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POWER PROFILE: MENTAL POWERS POWER PROFILE: MENTAL POWERS POWER PROFILE: MENTAL POWERS The unleashed powers of the mind have fascinated hu- manity since storytelling began. Heroes and villains read the thoughts and memories of others, alter their percep- tions, and bring their battles to a whole other level, fight- ing mind-to-mind, pitting will against will. MENTAL DESCRIPTORS “Mental”—the primary descriptor for mental powers—has a number of implications in the context of the MUTANTS & MASTERMINDS system. Minds: Mental powers generally involve mental sensory effects or Will-resisted effects which target minds: beings with Intellect and Awareness ranks of –5 or more. Other effects often have the Limited to Minds modifier (following). A being lacking a mind is immune to mental powers at no cost. Some other beings have minds but are sufficiently different or alien to qualify for having Immunity to Mental Powers (at half or full effect) or greater degrees of Impervious Will. Subtlety: Note that instant, concentration, and sustained effects of mental powers are noticeable by default, like all other such effects (Hero’s Hand- book, page 92). The sole exception is mental sensory effects which are noticeable only to mental senses: thus Mental Communication can be “heard” by a subject with a mind, and “overheard” using mental senses, but is not otherwise noticeable. Likewise, the subject of a Mind Reading effect is normally only detectable by the subject and others with a mental sense like Mental Awareness. Things like offensive mental powers are generally noticeable by default unless the Subtle modifier is applied (Hero’s Hand- book, page 144). OF A DIFFERENT MIND The mental powers described in this Profile may not arise solely from the user’s mind, having other descriptors as- sociated with them. Magical: Psychic or mental powers are quite common for magical or mystical characters. Indeed, the difference between a psionic telepath an a mystic mind-reader is often quite blurred, and many mystic types rely heavily on an arsenal of mental powers. Magical mental powers function largely the same way, except for being subject to other effects tar- geting magic. So an amulet of protection provid- ing Immunity to Magic, for example, shields against magical mind-reading or mental influence, but does nothing against mutant psionic powers (or other mental powers lacking the magical descriptor). Technology: Oftentimes technological devices produce the effects of mental powers, such as ad- vanced brain-scanners able to “read” thoughts and memories (or influence them) and brainwave- or exotic energy-based weapons able to attack the mind or brain directly rather than just the body. There may also be “cyberpathic” or “technopathic” powers, mental powers that work on digital machine “minds” rather than biological ones. This means the powers affect beings with Immunity to Mental Powers or Immunity to Will effects 1 1 POWER PROFILE: MENTAL POWERS POWER PROFILE: MENTAL POWERS

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Power Profile: Mental PowersPower Profile: Mental PowersPower Profile: Mental Powers

The unleashed powers of the mind have fascinated hu-manity since storytelling began. Heroes and villains read the thoughts and memories of others, alter their percep-tions, and bring their battles to a whole other level, fight-ing mind-to-mind, pitting will against will.

Mental DescriPtors“Mental”—the primary descriptor for mental powers—has a number of implications in the context of the Mutants & MasterMinds system.

• Minds: Mental powers generally involve mental sensory effects or Will-resisted effects which target minds: beings with Intellect and Awareness ranks of –5 or more. Other effects often have the Limited to Minds modifier (following). A being lacking a mind is immune to mental powers at no cost. Some other beings have minds but are sufficiently different or alien to qualify for having Immunity to Mental Powers (at half or full effect) or greater degrees of Impervious Will.

• Subtlety: Note that instant, concentration, and sustained effects of mental powers are noticeable by default, like all other such effects (Hero’s Hand-book,page 92). The sole exception is mental sensory effects which are noticeable only to mental senses: thus Mental Communication can be “heard” by a subject with a mind, and “overheard” using mental senses, but is not otherwise noticeable. Likewise, the subject of a Mind Reading effect is normally only detectable by the subject and others with a mental sense like Mental Awareness. Things like offensive

mental powers are generally noticeable by default unless the Subtle modifier is applied (Hero’s Hand-book, page 144).

of a Different MinD

The mental powers described in this Profile may not arise solely from the user’s mind, having other descriptors as-sociated with them.

