1 How Powers Work

In Mutants & Masterminds game-terms, a power is a collection of effects, possibly including certain modifiers, feats, and/or drawbacks, put together in a particular structure with one or more descriptors explaining what the effects are and where they come from in the context of the setting. In broader terms, a “power” is any extraordinary trait not normally possessed by an ordinary human being. Generally speaking,

“normal”humans in M&M don’t have powers. They may still be quite extraordinary—a “normal” with 150 power points to spend can have incredible abilities, skills, and numerous feats—and may be able to hold their own against foes who do have powers, but they still fall within a particular range of what’s possible.

Powers allow characters to “break the rules” of ordinary reality as we know it and do the sorts of amazing things you see in the comics: fly, walk through walls, lift hundreds of tons, shoot beams of energy that melt through steel, and much, much more. This chapter looks at how powers are put together and how they are used, expanding on material from Chapter 5 of Mutants & Masterminds.

POWER COMPONENTS

Powers in Mutants & Masterminds are made up of certain basic components: each power includes one or more effects and one or more descriptors of those effects and their source. A power may also include one or more modifiers—power extras or flaws—that changehow the basic effect works, one or more power feats, particular stunts available to the power, and one or more power drawbacks, specific limitations or restrictions on the power. All these components are assembled in a particular structure to create the power.

EFFECTSThe basic component of a power is its effect, what the power actually does. Effects are defined in game terms with little or no regard for the actual cause of the effect, what it looks like, or how it is describe The actual mechanics—what the effect does in the game—is the important thing. This means one game-system effect may encompass a wide number of “actual” effects. For example, the Damage effect is used for anything that causes damage, which includes a tremendous variety of damaging attacks, from more powerful unarmed strikes to melee weapons, physical projectiles, harmful energy emissions, chemicals, and so forth.

MODIFIERS

Modifiers, much as you might expect, change the way basic effects work. They customize an effect, retaining most of how it works and adjusting a few things to suit a particular idea. For example, a modifier might change an effect’s default range, either improving it (allowing a normally touch range effect to work at a distance) or limiting it (forcing a ranged effect to only work by touch). Modifiers that enhance effects are called extras and increase an effect’s cost along with its capabilities. Modifiers that limit effects are called flaws and decrease the effect’s cost as well as its capabilities. Modifiers are permanent changes to an effect, essentially creating an all-new effect out of the base effect. So a power that needs an effect both with and without a modifier has to pay for two different effects rather than just one.

FEATS

Just as characters can have particular feats so can powers have power feats; stunts or special capabilities of a particular effect. Power feats work much like regular feats in that they are optional, things an effect can do, but which the power user can choose to use or not, as desired.

Power feats, as a general rule, tend to be less comprehensive and sweeping than modifiers, since they don’t entirely change how the effect works. Instead, they tend to provide more options or small benefits that aren’t significant enough to qualify as modifiers, or that are optional and better handled as feats or “stunts” of a power. Power feats are also significant because characters can use extra effort to acquire them temporarily as power stunts (see Power Stunts in Chapter 6 of Mutants & Masterminds).

DRAWBACKS

Also just as characters may have drawbacks, some powers and power effects have drawbacks of their own. These are minor limitations on an effect, usually things that aren’t always a concern. Like power feats, power drawbacks tend to be things that aren’t significant enough to qualify as modifiers but still significant in the power’s use. A drawback reduces an effect’s cost by a particular amount, although generally

not as much as a flaw.

STRUCTURE

A power’s components are put together in a particular structure, a way of assembling them to “build” a power. The normal power structure

is simple: add up the value of the power’s effects and extras, subtract the value of its flaws to arrive at its cost per rank. Multiply by the desired rank. Add the cost of its power feats, and subtract the value of its power drawbacks to arrive at the final cost:

Power cost = (effect + extras – flaws) x rank + (feats – drawbacks)

The normal power structure is used for most powers in Mutants & Masterminds to one degree or another. However, the game also offers other power structures that provide more flexibility, particularly the ability to reconfigure a power during play, at the expense of certain disadvantages, additional power point cost, or both: • Array structures have a common “pool” of power points that are shared among a number of different effects the user can switch between from round to round. Essentially, the power has a number of distinct “settings” that can be used one at a time. Arrays provide a way to build powers with a great deal of flexibility without a huge increase in cost.Container structures group a number of effects together into a single power and affect how flaws and other overall modifiers apply to them. They’re best suited for lots of effects grouped into a single power and usable (or at least accessible) all at once.

• Variable structures provide a “pool” of points much like Arrays, except those points can apply to any power of a particular descriptor, but with a greater cost than a comparable Array. Variable structures provide the ultimate in versatility with a commensurate cost, useful for building powers with highly variable effects (often dependent on circumstances).

DESCRIPTORS Lastly, powers have descriptors to tie together all the other components. A descriptor is a term that describes what the power is, how it functions, where it comes from, or some other aspect not covered by its other components. Effects, modifiers, feats, and drawbacks explain how the power works in game-terms. Descriptors provide the flesh for that mechanical skeleton, explaining what the power is in terms of the setting and the character wielding it. Take the power to shoot laser beams, for example. In game terms, this is a Damage effect (since it inflicts damage). Let’s say it also has the Penetrating extra, the Improved Range power feat and the Full Power drawback. Now, a character in the context of the setting isn’t going to say, “I’ve got a Penetrating Improved Range Full Power Damage effect.” Instead, she’ll say, “I have the mutant power to shoot focused beams of laser light.” Terms like mutant, laser, and light (and, to a certain degree, focused) are the power’s descriptors. That same effect could also have the descriptors, “I can shoot armor-piercing spears over great distances” or “I have the magical power to summon talons of energy that can rend targets far away,” along with many others. Descriptors allow the basic power components to create many different powers that have the same basic effect. So instead of a hundred types of energy blasts, for example, there’s a single Ranged Damage effect, with lots of possible descriptors. This saves space and provides a “common language” for powers. Of course, descriptors are not solely for “color,” they also serve a function in terms of how any given power works. For one thing, certain effects are actually based on descriptors, such as a Nullify effect that works on powers of a particular descriptor, or Immunity to effects of a certain descriptor. Likewise, certain descriptors imply various side effects and common sense things about a power: an electrical power can conduct through water and certain metals,

OPTION: CONCENTRATION AND MULTIPLE FREE ACTIONS but is insulated by rubber and other materials, a biological power doesn’t work on robots or other unliving constructs, and so forth.

SOURCE One particular type of descriptor is a power’s source, that is, where it derives its energy or effectiveness. In the laser beam example, the power’s source is a mutant ability, from a quirk in the character’s physiology, as well as light, since lasers are coherent beams of light. A power’s source may be used to define certain things about a power, including how it interacts with other powers and how the character may lose (and regain) use of the power under certain circumstances. A campaign might also have particular limits on power sources set by the Gamemaster.

USING POWERS The whole point of having amazing superhuman powers is using them—hopefully in the never-ending fight for truth and justice. While the previous section looked at the basic components of powers, this section discusses how to use those powers in play. “Using powers” technically refers to using a power’s various effects. For many powers, which have only one effect, this is the same thing, for others, it can make a difference since a power’s various effects can have different requirements in terms of action, duration, result, and so forth. For example, a laser light effect might be scattered by prisms or thick banks of fog or mist. This isn’t a power drawback per se, simply a consequence of the power’s descriptors.

