power profile - sonic powers

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POWER PROFILE: SONIC POWERS POWER PROFILE: SONIC POWERS POWER PROFILE: SONIC POWERS From music with charms to soothe (or command) to a shattering hypersonic shriek, Sonic Powers looks at abilities which generate and control sound. Flatten foes with sonic blasts or sneak up on them cloaked in silence, shape sound into solid constructs or even transform yourself into “living sound” with all the powers of this profile. SONIC DESCRIPTORS  The f ollo wing descrip tor i s key to sonic powers. Sound: Sonic powers are based on sound, a pressure wave transmitted through a medium like air, water, or solid matter. The structures of the ear translate that pressure wave into what we perceive as sound.  Sound waves travel more easily through water than air, but need a medium to propagate, and so do not travel at all through a vacuum (and poorly through a thin atmosphere). The GM may take the environment into account when considering the effects of sonic powers, and encountering conditions where they do not work at all may be considered a complication (see Sonic Complications).  Because of their reliance on sound, some sonic powers may be Sense-Dependent (Hero’s Hand - book, page 150). However, sensory effects and powers targeting the sense of hearing (Afflictions like Deafening Shriek , for example) are already Hearing-Dependent and do not qualify for the flaw.  Sonic powers tend to be noticeable—clearly heard, if not seen—and sonic effects may also cause visible distortions in the air or haloes of dust or water vapor (like a sonic boom) when used. Ultrasonic and infrasonic effects, beyond the range of human hearing, have a rank of Subtle; only observers with the appropriate Senses effect (typically Ultra-Hear- ing) can notice them. Vibration: Vibration creates sound, and some powers distinguish between creating and control- ling vibrations and creating and controlling sound . Vibratory powers tend to focus on the damage vi- brations can cause, particularly at a high enough frequency. See the Buzzsaw and Shatter powers for examples. Instruments:  While many can wield sonic powers with nothing more than their voice or a simple act of will , some rely upon different instruments to produce their sonic effects. These tend to fall into two categories.  The first are musical instruments of all sorts, par- ticularly wind-instruments like flutes, trumpets, pan- pipes, and the like, although stringed instruments (from violins to guitars) and percussion instruments (particularly drums) are also common. The instru- ments themselves may be enchanted or (less often) high-tech gadgets.  The second category includes technological devices: sonic projectors or resonators, high-tech tuning forks, or other gadgets that produce or control sound. Ther e may even be crossover with musical in- struments, like high-tech synthesizers or amplifiers, turning otherwise ordinary instruments into sonic devices. 1 1 POWER PROFILE: SONIC POWERS POWER PROFILE: SONIC POWERS

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Page 1: Power Profile - Sonic Powers

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POWER PROFILE: SONIC POPOWER PROFILE: SONIC POPOWER PROFILE: SONIC PO

From music with charms to soothe (or command) to ashattering hypersonic shriek, Sonic Powers looks at

abilities which generate and control sound. Flatten foeswith sonic blasts or sneak up on them cloaked in silence,shape sound into solid constructs or even transformyourself into “living sound” with all the powers of thisprofile.

SONIC DESCRIPTORS The following descriptor is key to sonic powers.

• Sound: Sonic powers are based on sound, a pressurewave transmitted through a medium like air, water,

or solid matter. The structures of the ear translatethat pressure wave into what we perceive as sound. Sound waves travel more easily through water

than air, but need a medium to propagate, and sodo not travel at all through a vacuum (and poorlythrough a thin atmosphere). The GM may take theenvironment into account when considering theeffects of sonic powers, and encountering conditionswhere they do not work at all may be considered acomplication (see Sonic Complications ).

Because of their reliance on sound, some sonicpowers may be Sense-Dependent ( Hero’s Hand -

book, page 150). However, sensory effects andpowers targeting the sense of hearing (Afflictionslike Deafening Shriek , for example) are alreadyHearing-Dependent and do not qualify for theflaw.

Sonic powers tend to be noticeable—clearlyheard, if not seen—and sonic effects may also cause

visible distortions in the air or haloes of dust or watervapor (like a sonic boom) when used. Ultrasonic

and infrasonic effects, beyond the range of humanhearing, have a rank of Subtle; only observers withthe appropriate Senses effect (typically Ultra-Hear-ing) can notice them.

• Vibration: Vibration creates sound, and somepowers distinguish between creating and control-ling vibrations and creating and controlling sound .Vibratory powers tend to focus on the damage vi-brations can cause, particularly at a high enoughfrequency. See the Buzzsaw and Shatter powersfor examples.

• Instruments: While many can wield sonic powerswith nothing more than their voice or a simple actof will, some rely upon different instruments toproduce their sonic effects. These tend to fall intotwo categories.

