6 Characteristics
While ability scores, skills, feats, and powers describe a lot about a hero, they don’t cover everything. There are many details like your hero’s name (both super identity and real name), appearance, costume, age, background, and so forth. You choose these details to fit the way you imagine the character. This chapter rounds out the information about your hero, including finishing details, personality, background, and complications, as well as the hero’s drawbacks: weaknesses or vulnerabilities. It also explains how heroes can go that extra mile when they need to pull out all the stops in order to succeed, using extra effort and victory points.
Details
A lot of details go into making your hero more than just a collection of numbers. Take a moment (if you haven’t already) to consider some of the following things about your character.
Name
What is your character’s name? That is to say, what is the name the character uses in public , that appears in one-inch type in the newspaper headlines? Most heroes adopt unique and distinctive “code names,” so consider a suitable name for your character. Code names are often based on powers, theme, or style. Here are some options to consider:
• Origin: A name may be based on the hero’s origin, power source, nation (or even world) of birth, and such.
• Powers: Choose a name based on the hero’s powers: Firestarter or Blaze for a flame-controlling character, Thunder or Spark for an electrical character, and so forth.
• Theme: Maybe the character has a theme or style suggesting a name: Paladin might be a medieval knight displaced into the present day, with magical sword and armor. Ms. Mystic may be all about magic and the occult.
• Titles and Ranks: Names may include various titles like Mister, Miss,
Ms., Doctor, Sir, Lord, Lady, and Madam or even royal titles like King,
Queen, Prince, Princess, Duke, Baron, and so forth. Military ranks are also
popular parts of hero names, especially General, Major, and Captain.
• Gender: Names often include gender designations like Man/Woman,
Boy/Girl, Lad/Lass, and so forth.
• Sound: Some code-names don’t really have anything to do with a
character’s powers or background—they just sound cool: Kismet,
Scion, Animus, Damask, and so forth. They may hint at the hero’s
powers or origin, or have nothing to do with them.
• Real Name: Some heroes go by their real name, not using a code-name
at all. Oftentimes these real names sound like code-names, however.
For example, Alexander Atom, heroic scientist, known as Dr. Atom, the
adventurer Johnny Danger, or Chuck Shepard, Space Ranger.
age
How old is the character? Superheroes tend to hover in that indeterminate
age between 20 and 40, but some heroes are younger, usually teenagers,
and some are older, possibly much older, depending on a hero’s background.
For example, the hero might have fought in World War II but
ended up in the present day due to time travel or suspended animation.
Heroes with Immunity to Aging are effectively immortal—they might be
thousands of years old.
Consider the effects of age on your hero. Someone who fought in the
Second World War is likely to have a different worldview than a modern
teenager who just acquired super-powers, to say nothing of an immortal
who has seen civilizations rise and fall or a godlike being from the dawn
of time. A character’s age may influence the choice of certain traits. Aged
characters are likely to have lower physical ability scores, for example,
while younger characters may have fewer skill ranks (having had less time
to train in various skills).
appeaRance
What does your hero look like? Consider things like the character’s race,
sex , ethnicity, and other factors in appearance. Is the hero even human?
Superheroes can be aliens, robots, androids, spirits, and beings of pure energy.
Is the character short or tall? What about hair and eye color? Does the hero
have any distinguishing marks or unique features; is his appearance unusual
in any way (apart from running around in a costume, that is)?
costume
A costume is a big part of a superhero’s appearance. Like code names,
most heroes have a distinctive costume, usually something skin-tight and
colorful, often emblazoned with a symbol or logo. Other heroes wear more
military-style outfits, fatigues or body armor with numerous bandoleers
and belts. A suit of armor may serve as the hero’s costume: anything from
ancient mail to a high-tech battlesuit. A few heroes don’t wear a special
costume,
just ordinary street clothes (which can be pretty distinctive
among a group of spandex-clad heroes).
In the comics, costumes are generally immune to the kind of routine
wear-and-tear a hero’s powers should inflict on them. For example, heroes
who can burst into flames don’t usually incinerate their clothing. The
same is true for heroes who change their size or shape. Although a hero’s
costume can be damaged or torn by attacks and other circumstances, it’s
usually immune to the hero’s powers. This doesn’t cost any points; it’s just
the way costumes work. In a more realistic campaign, the Gamemaster
may choose to make such a costume a special piece of equipment. For
more on costumes as equipment, see Chapter 7.
alteRnate iDentity
Although heroes spend a lot of time fighting crime and using their powers
to help others, most also try to find time to have lives of their own.
Consider the hero’s “normal” life, both before acquiring super-powers and
since. Does the hero maintain a secret identity, hiding behind a mask or
other guise in order to have a semblance of a normal life while “off duty”?
Describe the hero’s other identity and what the hero does while not out
fighting the forces of evil.
Other heroes abandon all pretense of a “civilian” identity, revealing
their true names to the world and living in the public eye. This means no
juggling two separate lives, but also no refuge from the media, adoring
fans, or the hero’s enemies, who can all keep track of the hero more easily.Both approaches have their good and bad points. Consider which is best
for your hero.
oRigin
What’s the origin of your hero’s powers? It can be anything from a character
born
with
the
potential
for
powers
to
someone
granted
them
by
an
accident—exposure
to
a
strange
meteor,
radiation,
genetic
engineering,
or
any
of
countless
similar
encounters.
Here
are
some
of
the
more
common
superhero
origins, for more
on origins, see Chapter
11.
• Accident: Perhaps the most common origin. The hero gains powers
accidentally from exposure to some force like radiation, chemicals,
unleashed mystic energies, being struck by lightning, and so forth.
Accidents are often one-time events, although sometimes there is
an effort to re-create an accident to deliberately make super-beings.
Accidental origins are influenced by the science of the setting. Golden
Age heroes in the 1940s often gained their powers from chemical
accidents while Silver Age heroes in the Atomic Age of the ‘60s got
their powers from radiation and modern heroes acquire powers from
accidents involving genetic engineering, nanotech, and similar cutting-edge
technologies.
• Alien: A hero may be a member of an alien race with unusual powers
compared
to
humans.
