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Power Profile: Mental Powers

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

Power Profile: Mental Powers 1


Jonathan Lotzer (order #3533764) 7
based on having a digital or computer mind, but have no Limited to Resistance: Ranks of an effect with this flaw
effect on ordinary biological minds, see the Machine Powers are limited to increasing the effect’s resistance check dif-
profile for additional information on these types of powers. ficulty class only and do not increase any other aspect of
the effect. This flaw does not apply to effects—such as Af-

Mental Features fliction or Damage—where the degree of failure on the


resistance check determines the outcome. It is intended
Feature effects (Hero’s Handbook, page 108) associated primarily for non-offensive effects with the Attack modi-
with having Mental Powers may include the following: fier, such as Teleport Attack, where ranks Limited to Re-
sistance increase the check DC but do not affect the tele-
• The ability to use or operate special equipment port’s range, for example. –1 point per rank.
“keyed” to those with mental powers.
• Radiating a subtle emotion or mental “broadcast”
(such as the impression of a scent or music) good for, Offensive Powers
at best, an interaction check circumstance modifier. Offensive mental powers range from brutal as blasts of
• A “psychic rapport” with another person, able to mental force to manipulation of a target’s thoughts or
share thoughts and emotions over any distance (the emotions, turning their own mind against them.
equivalent of a Mental Communication Link).
• Mental access to “the Akashic Records” or “the Collec- Emotion Control
tive Unconscious” or some other repository of knowl-
You can manipulate the emotions of others, distracting or
edge, sufficient to answer some questions as Inspira-
incapacitating them with anger, sadness, or even peace
tion (Hero’s Handbook, page 21).
or joy. The specific emotions are largely descriptors, but
the GM might allow slightly different effects, particularly
Modifiers in the application of the impaired and disabled modifi-
ers and at the third degree where, instead of being inca-
The following new or expanded modifiers apply to some pacitated, the target might behave as controlled, acting
of the power effects in this profile. strongly on that emotion (such as anger or love).
Limited Degree: The Limited Degree modifier of Afflic-
Emotion Control: Perception Ranged Cumulative Affliction
tion (Hero’s Handbook, page 99) may also limit the effect
(Impaired, Disabled, Incapacitated), Resisted and Overcome
to the third degree only; the first two degrees of effect by Will, Subtle, Variable Descriptor (Emotions) • 2 points + 4
are simply “placeholders” for determining when the third points per rank.
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 Hallucination
Afflictions, this means if three degrees of effect are not
generated on the initial resistance check, the effect fails. You seize control of your target’s perceptions, creating
–1 point per rank. incredibly realistic hallucinations. Since the illusions exist
solely in your target’s mind, you can choose who can and
Limited to Minds: A particular type of Limited flaw, this cannot perceive them. This power affects all of a subject’s
limits the effect to subjects defined as having a mind (see senses by default, but may be limited to just some senses,
Mental Descriptors, previously) when it would normally lowering the cost per rank.
affect any subject. –1 point per rank.
Hallucination: Illusion (All Senses), Selective, Limited to One
Subject, Resistible by Will • 4 points per rank.
Lasting Mental Effects
The longest-lasting offensive effect in Mutants & Master-
minds allows victims a chance to recover each minute.
Mental Blast
This is predicated on events happening in action time, You can strike a target’s mind with a blast of mental force,
when a minute (10 rounds) can be a very long time, but causing pain or unconsciousness. Like other mental
does not necessarily work with the demands of scene- powers, your Mental Blast only affects targets with minds.
based events. What if a villain mind controls a hero and
then escapes with him at the end of the scene? Is the
Mental Blast: Perception Ranged Damage, Alternate Resistance
hero still mind controlled in the next scene, a half-hour
(Will), Subtle • 1 point + 4 points per rank.
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- Mind Control
ter should feel free to suspend the normal checks to
overcome ongoing power effects, having them last into You can impose your will on other minds, forcing them
the next scene, and only “restarting the clock” on over- to think and act as you wish. The initial dazed condition
coming them once things shift into action time again. suits “brute force” forms of mind control; more subtle ap-
In some cases, the GM may wish to award players hero proaches may substitute the entranced condition and are
points for this as a complication. also often Insidious (Hero’s Handbook, page 142) leaving
the victim no awareness their mind is gradually falling

