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Destruction: Reversing the creation process, Transform can also destroy objects by turning them into
air or inert gas (or water, etc.). Keep in mind that the
transformation reverses itself once the effect is no
longer sustained, so for the creation or destruction
of an object to be truly permanent, the effect must
be Continuous in duration. Similar to creation, Transform can potentially destroy equipment and removable devices. As described in the Heros Handbook,
this is simply another means of removing those
items, and is accounted for in their cost; it is allowable so long as the Transform effect has the right descriptors and rank to affect the item(s) in question.
Element Descriptors
The following are descriptors associated with element
powers, affecting how they are used in play.
Element Features
Some potential Feature effects associated with Element
Powers include the following:
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You can immediately recognize transmuted or chemically altered materials by seeing or touching them.
Offensive Powers
There are many elements harmful to living targets or
capable of damaging anything. Offensive element powers
produce and project these elements, possibly transforming the user or parts of the environment into them.
Corrosive
You can create a powerful corrosive that eats away at any
material. The Weaken and Damage effects occur simultaneously, then both occur again on the following round,
applying Damage against the Weakened Toughness. If
you can project a corrosive at a distance, apply the Ranged
modifier to both effects.
Corrosive: Weaken Toughness, Affects Objects, Secondary Effect,
Linked to Damage, Secondary Effect 5 points per rank.
A similar power with different descriptors is Disintegration, which is the breakdown of matter into energy rather
than by chemical means.
Likewise, a more limited type of Corrosive is Oxidize,
where you speed up the corrosive effect of oxygen on
materials (causing iron to rust away almost instantly, for
example). Apply the flaw Limited to Oxidizing Materials to
both effects, reducing the cost to 3 points per rank.
Encase
You trap a target in transmuted bonds of material, such as
turning the air around the target into stone or steel, often
leaving only the targets face or head uncovered.
Encase: Ranged Affliction (Resisted by Dodge, Overcome
by Damage; Hindered and Vulnerable, Defenseless and
Immobilized), Extra Condition, Limited Degree 2 points
per rank.
Explosion
Combining different volatile chemical elements or converting tiny amount of matter into energy via fission you
produce a powerful explosion. If the blast originates with
or near you, then you are unaffected. If you can produce
the explosion at a distance, apply the Ranged modifier.
Explosion: Burst Area Damage 2 points per rank.
Gas Cloud
You create a cloud of choking or inert gas capable of suffocating those within it. You are unaffected by your own
gas cloud, either leaving a hole in the center immedi-
Immolation
You can heat up or ignite your own body by creating a
powerful oxidizing reaction, without any harm to yourself.
Immolation: Damage (heat), Reaction (touching or being
touched) 4 points per rank.
Petrify
You transform a living subject into a solid, non-living substance, typically stone, but it could just as easily be metals
such as gold, iron, or lead. This version requires you to
touch the target. If you can petrify at a distance, apply the
Ranged modifier. If you can restore a petrified subject, add
the Reversible modifier.
Petrify: Affliction (Resisted and Overcome by Fortitude;
Transformed), Limited Degree (third only), Progressive 2
points per rank.
Tarpit
You transmute a portion of the ground or floor into a
sticky muck, causing targets standing there to sink and
become trapped, unable to move. If you are limited to affecting a small area under a single target, remove the Area
modifier from the power.
Tarpit: Cloud Area Affliction (Resisted by Dodge, Overcome
by Strength; Hindered and Vulnerable, Defenseless and
Immobilized), Cumulative, Extra Condition, Limited Degree 3
points per rank.
Defensive Powers
Defensive element powers either provide protection from
the often-harmful effects of the elements or grant the
user the elements resistance to certain effects.
Chemical Immunity
You are chemically inert and immune to harmful chemical reactions, including the effects of acids, bases, chemical burns, and so forth. You are not immune to the sideeffects of chemical reactions, such as the force of an
explosion or intense heat or cold, without taking additional ranks in Immunity.
Chemical Immunity: Immunity 2 (chemical effects) 2 points.
Destroy Projectiles
You can transmute incoming projectiles into harmless
gases or otherwise destroy them, preventing them from
having any effect on you unless they are in some way
indestructible or immune to your power. You must be
capable of action in order to Destroy Projectiles (that is,
the effect is sustained rather than permanent). If you can
Destroy Projectiles over a wider area, apply the Affects
Others and Area Modifiers; if you can choose who in the
area receives your protection, apply the Selective modifier as well.
Destroy Projectiles: Immunity 10 (projectiles), Sustained
10 points.
Diamond Hard
Your body is (or can become) as hard as diamond, perhaps
turning into actual diamond in the process! If your
Diamond Hard state is temporary, apply the Activation
or Sustained modifiers. A Diamond Hard form may be accompanied by the Unliving power (following) or a degree
of Enhanced Strength.
Diamond Hard: Impervious Protection, Noticeable 1 point
for rank 1, + 2 points per additional rank.