Either
all
members
of
the
race
have
similar
powers
or particular conditions (lighter gravity, solar radiation, etc.)
grant them powers on Earth. Some “alien” races in the comics are
actually superhuman offshoots of humanity living isolated from the
rest of the human race. “Aliens” also include mystical beings from
other dimensions, from angels and demons to elementals and actual
gods, as well as mortal half-breeds descended from them. An alien
hero’s powers might even have another origin; being an alien only
explains part of the character’s powers or is merely a background element.
• Endowment: Some outside force grants the hero powers. This
might be an experimental procedure (see the next entry), a godlike
higher power, a secret organization that hands out powerful devices,
a mysterious wizard, or something similar. The patron might expect
something in return from the hero for this boon, or the gift could be
unconditional.
• Experiment: Some heroes gain powers from a deliberate attempt,
such as a scientific or mystical technique for transforming someone
into a super-being. Like accidents, experiments are often impossible
to duplicate. The hero may be a willing volunteer or a victim chosen
to
test
out
the
technique.
Some
heroes
create
their
own
powers,
either
by developing
the procedure
or building their own
devices.
• Mutant: A hero may simply be born “different,” with the potential
for super-powers. These latent powers typically emerge in a time of
stress, especially the changes brought on by puberty, although they
might also appear as a result of an accident (combining the accident
and mutant origins). In some settings mutants are mistrusted
because they represent a new species or evolutionary step for humanity,
and some fear they will ultimately displace or enslave ordinary
humans.
• Training: Finally, some heroes acquire powers through hard work and
training, whether physical discipline, studying esoteric martial arts techniques,
meditation
and
introspection
to
unlock
hidden
mental
powers,
or
mastering
the
arcane
arts
of
magic . Such training is typically arduous
and
not
everyone
has
what
it takes to accomplish it. Heroes who
gained their powers through training may have rivals who trained with
them (see the Enemy and Rivalry complications, pages 122-123).
oRigins as DescRiptoRs
Origins can serve as descriptors for a character’s powers (see page 66).
For example, a super-powered mutant has the “mutant” descriptor, meaning
the
character
may
be
detected
by
mutant-detection
powers,
affected
by mutant-specific devices, and so forth. The same is true for a mystic , an
alien, or any other origin.
peRsonality
How would you describe your hero’s personality? While heroes tend to
share a desire to use their powers for good and uphold the law, they also
show a diverse range of attitudes. One hero may be dedicated to the ideals
of truth, justice, and equality while another is a vigilante willing to
break the law in order to ensure justice is done. Some heroes are forthright
and cheerful while others are grim and unrelenting. Consider your
hero’s attitudes and personality traits.
allegiance
Heroes’ beliefs and motivations are at least as important as their amazing
powers and abilities. These are reflected by their allegiances.
A character may have up to three allegiances, listed in order from most
to least important. These allegiances are indications of what the character
values.
A
character
may
have
fewer
allegiances,
no
allegiances
(being
either
a
free
spirit
or
a
loner),
or
may
change
allegiances
over
time.
Also,
just
because the character fits into a certain category of people doesn’t
mean that category is necessarily an allegiance. Allegiances are things
toward which a character feels an especially strong devotion.
If a character acts against an allegiance, the GM may choose to strip
the character of that allegiance and assign one more suitable to those
actions.
pleDging allegiance
A hero’s allegiance can take the form of loyalty to a person, organization,
belief system, nation, or an ethical or moral philosophy. Having an
allegiance implies the ability to make moral or ethical choices. As a result,
characters must have Intelligence and Wisdom scores of 3 or higher in
order to have allegiances. Creatures with lower scores—such as animals—
have no allegiances.
Allegiances include, but are not limited to, the following:
• Person or Group: This includes a leader or superior, a family, a team
or group, and so forth.
• Organization: This may be a company or corporation, a gathering
of like-minded individuals, a fraternal brotherhood, a secret society, a
branch of the armed forces, a local, state, or national government, a
university, an employer, or an otherwise established authority.
• Nation: This may be the nation of the hero’s birth or an adopted
nation. Patriotic heroes typically have an allegiance to their nation
(although not necessarily their nation’s government).
• Belief System: This is usually a particular faith or religion, but can
also be a specific philosophy or school of thought. Belief systems also
include political beliefs or philosophical outlooks. Silver Age comic
book characters are often committed to belief systems like communism,
democracy,
free
thought,
and so forth.
• Ethical Philosophy: This describes how one feels about order, as
represented by law and chaos. An individual with a lawful outlook
tends to tell the truth, keep his or her word, respect authority, and
honor tradition, and expects others to do likewise. An individual with a chaotic outlook tends to follow instincts and whims, favor new
ideas and experiences, and behave in a subjective and open manner
in dealings with others.
• Moral Philosophy: This describes one’s attitude toward others, as
represented by good and evil. An individual with a good allegiance
tends to protect innocent life. This belief implies altruism, respect for
life, and a concern for the dignity of other creatures. An evil allegiance
shows a willingness to hurt, oppress, and kill others, and to
debase or destroy innocent life. A good allegiance is especially common
among
heroes.
allegiances anD influence
An allegiance can create an empathic bond with others of the same allegiance.
With the GM’s permission, the character gains a +2 bonus for
positive conditions on interaction skill checks when dealing with someone
of the same allegiance. Similarly, the character may suffer a –2 penalty
when dealing with characters of an opposing allegiance. The character
must have some interaction with other characters to bring these modifiers
into play.
allegiances as DescRiptoRs
At the GM’s option allegiances can function as descriptors for powers (see
Power Descriptors, page 66), allowing character to have a power affecting
only
subjects
of
a
particular
allegiance,
for
example,
or
the
ability
to
detect
characters with a particular allegiance (see Detect, page 103).
Gamemasters should be careful when applying power modifiers based
on allegiance. An attack power affecting only “evil” targets, for example,
is useless against inanimate objects, constructs, and animals (and other
creatures or things with Int or Wis below 3). It also doesn’t affect characters
without a specific allegiance to evil (such as selfish mercenaries,
violent vigilantes, or despots devoted solely to order, but not evil per se).
allegiances as oRigins
Some characters may derive their powers from their allegiance in some
way, such as heroes who draw strength from their convictions, their faith,
or their morality. This provides a descriptor for those powers, but the hero
may also suffer Power Loss (see page 127) from a change or wavering in
allegiance.
allegiances in conflict
Characters with different allegiances may find them in conflict. Such conflicts
provide
roleplaying
opportunities
and
complications
for
players
and
story
hooks
for
the
Gamemaster.