• Magical: Psychic or mental powers are quite common for magical or mystical characters. Indeed, the difference between a psionic telepath an a mystic mind-reader is often quite blurred, and many mystic types rely heavily on an arsenal of mental powers. Magical mental powers function largely the same way, except for being subject to other effects tar-geting magic. So an amulet of protection provid-ing Immunity to Magic, for example, shields against magical mind-reading or mental influence, but does nothing against mutant psionic powers (or other mental powers lacking the magical descriptor).

• Technology: Oftentimes technological devices produce the effects of mental powers, such as ad-vanced brain-scanners able to “read” thoughts and memories (or influence them) and brainwave- or exotic energy-based weapons able to attack the mind or brain directly rather than just the body.

There may also be “cyberpathic” or “technopathic” powers, mental powers that work on digital machine “minds” rather than biological ones. This means the powers affect beings with Immunity to Mental Powers or Immunity to Will effects

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based on having a digital or computer mind, but have no effect on ordinary biological minds, see the Machine Powers profile for additional information on these types of powers.

Mental featuresFeature effects (Hero’s Handbook, page 108) associated with having Mental Powers may include the following:

• The ability to use or operate special equipment “keyed” to those with mental powers.

• Radiating a subtle emotion or mental “broadcast” (such as the impression of a scent or music) good for, at best, an interaction check circumstance modifier.

• A “psychic rapport” with another person, able to share thoughts and emotions over any distance (the equivalent of a Mental Communication Link).

• Mental access to “the Akashic Records” or “the Collec-tive Unconscious” or some other repository of knowl-edge, sufficient to answer some questions as Inspira-tion (Hero’sHandbook, page 21).

MoDifiersThe following new or expanded modifiers apply to some of the power effects in this profile.

Limited Degree: The Limited Degree modifier of Afflic-tion (Hero’sHandbook, page 99) may also limit the effect to the third degree only; the first two degrees of effect are simply “placeholders” for determining when the third degree is achieved but impose no conditions, such as an affliction that transforms the target at the third degree but has no effect before that point. For non-cumulative Afflictions, this means if three degrees of effect are not generated on the initial resistance check, the effect fails. –1pointperrank.

Limited to Minds: A particular type of Limited flaw, this limits the effect to subjects defined as having a mind (see Mental Descriptors, previously) when it would normally affect any subject. –1pointperrank.

Limited to Resistance: Ranks of an effect with this flaw are limited to increasing the effect’s resistance check dif-ficulty class only and do not increase any other aspect of the effect. This flaw does not apply to effects—such as Af-fliction or Damage—where the degree of failure on the resistance check determines the outcome. It is intended primarily for non-offensive effects with the Attack modi-fier, such as Teleport Attack, where ranks Limited to Re-sistance increase the check DC but do not affect the tele-port’s range, for example. –1pointperrank.

offensive PowersOffensive mental powers range from brutal as blasts of mental force to manipulation of a target’s thoughts or emotions, turning their own mind against them.

eMotion control

You can manipulate the emotions of others, distracting or incapacitating them with anger, sadness, or even peace or joy. The specific emotions are largely descriptors, but the GM might allow slightly different effects, particularly in the application of the impaired and disabled modifi-ers and at the third degree where, instead of being inca-pacitated, the target might behave as controlled, acting strongly on that emotion (such as anger or love).

Emotion Control: Perception Ranged Cumulative Affliction (Impaired, Disabled, Incapacitated), Resisted and Overcome by Will, Subtle, Variable Descriptor (Emotions) •2points+4pointsperrank.

Hallucination

You seize control of your target’s perceptions, creating incredibly realistic hallucinations. Since the illusions exist solely in your target’s mind, you can choose who can and cannot perceive them. This power affects all of a subject’s senses by default, but may be limited to just some senses, lowering the cost per rank.

Hallucination: Illusion (All Senses), Selective, Limited to One Subject, Resistible by Will •4pointsperrank.

Mental Blast

You can strike a target’s mind with a blast of mental force, causing pain or unconsciousness. Like other mental powers, your Mental Blast only affects targets with minds.

Mental Blast: Perception Ranged Damage, Alternate Resistance (Will), Subtle •1point+4pointsperrank.