2 Power Profile: Mental Powers


Jonathan Lotzer (order #3533764) 7
victim to outside control. For “implanted commands” or
“post-hypnotic suggestions” apply the Triggered modifier Defensive Powers
(possibly as an Alternate Effect or power stunt).
Defensive mental powers shield the character’s mind
or use the mind’s powers to help conceal or otherwise
Mind Control: Perception Ranged Cumulative Affliction (Dazed,
Compelled, Controlled), Resisted and Overcome by Will, Subtle
protect the character by affecting opponents.
• 1 point + 4 points per rank.
Mental Invisibility
Mind Switch You cloud the minds of others, rendering them unable
to perceive you, although the particularly strong-willed
You “swap” minds with the target, placing your mind (and can overcome the effect. Some forms of Mental Invisibil-
mental traits) in the target’s body and the target’s mind in ity provide less than complete concealment; reduce the
your own. effect rank to reflect the senses not affected.
Mind Switch: Perception Ranged Cumulative Affliction Mental Invisibility: Concealment 10 (All Senses), Limited to
(Transformed), Resisted and Overcome by Will, Insidious, Minds, Resistible by Will (DC 20) • 5 points +1 point per +1 to
Subtle, Limited Degree (Third Only), Side Effect (Target’s mind Will DC.
controls your body) • 2 points + 2 points per rank.

Possession Mind Shield


You possess a mental “shield” protecting your mind
Similar to Mind Control, except your physical body disap- from outside influences. Because it is sustained, you can
pears, merging with the subject, while your mind controls perform power stunts with your mind shield, including
their body. Physical harm to the subject has no effect on setting a Mind Trap (following) or “extending” your shield,
you—although you can no longer control an incapacitated an Alternate Effect applying Area and Affects Others,
subject. Mental attacks affect your mind rather than the sub- granting a lesser Will bonus to others over an area.
ject’s. Possession limited to having to touch the subject has
a –2 modifier, while requiring eye contact is a –1 modifier. Mind Shield: Enhanced Defense (Will), Impervious, Limited to
Mental Powers, Sustained • 1 point per rank.
Possession: Perception Ranged Cumulative Affliction
(Dazed,Compelled, Controlled), Resisted and Overcome by
Will,Extra: merge with subject, Subtle • 1 point + 5 points Mind Trap
per rank.
Anyone intruding in your mind is in for a nasty shock! You
instinctively lash out with a Mental Blast against anyone
Psychic Vampirism contacting your mind against your will. Because the
power’s reaction is making a Will check, mental powers
You mentally drain the target’s vitality to replenish your
used on you willingly (where you choose to forego your
own. Some Psychic Vampirism is also Insidious; the target
resistance check) do not trigger the Mind Trap. Some
does not feel or notice its effects until incapacitated by it.
Mind Traps react with attacks other than Mental Blast,
If the series features lethal damage, then draining targets
substitute the appropriate offensive mental power for the
past incapacitated leaves them dying. Psychic Vampirism
Damage effect in the Mind Trap power.
able to heal Damage conditions as well as fatigue has a +1
modifier (removing the Limit on Healing). Psychic Vampir-
Mind Trap: Perception Ranged Damage, Alternate Resistance
ism requiring you touch the target has a –2 modifier. (Will), Reaction (When you make a Will resistance check
against a mental power), Subtle, Limited to the source of
Psychic Vampirism: Perception Ranged Cumulative the mental power • 1 point + 6 points per rank.
Affliction (Fatigued, Exhausted, Incapacitated), Resisted
and Overcome by Will, Subtle, Linked to Healing,
Energizing, Subtle, Limited (Energizing Only), Limited (Self Predictive Defense
Only) • 2 points + 5 points per rank.
You can telepathically “read” opponents sufficiently to
anticipate and avoid their attacks, giving you a bonus to
Psychic Weapon your active defenses. The value of the Quirk is based on
You form a close combat weapon out of visible psychic opponents immune to mental powers being relatively
energy. It attacks the target’s mind or spirit rather than rare. If they’re particularly common, the Quirk may qualify
body, ignoring physical protection, but also having no as a Limit. If they’re less common, treat it as an occasional
effect on physical objects. Use your close combat modi- Power Loss complication.
fier to attack with your Psychic Weapon against a difficulty
Predictive Defense: Enhanced Defenses (Dodge and Parry),
based on your target’s Parry defense.
Quirk (not against opponents Immune to Mental Powers,
–2 points) • 2 points for the first 2 ranks, +2 points per
Psychic Weapon: Damage, Alternate Resistance (Will) • 2
additional rank.
points per rank.