For example, a hero with allegiances to
America, Truth, and Justice may discover a secret government agency acting
against
the
interests
of
justice
in
the
world.
What
is
stronger,
the
hero’s
patriotism
or the desire to see the truth known and justice done? Some
conflicts may result in heroes abandoning or changing allegiances, or reordering
their priorities (and therefore allegiances). See Complications,
page 122, for more on handling such conflicts in the game.
motivation
Another important element of a hero’s background is what motivated the
character to become a hero in the first place and what keeps the hero
going when things get tough. Sometimes motivation is the only difference
between a hero and a villain. What made your hero decide to fight for
justice rather than turning toward more selfish goals? How does it affect
the hero’s methods of fighting crime? Is there anything that might change
or affect the hero’s motivation? Common heroic motivations include the
following:
CHARACTERISTICS
119
TM
ROLEPLAYING GAME
• Acceptance: The hero feels different or isolated (perhaps for being
a non-human in human society) and does good to gain the trust
and acceptance of others and perhaps discover what it means to be
human. Some such heroes see their powers as more of a curse than a
blessing, but try to do some good with them while hoping and looking
for a way
to have
a normal
life.
• Goodness: Some heroes fight the good fight simply because it’s the
right thing to do and they believe in doing the right thing no matter
what. Their strong moral center may come from a good upbringing
(or a bad one that showed them what not to do) or the guidance or
inspiration of a mentor or idol.
• Greed: There are those motivated by nothing more than the opportunity
to
make
a
profit
off
their
heroic
careers.
They
may
be
mercenaries
for
hire
or
marketing
machines
who
do
good
deeds
but
also
rake in
the proceeds from licensing fees and public appearances. More altruistic
heroes
tend to look down
upon their profit-mongering
peers.
• Justice: An overwhelming thirst for justice drives some heroes, a
need to see the innocent protected and the guilty punished, even if
they are beyond the reach of the law. These heroes walk a thin line.
For some justice becomes a thirst for vengeance for injury done to the
hero in the past, like the death of a loved one.
• Recognition: Some heroes just want recognition, and dressing up in
a bright costume and fighting crime is one surefire way to get people
to notice you. The hero may be a shy nobody out of costume or a
glory-hog who loves the spotlight.• Responsibility: The responsibility of having great power can be a
heavy burden but some heroes feel it is their duty to use the powers
they’ve been given for the greater good. Oftentimes these heroes are
trying to live up to an ideal like a mentor or a predecessor who inspired
them.
• Thrills: For some the life of a superhero is all about excitement,
thrills, danger, and challenge. These heroes are in it for the action
more than anything else.
goals
Finally, what are your hero’s goals? All heroes want things like peace and
justice to one degree or another, but what other things does your hero
want? One hero may want to find his long-lost family while another may
want to avenge a terrible wrong done to her in the past. A monstrous or
alien hero may seek acceptance and a new home on Earth, while a teen
hero may want to live up to the legacy of a mentor or predecessor. Giving
your hero a goal beyond simply “doing good” can help give the character
more depth and provide opportunities for roleplaying and complications
during the game. Don’t overlook it.
extRa effoRt
Often, heroes are called upon to perform feats beyond even their amazing
abilities. This calls for extra effort. Players can use extra effort to improve
a hero’s abilities in exchange for the hero suffering some fatigue. The benefits
of
extra
effort are
not limited by power
level.
using extRa effoRt
Extra effort is a free action and can be performed at any time during the
hero’s action (but is limited to once per round). A hero using extra effort
gains one of the following benefits:
• Check bonus: +2 bonus on a single ability, skill, or power check.
This does not include attack rolls.
• Increase carrying capacity: +5 effective Strength for determining
the hero’s carrying capacity for one round.
• Increase movement: The hero’s speed for all modes of movement
doubles for one round.
• Increase power: Increase a power by 2 ranks for one round. This
only increases the power’s rank; you cannot apply power modifiers
(but see the power stunt benefit). Permanent powers cannot be
improved in this way.
• Power stunt: Temporarily add a power feat to a power. This includes
an Alternate Power of an existing power. The power feat must follow
the normal rules for adding a power feat. The temporary power feat
lasts for the duration of the encounter or until you choose to stop
maintaining it, whichever comes first. This includes turning off the
power or switching to a different Alternate Power. Power stunts cannot
be applied to Permanent
powers
via extra
effort.
• Willpower: Gain an immediate additional saving throw against
a power with a Lasting effect, such as Mind Control or Nullify (see
Duration, page 70). You get this save even if the Lasting power has
a Continuous duration (which doesn’t normally allow for additional
saves at all). If you’re mind-controlled, the fatigue from the extra
effort doesn’t affect you until you’re free of it.
• Surge: Gain an additional standard or move action, before or after
your normal actions for the round (your choice). Using this extra
action does not change your place in the initiative order. You can use
a standard action gained from extra effort to start or complete a fullround
action in conjunction
with your
normal
actions for the round.
fatigue fRom extRa effoRt
At the beginning of the round immediately after extra effort, the hero
becomes fatigued (see Fatigue, page 167). A fatigued hero becomes
exhausted and an exhausted hero becomes unconscious the round after
using extra effort. If you spend a hero point at the start of the round following
extra
effort to shake
off
the fatigue,
the hero
suffers
no adverse
effects.
heRo points
Whether it’s luck, talent, or sheer determination, heroes have something
setting them apart from everyone else, allowing them to perform amazing
deeds under the most difficult circumstances. In Mutants & Masterminds
that something is hero points. Spending a hero point can make the difference
between
success
and
failure.
When
you’re
entrusted
with
the
safety
of
the world that
means a lot!
Hero points allow players to “edit” the plot of the adventure and the
rules of the game to a degree. They give heroes the ability to do the
amazing things heroes do in the comics, but with certain limits, and they
encourage players to make the sort of choices heroes do in the comics, in
order to get more hero points.
