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Power Profile: Life Powers

Life Powers grant influence over the essential stuff of life


itself: not just biological systems, but also the mysterious,
vital life force differentiating the animate and inanimate.
Users of these powers can healperhaps even restore life
to the deadbut also harm, literally holding the powers
of life in their hands.

Life Force: Life powers may reference the concept of


life force for their origin or medium, using a wide
range of terms from vital force to elan vitale, chi, ki,
or essence, to name a few. It is up to the Gamemaster (and the definitions of the setting) to determine
whether or not all of these things refer to the same
descriptor or they are distinct in some fashion. Pure
life force typically enhances living beings, speeding
their recovery and strengthening them, whereas a
loss of life force leads to fatigue, lethargy, weakness
and, eventually, illness and death.

Divine: Life powers may derive from a metaphysical


higher power such as a deity, or from the power
users belief in such a power, whether or not one
exists. This power source and descriptor is suitable
for the abilities of faith healers or divinely-appointed
clerics or champions, particularly servants of deities
or faiths focused on life, vitality, and healing. Some
divine healing powers may be based on the patients
belief as much as the healers, in which case the flaw
Limited to the Faithful is appropriate.

Magic: Magic tends to have an unusual relationship


with life powers in source material like the superhero comic books. Specialized mystics like empathic
healers may wield magical or mystical life powers
often with the burden of suffering some measure of
their subjects pain. More general magicians or sorcerers, on the other hand, tend to have little, if any,
power over the forces of life and may not be able to
heal a simple cut or bruise. Instead, their powers focus
on the metaphysical and maladies of the psyche and
spirit. A magician can exorcise a demon or remove a

Life Descriptors
The following are important descriptors for life powers, affecting how they are defined and how they work:

Biological: Originating from or affecting a living organism. Broadly speaking, living organisms in Mutants
& Masterminds can be defined as creatures possessing
a Stamina rank, whereas those that do not are typically constructs. Still, some constructsundead for
examplemay be biological in origin even though
they are no longer living. Likewise, certain powers or
effects may have the biological descriptor because
they target biological organisms, living or otherwise.

Life: In the context of life powers, the life descriptor


is almost inseparably intertwined with the biological
descriptor (previously). Life is biological, referring to
living organisms. In particular, even though beings
like androids, ghosts, spirits, and the like may be intelligent and self-aware, they are not alive in terms
of the descriptor. As a good guideline, creatures
lacking Stamina or possessing Immunity to Fortitude Effects may not fit into the life descriptor. So a
Healing effect, for example, does not benefit a robot
or other construct, and some life powers may have
no influence over a being that is not truly alive.

Power Profile: Life Powers

curse, but makes a poor healer. This often differentiates sorcerers or magicians from healers, empaths, or
other mystics, whose powers may have a touch of the
divine or involve a deeper connection to the life force
(previously).

Countering: Life powers influence the body and


life force, either bolstering or diminishing them.
One use of life powers may potentially counter
another, such as using Healing against a Pathogen or Bio-Disruption. Bolstering life powers may
also counter other things that directly weaken
or harm the body, such as diseases, toxins, and
similar Affliction, Damage, or Weaken effects.
Metaphysically, life powers are opposed to (and
opposed by) death powers, and the two may counter
each other, although in some instances life powers
have no further influence once a subject has fallen
under deaths sway. So a burst of pure life force might
have a detrimental effect on, say, an undead creature,
or it might have no effect at all, since the creature is
not alive, merely animated.

Healing & Regeneration


Two primary effects for life powers, Healing and Regeneration approach a similar problemrepairing damage
in slightly different ways. Healing is an all-at-once effect
involving at least a modicum of effort, since it requires
a check and can potentially fail. Regeneration is a more
gradual effect, spread out over time, but steady and reliable. Which effect should be used for a particular life
power depends on the powers intended purpose.
Healing is a broad-spectrum effect: eliminating conditions caused by Damage as well as providing a bonus on
resistance checks against disease and poison effects (typically Afflictions), usable on yourself or on others. Limit
flaws can remove some of these capabilities, for a Healing
effect which only works on Damage, for example, or one
that only affects others. Conversely, a number of extras
can further expand Healings capabilities to treat fatigue,
weakness, or even death.
Regeneration is a specific effect, speeding up the recovery
time of Damage conditions, but having no effect on anything else, working automatically and only on the user by
default. Its possible to use modifiers to grant Regeneration
to others, but most such effects should simply use Healing.
Neither effect works on subjects unable to heal of their
own accord (lacking a Stamina rank). The Affects Objects
modifier allows them to do so, with the Limited to Objects
flaw balancing the cost for Healing and Regeneration
effects that only work on objects.

Life Features
Feature effects associated with Life Powers include the following:

You radiate an additional degree of life-force, promoting the health and well-being of living things
around you, such that anything growing or healing

in your presence gains a +2 circumstance bonus to


any necessary checks.