ACTIVE AND PASSIVE EFFECTS Power effects can be defined as active or passive: active effects require an action to use, and often an attack roll or check. Active abilities normally only work when the user wishes them to do so, unless they are out of the user’s control (see Losing Control, page 14). Active effects are noticeable by default, having some kind of display associated with them. Examples of active abilities include attack effects (Damage, Fatigue, Stun, etc.), movement effects (Flight, Speed, Swimming, etc.), and some sensory effects (Concealment, Illusion, Obscure, etc .). Passive effects do not require an action to use or maintain: this means they must have an action of reaction or none, and continuous or permanent duration. They work automatically (whether the user wants them to or not, if they’re permanent). Passive effects The Gamemaster sets the limit on the number of free actions a character can perform in a round. This also limits the number of free action effects you can activate or deactivate in a given round (since both things require a free action). Rather than setting a hard limit or choosing the limit from round to round, some GMs may prefer to use the following guidelines for determining how many free action activation and deactivations a character can perform in a given round: The first power-related free action is automatic. For additional power-related free actions that round, a Concentration check is required, DC 10 + the additional number of free actions (so DC 11 for one extra free action, DC 12 for two, and so forth). If the check succeeds, the free actions all occur normally. If the check fails, the character may only perform extra free actions equal to the amount by which the check result exceeds 10, or none, if it is 10 or less. You can take 10 on this check if circumstances allow, meaning you can routinely take power-related free actions equal to your Concentration bonus each round, so long as you’re not distracted (such as in combat). Gamemasters using the optional Power Use skill from the Mastermind’s Manual (see Mastermind’s Manual, page 28) may wish to use it in place of Concentration for this check.

are unnoticeable by default, having no particular outward display unless otherwise dictated by the power’s descriptor in which case, the Noticeable power drawback applies. Examples of passive abilities include most defense effects (Immovable, Immunity, Protection, etc.) and some sensory effects (like Super-Senses).

ACTIVATING AND DEACTIVATING EFFECTS

Activating or deactivating an effect takes a particular amount of time, with the type of action determined by the effect: none, reaction,

free, move, standard, or full-round

action:NONE

The effect does not require an action to use; it is always in operation. Effects like this are always passive and have either a continuous or

permanent duration.

REACTION

The effect operates automatically in response to some other circumstance, such as an attack. This is much like a ready action (see M&M, page 158) except it requires no effort on the character’s part and does not count as an action (meaning a reaction is possible

even if the character is stunned or otherwise unable to take actions). The circumstance that activates a reaction effect should be defined when the effect is acquired and must be approved by the GM. A reaction can occur outside of a character’s normal place in the initiative order, and does not affect the initiative order.

FREE

The effect requires a free action to use or activate. Once an effect is activated or deactivated, it remains so until your next round. As with all free actions, the GM may limit the total number of effects a hero can turn on or off in a single round.

MOVE

The effect requires a move action to use. For movement effects, the move action is part of the character’s normal movement that round.

STANDARD

The effect requires a standard action to use. Since characters are limited to one standard action per round, this generally means you can only use one standard action effect per round. Because of this Gamemasters are cautioned against allowing standard action effects to have their required action reduced to move or free, although reaction may be appropriate for some powers.

FULL

The effect requires a full-round action to use. Some effects require even longer than a full action to use, as given in their descriptions,

although generally this is only the case for effects modified with flaws and power drawbacks. See M&M, page 12, for details about the different types of actions. Power modifiers may change the action a power’s effect requires. If you’re unable to take the required action, then you cannot activate the effect. You can activate a full action effect by taking a standard action at the end of one round and another standard

action at the start of the following round, but the second standard action must be your first action that round, or else the activation fails.

Generally, so long as you’re able to take the required action unhindered, the effect activates. In some circumstances, the GM may require a Concentration skill check to successfully activate an effect, but this is usually reserved for maintaining an effect under difficult circumstances (see Duration later in this chapter). Note that you can only activate or deactivate an effect in a round, not both. This is an important consideration for a variety of tricks, including deactivating a defensive power like Insubstantial (free action), making an attack (standard action), and becoming insubstantial again (free action), not normally an option.

MULTIPLE ACTIVATIONS

Activating effects is limited by your available actions, which usually means you can only activate one standard action effect and one move

action effect, two move action effects, or one full action effect in a round, along with as many free action effects as you wish (and the GM sees fit to allow).

A set of Linked effects (see the Linked power modifier in Chapter 2) may all be activated as a single effect with a single action (indeed, they must be activated this way). Container structures can also be activated all at once, although their effects can also be used individually.

The additional standard or move action granted by a surge use of a hero point can also be used to activate an effect, up to and including using it in conjunction with your normal standard action to activate a full action effect in the same round as a move action.

POWER CHECKS

In some cases, you may be required to make a power check to determine how well an effect works. A power check is just like any other check: d20, 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 = d20 + power rank + modifiers vs. Difficulty Class

TAKING 10 OR 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, there is no penalty for failure, and you can take approximately twenty times the normal time required, also the same as a skill check. If a power requires extra effort to retry (see the following), and imposes a penalty for failure, you cannot take 20 with checks involving that power.

OPTION: CHECK PENALTY FOR SUSTAINED EFFECTS

RETRYING POWER CHECKS

Retrying a power check is sometimes more difficult than just retrying an ability or skill check. Some effects require extra effort in order to retry them against the same target in the same encounter or scene (see Extra Effort, M&M, page 120). This does not usually apply to power

checks in response to something else, such as the opposed power check to avoid having an effect countered or nullified. Specific instances of

retrying power checks are detailed in the various effect descriptions. When you have failed to successfully use an effect that requires extra

effort to retry, you must either expend the necessary fatigue (possibly using a hero point to offset it) or you have to wait until the conditions change before trying again. Generally, this means until the current scene is over, however long that might be. The GM decides the exact amount of time that must pass in order to retry an effect without extra effort, according to the circumstances of the scene and the adventure.

Power checks for passive effects (if any) are never subject to extra effort for trying again. Likewise, rolls and checks other than power checks are not subject to fatigue from trying again, such as attack rolls with a particular power, or skill checks involving an enhanced skill (which is also usually a passive effect, and already exempt).

OPPOSED POWER CHECKS

In some cases, usually when one power is used directly against another, an opposed power check is called for (see Opposed Checks, M&M, page 9). If a contest is entirely a matter of whose power is greater, a comparison check (see M&M, page 10) may apply: the character with the higher power rank wins automatically.

For a particular use of opposed power checks, see Countering Effects later in this section.

POWER CHECK VS. SAVING THROW

Some effects require compare the result of a power check against the result of the target’s saving throw to determine the result of the effect. The opposed check is made immediately when the effect is used.

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), such as the Trip effect,which is opposed by the target’s Dexterity or Strength check. As with activating free action effects, you can normally maintain an unlimited number of sustained effects. The GM may wish to impose a limit on the number of sustained effects characters can maintain at once. Alternately, you can apply a penalty for maintaining multiple effects: either a –1 per effect to any further power checks, or a required Concentration check (DC 10 + number of sustained effects) to use additional effects. For example, if you’re flying and maintaining a force field, you either suffer a –2 penalty on further power checks, or you need to make a Concentration check (DC 12) to use an additional effect, as the GM chooses. This option is best reserved for settings where characters are expected to use effects one or two at a time rather than juggling a number of different powers at once. It tends to encourage Arrays (since they’re only usable one at a time anyway) and discourages sustained duration effects (since they’re the ones that impose a penalty).

RANGE

Each effect has a default range at which it functions, that can be changed using modifiers. Effect ranges are: personal, touch, ranged, and perception.