Power Profile: Mental Powers 3


Jonathan Lotzer (order #3533764) 7
Movement Powers Empathy
There are relatively few mental “movement” powers, save You can sense the emotions (but not thoughts) of other
for the power to move your mind itself outside of your minds. Use the Insight skill in place of Perception with this
body! sensory effect. As with Aura Reading, a successful use of
Empathy may grant you a circumstance bonus on other
Astral Projection interaction skill checks, including other uses of Insight.
More capable empaths may have the Analytical effect as
You can separate your astral body—a vessel of your mind well, giving them even more information. In situations
and spirit—from your physical body. Your astral form is where subject attempt to conceal their true feelings,
largely undetectable: subjects you observe may sense the GM may call for an opposed Insight check, giving
a “presence” with an Insight check (DC 10 + your effect the empath a circumstance bonus for a successful initial
rank). It is unimpeded by physical barriers and can move Insight check.
anywhere within your range in an instant as a move
action. Rank 21 is sufficient for your astral form to go any- Empathy: Senses 3 (Detect Emotion, Acute, Ranged) • 3 points
per rank.
where on Earth.

If your astral form can also visit other dimensions, apply


the Dimensional modifier to it (Hero’s Handbook, page
Knowledge Transplant
140) based on the number of dimensions. You can “borrow” a skill from someone else’s mind, tem-
You can use perception ranged effects while in your astral porarily using it as your own or granting it to someone
form and be affected by visual, aural, and mental sensory else. The “borrowed” skill lasts as long as you maintain the
effects. mental connection. Two ranks is sufficient to grant up to
20 ranks in any one skill, or temporarily “teach” a whole
Astral Projection: Remote Sensing (Visual, Aural, and team a new language, for example. This power makes a
Mental), Side-Effect (physical body is defenseless and useful power stunt for telepath as well.
immobile, –2) • 2 points per rank.
Knowledge Transplant: Variable (Enhanced Skills and
Languages), Affects Others, Free Action, Limited to Intellect

Utility Powers skills, Limited to subject’s skill rank, Perception Range, Sense-
Dependent (mental contact with subjects) • 9 points per rank.
Mental powers have a number of useful applications,
ranging from sensing things beyond the ordinary five
senses to communicating across great distances and bar-
Mental Communication
riers like language, or even species. You can communicate directly, mind-to-mind, with
anyone in your range. The “receiver” for your communi-
Aura Reading cation is having a mind (see Mental Descriptors). Mind-
less subjects and those Immune to Mental Powers cannot
You can perceive the psychic auras of other minds, visible receive your communication. Unlike Mind Reading (fol-
as faint haloes of colored light around their physical lowing) Mental Communication is language-dependent;
forms. A subject’s aura gives you a general idea as to their you must share a language in common with your subject
emotional state and physical health. More capable aura in order to communicate unless you also have a power like
readers may have Acute or Analytical effects to gain much Telepathic Translation.
more detail. At the GM’s discretion, successfully reading a
subject’s aura grants a circumstance modifier for interac- Since Communication is a free action to use and maintain,
tion skills checks, particularly Insight. you can set up a Mental Communication “network” with
multiple minds in a single round, so long as they are all
Aura Reading: Senses 3 (Detect Emotional and Physical State, within your range, functioning as a “mental switchboard”
Ranged), visual and mental • 4 points for group telepathic communication.

Mental Communication: Communication (Mental) • 5 points


Clairsentience per rank.

