Beruflich Dokumente
Kultur Dokumente
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
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.
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
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.
Mutants & Masterminds Power Profile: Mental Powers is 3815 S. Othello St., Suite 100 #304
©2012 Green Ronin Publishing, LLC. All rights reserved. Seattle, WA 98118
References to other copyrighted material in no way con- Email: custserv@greenronin.com
stitute a challenge to the respective copyright holders of Web Sites: www.greenronin.com
that material. Mutants & Masterminds, Super-powered by www.mutantsandmasterminds.com
OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game 12. Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms of comply with any of the terms of this License with respect
The following text is the property of Wizards of the this License. to some or all of the Open Game Content due to statute,
Coast, Inc. and is Copyright 2000 Wizards of the Coast, judicial order, or governmental regulation then You may
Inc (“Wizards”). All Rights Reserved. 4. Grant and Consideration: In consideration for agree- not Use any Open Game Material so affected.
ing to use this License, the Contributors grant You a per-
1. Definitions: (a)”Contributors” means the copyright petual, worldwide, royalty-free, non-exclusive license 13. Termination: This License will terminate automati-
and/or trademark owners who have contributed Open with the exact terms of this License to Use, the Open cally if You fail to comply with all terms herein and fail to
Game Content; (b)”Derivative Material” means copyright- Game Content. cure such breach within 30 days of becoming aware of
ed material including derivative works and translations the breach. All sublicenses shall survive the termination
(including into other computer languages), potation, 5. Representation of Authority to Contribute: If of this License.
modification, correction, addition, extension, upgrade, You are contributing original material as Open Game
improvement, compilation, abridgment or other form Content, You represent that Your Contributions are Your 14. Reformation: If any provision of this License is held
in which an existing work may be recast, transformed original creation and/or You have sufficient rights to to be unenforceable, such provision shall be reformed
or adapted; (c) “Distribute” means to reproduce, license, grant the rights conveyed by this License. only to the extent necessary to make it enforceable.
rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)”Open Game Content” means the 6. Notice of License Copyright: You must update the 15. COPYRIGHT NOTICE
game mechanic and includes the methods, procedures, COPYRIGHT NOTICE portion of this License to include
processes and routines to the extent such content does the exact text of the COPYRIGHT NOTICE of any Open Open Game License v 1.0 Copyright 2000, Wizards of the
not embody the Product Identity and is an enhancement Game Content You are copying, modifying or distribut- Coast, Inc.
over the prior art and any additional content clearly iden- ing, and You must add the title, the copyright date, and
tified as Open Game Content by the Contributor, and the copyright holder’s name to the COPYRIGHT NOTICE System Reference Document, Copyright 2000, Wizards of
means any work covered by this License, including trans- of any original Open Game Content you Distribute. the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
lations and derivative works under copyright law, but spe- Skip Williams, based on original material by E. Gary
cifically excludes Product Identity. (e) “Product Identity” 7. Use of Product Identity: You agree not to Use any Gygax and Dave Arneson.
means product and product line names, logos and iden- Product Identity, including as an indication as to com-
tifying marks including trade dress; artifacts; creatures patibility, except as expressly licensed in another, inde- Modern System Reference Document, Copyright 2002-
characters; stories, storylines, plots, thematic elements, pendent Agreement with the owner of each element of 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
dialogue, incidents, language, artwork, symbols, designs, that Product Identity. You agree not to indicate compat- Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle,
depictions, likenesses, formats, poses, concepts, themes ibility or co-adaptability with any Trademark or Regis- David Noonan, Stan!, Christopher Perkins, Rodney
and graphic, photographic and other visual or audio rep- tered Trademark in conjunction with a work containing Thompson, and JD Wiker, based on material by Jonathan
resentations; names and descriptions of characters, spells, Open Game Content except as expressly licensed in Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
enchantments, personalities, teams, personas, likenesses another, independent Agreement with the owner of Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
and special abilities; places, locations, environments, such Trademark or Registered Trademark. The use of JD Wiker.
creatures, equipment, magical or supernatural abilities or any Product Identity in Open Game Content does not
effects, logos, symbols, or graphic designs; and any other constitute a challenge to the ownership of that Product Mutants & Masterminds, Copyright 2002, Green Ronin
trademark or registered trademark clearly identified as Identity. The owner of any Product Identity used in Open Publishing; Author Steve Kenson.
Product identity by the owner of the Product Identity, and Game Content shall retain all rights, title and interest in
which specifically excludes the Open Game Content; (f) and to that Product Identity. Advanced Player’s Manual, Copyright 2005, Green Ronin
“Trademark” means the logos, names, mark, sign, motto, Publishing, LLC; Author Skip Williams.
designs that are used by a Contributor to identify itself or 8. Identification: If you distribute Open Game Content
its products or the associated products contributed to the You must clearly indicate which portions of the work Silver Age Sentinels d20, Copyright 2002, Guardians
Open Game License by the Contributor (g) “Use”, “Used” that you are distributing are Open Game Content. of Order, Inc.; Authors Stephen Kenson, Mark C.
or “Using” means to use, Distribute, copy, edit, format, Mackinnon, Jeff Mackintosh, Jesse Scoble.
modify, translate and otherwise create Derivative Mate- 9. Updating the License: Wizards or its designated
rial of Open Game Content. (h) “You” or “Your” means the Agents may publish updated versions of this License. You Mutants & Masterminds, Second Edition, Copyright 2005,
licensee in terms of this agreement. may use any authorized version of this License to copy, Green Ronin Publishing, LLC; Author Steve Kenson.
modify and distribute any Open Game Content originally
2. The License: This License applies to any Open Game distributed under any version of this License. DC Adventures Hero’s Handbook, Copyright 2010, Green
Content that contains a notice indicating that the Open Ronin Publishing, LLC; Author Steve Kenson.
Game Content may only be Used under and in terms of 10. Copy of this License: You MUST include a copy of
this License. You must affix such a notice to any Open this License with every copy of the Open Game Content Mutants & Masterminds Hero’s Handbook, Copyright
Game Content that you Use. No terms may be added to You Distribute. 2011, Green Ronin Publishing, LLC; Author Steve Kenson.
or subtracted from this License except as described by
the License itself. No other terms or conditions may be 11. Use of Contributor Credits: You may not market Mutants & Masterminds Power Profile: Mental Powers,
applied to any Open Game Content distributed using or advertise the Open Game Content using the name Copyright 2012, Green Ronin Publishing, LLC; Author
this License. of any Contributor unless You have written permission Steve Kenson.
from the Contributor to do so.