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

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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.