PERSONAL

A personal range effect works only on you, the user. Personal effects are therefore usually beneficial in nature. For a personal range effect that works on others, apply the Affects Others extra to the base effect (see Affects Others in the Extras section of Chapter 2).

TOUCH

A touch range effect works on anyone or anything you can touch (which usually includes yourself). Touching an unwilling subject within reach requires a melee attack roll against the subject’s Defense, like an unarmed attack. Successfully touching the target allows the effect to occur, although a normal saving throw against the effect is permitted (if there is one).

RANGED

A ranged effect works at a distance with a range increment of (rank x 10 feet) and a maximum range of (rank x 100 feet), normally ten

increments. So a ranged rank 10 effect has a range increment of 100 feet and a maximum range of 1,000 feet. A ranged effect suffers

a –2 penalty to attack rolls for every range increment past the first, to –18 at maximum range.

The Progression power feat can increase an effect’s maximum range, while the Improved Range power feat can increase its range increment (see Power Feats in Chapter 2). So one Progression (range) power feat moves the effect’s maximum range from 10 increments to 25 increments (then 50, 100, etc.). One Improved Range feat moves range increment from 10 feet to 25 feet, then 50, 100, and so forth on the Progression Table. For effects without increased maximum range, this reduces the total number of increments the effect has; if range

increment and maximum range are the same (the effect has only one range increment) then it takes no penalties for range out to its maximum

distance.

PERCEPTION

A perception range effect works on any target you can perceive with an accurate sense—usually sight—without any need for an attack roll. If the target has total cover or concealment from all your accurate senses, your perception range effects cannot affect it. The GM may require a Notice check to determine if you can perceive the target accurately enough to affect it. Since perception range effects do not require attack

rolls, they cannot score critical hits, nor benefit from traits that modify attack rolls, such as Power Attack.

DURATION

Each effect lasts for a particular amount of time, which may be changed by power modifiers. Effect durations are instant, concentration,

sustained, continuous, and permanent.

INSTANT

An instant 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 from it.

CONCENTRATION

A concentration effect lasts as long as you concentrate on maintaining it. Concentration is a standard action and distractions may cause your

concentration to lapse (see the Concentration skill, M&M, page 44, for details). If your concentration lapses, the effect stops. Failing to take

the necessary action to concentrate means your concentration lapses automatically.

You can maintain a concentration effect as a move action rather than a standard action for one round with a Concentration skill check (DC 10 + power rank). Make the check each round you maintain the effect as a move action. A failed check means the effect lapses.

SUSTAINED

A sustained effect lasts as long as you take a free action each round to maintain it. Since you are capable of taking as many free actions

as you wish, you can generally maintain any number of sustained effects, limited only by the Gamemaster’s judgment (see Check Penalty for Sustained Effects on page 12). If you are incapable of taking free actions (stunned or unconscious, for example) then the effect lapses.

You can maintain a sustained effect as a reaction (allowing you to attempt to maintain it if you are stunned, for example) for one

round with a Concentration skill check (DC 10 + power rank). Make the check each round you maintain the effect as a reaction. A failed check means the effect lapses.

OPTION: ESCALATING CONCENTRATION DIFFICULTY

Concentration checks to maintain effects with a lower-than-normal required action are intended as a stopgap measure. However, a character with a high enough Concentration bonus can theoretically maintain a concentration or sustained duration effect with a lesser action indefinitely, which somewhat lessens the impact of those durations. The additional point cost helps to balance this somewhat (sufficient ranks in Concentration do cost something), but may not always do so entirely. In games where this becomes an issue, the Gamemaster may wish to institute the following optional rule.

The Difficulty Class of a Concentration check to maintain an effect as a lesser action increases by +1 per succeeding round that effect is maintained in that way. So, for example, to maintain a sustained effect as a reaction rather than a free action is DC (10 + power rank) for the first round, then DC (11 + power rank) for the second, DC (12 + rank) for the third, and so forth. If the character either resumes maintaining the effect at the normal rate or stops maintaining it altogether for at least one round, the Difficulty increase resets to normal, and begins increasing again if the effect is maintained at a lesser action for longer than a round.

This option means nobody can maintain an effect with a lesser action indefinitely; sooner or later the penalty is sufficient that no one can succeed on the required Concentration check. This helps to reinforce the temporary nature of such measures, but doesn’t really affect their routine use, since it’s normally no more than a round or two (to avoid the effects of being stunned, for example).

CONTINUOUS

A continuous effect lasts as long as you wish, without any effort on your part. Once activated, it stays that way until you choose to deactivate it, even if you are stunned or unconscious. Continuous effects can still generally be countered or nullified to stop them from working.

PERMANENT

A permanent effect is always active and cannot be turned off, even if you want to. Permanent effects can only counter other effects at

the GM’s discretion, although they may sometimes be countered and can be nullified unless they also have the Innate power feat.

INVOLUNTARY DEACTIVATION

There are a number of ways in which characters may lose the ability to maintain an effect: damage, distraction, or interference of some

kind or another. If conditions cause involuntary deactivation of an effect, it occurs immediately, not on the user’s next action. So, for

example, if you’re stunned by an opponent’s attack (and don’t successfully make a Concentration check), then any concentration or sustained

effects immediately stop working. Lasting effects remain (see Lasting Results under the Result section), but they’re no longer under your control.

Once an active effect is deactivated (voluntarily or not) it must be reactivated normally once you’re capable of doing so. This is trivial for a free action effect, but can be significant for effects requiring longer actions, particularly ones with flaws adding other activation requirements.

LOSING CONTROL

In addition to losing the ability to maintain an effect, it’s possible to lose the ability to control it, which is not necessarily the same thing. An out of control effect may deactivate, but could do other things as well. A subject under Mind Control can be ordered to activate, deactivate, or use any power under his control. So you can order a mind-controlled thrall to lower his Force Field, for example, or stop maintaining any other effect. Targets may be strongly opposed to certain power-related actions: turning off your Force Field is one thing, shutting off your Flight power while high in the air is another! You can’t use Mind Control to command a target to do something he can’t normally do, like turn off Protection (or any other permanent effect) or exert active control over a passive effect. Likewise, Mind Control doesn’t abrogate any modifiers on the target’s powers: if they don’t work at night, for example, then your control isn’t going to change that.

Power Control gives you control over all of the target’s active powers: just as with Mind Control, you can make the subject’s powers do anything they could normally do, but you have no control over what the target does physically. So you can activate your victim’s Blast power,

for example, but you can’t aim it (since that’s a physical action), you could raise or lower a Force Field; you can turn off a target’s Flight so he falls, or turn it on so he hovers, but you can’t direct where he goes (since that’s also considered a physical action). You can, however, cause a subject to teleport to a place you determine, so long as it’s within his capabilities. If the subject has an Area effect, you can also set it off!

The Possession power gives you control of the subject’s physical traits, including powers, while you retain your own mental traits (including powers). So you can possess a target with powers like Blast, Flight, and Force Field, and use them all normally, but you can’t use the target’s Mental Communication or Mental Blast powers any more than you can use his Craft or Knowledge skills.

An effect with the Uncontrolled flaw is never under your control! Although it may sometimes do something useful, an Uncontrolled effect is always under the Gamemaster’s control and is considered a passive effect. Among other things, this means someone usurping control of your

powers doesn’t gain any more control over it than you have. It also means the effect may operate even when you’re normally incapable ofusing other effects, if the GM sees fit.

An Unreliable effect, on the other hand, just doesn’t work sometimes. When you fail a reliability check, treat it as an involuntary deactivation

of the effect: it stops working immediately (if it was active) and can’t be reactivated until you recover the effect in some way. (See the Unreliable flaw description for details).

