to +4 adapts auto- matically (as a reaction) to the first Range: Perception Duration: Concentration bonus on top of the cumulative bonus, opponent to attack you in combat. You can (lasting) Saving Throw: Will Cost: 2 points per depending on the type of command. Success designate a different opponent on your action, if rank breaks your control. These opposed checks do you wish. Once an opponent is defeated, your You can control another character’s mind, and not require extra effort from you. Obviously self- power automatically adapts to the next foe that therefore actions. To use Mind Control, make an destructive commands are automatically attacks you. opposed power check against the result of the ignored, but do not break your control. • Affects Others: You can grant the benefits of target’s Will saving throw. If you succeed, you Potentially self-destructive com-mands, your Nemesis power to someone else you are control the actions of the subject, or “thrall”, as however, are not, although they may entail a touching; both you and the subject gain the long as you maintain the effect. If you fail, there new opposed check. So, for example, you cannot same adaptations against the same opponent. is no effect. You can try again, but the target gets simply command a thrall to walk off a cliff, but Gamemasters should be cautious about allowing a cumulative +1 bonus to Will saves against Mind you could walk him into a deathtrap or other this extra, since stacking Nemesis-granted Control for each successive attempt in the same potentially (but not obviously) dangerous powers on top of an ally’s nor- mal traits may be encounter and trying again against the same situation. unbalancing. target in the same encounter requires extra FLAWS effort. The thrall’s consciousness is largely MULTIPLE THRALLS • Action: If it takes longer than a free action for suppressed while controlled, meaning the You can establish control over as many thralls as your Nemesis power to adapt to an opponent, subject cannot say or do anything without the action and duration of your Mind Control you may apply this flaw; past a full-round action, direction, and has no memory of being allow. At the default of a standard action and apply the Action power drawback. controlled when the effect ends. concentration, this is only one thrall, since you • Limited to Single Combat: While Nemesis cannot take another standard action to use Mind normally only adapts to one particular opponent ISSUING COMMANDS Control again while main- taining concentration. at a time, Nemesis with this flaw doesn’t work at Issuing a command is a move action—separate If your Mind Control is sustained, you can all if you are fighting more than one oppo- nent from the standard action needed to establish establish control over one thrall, then attempt to at a time. In this case “fighting” means “in melee control (so doing both takes up a full round). If control another on the following round, and so combat,” so on any round when two or more the thrall has no means of understanding you, forth. The GM may set a limit on the number of opponents make melee attacks against you you can only issue simple commands that can be thralls you can control at once (just like the limit (whether or not they are successful), your conveyed with gestures (like “come here” or on the number of free actions you can perform Nemesis power doesn’t work and you lose any “stop”). Roll a new opposed check of Mind during a round). traits you gained from it. Control vs. Will save for each interval on the • Uncontrolled: Nemesis is already Uncontrolled Time Table that passes, starting at one minute, NOTICING MIND CONTROL in that the GM decides what powers you get with the thrall getting a cumulative +1 bonus per As a mental effect Mind Control has a degree of subtlety; noticing that someone is under its unless the effect is Subtle, in which case subjects • Sense-Dependent: Your Mind Control works influence requires a Sense Motive check (DC 10 + have no explanation for their unusual behavior through a tar- get’s senses to reach the mind. Mind Control rank). or simply no memory of it (your choice when you Examples include eye contact (Sight-Dependent), POWER FEATS end the control). hypnotic music (Hearing-Dependent), and • Mental Link: You can give commands to your • Effortless (+1): Additional Mind Control pheromones (Scent-Dependent), etc (see the thralls mentally over any distance (with no need attempts against the same subject in the same Sense-Dependent flaw for details). to speak). Issuing a command is still a move scene or encounter do not require extra effort DRAWBACKS action, however. for you; you can try again as often as you like. • Noticeable: The effects of your Mind Control • Subtle: Mind Control already has a degree of • Instant Command (+1): You can issue are noticeable by means other than Awareness subtlety: only tar- gets of the effect and those commands to your thralls as a free action. You and Sense Motive: perhaps your thralls’ eyes with the appropriate sense (such as Mental must have the Mental Link feat to apply this