Molecular Phasing
By altering the molecular valences of yourself or other
material, you become able to phase, passing harmlessly
through that material as if it were not even there. If you
alter the valences of other materials, you might have the
Affects Others modifier, allowing you to bring others with
you or even create phase doors for them to pass through
without you.
Molecular Phasing: Insubstantial 4 20 points.
Unliving
You have a body of something other than living flesh-andblood, making you immune to many mortal concerns.
Some with this power also have no Stamina, meaning
they do not recover or heal on their own.
Unliving: Immunity 30 (Fortitude Effects) 30 points.
Movement Powers
Characters can harness power over different elements to
provide propulsion or change their own physical state,
shifting from one location to another.
Chemical Rocket
You can create and sustain a chemical reaction that provides you with rocket thrust, allowing you to fly, possibly
at very high speeds.
Chemical Rocket: Flight 2 points per rank.
Quantum Breakdown
This power disintegrates your physical form, allowing
your consciousness to shift locations and recreate your
physical form there, effectively disappearing from one
place and reappearing in another.
Quantum Breakdown: Teleport 2 points per rank.
Neutralize Reaction
You can slow certain chemical reactions to a standstill,
nullifying effects with appropriate chemical descriptors.
This includes putting out fires by stopping the oxidizing reaction and neutralizing acids and explosives. It can
also prevent powers based on chemical reactions from
working. Apply Nullify modifiers to expand or refine the
power, such as Concentration if you can suppress chemical reactions, Precise if you can choose which reactions to
stop, and Area if you can affect reactions over a wider area
than a single target.
Neutralize Reaction: Ranged Nullify Chemical Effects, Broad,
Simultaneous 4 points per rank.
Transmutation
You can transmute elements and compounds, transforming inanimate matter into virtually anything you wish. See
The Transform Effect in this profile for additional information. The full scope of the powers effect depends on
the modifiers applied to it.
Transmutative Tunneling
You transform rock and soil into gas, shearing a passage
through the ground. The transmuted material might
revert to its original state, closing the tunnel behind you,
or remain transformed, leaving a tunnel for others to
follow, as you choose.
Transmutative Tunneling: Burrowing 1 point per rank.
Utility Powers
The useful effects of different elements and compounds,
plus all the options available to characters able to transmute them, make for utility powers with a wide range of
uses.
Chemical Analysis
You can analyze chemical compounds, learning their
structure and composition. The GM may require an appropriate Expertise skill checksuch as Chemistry or
Forensicsto fully understand what you have analyzed,
but even just the basic information can be quite useful:
recognizing a particular chemical residue as acid left by a
known super-criminal, for example. The default setup of
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Element Complications
Element power complications tend to revolve around the
powers potential to change things and how some wielders of element powers become less than human.
Accident
Chemical elements exist in a complex and delicate state of
balance, and upsetting that balance can cause unforeseen
disaster. Element powers have considerable potential for
accidents, either as occasional complications introduced
by the GM or a regular problem plaguing a wielder of
element powers.
Addiction
It is not difficult to see how the power to produce
certain chemical compounds can potentially feed into
certain addictions. A transmuter or master of chemical
reactions could be a living factory for designer drugs,
making it all too easy to gain and maintain an addiction. The character then has to deal with the complications stemming from the addiction (and possibly trying
to hide it from others).
Fame
Element powers, especially Transmutation, can make
someone famous, leading to a never-ending parade of
fortune-seekers and others with grandiose plans to put
Obsession
Power over the basic building-blocks of matter can
provide amazing insights into the nature of reality itself,
but are they enough? Element powers might drive characters to search obsessively for more information about the
source of their powers and how they function, from the
dedicated scientist who spends endless hours in the laboratory to the equally obsessive alchemist who collects and
studies obscure grimoires and formularies.
Power Loss
The potential for the loss of element powers depends on
their source: magical or alchemical powers might require
the ability to perform certain rituals, or depend on various
exotic components, without which the wielder is helpless. Element powers stemming solely from interaction
between the wielders mind and quantum or atomic
forces are more difficult to remove, although things affecting the characters state of mind may do so.
Prejudice
Element powers can be fearsome, with the potential to
destroy economies and infrastructure if left unchecked.
Those with the power to transform themselves into
different elements may also be something other than
mortal flesh and blood, leading others to wonder if
they are truly living beings at all. Such monsters may
become the targets of societys prejudice and find themselves outcasts.
Responsibility
Element powers can be a heavy responsibility, especially
for characters using them for things other than crimefighting and keeping the world safe. A transmuter might
be involved in the elimination of chemical or radioactive
waste, for example, or in the complex and delicate manufacturing of valuable materials or compounds.
Similarly, having personal responsibilities like supporting
a family or protecting loved ones might encourage those
with element powers to use them for profit. An unscrupulous foe could use extortion or blackmail to try and
get element powers churning out artificial gold and diamonds, for example.
Weakness
A common weakness for element powers is the inability
to effect certain transformations and the consequences
of attempting them. For example, while transmutation
cannot affect animate beings by default, it may also be
unable to work on any organic matter (a Limit on the
power effect) and cause painful feedback when an
attempt is made, leaving the character stunned or worse.
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