SAVING THROWS AGAINST EFFECTS

Active effects that work on other characters allow a saving throw to resist them. The type of save (Toughness, Fortitude, Reflex, or Will) depends on the effect and its modifiers. The DC of the saving throw is 10 + power rank. So the DC of a Reflex save against a rank 12 Snare effect is 22 (10 + rank 12). Toughness saves have a DC of 15 + the attack’s damage bonus (equal to the Damage effect’s rank). A successful save means the effect doesn’t work.

LOSING CONTROL AND EXTRA EFFORT

If you are in control of someone else or their powers, you can order them to use extra effort to enhance those powers, if you wish. However, ordering this requires extra effort on your part, and may constitute a strongly opposed order for some uses of extra effort (GM’s discretion). So, for example, if you use Power Control to push a target’s Explosion Damage effect, either for additional damage or for a power stunt, both you and the subject suffer a fatigue result.

Both you and your subject may use a hero point (or GM Fiat) to negate the fatigue for the extra effort; even a Mind Control or Possession victim may do so. GM Fiat awards player characters a hero point normally, but it cannot be used to negate the fatigue of the extra effort, since that falls under the clause of using a hero point to eliminate the setback that granted it. Gamemasters, beware players attempting to use this as a scheme to “mine” extra hero points from a thrall! Fortunately, the character is either going to suffer increasing fatigue or simply “break even,” spending his own hero points to overcome the fatigue and replacing them with points earned from the victim offsetting his own.

Saving Throw Difficulty Class = 10 + power rank (15 + rank for Toughness)

HARMLESS EFFECTS

Some effects are listed as “(harmless)” after the saving throw type, meaning the effect is usually beneficial, but recipients may save against it, if they wish. A successful save against a harmless effect means the effect doesn’t work. This particularly comes into play with passive saving throw bonuses, like Immunity (see the following sections).

STAGED EFFECTS

Some effects are listed as “(staged)” after the save type, meaning the amount by which the saving throw fails determines the outcome of the effect. The exact results of the failed save are given in the effect’s description.

FORGOING SAVING THROWS

Willing characters can forgo their saving throw against an effect, if they wish. The player declares the intention to do so before the effect is used. This includes characters that think they’re receiving the benefit of a harmless effect, even if they’re not! You can’t forgo Toughness saves and there’s no such thing as a “harmless” Toughness effect.

IMMUNITY

The Immunity effect (see Immunity in Chapter 2) allows characters to automatically succeed on saving throws against certain effects. Moreover, since Immunity is normally permanent, the character cannot choose to forgo the save, even if the effect is harmless. Characters with continuous or sustained Immunity can choose to turn the effect off in order to forgo their save and receive the benefit of harmless effects, if desired. Even in those cases, you can’t forgo the save while Immunity is active, and it requires a free action to voluntarily lower your Immunity.

RESULT

The result of any given effect is given in the effect’s description in Chapter 2, but effect results share certain common terms and systems, described in this section.

PROGRESSION

Many power effects are measured in terms of a progression in area, mass, speed, and so forth. The Progression Table handles these measurements for effect results in Mutants & Masterminds. Uses of the table are referenced in the individual effects and modifier descriptions.

PROGRESSION TABLE

RANK VALUE

11

22

35

410

525

650

7100

8 250

9 500

10 1,000

11 2,500

12 5,000

13 10,000

14 25,000

15 50,000

16 100,000

17 250,000

18 500,000

19 1 million

20 2.5 million

USING THE PROGRESSION TABLE

An effect’s description will generally say something like, “the effect begins at a value of X and each rank moves it one step up the Progression Table,” where X is the starting value of the effect’s result. So, for example, the Flight effect starts out with a speed of 10 miles per hour (100 feet per move action) at rank 1. Each Flight rank moves speed one step up the Progression Table. Since the value after 10 on the table is 25, Flight 2 is 25 MPH, Flight 3 is 50 MPH, and so forth. Note that not all effects start their progression at the rank 1 on the table; many start off with a higher base value and progress from there. If necessary, you can extend the Progression Table by following the same progression of 1, 2.5, and 5 then starting over, increasing by a factor of 10.

EXTENDED RANGE OR AREA

An extended range power works at a particular distance (or over a particular area) determined by its rank, as shown on the Extended Range Table. Because the effect’s range or area is determined by rank, it cannot be changed using Range or Area modifiers. To alter range or area, increase or decrease the effect’s rank instead. If an effect does not have area based on rank, it uses the Area extra to work over an area.

Technically, extended range effects are personal, in that they affect the user, but their “reach” is given on the Extended Range

Table. So, for example, ESP is a personal effect, in that it only modifies the user’s senses, but the distance you can displace your point of perception with it is based on the Extended Range Table. Likewise, Teleport is a personal effect—it allows you to move instantly from place to place—but the distance covered is based on its rank and the Extended Range Table. Extended area effects are generally not personal, the effect covering a particular area, either radiating from you (if the effect is touch range) or that you can center on a point within range (if the effect is ranged).

EXTENDED RANGED & AREA

RANK RANGE AREA

1 10 feet 5 ft. radius

2 100 feet 10 ft. radius

3 1,000 feet 25 ft. radius

4 1 mile 50 ft. radius

5 5 miles 100 ft. radius

6 20 miles 250 ft. radius

7 200 miles 500 ft. radius

8 2,000 miles 1,000 ft. radius

9 20,000 miles 2,500 ft. radius

10 200,000 miles 1 mile radius

11 2 million miles 2 mile radius

12 20 million miles 5 mile radius

13 200 million miles 10 mile radius

14 2 billion miles 25 mile radius

15 Same solar system 50 mile radius

16 Nearby star systems 100 mile radius

17 Distant star systems 250 mile radius

18 Same galaxy 500 mile radius

19 Nearby galaxies 1,000 mile radius

20 Anywhere in the universe 2,500 mile radius

LASTING RESULTS

An effect with “(lasting)” listed after its duration means the target must recover from the effect by making additional saving throws, with a cumulative +1 bonus per previous save. A successful save eliminates the lingering effect (and the need for further saves). An instant duration lasting effect allows a new saving throw each round on the initiative count when the effect occurred. So an instant lasting effect that takes place on initiative count 12 of a round offers a new saving throw at initiative count 12 on the following round, even if the effect-user or the

target’s place in the initiative order changes. A concentration duration lasting effect allows a new save for each interval on the Time Table,

starting one minute after the effect occurs (then 5 minutes, 20 minutes, and so on). The effect lasts until the target successfully saves or the

user stops concentrating whichever comes first. If you stop concentrating, the subject gains a new save every round (like an instant lasting effect), with a +1 bonus per save, until the effect is eliminated. Once you stop concentrating on the effect, you can’t start again without an entirely new use of the effect.

A sustained duration lasting effect allows a new save for each interval on the Time Table, the same as with concentration duration, but does not require an action to maintain; its effects continue until the target successfully saves. If you concentrate during an entire time interval (taking a standard action each round), the subject does not gain the cumulative +1 save bonus for that interval. Once you stop concentrating on a sustained lasting effect, you cannot start concentrating on it again without an entirely new use of the effect.

A continuous duration lasting effect does not allow new saves at all; if the initial save fails, the e ffect lasts until countered or reversed in some way. The GM should carefully regulate sustained and continuous lasting effects in the game. Generally, there should be some reasonable way to reverse a continuous lasting effect other than countering or nullifying it, such as a medical treatment, folk remedy, other powers, or the like. The GM decides what’s reasonable for any given effect.