glow, their skin changes color, or an unusual Awareness) detect its use. A rank of Subtle extra, since verbal commands cannot be issued scent like flowers or brimstone hangs in the air makes it a DC 20 Notice check for either to this quickly. around them. detect a use of Mind Control, while two ranks • Sensory Link (+1): You can perceive everything SSOCIATED EFFECTS make the effect completely undetectable. one of your thralls does, like an ESP effect (see • Mental Transform: For long-term mental EXTRAS ESP in this chapter). Your own senses are conditioning or brainwashing, see the Transform • Area: You can control everyone in the affected inactive while using your sensory link and you effect, particularly the mental version of it. area: make a single Mind Control check, opposed can only perceive through the senses of one • Mind Reading: The ability to control minds by the Will saves of all potential targets. thrall at a time. often goes with the ability to read minds and Compare the results individually against each FLAWS vice versa. Will save to determine the effect. In the case of • Distracting: Mind Control may well be minions or large groups of relatively distracting for the user, imposing this flaw while UNDER THE HOOD: MIND CONTROL undifferentiated subjects (random crowds, etc.) you are controlling one or more thralls. Mind Control uses an opposed check rather the GM may choose to make a single Will save • Limited to One Command (–1): You can give than the usual fixed saving throw DC to allow for the entire group and compare it against your targets only one command, like “sing and dance” players to spend hero points on their Mind Mind Control check result. Issuing commands to or “live out your repressed desires.” This Control efforts and to introduce some variability a group of thralls still takes a move action per command is chosen when you acquire the effect into the effect so it’s more of a mental struggle, command, so it’s easier to give a group of thralls and can’t be changed. as it usually appears in the comics. Gamemasters the same command (“attack!”) than it is to issue • Requires Grapple: You must first pin a target wanting more dependability from Mind Control specific commands to each one. with a mental grapple (see Mental Grapple, can switch it to a fixed save DC of (10 + Mind • Conscious (+1): Your thralls are conscious and M&M, page 157) before you can attempt an Control rank) like other powers. Mind Control is aware, but completely obedient, effectively opposed Mind Control check. This makes the a potentially problematic effect in game terms. fanatically loyal. This means the subject can be Mind Control attempt a full-round action, For the heroes, it’s not particularly heroic, nor is commanded to relate knowledge or use skills regardless of how many opposed checks the it especially dramatic for the heroes to face off based on mental abilities. Thralls are aware of grapple takes, since it occurs only in your against a villain and have one hero solve the being con- trolled once the Mind Control ends, target’s mind. problem by mind controlling the poor slob. Mind controlling heroes are fairly rare in the comics Failure by a lesser amount results in some side standard effect. and tend to use the power reluctantly, if at all, effect as the victim fights off the attacker’s making it more of a power stunt than a regular mental influence. For example, failure by 10 or MIND READING part of their abilities. Many heroes seem to have more causes the victim to fall under the Type: Sensory (mental) Action: Standard/Full Mind Control that’s Limited to minions, and attacker’s control, failure by 5 or more causes (active) Range: Perception Duration: never really effective against major foes. For the victim to be stunned for one round, while Concentration (lasting) Saving Throw: Will Cost: villains, Mind Control poses the problem of failing the Will save causes the subject to be 1 point per rank removing control of a hero from the player’s dazed for one round, while success still means You can read another character’s thoughts. To hands, which most players dislike. no effect. use Mind Reading, make an opposed power The most effective Gamemaster tool for Modify this as desired to change the check against the result of the target’s Will managing villainous Mind Control is GM Fiat and effectiveness of the Mind Control effect: such as saving throw. If successful, you can read the treating Mind Control as a complication; if a failure resulting in a stun result and failure by 5 target’s surface thoughts (mean- ing whatever player is willing to have his hero controlled and or more establishing control. You can combine the target is presently thinking). committed to roleplaying it accordingly, award this “shake off” approach with the next option. Mind Reading transcends language; you the player one or more hero points for good comprehend the target’s thoughts whether or roleplaying and going along with the story. The Mind Control might also be staged by the degree not you share a common language. The target heroes can then come up with a way to