MinD control

You can impose your will on other minds, forcing them to think and act as you wish. The initial dazed condition suits “brute force” forms of mind control; more subtle ap-proaches may substitute the entranced condition and are also often Insidious (Hero’sHandbook, page 142) leaving the victim no awareness their mind is gradually falling

lasting Mental effects

The longest-lasting offensive effect in Mutants & Master-Minds allows victims a chance to recover each minute. This is predicated on events happening in action time, when a minute (10 rounds) can be a very long time, but does not necessarily work with the demands of scene-based events. What if a villain mind controls a hero and then escapes with him at the end of the scene? Is the hero still mind controlled in the next scene, a half-hour later, or does the hero’s player get 30 attempts to over-come the mind control between scenes?

When dealing with scene-based time, the Gamemas-ter should feel free to suspend the normal checks to overcome ongoing power effects, having them last into the next scene, and only “restarting the clock” on over-coming them once things shift into action time again. In some cases, the GM may wish to award players hero points for this as a complication.

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victim to outside control. For “implanted commands” or “post-hypnotic suggestions” apply the Triggered modifier (possibly as an Alternate Effect or power stunt).

Mind Control: Perception Ranged Cumulative Affliction (Dazed, Compelled, Controlled), Resisted and Overcome by Will, Subtle •1point+4pointsperrank.

MinD switcH

You “swap” minds with the target, placing your mind (and mental traits) in the target’s body and the target’s mind in your own.

Mind Switch: Perception Ranged Cumulative Affliction (Transformed), Resisted and Overcome by Will, Insidious, Subtle, Limited Degree (Third Only), Side Effect (Target’s mind controls your body) •2points+2pointsperrank.

Possession

Similar to Mind Control, except your physical body disap-pears, merging with the subject, while your mind controls their body. Physical harm to the subject has no effect on you—although you can no longer control an incapacitated subject. Mental attacks affect your mind rather than the sub-ject’s. Possession limited to having to touch the subject has a –2 modifier, while requiring eye contact is a –1 modifier.

Possession: Perception Ranged Cumulative Affliction (Dazed,Compelled, Controlled), Resisted and Overcome by Will,Extra: merge with subject, Subtle •1point+5pointsperrank.

PsycHic vaMPirisM

You mentally drain the target’s vitality to replenish your own. Some Psychic Vampirism is also Insidious; the target does not feel or notice its effects until incapacitated by it. If the series features lethal damage, then draining targets past incapacitated leaves them dying. Psychic Vampirism able to heal Damage conditions as well as fatigue has a +1 modifier (removing the Limit on Healing). Psychic Vampir-ism requiring you touch the target has a –2 modifier.

Psychic Vampirism: Perception Ranged Cumulative Affliction (Fatigued, Exhausted, Incapacitated), Resisted and Overcome by Will, Subtle, Linked to Healing, Energizing, Subtle, Limited (Energizing Only), Limited (Self Only) •2points+5pointsperrank.

PsycHic weaPon

You form a close combat weapon out of visible psychic energy. It attacks the target’s mind or spirit rather than body, ignoring physical protection, but also having no effect on physical objects. Use your close combat modi-fier to attack with your Psychic Weapon against a difficulty based on your target’s Parry defense.

Psychic Weapon: Damage, Alternate Resistance (Will) •2pointsperrank.

Defensive PowersDefensive mental powers shield the character’s mind or use the mind’s powers to help conceal or otherwise protect the character by affecting opponents.

Mental invisiBility

You cloud the minds of others, rendering them unable to perceive you, although the particularly strong-willed can overcome the effect. Some forms of Mental Invisibil-ity provide less than complete concealment; reduce the effect rank to reflect the senses not affected.

Mental Invisibility: Concealment 10 (All Senses), Limited to Minds, Resistible by Will (DC 20) •5points+1pointper+1toWillDC.

MinD sHielD

You possess a mental “shield” protecting your mind from outside influences. Because it is sustained, you can perform power stunts with your mind shield, including setting a Mind Trap (following) or “extending” your shield, an Alternate Effect applying Area and Affects Others, granting a lesser Will bonus to others over an area.

Mind Shield: Enhanced Defense (Will), Impervious, Limited to Mental Powers, Sustained •1pointperrank.

MinD traP

Anyone intruding in your mind is in for a nasty shock! You instinctively lash out with a Mental Blast against anyone contacting your mind against your will. Because the power’s reaction is making a Will check, mental powers used on you willingly (where you choose to forego your resistance check) do not trigger the Mind Trap. Some Mind Traps react with attacks other than Mental Blast, substitute the appropriate offensive mental power for the Damage effect in the Mind Trap power.