With just a touch and a standard action, you can automatically stabilize any dying creatures condition.

Youre aware of your own physical condition with the


degree of a battery of medical tests, at all times. So,
if you suffer a disease or injury, for example, you automatically know what has occurred and its severity.
The GM may require an Expertise (Medicine) or Treatment check to describe the condition in detailed
technical terms.

Offensive Powers
Although life powers most often work to preserve and
protect life, they are also capable of disrupting or even
destroying it, since the power to heal often includes the
power to harm as well.

Bio-Disruption
With a touch, you can cause a significant disruption of the
biological systems of a targets body. The effect is temporary, but can be quite distracting, and often painful. If
the Gamemaster allows, it can even be lethal, if pushed
beyond mere incapacitation (see Lethal Damage in the
Gamemasters Guide, page 193). With the broad range
of potential conditions this can cause, Bio-Disruption
may have the Variable Conditions modifier (see Illusion
Powers). If you can disrupt targets at a distance, add the
Ranged or Perception Ranged modifier. With both Variable Conditions and Increased Range, Bio-Disruption can
incorporate the other Affliction effects in this section.
Bio-Disruption: Cumulative Affliction (Resisted and Overcome
by Fortitude; Dazed, Stunned, Incapacitated) 2 points per rank.

Bio-Override
You exert control over your targets gross motor functions, manipulating them like a puppet. The victims mind
remains untouched, but you are in control of their body
and actions.
Bio-Override: Perception Ranged Cumulative Affliction
(Resisted and Overcome by Fortitude; Entranced, Compelled,
Controlled) 4 points per rank.

Bio-Sculpting
Like a sculptor working soft clay, you can reshape and
mold a targets flesh, changing appearance or potentially
adding or subtracting features. You can cripple any of the
targets physical abilities: rendering limbs useless or covering sensory organs with a layer of skin, for example. Like
Bio-Disruption, Bio-Sculpting is potentially lethal, if used
with that intent.
Bio-Sculpting: Cumulative Affliction (Resisted and Overcome by
Fortitude; Impaired, Disabled, Transformed) 2 points per rank.

Power Profile: Life Powers

Cellular Disruption
You inflict cellular damage on a living target by touch.
Cellular Disruption: Damage, Alternate Resistance (Fortitude)
1 point per rank.

Pathogen
You can inflict a pathogena disease organismon a
target by touch. Like the Bio-Disruption power, this one
may potentially inflict a wide range of conditions, in which
case it may have the Variable Conditions modifier. The Insidious modifier is particularly dangerous, as the victim
may not become aware of the pathogens effects until it is
too late to treat them.
Pathogen: Affliction (Resisted and Overcome by Fortitude;
Impaired, Disabled, Incapacitated), Progressive 3 points per
rank.

Seizure
You cause your target to suffer a seizure, stunning them
for a time until they are able to shake off the effect. The
basic power is often enhanced by extras like Perception
Ranged, Cumulative, or Progressive, and may be Subtle or
Insidious as well.
Seizure: Affliction (Resisted and Overcome by Will; Dazed,
Stunned, Incapacitated) 1 point per rank.

Defensive Powers
Defensive life powers primarily involve the enhancement
of biological systems to better resist disease, pain, toxins,
injury, or hostile environments.

Bio-Adaptation
Your body adapts to deal with harmful circumstances, a
kind of hyper-Mithratism, where once you have suffered
a harmful biological effect, you instantly develop a resistance or immunity. So you might suffer the effect of a flu
strain, for example, after which you become completely
immune to it.

Insensate
You have voluntary control over the pain receptors and
nerve endings in your body, allowing you to be aware of
pain but otherwise unaffected by it. Effects with a pain
descriptor do not work on you. Some with this power
might have the additional complication of not being
aware of pain at all, meaning they might suffer harm
without the normal reflex to pull away or otherwise
protect themselves.
Insensate: Immunity 5 (pain effects) 2 points.

Movement Powers
Movement effects are unusual for life powers, apart from
as outgrowths of bio-sculpting or ordinary movement capabilities, in which case see the movement powers given
in the Morphing Powers and Talent Powers profiles.

Lifeport
You can move from place to place through the field of life
force surrounding concentrations of living beings. Your
power cannot take you into areas that are truly lifeless or
with nothing more than scattered life-forms.
Lifeport: Teleport, Quirk (Not into areas where there is little or no
life, 1 point) 1 point for rank 1, +2 points per rank.

Utility Powers
Life powers have a wide range of other uses, involving
control over ones own life functions or those of others to
control over biological matter itself.