Heroes start each game session with 1 hero point. During the adventure
they get opportunities to earn more hero points. Players can use
various tokens (poker chips, glass beads, etc.) to keep track of their hero
points, handing them over to the Gamemaster when they spend them. The
Gamemaster can likewise give out tokens when awarding hero points to
the players. Unspent hero points don’t carry over to the next adventure;
the heroes start out with 1 point again.
using heRo points
Unless otherwise noted, spending a hero point is a reaction, taking no
time. You can spend as many hero points as you have, but only one hero
point on any given benefit per round. You can spend hero points for any
of the following things.
impRove Roll
One hero point allows you to re-roll any die roll you make and take the
better of the two rolls. On a result of 1 through 10 on the second roll, add
10 to the result, an 11 or higher remains as-is (so the second roll is always
a result of 11-20). You must spend the hero point to improve a roll before
the GM announces the result of your roll. You cannot spend hero points
on die rolls made by the GM or other players without the Luck Control
power (see page 90).
heRoic feat
You can spend a hero point to gain the benefits of a feat (either a regular
or power feat) you don’t already have for one round (see Chapter 4). You
must be capable of using the feat and cannot gain the benefits of fortune
feats, only other types of feats. If the feat has another feat as a prerequisite,
you must have the prerequisite to gain the benefit of the more advanced
feat. For feats acquired in ranks, you gain the benefit of one rank of the
feat by spending a hero point. The GM can veto any performance of a feat
acquired with a hero point if considered inappropriate for the game.
DoDge
You can spend a hero point to double your dodge bonus for one round.
This includes any modifiers to your dodge bonus from feats, powers, or
unDeR the hooD: heRo points
CHARACTERISTICS
121
TM
ROLEPLAYING GAME
Hero points serve several purposes, all intended to allow heroes to pull
off the kinds of stunts they do in the comic books. Hero points essentially
provide players with the ability to change their characters’ traits, or
influence the outcome of events in the game, but only a certain number
of times per game and to a certain preset degree.
One particularly useful aspect of hero points is the ability to perform
feats a character doesn’t have. Essentially, any combat, general, or skill
feat in Chapter 4 is a potential use of hero points. Consider some like
Improvised Tools or Jack-of-All-Trades as examples. They may not be part
of a hero’s normal repertoire, but they can be useful to have in a pinch,
so long as the player is willing to spend a hero point to use them.
Players may wish to note some appropriate heroic feats and power
stunts they can refer to in play for ideas and inspiration. For example,
maybe your character doesn’t have the Inventor feat (see page 62) but
does have ranks in Knowledge and Craft. You could spend a hero point
in play to allow your character to come up with an invention. Likewise,
characters may have “special moves” they use only rarely. Rather than
paying power points for them, they may spend hero points to acquire
them as needed.
The same guidelines hold true for using extra effort to acquire power
feats (and possibly spending a hero point to cancel the fatigue). You
don’t have to pay points for every possible permutation of your hero’s
powers: just note some suitable power stunts and spend hero points to
use them in play.
You might eventually want to spend the power points necessary to
make a sometime feat or power stunt a permanent part of the character’s
abilities, especially if it’s something you use all the time, giving you a
natural way of improving and developing your character. So remember,
extra effort and hero points are excellent tools when it comes to making
and playing a flexible and interesting hero!
combat actions (such as the total defense action, page 159). The improved
dodge bonus lasts until the beginning of your next round. You can also
spend a hero point whenever you are denied your dodge bonus, but still
capable of action (surprised, flat-footed, etc .). In this case, you retain your
dodge bonus until your next action (this is the same as spending a hero
point to perform the Uncanny Dodge feat).
instant counteR
You can spend a hero point to attempt to counter a power used against
you as a reaction. See Countering Powers, page 70, for details.
cancel fatigue
Any time you would suffer fatigue (including the effects of the Fatigue
power and the use of extra effort), you can spend a hero point and reduce
the amount of fatigue by one level (so you suffer no fatigue from a
fatigued result, are fatigued by an exhausted result, etc .).
RecoveR
You can spend a hero point to recover faster. A hero point allows you to
immediately shake off a stunned or fatigued condition.
If you are exhausted, spending a hero point causes you to become
fatigued. If you have suffered damage, a hero point allows you an immediate
recovery check as a full-round action (see Recovery, page 165). It
takes two rounds for a staggered hero to make a recovery check, since you can only take a standard or move action each round while staggered. This
check is made normally, the hero point just allows you to make it in addition
to
your
normal
recovery
checks.
If
the
recovery
check
is
successful,
it
turns
out
the
damage
wasn’t
as
serious
as
it
first
appeared,
or
your
hero
is
able
to shake
it off.
While disabled, you can spend a hero point to take a strenuous action
for one round without your condition worsening to dying. If you spend a
hero point on a normal recovery check for bruised or injured conditions, a
successful check eliminates all of that condition, rather than just one. The
hero point does not improve the recovery check, only its effect.
escape Death
Spending a hero point automatically stabilizes a dying character (you or
someone you are assisting), although this doesn’t protect the character
from further damage.
inspiRation
Once per game session, you can spend a hero point to get a sudden inspiration
in the form of a hint, clue, or bit of help from the GM. It might
be a way out of the villain’s fiendish deathtrap, a vital clue for solving a
mystery, or an idea about the villain’s weakness. It’s up to the GM exactly
how much help the players get from inspiration.
Gamemasters may even wish to expand the “inspiration” facet of hero
points to allow players greater control over the environment of the game,
effectively allowing them to “edit” a scene to grant their heroes an advantage.
For
example,
a
hero
is
fighting
a
villain
with
plant-based
powers
in
a
scientific
lab.
The
player
deduces
the
villain
may
be
vulnerable
to
defoliants,
so she asks the GM if there are any chemicals in the lab she can
throw together to create a defoliant. The Gamemaster requires to player
to spend a hero point and says the right chemicals are close at hand.
How much players are allowed to “edit” circumstances is up to the
individual Gamemaster, but generally hero points should not be allowed to
change any event that has already occurred or any detail already explained
in-game. For example, players cannot “edit” away damage or the effects of
powers (hero points already allow this to a limited degree). The GM may
also veto uses of editing that ruin the adventure or make things too easy on
complications anD poWeR flaWs
Generally speaking, power flaws are not complications and heroes do
not earn hero points when their flaws come into play. A flaw provides
a cost-break on the power in exchange for reducing its effectiveness,
while a complication provides hero points in exchange for an additional
challenge to overcome. The two don’t mix , and the Gamemaster is not
required to hand out hero points for exploiting a hero’s flaws: the player
already got the flaw’s “payoff ” in the form of reduced power cost.