Mind Trap: Perception Ranged Damage, Alternate Resistance (Will), Reaction (When you make a Will resistance check against a mental power), Subtle, Limited to the source of the mental power •1point+6pointsperrank.

PreDictive Defense

You can telepathically “read” opponents sufficiently to anticipate and avoid their attacks, giving you a bonus to your active defenses. The value of the Quirk is based on opponents immune to mental powers being relatively rare. If they’re particularly common, the Quirk may qualify as a Limit. If they’re less common, treat it as an occasional Power Loss complication.

Predictive Defense: Enhanced Defenses (Dodge and Parry), Quirk (not against opponents Immune to Mental Powers, –2 points) •2pointsforthefirst2ranks,+2pointsperadditionalrank.

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MoveMent PowersThere are relatively few mental “movement” powers, save for the power to move your mind itself outside of your body!

astral Projection

You can separate your astral body—a vessel of your mind and spirit—from your physical body. Your astral form is largely undetectable: subjects you observe may sense a “presence” with an Insight check (DC 10 + your effect rank). It is unimpeded by physical barriers and can move anywhere within your range in an instant as a move action. Rank 21 is sufficient for your astral form to go any-where on Earth.

If your astral form can also visit other dimensions, apply the Dimensional modifier to it (Hero’s Handbook, page 140) based on the number of dimensions.

You can use perception ranged effects while in your astral form and be affected by visual, aural, and mental sensory effects.

Astral Projection: Remote Sensing (Visual, Aural, and Mental), Side-Effect (physical body is defenseless and immobile, –2) •2pointsperrank.

utility PowersMental powers have a number of useful applications, ranging from sensing things beyond the ordinary five senses to communicating across great distances and bar-riers like language, or even species.

aura reaDing

You can perceive the psychic auras of other minds, visible as faint haloes of colored light around their physical forms. A subject’s aura gives you a general idea as to their emotional state and physical health. More capable aura readers may have Acute or Analytical effects to gain much more detail. At the GM’s discretion, successfully reading a subject’s aura grants a circumstance modifier for interac-tion skills checks, particularly Insight.

Aura Reading: Senses 3 (Detect Emotional and Physical State, Ranged), visual and mental •4points

clairsentience

You can shift your senses away from your physical body, perceiving distant locations as if you were there. Clairvoy-ance is the displacement of visual senses, clairaudience the displacement of auditory senses, and clairsentience the general displacement of all your senses.

Clairvoyance: Remote Sensing (Visual) •2pointsperrank.

Clairaudience: Remote Sensing (Auditory) •1pointperrank.

Clairsentience: Remote Sensing (All Senses) •5pointsperrank.

eMPatHy

You can sense the emotions (but not thoughts) of other minds. Use the Insight skill in place of Perception with this sensory effect. As with Aura Reading, a successful use of Empathy may grant you a circumstance bonus on other interaction skill checks, including other uses of Insight. More capable empaths may have the Analytical effect as well, giving them even more information. In situations where subject attempt to conceal their true feelings, the GM may call for an opposed Insight check, giving the empath a circumstance bonus for a successful initial Insight check.

Empathy: Senses 3 (Detect Emotion, Acute, Ranged) •3pointsperrank.

KnowleDge transPlant

You can “borrow” a skill from someone else’s mind, tem-porarily using it as your own or granting it to someone else. The “borrowed” skill lasts as long as you maintain the mental connection. Two ranks is sufficient to grant up to 20 ranks in any one skill, or temporarily “teach” a whole team a new language, for example. This power makes a useful power stunt for telepath as well.

Knowledge Transplant: Variable (Enhanced Skills and Languages), Affects Others, Free Action, Limited to Intellect skills, Limited to subject’s skill rank, Perception Range, Sense-Dependent (mental contact with subjects) •9pointsperrank.

Mental coMMunication

You can communicate directly, mind-to-mind, with anyone in your range. The “receiver” for your communi-cation is having a mind (see Mental Descriptors). Mind-less subjects and those Immune to Mental Powers cannot receive your communication. Unlike Mind Reading (fol-lowing) Mental Communication is language-dependent; you must share a language in common with your subject in order to communicate unless you also have a power like Telepathic Translation.

Since Communication is a free action to use and maintain, you can set up a Mental Communication “network” with multiple minds in a single round, so long as they are all within your range, functioning as a “mental switchboard” for group telepathic communication.