of control that it grants; the more the subject gets an additional opposed Mind Reading check circumvent the Mind Control for later fails the Will save, the greater the user’s control. vs. Will save for each interval that passes on the encounters in the adventure. For example, mere failure of the Will save may Time Table, with a cumulative +1 bonus per Non-player characters also make great targets allow you to order the thrall to do things he’s save. If you lose the opposed check, you cannot for Mind Control: a villain can control or crowd normally inclined towards doing anyway (attack read the target’s thoughts. You can try again the of people or an NPC hero team and use them as an enemy, leave off a routine for some good following round, but the renewed attempt pawns against the players’ heroes, giving them reason, and so forth), failure by 5 or more can requires extra effort and the target gets a the additional challenge of overcoming force the thrall to do things he normally cumulative +1 bonus on the Will save per innocents without inflicting any permanent wouldn’t do (attack an ally, break the law in attempt in that encounter. harm. some minor way), and failure by 10 or more can force the thrall to do things he’s normally BLUFF AND MIND READING OPTION: STAGED MIND CONTROL strongly opposed to doing (attack a loved one, If you can interact with your subject, a As given in the description, Mind Control is violate a personal code of ethics). Both these successful Bluff check against the target’s Sense something of an all-or-nothing effect: the target options make Mind Control a weaker effect with Motive check result causes the subject to think either fails the save and falls under the user’s less impact on the game, so they are best used in about a particular piece of information you’re control, or makes the save and does not. Those cases where you want to lessen Mind Control’s looking for, such as a password or name, preferring a staged version of Mind Control can effectiveness without changing its cost. Either allowing you to pluck it from the sub- ject’s use one of the following options. In the first option could also make a suitable Limited flaw surface thoughts. option, the subject only falls under the attacker’s (worth a –1 modifier) if you want to allow staged control if the Will save fails by a certain margin. Mind Control as an option alongside the MIND PROBE You can also mentally probe a target’s mind for 20 Notice check for either type of character to lethal damage. Additionally, you may suffer information. Take a full-round action and make sense it, while two ranks of the Subtle power Feedback at the GM’s discretion from reading or an opposed check of Mind Reading vs. Will save. feat makes Mind Reading completely experi- encing particularly traumatic or If you win, you can essentially ask any one ques- undetectable. emotionally-charged thoughts of memories from tion and receive the answer from the target’s EXTRAS the subject (a kind of Side Effect flaw). mind. If the target doesn’t know the answer, • Action: Applying this extra to Mind Reading • Limited by Language (–1): You can only then you know that. Especially personal or lowers the action required for both reading understand the subject’s thoughts or memories guarded information grants the target a +1 to +5 surface thoughts and mental probes, so a +1 if you share a common lan- guage. bonus on the Will save, while information the Action extra moves those actions down to move • Limited to Emotions (–1): You can only read or subject doesn’t consciously know (subconscious and standard, respectively. probe for emotions and emotional associations, or forgotten due to amnesia, for example) grants • Area: With this extra, you can read the surface not coherent surface thoughts or memories. a +5 to +10 bonus on the Will save and the thoughts of anyone within the affected area; • Limited to Mental Grapple (–1): You can only target can’t choose to forego the save. You can make a single Mind Reading power check and use Mind Reading to initiate mental grapples and continue to ask questions, one per round, for as compare the result to the Will saving throws of cannot read thoughts or perform mind probes. long as you maintain your mind probe, requiring all potential subjects in the area. Retries and • Limited to Mind Probe (–1): You can only a full-round action each round. The target gets further opposed power checks are the same as perform mind probes (taking the usual full round an additional opposed Mind Reading check vs. for reading a single subject. You can only use the action) and cannot read surface thoughts. Will save for each interval that passes on the mind probe aspect of Mind Reading on a sin- gle • Limited to Sensory Link (–1): If you have the Time Table, with a cumulative +1 bonus per subject at a time; the Area modifier does not Sensory Link extra and this flaw, you can only tap save. If you fail your power check, you cannot apply to it. You can engage in a mental grapple into a subject’s senses, you cannot read their probe the target’s mind. You can try again the