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Power Profile: earth Powers. Earth and stone form the literal bedrock and founda- tions upon which we build, and the soil nurtures and sustains life. From the. Mental DescriPtors. “Mental”—the primary descriptor for mental powers—has a number of implications in the context of the MUTANTS &. MASTERMINDS system . Mutants & Masterminds 3e - Power Profile - Animal · Update , 3 years ago. Mutants & Masterminds 3e - Power Profile - Armor

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Mutants & Masterminds 3e - Power Profile - Cosmic - Download as PDF File .pdf), Text File .txt) or read online. Mutants & Masterminds: Power Profiles Author: Steve Kenson Format: page, full-color PDF Product Code: GRRe. Absolute Power! The Mutants. Power Profile: light Powers. Shed some light on the world! From dazzling displays to hypnotic patterns and laser beams, Light Powers tap into one of the.

It also discusses different power descriptors and how they affect game play, as well as features and complications associated with the power. Perhaps the most feared—and most sought—power is over death itself, the ability to inflict it at will, and the power to hold it at bay in one form or another. Death powers do all this and more. Although often associated with evil, many of these powers can be used for good, and those gifted—or burdened—with them can choose whether to serve death or seek to master it. Learn a new game and experience what you've been missing today! The county fair is being held in Smallville this year and Superboy, the town's famous local hero, is invited as guest of honor. But it's not all prize pigs and cotton candy, as Knockout has come to the fair, and she's aiming to make a big impression!

Cosmic literally means order particularly the order inherent in nature and the universe from the Greek kosmos, the opposite of kaos. Cosmology is the study of that inherent order. In superhero set- tings, it relates to things like primal or cosmic power over the structure of reality, and the beings who wield such power.

Thus cosmic power is closely aligned to descriptors like divine or metaphysi- cal, related to higher supernatural powers such as embodiments of cosmic order or other con- cepts as part of the greater cosmic order. In some settings, there may be no real difference between the cosmic and divine descriptors, although cosmic beings in the comics are rarely worshipped. Lastly, cosmic is often synonymous with pow- erful in comic book terms; cosmic characters and beings have planet-shaking capabilities and cosmic adventures often place the fate of the universe or all universes in a greater omniverse at risk.

This is not one of the uses of the descriptor in this profile. Any power is potentially vastly powerful, if used at a high enough rank of effect, and the powers in this profile are no more inherently powerful than any others simply because of their cosmic nature.

Countering: Cosmic powers are fairly broad and Gamemasters should tend to consider their effects, rather than their source, when dealing with their ability to counter other effects.

For example, a Cosmic Blast is a form of energy, and so it may be able to counter other types of energy and direct attacks, but its primary effect is Damage, so it is probably not useful in countering, say, a Transform effect even if the blast is cosmic in nature. Cosmic Transmutation, on the other hand itself a Transform effect would be useful to counter another Transform effect, or an Affliction imposing the transformed condition.

For a broad cosmic countering effect, see the Cosmic Order power under Utility Powers. In particular, cosmic powers range between planets or even stars and may have those same planets and stars as their area of effect! Each rank of Extended Range doubles an effects ranges so just 5 ranks is a x32 increase; 10 ranks is just over 1, times!

Some power effects already take great distances into account: Commu- nication, for example, has an unlimited range option, while Environment can cover vast areas. Effects like Space Travel handle movement over cosmic distances see the Default Cosmic Powers sidebar.

Perception- ranged effects can also greatly extend range; in outer space, the distance you can see a target like a planet or a massive starship is far greater than perception range on a planets surface where you are limited by the curve of the horizon. Add appropriate Extended senses for even greater distances. Another option is to simply assume cosmic events occur on a cosmic scale: ranged powers still have short, medium, and long ranges, but they are 10 or times greater; the GM simply chooses whether to apply a 0, 2, or 5 circum- stance modifier for range.

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Likewise, area effects might cover an entire ship or nebula or the like when used in the void of space. This approach is suitable for either a pri- marily cosmic setting or the occasional cosmic adventure where the GM and players do not want to concern them- selves with the vast scale. This Feature is good for a circumstance bonus when appropriate and may provide access to other cosmic Features or Benefits.

Cosmic Council: You can gain the attention of higher cosmic beings, calling upon them for advice, council, or to render judgment in matters pertaining to them. This is essentially like a use of inspiration via hero points Heros Handbook, page 21 and under the Gamemasters control portraying the cosmic beings.

Mutants & Masterminds Power Profile # Death Powers - Green Ronin | Dungeon Masters Guild

You can use this Feature once per rank per adventure. Wielders of cosmic power can focus it in a number of of- fensive ways, from blasts of pure energy to entrapping webs or clouds of obscuring stellar gases. Some ver- sions of this power have the Variable Descriptor modifier, allowing you to project different types of energy, perhaps along the entire electromagnetic spectrum rank 2.