Mental Communication: Communication (Mental) •5pointsperrank.

Mental awareness

You are aware of mental sensory effects used in your pres-ence, so long as they are not Subtle. Those lacking mental awareness do not notice mental sensory effects unless they are the subject. Apply other Senses effects to extend the capabilities of your Mental Awareness.

Mental Awareness: Senses 1 (Awareness, Mental) • 1point

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Mental Detection

You can detect the presence of other minds, whether you can perceive them with your physical senses or not. With the Acute modifier you can distinguish and identify indi-viduals and, with the Accurate modifier, you can target perception ranged effects at minds you detect. Your Per-ception checks for Mental Detection still have the normal –1 per 10 feet between you and the subject, unless the sense is also Extended.

Mental Detection: Senses 5 (Detect Minds, Ranged, Acute, Accurate) •5points.

MinD reaDing

You can read a target’s thoughts and probe memories or even plumb their subconscious for information. Note that reading a subject’s mind at the surface thoughts level allows them to mentally communicate to you (regardless of language) simply by thinking messages “at” you.

Mind Reading: Mind Reading •2pointsperrank.

sensory linK

You perceive whatever a subject you are in mental contact with perceives, at the same time they do. The Sense De-pendent flaw in this instance means the effect is depen-dent on your subject’s senses; anything affecting them limits your ability to sense through them.

Sensory Link: Remote Sensing (All Senses), Limited to Subjects of Mental Communication or Mind Reading, Sense Dependent •3pointsperrank.

telePatHic translation

You create a telepathic field around you, allowing every-one in the area able to hear you to perceive any linguistic communication in their own language.

Telepathic Translation: Comprehend 3 (Languages), Affects Others, Perception Area (Hearing) •12points.

Mental coMPlicationsMental powers lead to a variety of complications involv-ing their use (and abuse) and how others feel about them and their users. Complications—particularly Honor and Power Loss—can curb some of the potential excesses of mental powers in an M&M game while awarding players hero points for the difficulties when they arise.

aDDiction

Psychics may become addicted to exercising their powers in various ways: a telepath can become dependent on sensing or contacting other minds, a mind controller may become addicted to controlling or manipulating others, and a psychic vampire might be addicted to the “rush” of

draining energy. The addict has difficulty resisting an op-portunity to “get a hit” regardless of how inappropriate or dangerous it might be.

A mentalist may also be addicted to drugs or medications that regulate difficult-to-manage powers: something to “quiet the voices” in a telepath’s head, for example.

DisaBility

Physical disabilities are often common for comic book mentalists, with their focus on the mind over the body. Indeed, some are little more than a giant head or disem-bodied brain, either immobile or moved about via their powers or some technological support system.

Mental powers may also compensate for other disabilities, such as mute characters able to “speak” telepathically and blind ones who can “see” via clairvoyance or precognition. As with all complications, hero points are awarded when the complication actually hinders or challenges the char-acter. Otherwise, it’s just background detail.

Honor

A scrupulous code of honor is common for heroic and law-abiding mentalists. Generally, they respect the mental privacy of others and are reluctant at best to use their powers to intrude on others’ thoughts, much less influ-ence or control them, without their consent. A mentalist who takes the moral “high road” when it is inconvenient earns a hero point.

Power loss

Mentalists may encounter power loss complications in a number of ways.

First, drugs or devices like “psionic dampeners” may disable mental powers or block them in a particular area. Perhaps certain special materials are “psi-proof” and make effective shielding, allowing for literal “tin-foil hats” that thwart mind-reading and mind-control.

Head trauma or conditions of the brain or nervous system may interfere with mental powers. A psychic might suffer power loss as a lasting injury from a blow to the head (Hero’sHandbook, page 199).

Lastly, a user’s psychological state may interfere with the use of mental powers. A crisis of confidence, overwhelm-ing sense of guilt, or a general lack of mental centeredness could lead to a reduction or loss in mental powers until the character overcomes the problem.

rePutation

Few things are scarier than the possibility of losing control of your own thoughts. Mind-readers and especially mind-controllers may be viewed with suspicion and mistrust. If the general public is aware of the existence of mental powers, their those wielding them may have to deal with these fears at some point.

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SystemReferenceDocument, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.

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Mutants & MasterMinds Power Profile: Mental Powers

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