So, for example, taking a Device away from a hero is not a power
loss complication, it’s inherent in the way Devices work. On the other
hand, arranging circumstances so the hero’s Device just stops working
altogether (because it jams or runs out of power, for example) counts
as a complication. Likewise, saying a winged character can’t fly while
grappled isn’t a complication if the character has the Power Loss
drawback. But having part of the adventure take place in a vacuum
or on a heavy-gravity world where the hero’s wings are useless is a
complication (a temporary Power Loss drawback).
The Gamemaster makes the final decision as to whether a particular
difficulty the heroes encounter is a complication or not. Generally, if it’s
a normal part of how a power flaw works, then it’s not a complication.
the players. Inspiration is intended to give the players more input into the
story and allow their heroes chances to succeed, but it shouldn’t be used as
a replacement for planning and cleverness, just a way to enhance them.
eaRning heRo points
In comic book stories, heroes often confront the villain(s) and deal with
various setbacks. Perhaps the villain defeats them in the first couple
encounters. Maybe one or more of the heroes have to overcome a personal
problem.
The
villain
may
have
a
secret
the
heroes
need
to
discover,
and
so
forth.
By
the
end
of
the
story,
the
heroes
have
overcome
these
challenges
and they’re
ready
to take
on the villain.
Mutants & Masterminds reflects this kind of story structure through the
awarding of hero points. The heroes gain additional hero points as an
adventure progresses. When the going gets tough, the heroes get tougher,
because they get hero points to help them overcome future challenges.
Heroes get hero points from setbacks, complications, acts of heroism,
roleplaying, stunts, and instances of Gamemaster fiat.
setbacks
Setbacks are when things just aren’t going the hero’s way. When a hero
suffers a significant failure, the player gets a hero point. Generally, a
“significant failure” is a failed skill check or saving throw with the worst
possible result: a Climb check where the hero falls, a Toughness save where
the hero is knocked out, a Reflex save that leaves the hero helpless, a Will
save where the hero is mind-controlled, and so forth. The GM decides if a
particular failure is significant or not. Generally, routine failures, like missing
an
attack
roll
or
suffering
some
lesser
effect
from
a
failed
save,
is
not
significant
enough to count as a setback and earn a hero
point.
A newly acquired hero point cannot be used to eliminate the setback
that granted it. So you can’t suffer a significant failure and then spend
the hero point you get to avoid failing, and you can’t get knocked out by
a bad Toughness save and spend the hero point immediately to try and
wake up. You can spend hero points you already have, but if you overcome
a
setback
by
spending
a
hero
point
you
don’t
gain
a
hero
point
for
that
setback, since it isn’t really
a setback!
complications
Complications are essentially setbacks players choose for their heroes in
advance. Comic books are full of personal complications, and players are
encouraged to come up with some for their heroes. When a complication
causes
a
significant
setback
for
a
hero,
it’s
worth
a
hero
point
award.
Possible complications, and their uses in adventures, include:
• Accident: You cause or suffer some sort of accident. Perhaps a stray
blast damages a building or hurts an innocent bystander, your fire
powers set off sprinkler systems, or you cause volatile chemicals to
explode. The GM decides the effects of an accident, but they should
be troublesome. Accidents can lead to further complications; perhaps
the hero develops a guilt-complex , obsession, or phobia involving the
accident.
• Addiction: You need something, whether for physical or psychological
reasons. You’ll go out of your way to satisfy your addiction, and
being unable to satisfy it may lead to a temporary weakness drawback
(see
Temporary
Drawbacks
as
Complications,
page 126).
When your addiction causes you a setback, that’s a complication.
• Enemy: You have an enemy, or enemies, trying to do you harm. The
GM can have your enemy show up to cause you trouble, and adventures
involving
your
enemy
tend
to
be
more
complicated
for
you;
even
personal
grudge-matches,
if
the
enmity
goes
both
ways.
When
having
unDeR the hooD: aWaRDing heRo points
One benefit of the system of awarding hero points is it allows the Gamemaster to reward players for suffering the slings and arrows of outrageous fortune.
It in fact encourages them to do so, since players know they ’ll get hero points for the setbacks and complications their heroes face.
For example, since things like saving throws are voluntary, players can choose to fail a saving throw in order to place their heroes into situations where
they can earn hero points. With this system, you can “bribe” players, saying, “Okay, if you let Mastermind take over your character and do his bidding
for this scene, you get an extra hero point.” Likewise, it serves as a reward for players who choose to rescue civilians and let the villain get away at the
start of the adventure, or suffer a humiliating defeat at the hands of the villain early on, just like the heroes in the comics.
an enemy causes a particular problem for you (such as your enemy
abducting a loved on), you get a hero point.
• Fame: You’re a public figure, known almost everywhere you go,
hounded by the media, swamped by fans and well-wishers, and similar
problems.
• Hatred: You have an irrational hatred of something, leading you to
actively oppose the object of your dislike in some way, no matter the
consequences.
• Honor: You have a strong personal code of honor. Generally this
means you won’t take unfair advantage of opponents or use trickery,
but you can define the exact terms of your code with the GM. Honor
is only a complication when it puts you in a bind or on the horns of a
moral dilemma.
• Obsession: You’re obsessed with a particular subject and pursue it
to the exclusion of all else, which can create some complications.
• Phobia: You’re irrationally afraid of something. When confronted
with it you have to fight to control your fear, causing you to hesitate
or act irrationally
(and earning a hero
point).
• Prejudice: You are part of a minority group subject to the prejudices
of
others.
Some
Gamemasters
and
gaming
groups
may
prefer
not
to deal with issues of prejudice in their games, in which case
the GM is free to ban this complication.
• Reputation: You have a bad reputation, affecting what others
think of you (whether you deserve it or not). Having someone adopt
a bad attitude toward you because of your reputation is a complication.
• Responsibility: You have various demands on your time and
attention. Responsibilities include family obligations, professional
duties, and similar things. Failing to live up to your responsibilities
can mean loss of relationships, employment, and other problems.
• Rivalry: You feel a strong sense of competition with a person or
group and have to do your best to outdo your rival at every opportunity.
• Secret: You have something potentially damaging or embarrassing
you’re hiding from the world. The most common secret for Mutants
& Masterminds heroes is their true identity. Occasionally, something
(or someone) may threaten to reveal your secret.
• Temper: Certain things just set you off. When you lose your temper
you lash out at whatever provoked you.