It should be noted that there is no such thing as a “permanent lasting” effect; continuous is as close as it gets, and the Permanent flaw does not apply to the duration of lasting effects. No effect in Mutants & Masterminds should be completely irreversible unless it is a plot device

controlled by the GM, and even then Gamemasters should consider carefully whether or not such an absolute effect is fair.

EXTRA EFFORT AND LASTING RESULTS

The Willpower option of extra effort (see Extra Effort, M&M, page 120) allows you to gain an additional saving throw to recover from the lasting result of a power. The save occurs immediately as a free action on your turn and does not count as one of the normal saves you make, although it does add to the cumulative save bonus if it fails. If you’re entitled to a normal save on that round, you get to make it as well. You can spend a hero point to negate the fatigue from the extra effort as usual.

TIME TABLE

RANK TIME RANK TIME

1 3 seconds (1 action) 11 3 months

2 6 seconds (1 round) 12 1 year

3 1 minute (10 rounds) 13 5 years

4 5 minutes 14 10 years (decade)

5 20 minutes 15 50 years

6 1 hour 16 100 years (century)

7 5 hours 17 500 years

8 1 day 18 1,000 years (millennium)

9 1 week 19 5,000 years

10 1 month 20 10,000 years

OPTION: PARTIAL SAVES AGAINST STAGED LASTING EFFECTS

Given that a saving throw against a lasting effect is still a save, the GM may choose to allow a failed save against a staged lasting effect to still

reduce the effect, if the save result is better than previous results. For example, failing the saving throw against the Stun power by 5 or more results in the target being stunned. The victim gets a new saving throw each round to overcome the stun effect. A failed save normally results in no recovery, but the GM could rule that a successive save that fails by only 4 or less changes the victim’s condition to dazed, just like failing the original save by 4 or less would have done. This allows for incremental improvement in the victim’s condition before complete recovery.

Note that a victim making a partial save against a lasting effect does not suffer any worsening of the effect for failing the save more than previously; so a Stun victim who fails the recovery save by 10 or more does not fall unconscious, for example.

NOTICING POWER EFFECTS

The ability to notice power effects follows certain basic guidelines:

• Active effects are noticeable in some way: a visible display, an

audible noise, a powerful vibration, and so forth. The exact

display associated with the effect depends on the powers

descriptors, approved by the GM.

• Passive effects are unnoticeable, although they can be noticeable,

if you

wish (with the application

of

the Noticeable power

drawback).

• If a passive effect’s duration is changed, it becomes noticeable,

unless the Subtle power feat is applied. This includes passive

effects added to an active Container structure. Active effects

remain noticeable, even if their duration is changed, unless the

Subtle power feat is applied to them.

• Sensory effects are by definition noticeable to the sense(s) they

affect. So a sight-dependent effect is noticeable visually, and

so forth. This means mental sensory effects are noticeable only

to mental senses. The Subtle power feat can conceal the source

of a sensory effect, but not its actual effect on the senses. A

Subtle Visual Dazzle, for example, might use an undetectable

medium to cause temporary blindness, but victims of the effect

still know they’re unable to see. Likewise, the Concealment

effect is “noticeable” in that concealed subjects actually “disappear”

from

the affected sense, but they

do not otherwise

call

attention

to themselves.

NOTICEABLE EFFECTS

Noticeable power effects are automatically detected by whatever

senses are appropriate, depending on their descriptors. Normally,

no Notice check is required, but the GM can ask for one if the cir-

cumstances wouldn’t allow observers to take 10. The DC of the

Notice check is 10 (since observers can normally take 10 to automatically

succeed).

SENSORY EFFECTS

Sensory effects like Illusion and Obscure can conceal other effects

just as they do anything else. So the flash of an energy blast is

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ULTIMATE POWER CHAPTER ONE: HOW POWERS WORK

OPTION: OBVIOUS EFFECTS

If the Gamemaster allows, the Noticeable power drawback can apply to already noticeable effects, making them obvious. This is a step above just

noticeable: the effect truly draws attention to itself! An obvious effect is automatically detected by the appropriate sense(s). The base Difficulty Class

to notice it is –10, and any use of the effect imposes a +20 increase in DC for Stealth checks. Thus, rather than a hum or whoosh, Obvious Flight

might announce itself with the roar of rockets and a bright contrail. An Obvious Force Field more than just glows; it shines, making the user clearly

visible for some distance (200 feet, in fact, for the average observer taking 10 on a Notice check).

Gamemasters should adjudicate each instance of obvious power effects individually, and should beware of players trying to use the drawback simply

to gain “free” power points by applying it in cases where it isn’t really a drawback at all, such as a character with no Stealth skill and no real need

for subtlety. Some GMs may prefer to handle obvious powers as a complication rather than a drawback, awarding a hero point to the player when the

obvious effect hinders the character in some way (see Temporary Drawbacks as Complications, M&M, page 127 for details).

concealed by a Visual Obscure effect just like an ordinary flashbulb

would be. Concealment hides personal range effects, but not others,

so an invisible hero’s

force

field

cannot be seen, but his force

blast

can, unless it’s

Subtle.

MENTAL EFFECTS

Mental sensory effects are noticeable only to those directly affected

by them (who sense them automatically) and to observers with a

ranged mental sense, such as Mental Awareness.

Unnoticeable effects become noticeable with an application of

the Noticeable power drawback.

SUBTLE EFFECTS

Subtle power effects are either noticeable only with a Notice check

(DC 20) or automatically with a specialized sense other than the

standard visual, auditory, olfactory, tactile, and mental senses. This

usually means a Super-Sense based in a different sense type (particularly

detect,

see Super-Senses).

For

example,

an effect based

on

invisible radiation

is noticeable to a detect radiation

sense (or

perhaps

to infravision

or ultravision,

if it’s

the right wavelength),

but unnoticeable to other senses.

Noticeable effects can be made subtle with the application of

one rank of the Subtle power feat.

UNNOTICEABLE EFFECTS

Unnoticeable power effects are truly undetectable by any sense,

although their consequences may still be noticeable. So, for

example, the Protection effect (which is permanent) is normally

unnoticeable: you can’t tell by looking at or even touching someone

with Protection whether or not they have an increased Toughness

save. However, you can certainly see (or at least surmise) that someone

has

Impervious

Protection

when you

see bullets bouncing off

them!

Likewise,

although a Subtle Mental Blast

may

be completely

undetectable,

the power’s

victim still knows

he’s

hurt (if the attack

damaged

him), as do others

if the attack

does enough damage

to

visibly

stun the target or worse

(although neither will necessarily

know

the cause

of

the damage).

Noticeable effects can be made unnoticeable with the application

of

two ranks

of

the Subtle power

feat.

COUNTERING EFFECTS

In some circumstances one effect may counter another, negating

it. Generally for two effects to counter each other they must have

opposed descriptors. For example, light and darkness effects can

counter each other as can heat and cold, water and fire, and so forth.

In some cases effects of the same descriptor can also counter each

other. The GM is the final arbiter as to whether or not an effect of

a particular descriptor can counter another. The Nullify effect can

counter any effect of a particular descriptor (or even any effect at all)

depending on how it is configured (see Nullify in Chapter 2).

HOW COUNTERING WORKS

To counter an effect, take a ready action. In doing so, you wait to

complete your action until your opponent tries to use an effect. You

may still move, since ready is a standard action.

You must be able to use the countering effect as a standard,

move, or free action to ready it. Effects usable as a reaction do not

require a ready action; you can use them to counter at any time.