with multiple opponents at once using area Mindthoughts or probe their memories. following round, but the renewed attempt Reading, but you must win the men- tal grapple • Limited to Surface Thoughts (–1): You can only requires extra effort and target gets a cumulative check against all your opponents in order to read sur- face thoughts and cannot probe for +1 bonus on the Will save per attempt. break off a mental grapple, should it go against information. you. • Range: Ranged Mind Reading effects require a MENTAL GRAPPLING • Sensory Link (+1): ranged attack roll in addition to the effect’s You can use Mind Reading to initiate a mental You can “tap into” the senses of your sub- jects, normal saving throw. Mind Reading limited to grapple (see Mental Grapple, M&M, page 157, perceiving what they perceive while reading touch range requires a melee attack roll against for details). their minds like an ESP effect (see ESP). Your an unwilling target and physical contact POWER FEATS own senses are inactive while you are using your throughout the effect’s duration; breaking • Subtle: As a mental sensory effect, Mind sensory link and you can only perceive through contact ends the effect. Reading has a degree of subtlety, only noticeable the senses of one subject at a time. • Sense-Dependent: Your Mind Reading is to the subject or to characters with an FLAWS dependent on a sense other than just having to appropriate Super-Sense, such as Mental • Feedback: You suffer Feedback if a subject you accurately sense the target, such as needing to Awareness (see the Super-Senses effect). Subtle are reading is harmed, using your Mind Reading see his expressions (Sight-Dependent), hear him Mind Reading is less detectable, requiring a DC rank as the saving throw bonus against the non- speak (Hearing-Dependent), smell his changes in biochem-istry (Scent-Dependent), and so forth. Effect: Mind Control Action: Standard (active) value. Alternately, it may be dependent on being in Range: Perception Duration: Sustained (lasting) EXTRAS Mental Communication with the target (see Saving Throw: Will Cost: 2 points per rank • Attack: A Mind Switch Attack swaps the minds Communication). You can switch your mind into the body of of two tar- gets you can accurately perceive, another creature, put- ting its mind into your both of whom must roll less on their Will save OPTION: SUBTLE MIND READING CHECKS body. You must be able to accurately perceive than your Mind Switch power check. Mind Rather than following the normal rules for Subtle the target and it must have an Intelligence, Switch Attacks are most common for effects (see the Subtle power feat description), Wisdom, and Charisma score. Take a standard technological devices. you can use the following optional rule for action and make a power check, opposed by the • Area: An Area Mind Switch must have the handling Mind Reading and similar effects with target’s Will sav- ing throw. If successful, your Attack modifier, allowing it to affect subjects the first rank of Subtle. The effect’s user makes a minds switch bodies. You retain your mental other than yourself. It switches the minds of one Mind Reading check for “mental subtlety” while ability scores, skills, and powers and gain the chosen group of targets with another group, so the subject of the effect makes an opposed target’s physical ability scores, skills, and powers, long as you can accurately perceive all the Sense Motive check to pick up on the subtle the same for the target occupying your body. subjects. sensation of mental invasion. If the mind-reader Once the switch has taken place, it continues • Duration: Continuous duration Mind Switch wins, the subject does not detect the effect with no effort on your part. The target of the does not allow further saving throws, it is (whether or not it is successful), if the subject Mind Switch gets a new Will saving throw for permanent unless your power is countered or wins, he senses the effect’s use and whether or each interval on the Time Table. Re-roll your another Mind Switch swaps your minds back to not it was successful. If someone knows you power check as well. A successful save switches their proper bodies. The GM is cautioned against have invaded their mind, they can attempt to your minds back to their respective bodies. This allowing this type of Mind Switch power for eject you, as described previously. is also the case if your Mind Switch power is ever player characters. countered. You can switch back any time as a FLAWS OPTION: DEFENSIVE MENTAL GRAPPLES ONLY free action. You suffer any damage that your • Permanent: Mind Switch cannot have this If you find the ability to initiate mental grapples new body suffers and, if it is killed, you die as flaw; its maximum duration is continuous. via Mind Reading problematic, you may wish to well (unless you switch back or mind switch into restrict the ability to initiate a mental grapple to a different body before that happens). If your DRAIN (TRAIT) the subject of a Mind Reading attempt. That is, former body dies while you are mind-switched, Type: Trait Action: Standard (active) Range: Mind Reading subjects can initiate a mental you are trapped in your new body and it Touch Duration: Instant Saving Throw: Fortitude grapple as part of an effort to eject a psychic becomes your “real” one. A permanent body- (staged) Cost: 1-5 points per rank intruder, but mind-readers cannot do so on their switch can potentially increase a character’s You can temporarily lower one of a target’s own. This makes mental grappling solely a point value, perhaps by a substantial amount. traits: an ability, skill, feat, or effects, chosen defensive rather than offensive capability, The GM should be cautious about allowing such when you acquire this effect. You must touch the although a defender who loses a mental grapple permanent switches in the campaign and should, target, making a normal melee attack roll, and is still largely at the mind-reader’s mercy. at the least, expect the player of the character the target makes a Fortitude save. If the save with the new body to apply all earned power fails, the target loses 1 power point from the MIND SWITCH points to paying off the differ- ence in point affected trait(s) for each point the save missed the DC, up to a maximum of the Drain rank. Lost Drain normally has no effect on inanimate chapter). power points return at a rate of 1 per round, objects, only creatures. Drain with the Affects POWER FEATS except for inanimate objects, which do not Objects extra (see the Extras section) can work • Affects Insubstantial: Drain with this modifier recover drained Toughness; they must be on inanimate objects, and Drain can couple this can affect insubstantial targets, even if the user repaired. Example: Totenkopf’s “death touch” is with the Limited to Objects flaw to work only on can’t normally touch them. a Drain Constitution 8 effect. A target hit with inanimate objects as a +0 modifier. As a general • Extended Reach: A touch range Drain can the Nazi villain’s deadly touch makes a Fortitude rule, most inanimate objects have only one trait benefit from the effects of this feat. save (DC 18 or 10 + 8 ranks), losing 1 point of (their Toughness) and Drain Toughness can • Incurable: Drain with this power feat cannot Constitution per point the save misses the DC. So weaken the Toughness (and therefore structure) have its effects countered by another power a Fortitude save result of 14 results in 4 points of of objects. Objects do not get saving throws (such as Boost, Healing, or other effects) without lost Constitution. A save result of 6, however, against Drain; it has its full effect on the targeted the Persistent power feat; the target must would result in only 8 points lost (the maximum object. At the GM’s discretion, held or car- ried recover from the Drain normally. of the effect’s rank). Drain’s cost per rank objects may gain a Reflex save from their wielder • Reversible: You can restore power points you determines the affected trait(s): to reduce the Drain’s effect, representing pulling have drained from a subject at will as a free • 1 point: Drain affects a single trait (such as the object out of harm’s way at the last moment. action rather than having to wait for them to Strength score or Will save bonus), chosen when Devices always get a save against Drain (see the recover over time. the effect is acquired. (To affect a list of traits, following). • Selective: A Drain effect capable of reducing one at a time, use an Array of different 1-point more than one trait at once can have this power Drains, see the Array structure in this chapter.) DRAIN AND DEVICES feat, allowing you to choose which traits are • 2 points: Drain affects any one trait suited to Drain with the right descriptor(s) can lower the affected, while not affecting others. Note this its descriptors, one at a time, such as any one traits provided by a Device (see Device in the differs from the Selective Attack extra, which ability score, skill, or feat at a time, or any one Power Structures section in this chap- ter). For allows you to choose which subjects an Area sensory effect, fire effect, or mental effect at a example, a Drain that affects all magical powers Drain affects (see the following section). time. could potentially drain the powers of a magical • Slow Fade: This power feat extends the time it • 3 points: Drain affects all traits of a single type device as well. Likewise a Drain affecting takes for lost power points to return, one step (ability scores, skills, feats, one type of effect, or electrically powered equipment could drain an up the Time Table per rank: 1 point per minute, all effects of a particular type or descriptor) all at elec- trical device, and so on. This also applies to 1 point per five minutes, and so forth. once (subtracting its rank in power points from equipment, although it tends to have fewer • Subtle: Drain effects with this power feat are each). traits to drain, and the GM should feel free to more difficult to detect. Since Drain is normally a • 4 points: Drain reduces all effects at once. disallow any Device or equipment Drains that touch range effect, and the actual effects (loss of • 5 points: Drain reduces all traits at once. don’t suit the campaign or the power concept. power points) are usually apparent, a Drain Gamemasters should carefully control, and may For example, just because a Drain Damage effect generally has to be normal or perception range wish to limit access to, the 4- and 5-point is possible doesn’t mean a character should be to gain much benefit from being Subtle. versions of Drain, since they are especially able to cause guns to do less damage; this sort of EXTRAS powerful. thing is better han- dled by an all-or-nothing • Affects Corporeal: An incorporeal being needs DRAIN AND OBJECTS effect like Nullify (see its description later in this this extra to use a Drain effect—like a “life- draining” Drain Constitution for a ghost—on a for paralytic poisons, Constitution for lethal similar Drain effect against the attacker. corporeal target. toxins, and mental ability scores for intoxicants, • Affects Objects: Drain with this modifier works depressants, and similar neuro- chemicals. EXPEL CREATURE on inani- mate objects, although the effect can Poison Drains tend to be higher rank than Effect: Attack Action: Standard Range: Area still only drain traits the objects possess. This is Disease Drains simply because they act faster (Burst)duration: Instant (Lasting) Cost: 2 points most often applied to Drain Toughness for an and take effect only twice. per rank Saving throw: Will effect that can weaken both creatures and • Selective Attack: This extra can be applied to The hero can perform rituals, cast spells, or objects. As a +0 modifier, the effect only works an Area Drain so it only affects some targets and chant charms that can expel supernatural on objects (things with no Constitution), and not not others. It can be com- bined with the entities from her immediate vicinity. Choose the creatures with a Constitution score. Selective power feat (previously), allowing you type of super-natural being that this power • Alternate Save: Certain Drains, particularly to use an Area Drain to selectively drain certain affects, depending on the setting, such as those affect- ing mental traits, may have Will as traits only from certain targets. undead, spirits, demons, fey, shadow illusions, their saving throw rather than Fortitude. This • Total Fade: Traits reduced by a Total Fade virtual computer viruses, etc. might also be the case for Drain effects designed Drain do not recover gradually. Instead, they It can also target the effects of certain powers as mental or mystic powers. remain at their reduced power point value until such as Summon (Minion), Create Object, • Aura: As a touch range effect, Drain can apply the entire trait would have normally recovered, Duplication, Illusion, Shadow Clone, Plant this extra, suitable for a character whose touch at which point the trait returns to its normal Control, or other effects that create additional automatically causes a particular Drain effect. value. So, for exam- ple, if a Total Fade Drain combatants or combat conditions. • Contagious: This modifier suits a Drain effect reduces a trait by 5 power points, the trait would The Gamemaster can refuse a type that is too based on a disease or similar contagion, or normally recover 1 point per round until it general or irrelevant in the setting. Only something like a draining sub- stance that covers returned to its normal value but instead remains creatures that are somehow unnatural are targets and can potentially affect anyone at the lowered value for five rounds, then eligible to be affected by this power. When you touching them as well. It’s often used in regains all 5 lost power points at once. use this power, all affected targets within 5 feet conjunction with the Disease modifier (see the FLAWS per rank from the hero must make a Will saving following). • Limited to Objects: Drain with Affects Objects throw. If they fail, they are forcefully pushed • Disease: Drain is the effect most commonly and this flaw works only on inanimate objects back to the edge of the power’s range and may used for diseases, which typically weaken a with no Constitution score. not move any closer until they succeed at a Will victim’s abilities, and may affect other traits. A • Requires Grapple: You must grapple and pin a save, made once per round at a +1 cumulative Disease Drain works like the guidelines given in target in order to Drain them (see Grapple in bonus each consecutive round. A creature that is Mutants & Masterminds (see pages 112 and M&M, page 156, for details). The Drain effect possessing another’s body counts as present in 168). Disease Drains are often comparatively occurs immediately once the target is pinned, the area and has the option to flee in the low-ranked, the effect building up over time. but not until then. possessed body or abandon it (which is why • Poison: Like Disease, Poison is a common • Side Effect: This flaw may represent a kind of exorcists tie up their patients, to take away this modifier for Drain, which is the basic effect of Drain effect that “overloads” or even “feeds” on option). most