You get a hero point for each encounter where a complication comes into
play. The GM decides when a particular complication comes up, although
you can offer suggestions on suitable opportunities.
You should choose one or two regular complications for your hero,
and feel free to suggest others to the Gamemaster during play. The GM
decides what complications are appropriate and can overrule any particular
complication,
depending
on
the
needs
of
the story. Keep in mind the
CHARACTERISTICS
123
TM
ROLEPLAYING GAME
adventure needs to have room for all the heroes’ complications, so individual
ones can only come up so often.
Examples: The teen superhero Sonic has finally made a date
with the new girl at school. Unfortunately, his enemy Rant
decides to go on a rampage in Southside that evening. Sonic
has to ditch his date and deal with Rant quick before she gets
suspicious. The GM awards Sonic’s player a hero point for the
romantic complication and one for the enemy complication,
which Sonic uses to kick Rant’s butt as fast as he can, so he can
get back to his date.
The witch Seven suffers from claustrophobia. When the vampire
lord Dracula places her in a coffin in preparation for becoming
one of his brides, Seven is overcome with panic and unable to use
her magic to free herself. The GM awards Seven’s player a hero
point for the setback resulting from her complication.
Complications can (and generally should) change over the course of a
series: old enemies die or are put away for life, rivalries and psychological
issues are resolved, new romances and relationships begin, and so
forth. Work with the GM to come up with new complications for your
hero as old ones are resolved. The Gamemaster may set limits on how
many ongoing complications your hero can have in play at any given
time.
heRoism
You earn hero points for acts of heroism, the kind of things we expect
from comic book superheroes. To qualify for a hero point, the act must
be truly heroic and self-sacrificing. Beating up on a group of thugs who
are no real threat isn’t heroism, but taking a hit for a friend is. Rescuing
people from a burning building is heroism. Being willing to surrender to a
villain in order to save the lives of hostages is heroism. Allowing a villain
to get away so you can catch a runaway train before it crashes is heroism.
The GM decides if a particular act is suitably heroic , and should provide
the players with plenty of opportunities for heroism. Note that some complications
also
provide
opportunities
for
heroism.
For
example,
if
a
hero’s
boyfriend
is
on
a
train
while
she’s
fighting
the
villain,
that’s
a
complication
worth
a
hero
point
(the
hero
has
to
look
out
for
him).
If
the
hero
breaks
off
fighting
the
villain
and
lets
him
escape
in
order
to
save
the
train
and
its
passengers from certain doom, that’s heroism, good for another hero
point.
Roleplaying
Although the dialogue in some Silver Age comics is corny enough to make
us groan, consider the occasions when a hero’s rousing speech or clever
quips make us cheer or smile. When a player provides similar dialogue in the
game: something that makes everyone at the table laugh or applaud, award
the player a hero point. This doesn’t have to be limited to just dialogue; a
player who provides a fantastic description of a hero’s action, or helps enter-
tain the group in some other way can also qualify for a hero point.stunts
TM
ROLEPLAYING GAME CHAPTER SIX: CHARACTERISTICS
Sometimes heroes manage to pull off stunts that make us go “wow!”
When a hero in the game does the same thing—performing a cool stunt
and impressing everyone at the table—the player gets a hero point. Note
this applies to stunts performed using extra effort (see page 120) and
spending the hero point you get for performing a cool stunt to eliminate
the fatigue from the extra effort is allowed, so especially cool power stunts
and such can become “freebies” if the GM awards a hero point for them.
gamemasteR fiat
Lastly, players earn hero points when the Gamemaster “bends” the rules of
the game in favor of the bad guys. The GM essentially gets to “cheat” on
behalf of the villain(s), but the heroes get hero points when this happens.
Example: The GM may spring an “inescapable” trap on the
heroes, allowing the villain to place them into a fiendish deathtrap
and
tell
them
his
master
plan
before
leaving
them
to
their
fate. The GM declares Gamemaster Fiat to make the trap truly
inescapable; the heroes all automatically fail their saving throws
against it. However, they each get a hero point. The deathtrap
that follows is a complication, earning them another hero point.
Some uses for GM Fiat include:
• Giving a non-player character the benefit of a hero point.
• Allowing a villain to escape an encounter automatically. Circumstances
conspire to allow the villain to get away scot-free: debris blocks pursuit,
the villain goes missing in an explosion or falls to a mysterious
“death,” and so forth.
• Have a hero automatically fail a saving throw against a particular
hazard, like a villain’s trap, to help further the plot.
• Have the heroes automatically surprised by an opponent at the start
of an encounter.
• Cause some additional problem for the heroes. Essentially, bringing
a complication into play can be seen a use of GM Fiat (see
Complications).
A good rule of thumb with Gamemaster Fiat is any time the GM effectively
grants a non-player character the benefits of a hero point or the
equivalent, the affected hero or heroes get a hero point in exchange. This
is important, since only the heroes have and earn hero points. NPCs make
use of GM Fiat as the Gamemaster sees fit.
unDeR the hooD: DRaWbacks vs. complications
Many things that might be considered drawbacks in other games are
actually complications in Mutants & Masterminds. For example, having a
secret identity, an unrelenting code of justice, unquenchable curiosity, or
an elderly aunt in need of your support are not drawbacks, but they are
potential complications, which can earn you hero points during the game.
As a general rule, complications are things you roleplay: your hero’s
attitudes, relationships, personal issues, and so forth. Drawbacks have
defined game effects, usually physical ones. Sometimes there’s a fine
line between the two. For example, a freakish-looking hero doesn’t have
a drawback, but may encounter prejudice (a potential complication).
On the other hand, a freakish character who can’t speak has a definite
drawback (being mute) and may also encounter prejudice, but it’s the
inability to speak that’s the drawback, not looking freakish.
The Gamemaster should make an effort to use both GM Fiat and the
authority to award hero points fairly, to make the adventure more fun and
exciting. See Chapter 9 for more information on awarding hero points
and using Gamemaster Fiat.
DRaWbacks
Drawbacks are weaknesses for characters to overcome. They’re the flip side
of a character’s skills, feats, and powers. Drawbacks serve two main purposes.
First, they provide characters with additional depth and a degree of vulnerability,
which
can
be
important
for
heroes
able
to
move
mountains
or
bounce
bullets
off their chests. Second, drawbacks give you additional power points
during character creation to spend on improving your character’s traits. The
maximum number of points you can get from drawbacks is generally equal to
the campaign’s power level, as set by the GM (see Power Level, page 24).