Effects requiring a full action or longer cannot counter another

effect in combat, although they may potentially counter ongoing

effects (see the following section).OPTION: COUNTERING CONTESTS

Countering normally has no effect beyond negating an incoming effect. However, the GM may optionally wish to apply the following optional system

for handling situations where two combatants are contesting against each other, with the loser of the contest the target for the opponent’s effect:

The defending character counters normally. However, if the countering effect is one that could potentially affect the attacker (e.g., Blast, Fatigue,

etc.), then the attacker also gets an opportunity to counter. If it fails, the attacker is hit by the defender’s countering effect, which works normally. If

the attacker’s counter succeeds, then it goes back to the defender, who may counter again, and so forth. Each full exchange of countering attempts

(one on each side) takes a round, and the contestants can only take free actions and reactions while so engaged. The first contestant to fail two

countering attempts in a row loses.

Example: Dr. Stratos blasts Bolt with a lightning bolt. The young hero uses his own Blast power to counter it (since it’s also lightning). The GM

rolls a Blast power check for Dr. Stratos, getting a 5 for a total of (5 + rank 13) 18. Bolt’s player rolls a power check for him as well, getting an

11 for a total of (8 + 11) 19, success! The two lightning bolts meet in mid-air in a crackling ball of energy that pushes back toward Stratos. The

villain sneers and pushes back, and both sides make power checks again. This time Dr. Stratos beats Bolt easily, a total of 27 versus 12, and the

ball lightning presses very close to the young hero. Gritting his teeth, Bolt pours it on. The GM rolls another power check for Dr. Stratos: a result

of 25! Bolt’s player needs to roll a 17 in order to even tie! The roll is only a 15, not enough, so Bolt’s player spends a hero point to re-roll, he gets

an 8, which becomes an 18 for a total of 26. The energy shifts back toward Dr. Stratos. In the final contest, Bolt manages to win again and the

ball of lightning strikes the surprised villain for his full +13 Blast damage!

ESCALATING CONTESTS

An optional add-on to the countering contest system is to increase the final rank of the successful effect by +1 for each full round of the contest,

reflecting the slow build-up of power over that time, so the final effect is more powerful than it would otherwise have been. In the previous example,

Dr. Stratos would not only have taken +13 damage from the effect of the initial Blast, but an additional +2 for the two rounds of the countering

contest for +15 damage. This makes losing a countering contest more likely to become a “knockout punch” to end a fight, although some foes will

still be kicking. If the contesting effects are the same, use the higher-ranked one as the base rank, plus the modifier. If they’re two different effects,

use the winner’s effect, plus the modifier for the contest. The GM can set an upper limit on the bonus, as desired.

If an opponent attempts to use an effect you are able to counter,

use your

countering effect as your

readied

action. You

and the

opposing

character

make

power

checks

(d20 + power

rank).

If you

win,

your

two effects cancel each other out and there

is no effect

from

either.

If the opposing character

wins, your

attempt

to counter

is

unsuccessful. The opposing effect works

normally.

Example: Siren, goddess of the seas, is fighting the White

Knight. The hate-mongering villain hurls a blast of whitehot

fire

(a Ranged

Damage effect

of

his Fire

Control).

Having

prepared

an action, Siren’s

player says she wants

to

counter White Knight’s fire

blast with her Water

Control

(a

Move

Object effect).

The GM agrees

the two effects

should

be able to counter each other,

so he asks

Siren’s

player

to make

a Water

Control

check,

while he makes

a

Fire

Control

power

check for White Knight.

Siren’s

player

rolls

a result

of

26 while the GM rolls

a result

of

19

for

White

Knight.

Siren

successfully counters the flame blast,

which

fizzles out in a gout of

steam.

COUNTERING ONGOING EFFECTS

You can also counter a maintained or lasting effect, or the lingering

results of an instant effect (like flames ignited by fiery Damage).

This requires a normal use of the countering effect 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 nor-

mally).

Example: Mastermind has placed Johnny Rocket under

his Mind Control. Lady Liberty has the power to break

such bonds (the Nullify effect). She shines the light of

liberty on her teammate and makes a power check (d20

+ her Nullify rank). The GM makes a power check of d20

+ Mastermind’s Mind Control rank. If Lady Liberty wins,

Johnny is free of Mastermind’s control. If she fails, the

Freedom League will have to come up with another plan

to neutralize their super-fast teammate without hurting

him.

If countering a lingering effect no longer under the user’s control,

the countering character makes a power check as usual, but the

Difficulty is simply 10 plus the rank or bonus of the effect, since

there’s no real opposition.

Example: Freed from Mastermind’s control, Johnny Rocket

sees a fire threatening people nearby. He uses his SuperSpeed

10

power

to create

a strong

enough backwash to

pull

air away

from

the fire

and extinguish it.

The GM has

Johnny’s

player make

a Super-Speed check (d20+ 10,

his

power

rank)

against 14

(the intensity of

the flames, plus

10).

Johnny

wins and the flames are

extinguished.

INSTANT COUNTERING

You can spend a hero point to counter another effect as a reaction

using an effect that normally requires a free, move, or standard

action, without the need to ready an action to do so.

Example: The witch Seven and her teammates face off

against Malador the Mystic, who hurls a powerful spell at

them. Seven’s player chooses to spend a hero point, allowing

Seven a shot

at countering the incoming spell with her

own

Magic before

it hits. She and Malador make

power

checks

(d20 + Magic rank).

Seven manages to win and

counter

the necromancer’s

spell... this time.

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ULTIMATE POWER CHAPTER ONE: HOW POWERS WORK

You can also apply a Surge use of extra effort to the action required

to counter, although you still need to use that action to ready the

countering effect, so this is less effective than spending a hero

point for an instant counter.

Example: Siren uses extra effort to gain an additional

standard action on her round so along with her planned

attack and move, she can ready her Water Control power

to counter the flame attack she’s expecting Pyre to make

later in the round. When Pyre’s attack happens, Siren’s

player says she’s using her readied action to try and counter

it.

POWER AND SKILL SYNERGY

In some cases, powers and skills may be able to aid each other,

providing a bonus on checks similar to an aid bonus (see Aiding

Another, M&M, page 10). This is for powers that don’t normally

provide skill check bonuses; effects like Morph, for example, always

provide a set bonus based on rank. Some examples of possible

synergies include the following, although this list is by no means

comprehensive. Players and GMs should feel free to come up with

additional combinations as suits the circumstances of the adventure.

ACROBATICS

Movement effects can provide a bonus on Acrobatics checks to

impress an audience or to handle certain difficult maneuvers (such

as tricky aerobatics aided by Flight).

BLUFF

A properly planned Illusion can provide a bonus to back up a Bluff.

Mind Reading can provide a bonus on Bluff checks by picking up

what a subject is thinking at the moment and adjusting the story

to match.

CLIMB

While the wall-crawling effect of Super-Movement makes Climb

checks superfluous, a power like claws (or a similar melee Damage

effect) or a Snare might be grant a Climb bonus by cutting handholds

or helping the user stick to a surface, respectively.

OPTION: INCREASE POWER AND POWER COST

COMPUTERS

Datalink allows you to use this skill at a distance but, if you’re close

enough to operate a computer normally, it may provide you with a

bonus by increasing your reaction and response time. Comprehend

Machines may provide a bonus by providing useful information.

CRAFT

Various matter and material shaping effects like Transform can provide

a bonus to Craft

checks

or simply

allow

you

to make

checks

in

considerably

less time.

