power sets
DESCRIPTION
A set of powers made for the game Mutants and MastermindsTRANSCRIPT
City of the Damned Power SetsJohnathon Thorne – Technopathy
Features:
Remote: You can function like a “universal remote control” in relationship to machines that include such capabilities, turning them on or off or controlling them like a regular remote. +1 point
Starting Powers:
Assemble: Ranged Continuous Transform 2 (parts into finished machine) • 8 points
Disassemble: Ranged Continuous Transform 2 (assembled to disassembled) • 8 points
Interface: Comprehend Machines 2 • 4 points Network Jump: Teleport 3, Accurate, Extended, Medium
(Networks) • 9 points
Good Karma Bad KarmaControl Technology: Perception Ranged Cumulative Affliction 2 (Controlled; Resisted by Fortitude, Overcome by skill or Fortitude), Limited to third degree only, Affects Objects Only, Limited to Technology • 4 points
Technomorph: Variable (Tech Powers), Continuous Duration, Move Action • 9 points per rank
Animate Machines: Summon Animated Object 1, Controlled, General Type (Machines), Self-Powered (see Summoning Powers section) • 3 points
Machine Mind: Immunity 10 (mental powers) +10 points
+2 Awareness (+4 points)Tech Savant: Enhanced Skill (Technology) 10 • 10 points (+20 skill ranks).
Machine Body: Immunity 30 (Fortitude effects) +30 points
+4 Strength and Agility (+16 Points)
Hannah Schwendtner – Pyrokinesis
Features:
Creating a tiny flame, like a match, useful for lighting other fires. +1 point
Displays of fireworks or similar pyrotechnics; pretty and possibly attention-getting, but having no other game effects. +1 point
Starting Powers:
Pyrokinesis: Ranged damage 3 (fire) +6 pointso Flaming Fists: Close Damage 6 (fire) +1 points (1 EP)
Rocket Flight: Flight 2 +4 points Immunity to Cold: Immunity 5 (Cold Damage) +5 points Immunity to Heat: Immunity 10 (Heat Effects) +10 points
Good Karma Bad KarmaSmoke Cloud: Ranged Cloud Area Visual Concealment Attack • 15-foot radius • 8 points (+4 points per +1 distance rank to radius
Napalm Grenade: Ranged Burst Area 2 Damage 2 (Napalm) +6 points
Suffocation: Ranged Progressive Affliction (Dazed, Stunned, Incapacitated) • Resisted by Fortitude (DC 10 + rank), overcome by Fortitude • 4 points per rank
Napalm Bath: Perception Ranged Napalm Damage 2, Concentration Duration +8 points
Heatstroke: Perception Ranged Cumulative Affliction 3 (Fatigued, Exhausted, Incapacitated) • Resisted by Fortitude (DC 10 + rank), Overcome by Fortitude (DC + 10 rank) • 4 points per rank
Napalm Nova: Burst Area Napalm Damage 3, Area 3, Feature 1 (Extraordinary Effort for +2 effect rank), Tiring • 120-foot radius, Dodge resistance check (DC 10 + rank) for half effect +10 points
Elizabeth Smith – Electrokinesis
Features:
You can power electrical devices as if you were a battery or standard electrical outlet simply by touching or holding the device or its power cord. +1 point
You have a limited charge of electricity within yourself. Whenever it empties you are effectively human until you can recharge. +1 point
Starting Powers:
Electric Drain: Absorption 5, absorbs: energy, effect: boost - electrical powers; Energy Storage (50 energy points), Power Magnet (500 ft.); Limited, Energy Type (Electricity)
Electrokinesis: Ranged Damage 8 (electrical) +16 points (1 EP)o Electric Fist: Close Damage 8 (electrical) +1 points (1 EP)o Blackout: Nullify Electronics 2, Broad, Burst Area,
Concentration, Simultaneous, Close Range +1 points (5 EP) Electromagnetic Field: Protection 10, Sustained • 10 points (2
EP) Arc Riding: Leaping 5 +5 points
Good Karma Bad KarmaTaser: Ranged Affliction 2 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) +4 points (1 EP)
Shock Grenade: Ranged Burst Area 2 Damage 2 (Electricity) +6 points (5 EP)
(Additional Effect for Taser) Electo-Gernade: Ranged Burst Area 1 Affliction 2 (Resisted and Overcome by Fortitude; Dazed, Stunned, Incapacitated) +1 (5 EP)
