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Sensory Descriptors
Sensory is the key descriptor for the powers in this profile,
with a few different implications.
Sensory Modifiers
Two effect modifiers are particularly important to sensory
powers: the Perception Area extra and the Sense-Dependent flaw.
Perception Area
A Perception Area effect radiates out from a central point
(often the effects user), affecting anyone able to perceive
that point with a particular sense. For example, a Visual Area
effect works on anyone able to visually perceive the point of
origin, just as an Auditory Area affects anyone able to hear
the point of origin. This modifier is best for areas defined
by a sensory carrier of some sort, from a blinding light or
visual pattern to a deafening sound or seductive scent.
Heads-Up Display: You can overlay visual data relating to your status or incoming perceptions in your
field of visionan exact numeric readout of your
Time Sense or Distance Sense, for example. You may
also be able to output your HUD via Communication,
such as a computer or radio link.
Sense-Dependent
A Sense-Dependent effect requires the target be able
to sense the origin point of the effect; the target gets a
Dodge resistance check to block the affected senselook
away, cover the ears, pinch the nose shut, etc.countering the effect. Similarly, total concealment of the origin
point from the affected sense negates the effect.
The GM may be required to adjudicate instances where
the effect counters the concealment or vice versa. For
example, a blinding flare of light is Visual-Dependent and
negates the concealment caused by darkness, but not
that of an opaque obstacle. When dealing with opposing
power effects, see the Countering Effects guidelines on
pages 9596 of the Heros Handbook.
Sensory Features
Many Senses effects are low-cost enough to be comparable with Features, and the GM may consider them as
such for games where the differentiation is important
(like incorporating them into equipment). Other sensory
Features may include:
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Offensive Powers
Offensive sensory powers typically deprive targets of the
use of one or more senses or overwhelm the senses in different ways.
Dazzle
You unleash a blast or beam able to overwhelm a particular sense, such as a blinding beam of light or a deafening
blast of focused sound.
Dazzle affects a single target by default. Apply the Perception Area modifier for an attack affecting any target able
to perceive it, such as a flash-bomb or sonic wave. If the
Perception Area is always centered on you, remove the
Ranged modifier as well.
For a general Sensory Impairment power, remove the
Limited flaw so the Affliction affects all of the targets senses.
Dazzle: Ranged Cumulative Affliction (Resisted by Dodge,
Overcome by Fortitude; Senses Impaired, Senses Disabled,
Unaware), Limited to One Sense 2 points per rank.
Obscure
You conceal an area from a sense (or senses) with an
effect like a cloud of darkness or a literal cone of silence.
By default, the Obscure power affects the senses of all
targets equally; if you can choose who is or is not affected,
apply the Selective modifier.
If the Obscure is always centered on you, remove the
Ranged modifier. You can also substitute different Area
modifiers for Burst Area, such as Cloud (for an Obscure
that lingers after you stop sustaining it, such as a smoke
bomb) or Cone Area (for the beam of a blackout ray).
Additional ranks extend the power to cover additional
senses, while additional ranks of the Area modifier extend
the distance the power covers (increasing the areas distance rank by one per modifier rank).
Gamemasters can assume an Area Concealment Attack
does not offer a resistance check, since successful resistance means everyone else gains concealment!
Obscure: Ranged Burst Area Concealment Attack 4 points per
rank, +1 point per rank per +1 area distance rank.
Sensory Overload
You produce a sensory overload so forceful your target
is stunned. The power is ranged and single target by
default; apply the Perception Area modifier for a Sensory
Overload able to affect any target able to perceive it.
Remove Ranged if the effect is always centered on you.
Sensory Overload: Ranged Cumulative Affliction (Resisted
by Dodge, Overcome by Fortitude; Dazed, Stunned,
Incapacitated) 2 points per rank.
Defensive Powers
Defensive sensory powers either protect the user, usually
through early warnings of danger, or protect the senses
themselves from hostile effects.
Danger Sense
You have a superhuman sense for when danger is about
to strike, giving you the moments warning you need to
avoid the worst effects of an ambush, surprise, or trap. Although this power is often just the Danger Sense effect by
itself, it may also include additional effects like Enhanced
Advantage (Uncanny Dodge) or Precognition Limited to
momentary visions of impending danger.
Danger Sense: Senses 1 (Danger Sense) 1 point.
Defensive Awareness
Your enhanced senses allow you to avoid the worst effects
of damaging attacks by dodging or rolling with the attack
at the last second.
Defensive Awareness: Enhanced Advantage (Defensive Roll) 1
point per rank.
Invisibility
You can conceal yourself from ordinary vision, giving
you the benefits of full concealment: a 5 circumstance
penalty to attack checks against you, assuming the attacker even knows the right general area to aim, and the
ability to make Stealth checks while observed to conceal
your position. You can make surprise attacks (Heros
Handbook, page 199) against any target unaware of your
position.
Additional visual senses like Infravision can still detect you
while invisible. For an additional 2 ranks, your power conceals you from all visual senses, but other senses may still
detect you.
Anything you are wearing or carrying becomes invisible
along with you. If you can make others invisible by touch,
apply the Affects Others modifier (plus the Ranged modifier, if you can do so at a distance).
Invisibility: Concealment 2 (normal sight) 4 points.