DIPLOMACY

A successful use of Mind Reading can provide a Diplomacy bonus

by allowing you to tailor your message or argument to your

audience. Emotion Control and Diplomacy can be a devastating

combination for influencing attitudes.

DISGUISE

Effects like Morph and Shapeshift provide a +5 bonus per rank on

Disguise checks rather than a synergy bonus. Mind Reading can

enhance your ability to act like whatever you appear as (see Bluff).

ESCAPE ARTIST

Elongation already provides its rank as a bonus to Escape Artist

checks, while Insubstantial allows you to automatically succeed

on such checks. Anatomic Separation may grant a synergy bonus

or automatic success on an Escape Artist check, depending on the

situation. For example, being able to detach your hands allows you

to automatically slip out of handcuffs, but may only provide you a

bonus in getting out of a straightjacket. Move Object either grants

automatic success (if you’re able to see and affect whatever is binding

you)

or a bonus (if you

can’t,

but can still use your

effect as

“extra

hands”).

Shrinking may

also provide

automatic

success on

some

escape attempts

(shrinking out of

bonds, for example)

and no

help

on others

(such as escaping from

an airtight cage).

GATHER INFORMATION

Various sensory effects, including Mind Reading or Super-Senses,

can provide a synergy bonus on Gather Information checks.

The increase power option of extra effort provides a flat +2 ranks by default. This ignores the power’s cost per rank and generally ignores power level

limits as well. The fact that it’s more effective for high-cost powers is balanced against being less effective for low-cost powers and only lasts for a

single use of the power at the cost of fatigue or a hero point.

Some Gamemasters may prefer to change the effect of increase power so it adds either 2 ranks or 4 power points to the power’s effect, whichever is

less. So a power costing 2 points per rank or less gains 2 ranks but more expensive effects gain only 1, or even none, if they cost more than 4 points

per rank. Alternately, the GM can set a minimum gain of +1 rank, regardless of cost. This makes extra effort a bit less efficient but more consistent

across the board.

In either case, the increase power use of extra effort applies all the normal benefits of the additional ranks in the effect: more damage, greater

range (for effects where range is based on rank), increased saving throw DC, and so forth. This is most effective for instant effects, since they only last

for one use anyway, although a one round increase in a sustained or continuous effect can be useful at times.

There are two particular cases where the increase power option does not apply. The first is any effect that has or provides carrying capacity, such

as Move Object. For this, apply the increase carrying capacity option instead (doubling the effect’s capacity for one round). For Affects Others effects,

apply the power stunt option for a rank in the Progression power feat to improve the mass the effect can carry. Second, movement effects do not

benefit from the increase power option; use the increase movement option instead to double the effect’s movement rate for one round.

2020

HOW POWERS WORKHOW POWERS WORK

CHAPTER ONE: HOW POWERS WORK ULTIMATE POWER

HANDLE ANIMAL

Comprehend Animals can grant a bonus by allowing you to actually

talk to animals,

the same

for Mind Reading

to pick up on an

animal’s

mood and reactions.

INTIMIDATE

Any number of flashy or impressive effects can provide a bonus

on Intimidate checks, although effects like Growth or Shrinking

already apply an Intimidate modifier by default.

INVESTIGATE

Super-Senses, particularly microscopic vision and scent, can provide

a bonus to Investigate checks to find evidence.

MEDICINE

Diagnosis checks can benefit from Super-Senses, particularly X-ray

vision. Move Object can provide a bonus on surgery checks.

PERFORM

Flashy and impressive effects of any kind can provide

a bonus on some Perform checks to impress an

audience.

SLEIGHT OF HAND

Precise Move Object can provide a bonus for this

skill, while being able to sneak up on someone

unseen via a Concealment effect can do much

the same.

STEALTH

While Concealment and Obscure make

this skill superfluous, other effects can

provide synergy bonuses, like SuperSenses

to “scout out”

your

surroundings,

or some forms

of

Super-Movement.

SURVIVAL

In addition to effects like Immunity

abrogating the need for Survival

checks, various things can make

Survival easier, from Super-Senses and

Super-Movement to detect and avoid hazards

to attack

effects to aid hunting.

EFFECTS AND

EXTRA EFFORT

You can use extra effort to improve

your effects (as described in

Mutants & Masterminds on

page 120), at the cost of

suffering some fatigue (or

spending a hero point so you

don’t suffer fatigue).

Generally speaking, you can

only apply one benefit from extra

effort to an effect at any given time. If using

the optional rules for extraordinary or last-ditch effort from the

Mastermind’s Manual, multiple benefits and stacked benefits may

be possible (see Extraordinary Effort, Mastermind’s Manual,

page 82).

Extra effort only applies to active effects, since passive effects

by definition don’t require effort. At the GM’s discretion an active

use of an otherwise passive effect might be eligible for extra effort,

provided the effect’s duration is not permanent, since permanent

effects cannot use extra effort regardless.

POWER STUNTS AND FLAWS

An Alternate Power stunt of an effect with one or more flaws on

it may remain limited by those flaws, at the GM’s discretion. At

the very least, the Alternate Power will have fewer power points to

work with: Ranged Damage is worth 20 points, while

normal (touch range) Damage is worth only 10

points. So any Alternate Power of the

latter cannot have a value of

more than 10 power points.

It may be possible to perform

an Alternate

Power

version of an effect without its

flaws, using extra effort to temporarily

overcome

them. This

depends

heavily

on the flaw(s),

the

effect’s

descriptors,

and

the Gamemaster’s judgment.

For example, a power stunt

that removes the Full Action

requirement from the Damage

effect mentioned previously, results

in a Damage 5 effect (10 points).

Alternately, it might apply another flaw

(like Distracting) in place of the

normal flaw; you can use the

effect faster but suffer a loss of

defense in this example.

The GM may decide some

flaws cannot be overcome in this way.

Uncontrolled is a particularly good

example since dodges around it tend

to invalidate how the flaw works. The

same is true for flaws like Permanent

(which prevents the use of extra effort

anyway) and Sense-Dependent.

Likewise, you may wish to set limits on

the flaws that can be applied to Alternate

Power stunts. Since the stunt is a onetime

effect,

flaws

like

Limited are

highly

situational.

Limited to Men, for example,

isn’t

really

a flaw

if the intended target of

the effect

is

a man

and you

don’t get to use it again

without

additional effort.

As

usual, the guideline is

that a flaw with no real downside is not actually a

flaw and does not reduce an effect’s cost.

WILLPOWER AND LASTING RESULTS

The willpower application of extra effort allows an

immediate new saving throw against the lasting result of an effect. This is regardless of the save required: Fortitude, Reflex,

or Will (lasting results don’t require Toughness saves). You can even

make your normal save for that time interval and, if you’re unsatisfied

with the results,

use extra

effort to make

an additional one

immediately.

Note this is not the same

as spending a hero

point to

re-roll:

the additional save

result

is whatever

is rolled

on the die plus

your

modifier;

however,

it does gain

the cumulative

bonus from

previous

failed saves

(if any).

An additional save from willpower also comes regardless of when

the effect normally permits new saves. So, for example, if you’re fighting

a lasting

sustained effect and you’re

not due a new

save

for an

hour,

you

can still use willpower

to gain

a new

save

immediately.

This

is

particularly

important

for fighting

off

lasting

continuous effects,

which

don’t allow

new

saves

at

all; willpower

still gives

you

a save,

even

though you’re

not otherwise

allowed

one.

