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City of the Damned Power Sets Johnathon 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 Karma Control 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)

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A set of powers made for the game Mutants and Masterminds

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Page 1: Power Sets

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)

Page 2: Power Sets

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

Page 3: Power Sets

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)

Page 4: Power Sets

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:

Page 5: Power Sets

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