DRaWback value
A drawback’s power point value is based on two things: its frequency (how
often the drawback affects your character) and its intensity (how seriously
the drawback affects your character). The more frequent and intense the
drawback, the more points it’s worth. Drawbacks generally range in value
from 1 power point for something that comes up rarely and has little
effect to 5 power points for a drawback that comes up all the time and
seriously weakens the character.
fRequency
Drawbacks have three levels of frequency: uncommon, common, and very
common. Uncommon drawbacks show up about a quarter of the time, every
four adventures or so. Common drawbacks show up about half the time,
and very common drawbacks show up three-quarters of the time or more.
Each level has a frequency check associated with it, which is a simple
d20 roll with no modifiers against a DC (15, 10, or 5). A GM who wants to
randomly check a drawback makes a frequency check to see if it shows up
in the adventure. Otherwise, the GM can simply choose to bring a drawback
into play
based on its frequency.
Note that frequency represents how often the drawback comes up during
the
game,
not
necessarily
how
common
it
is
in
the
campaign
setting.
Even
if
glowing
meteors
are
extraordinarily
rare
in
the
setting,
if
they
show
up
every
other adventure,
they’re
still common in frequency.
intensity
The intensity of a drawback measures how much impact it has on the
character. There are three levels of intensity: minor, moderate, and major.
Minor drawbacks have a slight impact or are not difficult to overcome.
Moderate drawbacks impose some limits, but can be overcome about half
of the time. Major drawbacks impose serious limits and are quite difficult
to overcome.
poWeR DRaWbacks
Some drawbacks are power drawbacks, meaning they apply to a particular
power rather than necessarily to the character. You can think of power
drawbacks as the reverse of power feats: minor limits on the power. A
power can have a total value in drawbacks equal to 1 point less than its
total cost (so the power must cost at least 1 power point, regardless of
how many drawbacks it has).
fitting DRaWbacks to the campaign
Although suggested values are given for various drawbacks in the following
sections,
the
value
of
any drawback is based largely on its effect. So drawback values can vary from one campaign to another. For example a
common Vulnerability in one setting may be uncommon in another
and non-existent in a third (making it worthless as a drawback).
The Gamemaster must judge the frequency and intensity—and
therefore value—of each drawback based on the context of the
character and the campaign as a whole.
One important guideline for Gamemasters is to ensure that
drawbacks actually limit or hinder characters in some way. A
drawback that doesn’t do so isn’t really a drawback at all and isn’t
worth any points. Beware of players trying to create such drawbacks
to give their characters the most points for the least actual limitation.
If need be, you can disallow certain drawbacks entirely, if they are
unsuited to the campaign.
eliminating DRaWbacks
Players can remove a drawback from a character by paying earned power
points equal to the drawback’s value. The GM should also arrange for
suitable events in the story to eliminate the drawback. So a disabled
hero might be healed in some way, a novice learns to better control her
powers (eliminating the Full Power drawback), a special treatment eliminates
the hero’s
Weakness,
and so forth.
DRaWback DescRiptions
Each entry here describes the drawback’s game effect and its suggested
value. Gamemasters should feel free to expand or modify this list of drawbacks
as desired
to suit the campaign.
A power requiring longer than a full-round action to use is considered a
drawback (see the Action flaw on page 111). Each step up the Time and
Value Progression Table is a 1 point drawback. The drawback cannot
equal or exceed the value of the associated power. So a power costing 10
points cannot have more than 9 points in this drawback (and meaning
the power takes three months to use!).
This drawback can also apply to the time needed to switch between
alternate powers (see Alternate Powers, page 108) in an array: 1 point
if a move action is required, 2 points if a standard action is required,
3 points if a full action is required, each step up the Time and Value
Progression Table thereafter is an additional 1 point drawback.
In
this
case
the
drawback’s
value
cannot
equal
or
exceed
the
power’s
total
Alternate
Effect
feats,
so
a
power
with
four
Alternate
Effects
can
only
get
3
points
out
of
this
drawback
(requiring
a full action to switch between them).Disability
You lack a particular ability most people have. The frequency of the
drawback is based on how often this lack limits you, while the intensity
represents how serious a limitation it is. Some examples include blindness
(very
common,
major,
5
points),
deafness
(very
common,
moderate,
4
points),
one
arm
(very
common,
moderate,
4
points),
mute
(very
common,
moderate,
4 points), paraplegic (common, major, 4 points), one eye (–4
with ranged attacks, common, moderate, 3 points), and illiterate (uncommon,
minor,
1 point).
Note characters with certain powers may have this drawback at a
lesser value. Being blind is an uncommon, minor drawback for a character
with
Blindsight,
for
example,
just
as
being
mute
is
an
uncommon,
minor
drawback
for
a
character
with
Mental
Communication,
since
the
drawback
comes
into
play
less
often
and
is
less
trouble
for
the
character
in
general.
full poWeR
You have less than full control over the effects of a power. Powers subject
to this drawback must be used at full power rank or intensity, or not at
all. This means you cannot pull punches with an attack (see page 163),
move at less than full speed, and so forth, depending on which power this
drawback is assigned. You can still turn the power on and off as you wish
(it is neither Permanent nor Uncontrolled), you just can’t fine-tune it, it’s
either on at full intensity or off entirely. You can’t have the Precise feat
(see page 109) for any power affected by this drawback. Full Power is an
uncommon, minor drawback, worth 1 point.
involuntaRy tRansfoRmation
You have two or more forms or identities you sometimes change between
against your will. The value of the drawback is based on how often you
change (frequency) and how difficult it is for you to resist the change
(intensity). If you cannot resist the change, no matter what, the intensity
value is 3 points. If you involuntarily switch between super-powered and
normal human forms, you also have the Normal Identity drawback.
126
CHARACTERISTICS
noRmal iDentity
You have two identities: a super-powered one and a normal one. This is not
the same as having a secret identity (although you may have that, too). The
difference is your normal identity has none of the powers or extraordinary
abilities of your superhuman self. So in your normal identity you might be an
average teenager, businessman, or other everyday person. Characters with
Devices may have this drawback, but not necessarily. For example, a hero
who wears a suit of powered armor might have a Normal Identity while he’s
out of the armor, but a hero who wields a magic ring doesn’t have a Normal
Identity unless he can’t wear or have the ring with him for some reason.