If you are fighting some sort of outside control with a lasting

result, such as Mind Control or Possession, the fatigue imposed by

extra effort for additional saving throws isn’t applied until you are

free from the effect. This is primarily to stop characters from simply

using extra effort successively each round until they pass out in order

to deny their attacker control. It also imposes a certain risk: if the

GM uses the last-ditch effort option from Mastermind’s Manual (see

Last-Ditch Effort, Mastermind’s Manual, page 82), fatigue results

beyond unconscious may be treated as actual damage, resulting in

serious harm or even death once the effect ends if you’ve strained

yourself to your limit. Otherwise, once you’ve accumulated enough

“fatigue debt,” you simply can’t use extra effort for willpower any further:

you’re

limited to the additional saves

the effect normally

allows.

EFFECTS AND HERO POINTS

The uses of hero points include enhancing power effects (see M&M,

beginning on page 121). A primary use of hero points is overcoming

the fatigue

from

extra

effort,

essentially making

all of

the extra

effort

options hero

point options as well. Note, however,

the character

is still using extra

effort in those cases, even

if no fatigue

is

accumulated.

In some cases, the benefits of extra effort and hero points may

be cumulative, such as using extra effort for a check bonus and

spending a hero point to improve the roll by rolling twice and taking

the better result,

in which case the check bonus applies to the

best

check result.

A particular example is the power stunt option of extra effort and

the heroic feat option of hero points, which can stack, allowing you

to temporarily acquire two feats for one round, either two separate

feats or two ranks of the same feat. Note that power stunts have

OPTION: DISABLED EFFECTS

to be power feats, while the heroic feat option extends to any nonfortune

feat

available

in the campaign.

So you

can use extra

effort

to

gain

a Progression

power

feat

and spend a hero

point to gain

another,

for example.

Although you can potentially gain more than one Alternate

Power feat, they’d have to apply to different effects, since you

can only use one Alternate Power in an Array at a time. You can

also use a power stunt to gain an Alternate Power feat and heroic

feat to make it Dynamic, so you only need to allocate some of the

power points from the base effect into the Alternate Power.

HERO POINTS AND FLAWS

In addition to the option of using extra effort and a power stunt to

acquire a version of a flawed effect without the flaw(s), Gamemasters

may allow players to spend a hero point to automatically overcome

some flaws on effects for a round, using the effect at its full rank

rather than the reduced rank of an Alternate Power stunt.

This option already exists to some degree: spending a hero point

to avoid the fatigue of a Tiring effect, to re-roll the saving throw

against a Side-Effect, or to succeed on a check for an Unreliable

effect. This option just makes it simpler: the player declares and

spends the hero point and the chosen flaw doesn’t apply for that

round. As with power stunts and flaws, the GM will want to ban

this option with regard to certain flaws, since the ability to overcome

them severely

reduces

their value.

COMBINING EFFECTS

On some occasions, characters may attempt to combine their powers

in order

to complete

a difficult

task.

There

are

three

ways

to

deal

with this:

1) For individuals operating independently—such as a group trying

to lift

a large,

heavy

object—simply

add their separate

capabilities

together.

For

example,

three

heroes

with heavy

load

carrying

capacities

of

10

tons, 24 tons, and 60 tons working

together have

a

heavy

load

capacity

of

94 tons.

2) Groups coordinating their attacks to overcome an opponent’s

defenses should use the rules for combined attacks (see

Combined Attack, M&M, page 155). This applies to most

effects involving a saving throw.

3) Finally, characters trying to combine their powers into a single,

more effective, unit can use the following guidelines: the members

of

the group

must all be in contact,

either physically

touching

(each

other or a common subject) or mentally linked

(via Mental

In this option, when you use extra effort on an effect that fails (doesn’t generate a high enough check result, doesn’t increase power sufficiently, etc.)

you’ve pushed your power too hard and caused your effect to become temporarily disabled, much like failing a roll for the Unreliable power flaw (see

Unreliable, M&M, page 115, for details). The effect stops working and doesn’t work until you’re able to recover it. This might require some rest and

a successful Constitution check, repairing a Device, performing a particular ritual, meditating quietly, or what have you, as approved by the GM. Until

you’re able to recover the disabled effect, it doesn’t work.

This can be particularly problematic for other power structures: if an Array or Variable effect is disabled, the entire structure is disabled until it

recovers. If an effect in a Container is disabled, only that effect stops working, but if extra effort is applied to the entire Container, failure disables

the whole thing.

Gamemasters may also wish to allow Disabled Effects as a power drawback of some specific powers or as a consequence of extraordinary effort (if

that option from the Mastermind’s Manual is in use).

2222

HOW POWERS WORKHOW POWERS WORK

CHAPTER ONE: HOW POWERS WORK ULTIMATE POWER

Communication). Coordinating the group in this way requires a

move action on the part of each person joining in the effort.

One character—usually the one with the highest rank in the

desired effect—is designated as the leader. Add together the

ranks the rest of the group has in the effect with the same

power source, then add half the ranks of effects with a different

power

source.

Use this total rank

for a single

aid check (DC

10).

A successful check adds +2 to the leader’s

check, with an

additional

+1 for every

10

points the check exceeds

DC 10

(see

Aiding

Another,

M&M,

page

10).

Example: In a case of unusual allies, Baron Samedi

(Magic 12), Lantern Jack (Magic 14), Medea (Magic 11),

and Seven (Magic 10) are aiding Eldrich (Magic 16) in

casting a spell to prevent the Unspeakable One from

entering (and destroying) Earth’s dimension. They are all

gathered in a mystic circle, with Eldrich as the leader.

The other mystics pool their Magic power ranks for a

total of (12 + 14 + 11 + 10) or 47. They then make an aid

check, rolling a 12, for a total of 59. That’s enough for a

+6 bonus to Eldrich’s Magic rank: +2 for exceeding DC 10

(which the circle would have done regardless), plus 4 more

for exceeding the DC by 49; one point more on the roll

and the bonus would have been +7.

Although Overshadow is also present at the ritual, he

does not possess the Magic power, and so cannot assist.

However, he is using his Ritualist feat and Knowledge

(arcane lore) to secretly attempt to usurp control of the

spell so he can claim the power of the Unspeakable One

for himself...

EXTRA EFFORT AND HERO POINTS

Extra effort and hero points are both usable when combining powers,

but if the assistants wish to use a hero

point to re-roll

the aid

check,

they

must all

spend one (GM’s

can waive

this requirement

for

non-player

characters,

if desired,

or treat

it as a normal

use of

GM

Fiat).

Extra

effort can add to the effective

power

rank

of

the

leader

or an assistant; the improved

rank

has

its normal

effect,

and

an

assistant’s

improved

rank

counts towards

the total rank

for the

aid

check.

DISCONNECTING

An aiding character who is stunned, knocked out, or otherwise

unable to assist is disconnected from the group and no longer

counted towards the aid bonus. So, continuing with the previous

example, if Eldrich’s first combined check failed and a mystic backlash

rendered

Seven

unconscious, her 10

ranks

of

Magic would not

count

for the next aid check.

Stunned participants can make a Concentration check (DC 10 +

rank of the cooperating power) in order to remain connected to the

group; at the GM’s discretion, partial success may be possible, with

a number of effective power ranks equal to the check result, minus

10 (that is, the amount by which the check result exceeds DC 10).

Assistants relying on physical contact to combine powers are

disconnected if they lose contact for any reason, including knock-

back, being pushed, pulled, or otherwise moved from their place.

The same is true for participants using Mental Communication who

lose contact due to sensory effects like a Mental Dazzle or Obscure

(or just loss of the Mental Communication effect).