toxins. Poison Drains tend to affect ability the user if it fails to drain the target! The side POWER FEATS scores: Strength for weakness poisons, Dexterity effect might be straightforward Damage, or a Affect Insubstantial/ d imensional: • You can add these feats to push back targets that are save or be sent to its home dimension. This is Nullify or disturbance, but that would be much incorporeal or in a different dimension. basically the Super-Movement (dimensional) harder to do. The interval at which an Alternate Power: • Suitable Alternate Power power with the Attack, Range (Ranged) extra, imprisoned victim can attempt to escape is one feats for this power include Banish*, Blast (holy, and the Limited (specific extradi-mensional minute. Destroying the seal’s anchor frees the Limited to affected creatures), Drain Toughness species) flaw. victim. Seals are often protected by additional (Ranged, Limited to affected creatures), Paralyze universal (+1): • Your Banish attack can force traps, safeguards, and guardians, but those are (Limited to affected creatures), Seal*, Snare any kind of extradimen-sional or summoned not within the scope of this power. (holy chains, Limited to affected creatures). target to return to its place of origin. pOWER fEATS Expel Possessor: • The hero can expel a creature pOWER fEATS Progression: • For each rank in this feat, the possessing another, even if it does not belong to Affects Insubstantial: • You should add one or interval between sav-ing throws to escape the type normally affected by the hero’s choice. both ranks of this power feat for Banish to affect moves up one step on the time and Value Outside a possessed body, the creature is incorporeal creatures like ghosts or Progression table. unaffected. spirits.triggered: • You can fix the effect upon a pOWER DRAWbAckS pOWER DRAWbAckS magic circle that activates when the creature time Passage: • As per the Dimensional Pocket Power Loss: • The hero needs a symbol of faith passes through it. drawback in this book, but this only applies to or power to use this power. This drawback is slowing or freezing time inside the Seal. worth 1 power point if the symbol can be reused SEAL Inescapable (+2 or +4): • The Seal blocks the indefinitely and 2 power points if it’s used up Effect: Attack Action: Standard Range: Super-Movement (dimensional) power, so with each use (as a prayer strip). Rangedduration: Sustained (Lasting) Cost: 3-4 victims cannot escape using it. For a value of +4, damaging (+2): • In addition to driving them points per rank Saving throw: Will it also blocks all powers with the Dimensional away, your exorcism can also harm affected This power attempts to seal a target inside an feat. creatures. This power’s damage bonus equals its object or a location for impris-onment. Although rank. this power is used mainly against demons that DREAM CONTROL are too powerful to kill (those that can resurrect, Effect: Illusion, Limited Action: Standard (active) BANISH for example), it’s not unknown for unfortunate Range: Perception Duration: Sustained Saving Effect: Attack Action: Standard Range: heroes to suffer this fate at the hands of an evil Throw: Will (see description) Cost: 3 points per Rangedduration: Instant Cost: 2 points per rank sorcerer, only to be freed much, much later. This rank Saving throw: Will power is a version of Super-Movement You can project dreams into a subject’s mind You can force creatures that do not belong back (dimensional) (a particular prison dimension), while they sleep, caus- ing them to experience to where they do. When pur-chasing this power, with the Attack (Will Save), Range (Ranged), and whatever you want while they dream. This works choose a type of creature that exists in the Duration (Sustained) extras, and the Duration like an Illusion effect at your power rank, with setting but does not belong to the same (Lasting) flaw. For 3 points per rank, the Seal is the added benefit that most subjects do not dimension as you; it can be ghosts, demons, or keyed to a particular object that can be tend to disbelieve dreams, since they already fourth-dimensional dream eaters from misplaced, stolen, or destroyed (like a 3-point know they are not real. The Gamemaster should Dimension X. When you touch one of these Device can be); for 4 points per rank, the Seal is judge circumstances of disbelief in your crafted creatures with this power, it must make a Will anchored on a site that could be subject to dream images accord- ingly. The dreams are full sensory experiences and seem particularly vivid Effect: Mind Reading, Limited Action: Move they retain the same capa- bilities. Your other and realistic (as much as you choose to make (active) Range: Perception Duration: Sustained traits are irrelevant and have no bearing on the them). The dreams you craft are just that, Saving Throw: Will Cost: 1 point per rank dream; so even if you “wrestle” a super-strong dreams, and have no direct effect on the subject, You can mentally enter the dreams of a sleeping subject in a dream, it is really a mental grapple although troubling dreams may cause