To qualify for this drawback there must be some reasonable means of
preventing you from changing from your normal to your super identity. For
example, you might require access to a Device (which can be stolen or disabled),
you
might
need
to
speak
a
magic
word
or
incantation
(blocked
by
an
auditory
Obscure,
a
gag,
or
a
simple
chokehold),
you
might
need
to
take
a
particular
pill
or
formula,
and
so
forth.
The
GM
decides
whether
or
not
a
particular
condition
qualifies
for
this
drawback.
If you can switch between
a normal and super identity at will and nothing can prevent it, you don’t
qualify for this drawback. If you can’t always control switching between
identities, you also have the Involuntary Transformation drawback.option: tempoRaRy DRaWbacks as complications
At the GM’s option, characters can acquire temporary drawbacks as complications. This is like the reverse of temporarily acquiring power stunts using
extra effort: the hero suffers a one-time application of the drawback and, in exchange, earns a hero point.
For example, perhaps an incident in the adventure causes temporary Power Loss or imposes a drawback like Full Power, Involuntary Transformation,
or Weakness. Each scene where the hero is saddled with the drawback, the player earns an extra hero point. These temporary drawbacks do not provide
characters with additional power points, and they’re generally gone by the end of the adventure.
On the rare occasion when a hero acquires a permanent drawback during play, the GM should award the hero extra power points equal to the
drawback’s value.
The Gamemaster also has the option of making all drawbacks in the game into complications. In this case, characters cannot take drawbacks for
additional power points. They can, however, have drawbacks come up as complications and earn hero points when they do. So, instead of being a
drawback worth power points, a hero’s Normal Identity or Power Loss is a complication, like any other.
You define the traits of your Normal Identity. Your Normal Identity cannot
have
any
powers,
and
the
GM
may
restrict
the
application
of
feats
and
ability
scores
above
20.
Your
Normal
Identity
must
also
be
built
on
fewer
points
than
your
super-identity
(how
many
fewer
is
up
to
the
GM,
but
no
more than half is a good rule of thumb). The simplest Normal Identity has
the same traits as your super identity, minus any powers.
The intensity of this drawback is major (since you lose access to all your
powers). The frequency depends on how difficult it is for you to assume
your super-identity. If it takes a free action, then it’s uncommon (3 points).
If it takes a full-round action, it’s common (4 points), and if it takes longer
than a full-round action it’s very common (5 points).
noticeable
A Continuous, Permanent, or mental power with this drawback is noticeable
in some way (Instant, Concentration, and Sustained powers are
noticeable by default, see Noticing Power Effects, page 66). Choose
a noticeable effect of the power. For example Noticeable Mind Control
might cause the subject’s eyes to glow or skin to change color. Noticeable
Protection may take the form of armored plates or a tough, leathery-looking
hide. Noticeable is an uncommon, minor drawback,
worth 1 point.
one-Way tRansfoRmation
When you transform through the use of a power such as Alternate Form
or Shapeshift or due to the Normal Identity or Involuntary Transformation
drawbacks, it takes some time for you to return to “normal.” This may be
due to a need to “bleed off ” excess energy, letting the transformation
lapse slowly, or a requirement to reset certain mechanical system parameters.
Whatever
the case, undoing your
transformation
is involved.
One-Way Transformation is a very common drawback (less if you don’t
transform every adventure). Its intensity is minor if it takes a matter of
hours for you to return to normal. It’s moderate if it takes hours plus certain
resources (a lab, workshop, special equipment or components, and so forth).
It’s major if it takes a matter of days or longer.
poWeR loss
You lose the use of a power with this drawback under certain conditions.
Examples include when exposed to a particular substance, when immersed
in water, when unable to speak, and so forth. You can also suffer power
loss from a failure to do something, like not recharging a power, breaking
an oath, not taking a pill, and so forth. Power Loss is minor intensity, with
frequency based on how often you encounter the conditions, giving it a
value of 1–3 points. You regain use of the power when the condition that
triggered the loss no longer affects you.
CHARACTERISTICS
127
TM
ROLEPLAYING GAME
The loss of Devices and Equipment is not covered by this drawback.
Losing Device and Equipment powers due to theft is a part of those traits
and factored into their cost. So characters cannot take Power Loss with
the condition “when devices or equipment are removed.”
vulneRable
You’re vulnerable to a particular type of attack. Frequency is based on how
often you encounter your vulnerability. Intensity measures how vulnerable
you are; minor vulnerabilities add +1 to saving throw DC. Moderate vulnerabilities
increase the modifier to the save DC by 50% (× 1.5, round
up). Major vulnerabilities increase the save DC modifier by 100% (× 2).
So, for example, an attack doing +7 damage normally does +8 damage to
someone with a minor vulnerability (7+1), +11 to someone with a moderate
vulnerability
(7
×
1.5
=
10.5,
rounded
up),
and
+14
to
someone
with
a
major
vulnerability
(7 × 2).
Weakness
You suffer harm from something normally harmless to others. It may be a
vampire’s weakness to sunlight or holy water or a hero’s weakness when
exposed to glowing meteorites. Alternately it may be the lack of something,
like a vampire’s need for blood, an addict’s need for a drug, an amphibian’s
need for water, and so forth. Frequency is based on how often you encounter
your weakness. Intensity is based on the effect the weakness has on you.
• Minor: cumulative –1 on checks, attack bonus, or defense bonus.
• Moderate: cumulative –1 penalty to all checks, attack rolls, and
Defense, or a –1 cumulative drain on an ability score.
• Major: cumulative –1 drain on all ability scores.
The base time before a weakness affects you is 20 minutes. Increase the
drawback’s value by 1 for each step up the Time and Value Progression
Table and decrease it by 1 for each step down. So a weakness that affects
you each round is +4 points while one that only affects you once a day is
–3 points. If your weakness is an Instant rather than a continuing effect,
like an attack, it has a time modifier of +0. If your weakness affects your
Constitution score (and therefore might kill you) add +1 to its value.
Weak point
This drawback makes a defense power that provides a Toughness save
vulnerable to critical hits. A critical hit completely bypasses the power,
ignoring its bonus to Toughness saves when the target saves against the
attack’s damage. This is in addition to the normal effects of a critical hit
(+5 damage). Weak Point is a 1-point drawback.