Adrenal Control
You have conscious control over the bodys production
of adrenaline, capable of enhancing strength and athletic ability temporarily. Realistically, this power should be
limited to just a few ranks, but there are instances of people
under stress demonstrating incredible hysterical strength
that could justify higher ranks. Some versions of Adrenal
Control add the Side Effect flaw with an Affliction effect
after the enhancement wears off (Resisted and Overcome
by Fortitude; Fatigued, Exhausted, Incapacitated).

Bio-Adaptation: Immunity 30 (Fortitude effects), Limited to


effects you have experienced at least once 15 points.

Adrenal Control: Enhanced Strength, Fades 1 point per rank.

Enhanced Immune System

Biokinesis

Your immune system is incredibly efficient, rendering you


immune to ordinary pathogens and parasitic organisms,
unless the GM specifically chooses to declare one a complication.
Enhanced Immune System: Immunity 2 (diseases and parasitic
infections) 2 points.

You can move biological material (living or dead) with


nothing more than your mind, a limited form of telekinesis.
So you can lift a person (or other biological creature) or move
things like wood, natural fiber cloth, or similar materials, but
not plastics, metals, minerals, and so forth. The GM decides
any cases where the nature of a material is in doubt.
Biokinesis: Move Object, Limited to Biological Material 1 point
per rank.

Power Profile: Life Powers

Cure
You can treat conditions like disease and poisons, restoring the body to heal.
Cure: Healing, Limited to Disease and Poison 1 point per rank.

Energize
With a touch, you banish fatigue and fill your subject with
vital energy.
Energize: Healing, Energizing, Limited to Energizing 2 points
per rank.

Life Sense
You can sense the presence of living beings nearby, and
have a general sense of their species and overall wellbeing (healthy, diseased, etc.). An Accurate version of Life
Sense can target beings you sense with attacks, including
other life powers.
Life Sense: Senses 3 (Detect Life, Ranged, Acute) 3 points.

Pharmacopeia
You can produce the effects of a wide range of drug compounds in living targets by touching them. As an offensive
effect, this power is the same as Bio-Disruption (under Offensive Powers) but it is usually coupled with an Alternate Effect capable of treating illnesses and imbalances
and promoting healing.
Pharmacopeia: Healing (Alternate Effect: Bio-Disruption) 1
point + 2 points per rank.

Psychic Diagnosis
By examining a subject, you can determine the state
of their physical health: the presence of injuries, organ
damage, pathogens, toxins, and so forth. An Expertise
check (Biology, Medicine, or related field) may be required
to interpret what you perceive, but you are otherwise
as detailed and accurate as a battery of conventional
medical tests, and considerably faster. A use of Psychic Diagnosis may provide a circumstance bonus on checks to
then treat the patients conditions.

Suspended Animation
You can place yourself into a state where your life functions are nearly suspended, allowing you to go for a long
period of time without food, water, or air, and halting the
progression of any biological processes in your body (including the progress of disease or toxins, for example). If
you can place other (willing) characters into suspended
animation, apply the Affects Others modifier.
Suspended Animation: Immunity 5 (aging, starvation and
dehydration, suffocation, ongoing biological effects), Limited
(subject is incapacitated) 3 points.

Total Healing
Your considerable healing powers can treat any harm, up
to and including restoring life to the dead! Apply Affects
Objects (increasing cost by +1 per rank) if you can also
heal damage to non-living things.
Total Healing: Healing, Energizing, Persistent, Restorative,
Resurrection 1 point + 5 points per rank.

A common variation on this power is Total Self Healing,


applying the Reaction and Self Only modifiers so that your
Healing effect activates up to once per round, whenever
you are harmed, to treat the conditions. Someone with
this power can be hurt, but recovery is almost instant. The
GM may wish to require an additional Limited flaw, defining some type of attack or condition the Total Healing will
not treat.
Total Self Healing: Healing, Reaction (when hurt), Energizing,
Persistent, Restorative, Resurrection, Self-Only 1 point + 7
points per rank.

Other Life Powers


Life is a broad descriptor and many other powers can fit
into it as affected (or affected by) living and biological
processes.

Illusion Powers can involve a direct influence over


sensory organs as well as the biochemical processes
of the brain, from causing drug-fueled hallucinations
to blocking off certain sensory input.

Morphing Powers are the extreme end of control


over biology and biological matter. As life powers,
many of them would have the Affects Others or
Attack modifier for use on other characters rather
than the power wielder.

Plant Powers represent another type of biology,


but a form of life nonetheless. Those with broad life
powers may control and influence plant as well as
animal life.

Psychic Diagnosis: Senses 3 (Detect Health, Analytical) 3 points.

Skin-Shifting
Your skin and outer layer of muscle is malleable and you can
reshape them at will. This allows you to take on different appearances, limited only by your skeletal framework, meaning
you cannot significantly change your size. If you have greater
power to alter your body, see the Morphing Powers profile.
Skin-Shifting: Morph 2 (outward appearance limited by size and
shape) 10 points.