The first are musical instruments of all sorts, par-ticularly wind-instruments like flutes, trumpets, pan-pipes, and the like, although stringed instruments(from violins to guitars) and percussion instruments(particularly drums) are also common. The instru-ments themselves may be enchanted or (less often)high-tech gadgets.

The second category includes technologicaldevices: sonic projectors or resonators, high-techtuning forks, or other gadgets that produce or controlsound. There may even be crossover with musical in-struments, like high-tech synthesizers or amplifiers,turning otherwise ordinary instruments into sonicdevices.

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In both cases, instruments are generally someform of the Removable flaw ( Hero’s Handbook, page149), where the sonic powers depend on the instru-ments and don’t work without them. If the charactercan use any instrument, then a Power Loss complica-tion might be more suitable, but Removable handlesmost kind of sonic instruments.

• Countering: Properly pitched sonic waves cancancel each other out (the principle behind manynoise-canceling devices), allowing sonic powers tocounter each other . Sonic powers may also countereffects vulnerable to sound or vibration, such as theoverpressure of the sound wave blowing out a fire orsmashing a wall of ice or water, for example.

Effects which dampen or cancel vibration cancounter sonic powers, as can effects limiting or re-moving the medium through which sound travels. Thus air and water powers may be able to countersonic powers (see the Air Powers and Water Powers

profiles). Similarly, since sound is a mechanical pres-sure wave, kinetic energy powers may interfere withit (see the Kinetic Powers profile).

Technically speaking, any effect which blanketsan area with silence should counter all sonic effectsbut, without a Simultaneous Nullify effect (see WhiteSound under Utility Powers ), does not have enoughbreadth to do so. Any new sonic effect used in thearea can shatter the silence momentarily. The GMmay wish to roll an opposed check of the silence ef-fect’s rank against the sonic power’s rank, but keep inmind this should not be used as merely a cheap formof Nullify.

SONIC FEATURESSome potential Feature effects associated with SonicPowers include the following:

• You can amplify your voice (speaking or singing) likea living microphone or bullhorn, making yourselfclearly audible over a greater distance, negating upto a –20 modifier to hear you due to distance.

• You can produce minute sonic vibrations over adistance able to shift small moving parts (screws,latches, etc.) functioning like a Move Object effectwith a –5 mass rank.

• You have perfect pitch, able to know the exactmusical note of any tone you hear and able to repro-duce that same note by singing (or using a power likeSonic Projection ).

• Although not protected against attack, you are largelyimmune to loud noises and could, for example, standnext to the amplifiers at a rock concert with no illeffects.

• You have a limited ability to generate a particularsound or sounds, such as the power to create yourown “theme music” at will or to produce entertaining“sound effects” useful for a circumstance modifier onsome interaction checks (particularly taunts).

OFFENSIVE POWERSOffensive sonic powers use sound and vibration to inflictdamage or to deafen, stun, or otherwise inconveniencetheir targets.

BUZZSAW

You vibrate your hands at a high frequency, or surroundthem with a high-frequency sonic field, turning them intopowerful cutting implements.

Buzzsaw: Penetrating Damage (cutting, vibrational) • 2 points per rank.

DEAFENING SHRIEK

You hit targets with a blast of sound intense enoughto temporarily deafen them. A common variant of

this power substitutes the Burst Area or Perception(Hearing) Area modifier for Ranged, or applies both aRanged and Area modifier for a power affecting an areaat a distance.

Deafening Shriek: Ranged Cumulative Affliction (Resistedand Overcome by Fortitude; Hearing Impaired, HearingDisabled, Hearing Unaware), Limited to One Sense • 2 points per rank.

HYPNOTIC SONG

You emit sound able to influence the minds of all able tohear it, ranging from an enchanting song to mind-alteringhypersonics. Once the sound stops, however, the targetsquickly recover. Apply the Insidious modifier for a sublimi-nal mind-altering sound and the Subtle modifier for anultrasonic signal beyond the normal hearing range. If theeffect lasts beyond the initial sound, remove the InstantRecovery flaw.

Hypnotic Song: Cumulative Hearing Area Affliction(Resisted and Overcome by Will; Entranced, Compelled,Controlled), Concentration Duration, Instant Recovery • 3

points per rank.

SHATTER

An intense beam of ultrasound can shatter crystallineobjects and even liquefy solid matter. If Limited to onlycrystalline objects, apply a –1 flaw to the power.

Shatter: Ranged Weaken Toughness, Affects Only Objects • 2 points per rank.

SONIC BLASTA focused blast of sound can smash solid objects anddo considerable damage to foes. A common modifieron this power is a Burst Area or Auditory Area extra inplace of the Ranged extra (for a blast originating fromyou) or along with it, for a sonic blast that spreadsfrom a target point. The Cone Area modifier in place

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ing either a –2 or –5 circumstance penalty on all hearing-related checks.