Sensory Shield
Your senses are protected against outside effects which
might disable or overwhelm them. Note that this power
protects your senses, not necessarily you, although you
may reap some benefits. So, for example, you are protected against blinding light, but not a Vision-Dependent
hypnotic stare.
Sensory Shield: Immunity 2 (effects against one sense),
Immunity 5 (effects against all senses), Limited to Half Effect
1 or 3 points.
Silence
You can become completely silent, making no noise when
you move and emitting no sound from your heartbeat,
breathing, and so forth. Similarly, nothing you wear or
carry emits any sound. Things not on your person may do
so, howeverknocking something to the floor still makes
noise. Youre still detectable by ultrasonics and echolocation; with an additional rank, youre concealed from those
as well.
You have full concealment from auditory senses and only
need to make Stealth checks if others are able to sense
you in some way other than hearing. If you can extend
your Silence effect to others by touch, add the Affects
Others modifier. If you can also do so at a distance, add
the Ranged modifier.
Silence: Concealment 1 (Auditory) 2 points.
Movement Powers
Sensory powers are not associated with a great deal of
movement, but can enhance movement capabilities.
Pathfinder
You have the ability to find the right path to wherever you
want to go, allowing you to navigate unfamiliar places,
even mazes, with ease. The GM may require a Perception
Tracking Teleport
You can follow another teleporter, provided your Teleport range is at least equal to theirs (if it is not, you automatically fail to track them). Make a Perception check, DC
10 +1 per round since the target teleported, +1 per 10 feet
between you and the departure point (no modifier if you
are standing on the same spot). If you succeed, you can
teleport to the same place the target did (or the nearest
open space, if something presently occupies that space).
If the Perception check fails, you do not go anywhere.
Additionally, you can make a Perception check (DC 10, +1
per 10 feet between you and the teleport point) to sense
someone teleporting in or out nearby, even if you cannot
otherwise sense them.
Tracking Teleport: Senses 2 (Teleport Awareness, Tracking) 2
points.
Utility Powers
The bulk of sensory powers fall into this category: enhancements of a characters basic sensory capabilities or
entirely new senses beyond those of normal humans.
Additional Sense
You possess an additional sense beyond the normal
human sensory abilities.
Aura Reading: You can read the invisible psychic auras
around all creatures, showing their mood, physical condition, and any outside psychic influences. Aura Reading
is a mental sense, although the information (the aura) is
perceived visually.
Aura Reading: Senses 5 (Detect Mood, Ranged; Detect Physical
Condition, Ranged; Psychic Awareness) 5 points.
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Spatial Awareness: You are mentally aware of your surroundings, even when you cannot see them.
Spatial Awareness: Senses 4 (Accurate, Radius, Ranged Mental
Sense) 4 points
Enhanced Senses
Your normal human sensory abilities are enhanced, sharpening your perceptions. If this power is limited to a single
sensesuch as vision or hearingapply the Limited
modifier, reducing the cost to 1 point per 2 ranks (or 1
point per +4 Perception ranks).
Enhanced Senses: Enhanced Perception 1 point per rank (+2
Perception per rank)
Synesthesia
You can switch the input of your senses, perceiving information from one with another, such as seeing sound
as colorful patterns, hearing scents as different tones, or
even smelling or tasting colors, to name a few. Switching sensory inputs is a free action and a sustained effect.
The primary benefit (apart from recreation) is the ability
to interpret sensory input through a different sense. You
can use bonuses associated with the new sense (such as
the acute nature of vision while seeing scents) and shift
effects targeting one sense to the new sense; an Affliction
that would normally leave you blind (visually unaware)
Quirk
Because sensory powers often come with complications
based around sensory stimuli, many who have them
develop particular quirks, including wearing gloves and
sunglasses in inappropriate circumstances, obsessivecompulsive behaviors, or an aversion to crowds (or even
human company in general).
Sensory Complications
Secret
Addiction
A character may be addicted to a source of sensory
powers, be it a drug, radiation treatment, or mystic ritual,
either due to the powers effects or other side-effects of
the source. Similarly, a character could be addicted to a
means of damping down or controlling greatly enhanced
senses and all that they take in.
Disability
With the common trope that the loss of a sense causes the
others to become sharper, some characters with sensory
powers have a sensory disability as well. For example, the
character might be blind, with great enhancement of the
remaining four senses. Similarly, a character might be able
to see in absolute darkness, but suffer blindness in normal
daylight.
Power Loss
The extreme sensitivity of superhuman senses may allow
certain stimuli to overload them, shutting them down for
Weakness
Expanded perception can be a weakness as well as a
strength. Enhanced senses may make characters vulnerable, increasing the degree of success of sensory effects
against them.
Sensory powers can make otherwise ordinary experiences difficult or dangerous. For example, a character with
enhanced hearing could be overwhelmed by the noise
level of a densely populated urban area or a rock concert,
leaving the character dazed or stunned. Similarly, characters with enhanced olfactory abilities could be overwhelmed by different tastes and scents, either nauseating
or pleasurable; a character with a superhuman sense of
taste might slip into a pleasant coma from a bite of chocolate or a sip of fine wine!
Such weaknesses might always be in force (whenever the
right circumstances come along), or the character could
have a means of controlling them, ranging from drug
therapy to special headgear, bringing the complication
into play when those measures fail.
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