Speaking of which, Animal Powers can include biological adaptations suitable for flesh-shapers, and empathy
with life may include a connection with animals as well
as humans.

Power Profile: Life Powers

Given the connection between the light and life descriptorswith life force described as living lightsome Light
Powers may be considered life powers and vice versa.

illnesses) or hypochondria, the tendency to self-diagnose


with the worst possible medical conditions at the slightest
sign of symptoms.

Life Complications

Power Loss

Life can be messy, and life powers are no exception. A


number of complications can arise from having or using
life powers, particularly if the characters capabilities
become widely known.

As mentioned under Honor, some life controllers may


draw their power from a higher source, in which case
that power could be revoked, should the character fail to
live up to expectations.

Addiction

Quirk

Imagine the addictive possibilities for someone able to


control the basic functions of the body: releasing potent
neuro-chemicals, endorphins, or adrenalin at will. Now
add to that powers like Pharmacopeia (under Utility
Powers) and its easy to see how life powers can lead to
serious addictions. Whats worse, a life controller could be
an enabler or pusher of addictions for others, providing
virtually untraceable highs without the need to carry or
smuggle drugs or paraphernalia.

Its common for wielders of life powers to develop a code


against doing harm (similar to a doctors Hippocratic
Oath) or to become pacifists, unwilling to use violence to
solve problems, or even in self-defense in extreme cases.
Pacifism can be a challenging Quirk to roleplay in a superhero RPG, where so much of the action revolves around
combat, and players should keep this in mind.

Similarly, life controllers could become addicted simply


to the process of using their powers. Perhaps theres a
euphoric high that comes with healing (or controlling)
someone else, or it could just be the psychological effect,
the god-complex of being a healer, which some medical
professionals encounter.

Fame
Life is perhaps the most precious thing in the world, so
someone with known power over it is sure to become
famousand extremely in demand. A super-healer or
flesh-sculptor (able to cure deformities, scarring, and
other damage) could name his or her price from any hospital or medical institution in the world, but would likely
also face blistering criticism for withholding such a powerful gift from those unable to pay that price.

Honor
A life controller might take an oath similar to a doctor or
other medical professional to use such powers wisely and
well. Indeed, in the case of mystical or divine life controllers, such an oath may be an essential part of their training. In particular, a healer may be sworn to help those in
need, including injured or ill criminals!

Phobia
Those with life powers may shrink from the approach of
the forces of death, fearful of unliving creatures like the
undead or unnatural beings like robots, golems, or other
simulacra.
Knowledge of life and all of its complex vulnerabilities
may also bring about germaphobia (fear of infections and

Power Profile: Life Powers

Responsibility
Literally possessing the power to grant life is a heavy responsibility, and those with life powers may be strongly
motivated to use them to protect and preserve life whenever and however they may. Of course, complications
can arise when there are questions over the appropriate
use of such powers. Is a super-powered healer practicing
medicine without a license? Are there questions of patient
consent or legality? Can you sue a healer for malpractice?
Moreover, is it selfish for a healer to want things like a personal life or time away from treating the sick and injured,
or to triage or prioritize patients?

Secret
Given the heavy burden of life powers, some may choose
to keep the true nature or extent of their powers secret
so as not to have to deal with the judgments of others.
Of course, this renders the character vulnerable to blackmail and limits circumstances where those powers may
be used. It also means, should the secret come out, the
effects will be that much worse for being hidden from the
public in the first place.

Weakness
The most common weakness for healers is the Empathic
flaw for the Healing effect (Heros Handbook, page 111)
where healers suffer the conditions they cure. It is not a
complication, however, but included in the powers cost.
Those with life powers may be so attuned to the life
around them they suffer similar empathic backlash
when others are injured or killed, dealing with the
equivalent of an Affliction effect that can daze, stun, or
incapacitate them with the onslaught of others pain and
suffering.

Credits & License


Mutants & Masterminds Power Profile: Life Powers
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser
Art Direction and Graphic Design: Hal Mangold
Interior Art: Steve Conley
Playtesters: Leon Chang, James Dawsey, Nathan Kahler,
Jack Norris, Aaron Sullivan
Publisher: Chris Pramas
Green Ronin Staff: Bill Bodden, Joe Carriker, Will
Hindmarch, Steve Kenson, Jon Leitheusser, Nicole
Lindroos, Hal Mangold, Chris Pramas, Evan Sass, Marc
Schmalz
Mutants & Masterminds Power Profile: Life Powers is 2012
Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a
challenge to the respective copyright holders of that material. Mutants & Masterminds, Super-powered by M&M,
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Mutants & Masterminds Power Profile: Life Powers,
Copyright 2012, Green Ronin Publishing, LLC; Author
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Power Profile: Life Powers

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