loss of subject, experi- encing them as if you were a and physical strength has no effect. For the sleep or have other psychological effects. The character within the dream (since, essentially, power to influence dream “reality” see the GM may call for a power check or an appropriate that is what you become). You must be able to Dream Control power (previously), or acquire skill check (such as Bluff or Intimidate) to accu- rately perceive your subject (possibly with suitable mental powers, particularly Illusion and measure the effectiveness of any psychological an accurate mental sense) and the subject Mental Blast. tactics. The superstitious may believe especially makes a Will saving throw; if successful, you POWER FEATS vivid dreams are visions, divine guidance, or cannot enter the subject’s dreams and must use • Sedation: If you render a target’s dream-self evidence of possession or other supernatural extra effort to try again during that same sleep unconscious via mental grappling, you can use troubles. To affect a subject, you must either be period. If the subject’s save fails, you enter the this power feat to keep the dreamer from able to accurately per- ceive them while they are subject’s dreamscape and can remain there as waking (see the Sedation power feat description sleeping, or you must “tag” them with your long as you maintain your Dream Travel power. for details). power while they are awake (and you can Your physical body remains in a deep trance (like EXTRAS accurately perceive them). So long as you sustain sleep) while you are using Dream Travel. • Affects Others: With this extra, you can bring your Dream Control power until the next time While in the dreamscape, you can perceive one other person with you into a subject’s the victim sleeps, the power will take hold then whatever the subject is dreaming, which may dream. Apply the Progression power feat to and the subject will begin to dream as you give you useful insight into the subject’s psyche expand the number of others you can bring direct. (and a +2 circumstance bonus for skill checks like along with you. POWER FEATS interac- tion and behavioral sciences). With a • Duration: Sustained Dream Travel may be • Triggered: With this feat you can “tag” a successful Bluff check against the target’s Sense disrupted (eject- ing you from the target’s subject (as described previously) without needed Motive check result, you can provoke a particu- dream) if you are stunned and fail a to maintain Dream Control; the power activates lar piece of information from the subject’s mind Concentration check. Continuous Dream Travel automatically the next time the subject goes to to manifest in the dream, allowing you to learn lasts until you are ejected from the target’s mind sleep. You can either pre-program a particular it. You can also engage the dream-self of the by being mentally pinned or rendered dream sequence or choose to oversee and direct subject in a mental grapple (see Mental Grapple, unconscious. it, as you prefer. M&M, page 157) and the dreamer can also FLAWS EXTRAS attempt to mentally grapple you. A dreamer can • Feedback: While in a subject’s dream, things in • Damaging (+3): The dreams you craft are so choose to eject you from the dream if successful the dream can potentially harm you (other than realistic they can actually inflict psychosomatic in mentally pinning you. Since a mental grapple the subject mentally grap- pling you). Use your harm (see the Damaging extra of the Illusion can inflict damage, it’s possible for this dream Dream Travel rank in place of your normal effect for details). struggle to harm you or your subject. You retain Toughness save bonus when making saving the use of your mental skills and your mental throws against this harm, which is generally non- DREAM TRAVEL sensory effects while in a subject’s dream, and lethal damage. • Permanent: Dream Travel cannot have this flaw; to create a character permanently “trapped” in dream form, either apply a Disability (such as permanent coma, very common, major, –5 points) or create a “dream being” without a physical body: use a permanent Alternate Form, with the Ghost Form version as a guideline. • Range: You can reduce the range at which you can enter a subject’s dream; ranged and touch range Dream Travel both require an attack roll (automatic for a touch attack against a sleeping, and therefore helpless, target). You must remain within the power’s range to remain in the subject’s dream.
MIND READING AND DREAM TRAVEL
Since Dream Travel is essentially a Limited form of Mind Reading effect, you should generally allow anyone with Mind Reading to duplicate the functions of Dream Travel, keeping in mind differences in duration and similar qualities. This is in keeping with the source material, where mind-readers are capable of interacting with subjects in a dreaming state and, in fact, may be more capable of gaining access to particular information in a subject’s dreams, when they are less on-guard than their waking consciousness. Use the guidelines for provoking dream images given in the power description.