Chain Lightning: Multiattack Ranged Damage 4 (electrical) • 12 points (3 EP)
Lightning Strike: Ranged Damage 10 Indirect 2 (Lightning from the sky) (electricity) +12 points (5 EP)
Lightning Storm: Cylinder Ranged Damage 10 Indirect 2 (Lightning Storm from the sky) (electricity) +13 points (10 EP)
Aaron Richards – Geokinesis
Features:
You can shed dust and dirt (including mud) at will, keeping yourself and your clothing clean under almost any conditions. +1 points
Starting Powers:
Geokinesis: Earth Blast: Ranged Damage 4 (rock impact) +8 points
o Stone Strike: Strength-based Damage 7, Variable (stone weapons) +1 points
o Earth Moving: Perception Ranged Move Object 4, Limited to Earth +1 point
o Stone Shape: Ranged Continuous Transform 2 (earth and stone From one shape to another) +1 point
o Earthworks: Continuous Create 2 Earthworks +1 point Rock Armor: Impervious Protection 3 +6 points Earth Immunity: Immunity 10 (Earth Effects) +10 points
Good Karma Bad KarmaEarth Spray: Ranged Cumulative Affliction 4 (Impaired, Disabled, Unaware), Limited to Vision +8 points
Chasm: Line Area Ranged Affliction 2 (Resisted by Dodge; Dazed, Prone), Instant Recovery (the Dazed and Prone conditions only last for a round), Limited Degree, Linked Line Area Burrowing Attack (Limited to downward), Linked to Line Area Ranged Damage, Limited to Targets Affected by Second Degree of Affliction +8 points
Stone Grip: Ranged Affliction 8 (Resisted by Dodge, Overcome by Damage; Hindered and Vulnerable, Defenseless and Immobilized), Extra Condition, Limited Degree +16 points
Stone Form: Enhanced Strength 3, Immunity 10 (Life Support), Impervious Protection +26 points
Earthquake: Ranged Burst Area 6 Affliction 2(Resisted by Dodge, Overcome by Fortitude; Dazed and Vulnerable, Stunned and Prone), Extra Condition, Secondary Effect, Limited Degree, Limited to along the ground; 120-foot radius • 5 points per rank, +1 point per rank per +1 to area distance rank
Mountain Form: Growth 8 +16 points
Sam Wilde – Time Manipulation
Features:
Chronal Memory: You have the ability to “remember” other timelines. If someone changes history, your memory contains two versions of events: the current timeline and the original one. These differing recollections let you know, first, that history has been changed and, second, may provide clues as to how and when it changed and what you can do about it.
Chronal Bulwark: You are “fixed” in time such that when history is changed (see Temporal Tampering, following) you do not change with it. The difficulty is that only you (and others like you) remember the original timeline and you are now unfamiliar with the “new” world. If you have both this and the Chronal Memory Feature, you retain your traits from the original timeline, but remember both.
Starting Powers:
Temporal Ambush: Percpetion Ranged Damage 5 (objects and hazards of opportunity), Indirect 4, Variable Descriptor 1 +20 points
Replay: Senses 4 (Precognition), Feature 1 (retcon events) • 6 points
Good Karma Bad KarmaTime Freeze: Cumulative Affliction 3 (time freeze; Resisted and Overcome by Will; Dazed, Stunned, Incapacitated) • 6 points
Age Manipulation: Cumulative Affliction 4 (aging; Resisted and Overcome by Fortitude; Impaired, Disabled, Transformed) • 8 points
Time Stop: Quickness (Subtle 2), Speed 2 (Subtle 2), Quirk: Limited to routine actions while active (–4 points) • 4 points
Temporal Summoning: Summon, Broad Type 2 (beings from history) • 8 points
Manipulative Area Temporal Shift: Perception Range Burst Area Teleport Attack 3 (Resisted by (Choose a Defense when purchased)), Limited to things you can physically move • 15 points
Rapid Strike: Multiattack on Strength Damage • 1 point per rank up to Strength rank, 2 points per additional rank
Temporal Shift: Accurate Teleport 3, Limited to places you can reach physically • 2 points per rank