White Noise: Environment (Visibility), Affects Hearing Insteadof Vision (+0) • 1 point per rank for –2 penalty, 2 points per rankfor –5 penalty.

OTHER SONIC POWERSVibrational powers and speed powers are often linked.Any vibrational power in this profile may be a speed powerand any power in the Speed Powers profile with the word“vibrational” in it may be a sonic power. The same for theEarthquake and Tremor powers from Earth Powers .

With the potential for sonics to influence the mind andnervous system (see Hypnotic Song and Vertigo), variousMental Powers may also be sonic powers, perhaps withthe Hearing-Dependent modifier, relying on a subsonic“carrier wave” to produce their effects. A common exampleof this is a sonic version of Emotion Control.

Affecting the senses, some Illusion Powers may also besonic, depending on whether they manipulate actualsound waves or simply create the impression of sound. Inparticular the Vocal Mimicry power may suit some sonicpowers and the Sense Memory power may be useful to asound-controller recreating sounds.

SONIC COMPLICATIONSSonic powers can be destructive, disruptive, and distract-ing, and they depend on certain conditions, creating theirshare of complications for users.

ACCIDENT

The unleashed power of things like sonic blasts and shat-tering waves of ultrasound can do considerable collateraldamage, shattering crystalline structures from glass tomany metals to inflicting damage on innocent bystanders. This damage can lead to further accidents due to brokenglass, shattered containers, smashed pipes, and the like.Sonic-powered heroes may need to demonstrate restraintin crowded conditions or places with a lot of vulnerablematerials, such as a museum or a scientific lab.

DISABILITY

Given their connection to the power of speech and thesense of hearing, sonic powers sometimes cause (or com-pensate for) disabilities in those areas. For example, a char-acter endowed with powerful mutated vocal cords able toproduce sonic blasts might lose the ability to speak withoutemitting dangerous sound waves! Similarly, exposure toultrasonics might cause damage to a character’s hearing,resulting in a sonic controller who is actually deaf or reliantupon artificial hearing aids. Perhaps the character’s sonicpowers compensate for hearing loss, but without thosepowers, the character is deaf, making the Disability an oc-casional complication coupled with Power Loss.

FAME

Sonic powers often tie-in with performance skills likesinging, so a sonic-powered character might also be quitefamous, with or without using any powers for added“special effects”! Famous characters deal with overeagerfans, stalkers, and hangers-on looking to exploit theirfame, and may encounter complications keeping theirsuper and “civilian” lives separate.

OBSESSION

For those who discover or invent their sonic powers ratherthan gaining them by accident or birthright, a particularobsession with the science of acoustics or the art of music(and perhaps the mystical aspects of it) are common com-plications. This is particularly true for musically themedcharacters with sonic powers.

POWER LOSS

Lacking a medium sound can travel through can effective-ly negate most sonic powers and count as a Power Losscomplication (see Descriptors for details).

Another common form of Power Loss is sonic powerswhich depend on the user’s voice (speaking, screaming,singing, etc.). Circumstances where the character cannotbreathe or speak properly also cause the loss of anyrelated sonic powers. So conditions like smoke or tear gas,

or a blow to the throat, for example, can create a compli-cation sonic controllers able to project sound simply bywilling it do not encounter.

RIVALRY

With the association between sonic powers and perfor-mance (see Fame ) a degree of rivalry between characterswith sonic powers is not unusual, particularly if they arealso artistic or professional rivals.

Sonic-powered criminals tend to take this a step further,such as the musically themed villain with an obsessiverivalry towards all other musicians and composers or theoperatic diva who believes it’s not over until she sings!

WEAKNESS

Sonic powers may lead to particular weaknesses beyond just the Power Loss associated with being unable to emitsound without a medium. For example, for a being madeof sound (see Sound Form ), the lack of a medium mightactually be fatal rather than forcing the character out

of sound form, particularly for those with Permanent orInnate modifiers on the power.

The precise right frequency of sound might strike a weakspot for some sound-users, especially if their powers usesome kind of resonant or vibrational component, causingthem pain, injury, or other conditions.

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System Reference Document , Copyright 2000, Wizards ofthe Coast, Inc., Authors Jonathan Tweet, Monte Cook,Skip Williams, based on original material by E. GaryGygax and Dave Arneson.

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Mutants & Masterminds Power Profile: Sonic Powers,Copyright 2012, Green Ronin Publishing, LLC; AuthorSteve Kenson.

M UTANTS & M ASTERMINDS P OWER P ROFILE : S ONIC P OWERS

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