You can shift your senses away from your physical body,
perceiving distant locations as if you were there. Clairvoy- Mental Awareness
ance is the displacement of visual senses, clairaudience
the displacement of auditory senses, and clairsentience You are aware of mental sensory effects used in your pres-
the general displacement of all your senses. ence, so long as they are not Subtle. Those lacking mental
awareness do not notice mental sensory effects unless
Clairvoyance: Remote Sensing (Visual) • 2 points per rank. they are the subject. Apply other Senses effects to extend
Clairaudience: Remote Sensing (Auditory) • 1 point per rank. the capabilities of your Mental Awareness.
Clairsentience: Remote Sensing (All Senses) • 5 points per rank.
Mental Awareness: Senses 1 (Awareness, Mental) • 1 point

4 Power Profile: Mental Powers


Jonathan Lotzer (order #3533764) 7
Mental Detection draining energy. The addict has difficulty resisting an op-
portunity to “get a hit” regardless of how inappropriate or
You can detect the presence of other minds, whether you dangerous it might be.
can perceive them with your physical senses or not. With
A mentalist may also be addicted to drugs or medications
the Acute modifier you can distinguish and identify indi-
that regulate difficult-to-manage powers: something to
viduals and, with the Accurate modifier, you can target
“quiet the voices” in a telepath’s head, for example.
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 Disability
sense is also Extended.
Physical disabilities are often common for comic book
Mental Detection: Senses 5 (Detect Minds, Ranged, Acute, mentalists, with their focus on the mind over the body.
Accurate) • 5 points. 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.
Mind Reading
Mental powers may also compensate for other disabilities,
You can read a target’s thoughts and probe memories such as mute characters able to “speak” telepathically and
or even plumb their subconscious for information. Note blind ones who can “see” via clairvoyance or precognition.
that reading a subject’s mind at the surface thoughts level As with all complications, hero points are awarded when
allows them to mentally communicate to you (regardless the complication actually hinders or challenges the char-
of language) simply by thinking messages “at” you. acter. Otherwise, it’s just background detail.
Mind Reading: Mind Reading • 2 points per rank.
Honor
Sensory Link A scrupulous code of honor is common for heroic and
You perceive whatever a subject you are in mental contact law-abiding mentalists. Generally, they respect the mental
with perceives, at the same time they do. The Sense De- privacy of others and are reluctant at best to use their
pendent flaw in this instance means the effect is depen- powers to intrude on others’ thoughts, much less influ-
dent on your subject’s senses; anything affecting them ence or control them, without their consent. A mentalist
limits your ability to sense through them. who takes the moral “high road” when it is inconvenient
earns a hero point.
Sensory Link: Remote Sensing (All Senses), Limited to
Subjects of Mental Communication or Mind Reading, Sense
Dependent • 3 points per rank.
Power Loss
Mentalists may encounter power loss complications in a
Telepathic Translation number of ways.

First, drugs or devices like “psionic dampeners” may disable


You create a telepathic field around you, allowing every-
mental powers or block them in a particular area. Perhaps
one in the area able to hear you to perceive any linguistic
certain special materials are “psi-proof” and make effective
communication in their own language.
shielding, allowing for literal “tin-foil hats” that thwart mind-
reading and mind-control.
Telepathic Translation: Comprehend 3 (Languages), Affects
Others, Perception Area (Hearing) • 12 points. Head trauma or conditions of the brain or nervous system
may interfere with mental powers. A psychic might suffer

Mental Complications power loss as a lasting injury from a blow to the head (Hero’s
Handbook, page 199).
Mental powers lead to a variety of complications involv- Lastly, a user’s psychological state may interfere with the
ing their use (and abuse) and how others feel about them use of mental powers. A crisis of confidence, overwhelm-
and their users. Complications—particularly Honor and ing sense of guilt, or a general lack of mental centeredness
Power Loss—can curb some of the potential excesses of could lead to a reduction or loss in mental powers until the
mental powers in an M&M game while awarding players character overcomes the problem.
hero points for the difficulties when they arise.

Addiction Reputation
Few things are scarier than the possibility of losing control
Psychics may become addicted to exercising their powers
of your own thoughts. Mind-readers and especially mind-
in various ways: a telepath can become dependent on
controllers may be viewed with suspicion and mistrust.
sensing or contacting other minds, a mind controller may
If the general public is aware of the existence of mental
become addicted to controlling or manipulating others,
powers, their those wielding them may have to deal with
and a psychic vampire might be addicted to the “rush” of
these fears at some point.

Power Profile: Mental Powers 5


Jonathan Lotzer (order #3533764) 7
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6 Power Profile: Mental Powers


Jonathan Lotzer (order #3533764) 7

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