Cosmic Blast: Ranged Damage 2 points per rank. Explosive cosmic blasts are a common variant, striking a target point and bursting to encompass an area. Apply the Burst Area modifier for this power, or the Cloud Area for a cosmic blast that creates a lingering Damage effect in the area.

Space Travel is necessary for a series to transcend the limits of a single planet or star system. Either all the heroes need to have Space Travel powers, or they need access to equipment or vehicles providing them.

Examples may include a fleet of fast space ships or a single ship the heroes call home and use as a mobile headquarters or some type of teleportals or hyperspace corridors allowing characters to visit other planets like Earth-bound heroes visit neighborhoods of their home city.

Immunity life support is vital to deal with the environmental hazards of a cosmic series, particularly operating in the depths of space.

While things like explosive decompression and deadly alien atmospheres may be occasional hazards as complications , for the most part, the heroes should not have to worry about such things. Again, either all characters have some degree of Immunity, from life support to all Fortitude effects, or else they use equipment like advanced space suits or life-support force fields.

Mutants & Masterminds Power Profile: Element Powers (PDF)

Lastly, given the vast array of alien life in most cosmic series, characters need some means of communicating with the intelligent life forms they encounter. The simplest solution is to assume there is some sort of galactic lingua franca Galac- tican or some such used by civilized species, making the language barrier an occasional challenge.

Otherwise, characters need ranks of Comprehend languages to overcome this problem, either via their own powers, a telepathic or linguist teammate, or universal translator equipment perhaps built-in to the aforementioned space suits. Gamemasters running a cosmic series may choose to require the players heroes to have some measure of these powers, or can choose to make them or suitable equipment available to the heroes at no power point cost as a part of the series itself, so players do not have to worry about spending additional points on the default powers.

The meteor shower normally comes from your out- stretched hands, but apply the Indirect modifier if you can call down a meteor shower from a different point. Meteor Shower: Ranged Multiattack Damage fire and impact 3 points per rank. You conjure a glowing, swirling cloud of nebular gases, able to conceal everything within it. A Nebular Field might add additional senses particularly magnetic or radio to the Concealment effect, increasing its rank accordingly.

In addition to the powers listed here, some with cosmic powers may have ranks of Immortal- ity, with an enduring life force able to recover from any damage, given enough time. An aura of cosmic energy surrounds you, shielding you from harm.

For those lacking the Unearthly power fol- lowing , Cosmic Shield may include a Sustained Immunity 10 life support effect, providing protection against the environmental hazards of space and alien worlds as well as direct damage.

Cosmic Shield: Impervious Protection, Sustained 2 points per rank. You can survive unaided in the void of space, a useful ability for those who spend a great deal of time away from the comforts of a planetary environment. Spaceworthy: Immunity 5 cold, all suffocation, radiation, vacuum 5 points. You are a being of the void between worlds, beyond mere mortal frailty. You do not need to eat or sleep and are immune to the harmful effects of environments ranging from the depths of space to the heart of a star.

You also do not age and are effectively immortal, so long as you are not killed. This power includes lesser immunities like Spaceworthy previously.

Mutants & Masterminds Power Profile: Strength Powers (PDF)

Unearthly: Immunity 30 Fortitude effects 30 points. This power does not include the ability to survive unprotected in space, although Immunity life support or the Unearthly power are common for characters who have this power. SPACE WARP You can open a warp in the fabric of the cosmos, allow- ing you to instantly cross a distance in space: entering the portal at one point and emerging from the other. Like Faster Than Light previously Space Warp is only useful for travel over interplanetary distances; warping across the surface of a planet take a Teleport effect, possibly with the Portal modifier as well.

It is a natural environment to you. Char- acters with this power may also have the Favored Environ- ment space advantage, or an Enhanced Advantage as part of this power, granting the same benefit. Cosmic power can accomplish a great many things, pro- viding a wide range of utility powers, from communica- tion across the vastness of space to sensing cosmic phe- nomena to virtually unlimited power within a specific set of parameters.

You also have some awareness of the correct flow of events in the cosmos, warning you when something diverts destiny from its proper course. Cosmic Communication: Communication 5 subspace audio- visual projection, any distance 20 points.

Typically this involves a visible beam or tendril of energy extending from you; if it is simply an invisible extension of your will, apply the Subtle modifier to the power. Cosmic Control: Move Object 2 points per rank.

Power profile & masterminds pdf mutants

Various Healing modifiers are common for this power, up to and including Resurrection for powerful cosmic healers. Cosmic Healing: Healing 2 points per rank.

With sufficient ranks, this power can include all of the various other powers in this profile and more.

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