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Power Profile: Sonic Powers

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

Power Profile: Sonic Powers 1


Jonathan Lotzer (order #3835472) 7
In both cases, instruments are generally some
form of the Removable flaw (Hero’s Handbook, page Offensive Powers
149), where the sonic powers depend on the instru-
Offensive sonic powers use sound and vibration to inflict
ments and don’t work without them. If the character
damage or to deafen, stun, or otherwise inconvenience
can use any instrument, then a Power Loss complica-
their targets.
tion might be more suitable, but Removable handles
most kind of sonic instruments.
Buzzsaw
• Countering: Properly pitched sonic waves can
cancel each other out (the principle behind many You vibrate your hands at a high frequency, or surround
noise-canceling devices), allowing sonic powers to them with a high-frequency sonic field, turning them into
counter each other. Sonic powers may also counter powerful cutting implements.
effects vulnerable to sound or vibration, such as the
overpressure of the sound wave blowing out a fire or Buzzsaw: Penetrating Damage (cutting, vibrational) • 2 points
per rank.
smashing a wall of ice or water, for example.
Effects which dampen or cancel vibration can
counter sonic powers, as can effects limiting or re- Deafening Shriek
moving the medium through which sound travels.
Thus air and water powers may be able to counter You hit targets with a blast of sound intense enough
sonic powers (see the Air Powers and Water Powers to temporarily deafen them. A common variant of
profiles). Similarly, since sound is a mechanical pres- this power substitutes the Burst Area or Perception
sure wave, kinetic energy powers may interfere with (Hearing) Area modifier for Ranged, or applies both a
it (see the Kinetic Powers profile). Ranged and Area modifier for a power affecting an area
Technically speaking, any effect which blankets at a distance.
an area with silence should counter all sonic effects
but, without a Simultaneous Nullify effect (see White Deafening Shriek: Ranged Cumulative Affliction (Resisted
Sound under Utility Powers), does not have enough and Overcome by Fortitude; Hearing Impaired, Hearing
breadth to do so. Any new sonic effect used in the Disabled, Hearing Unaware), Limited to One Sense • 2
area can shatter the silence momentarily. The GM points per rank.
may wish to roll an opposed check of the silence ef-
fect’s rank against the sonic power’s rank, but keep in Hypnotic song
mind this should not be used as merely a cheap form
of Nullify. You emit sound able to influence the minds of all able to
hear it, ranging from an enchanting song to mind-altering

Sonic Features hypersonics. Once the sound stops, however, the targets
quickly recover. Apply the Insidious modifier for a sublimi-
nal mind-altering sound and the Subtle modifier for an
Some potential Feature effects associated with Sonic
ultrasonic signal beyond the normal hearing range. If the
Powers include the following:
effect lasts beyond the initial sound, remove the Instant
• You can amplify your voice (speaking or singing) like Recovery flaw.
a living microphone or bullhorn, making yourself
clearly audible over a greater distance, negating up Hypnotic Song: Cumulative Hearing Area Affliction
to a –20 modifier to hear you due to distance. (Resisted and Overcome by Will; Entranced, Compelled,
Controlled), Concentration Duration, Instant Recovery • 3
• You can produce minute sonic vibrations over a points per rank.
distance able to shift small moving parts (screws,
latches, etc.) functioning like a Move Object effect
with a –5 mass rank. Shatter
• You have perfect pitch, able to know the exact An intense beam of ultrasound can shatter crystalline
musical note of any tone you hear and able to repro- objects and even liquefy solid matter. If Limited to only
duce that same note by singing (or using a power like crystalline objects, apply a –1 flaw to the power.
Sonic Projection).
Shatter: Ranged Weaken Toughness, Affects Only Objects • 2
• Although not protected against attack, you are largely points per rank.
immune to loud noises and could, for example, stand
next to the amplifiers at a rock concert with no ill
effects. Sonic Blast
• You have a limited ability to generate a particular A focused blast of sound can smash solid objects and
sound or sounds, such as the power to create your do considerable damage to foes. A common modifier
own “theme music” at will or to produce entertaining on this power is a Burst Area or Auditory Area extra in
“sound effects” useful for a circumstance modifier on place of the Ranged extra (for a blast originating from
some interaction checks (particularly taunts). you) or along with it, for a sonic blast that spreads
from a target point. The Cone Area modifier in place

2 Power Profile: Sonic Powers


Jonathan Lotzer (order #3835472) 7
of Ranged can represent a sonic blast that spreads out
from its point of origin.
Sonic Drilling
You can use sound to bore through solid material like a
Sonic Blast: Ranged Damage (sonic) • 2 points per rank.
vibratory drill.

Vertigo Sonic Drilling: Burrowing • 1 point per rank.

Your emit sound waves that upset the inner ear, causing
dizziness and disorientation. A Burst or Cloud Area version
Sonic Flight
(replacing the Ranged modifier) is good for a close radius You are borne aloft on sound waves. This form of flight
effect, while an Auditory Area version (replacing both produces a lot of noise, making it more noticeable than
Ranged and Hearing-Dependent) increases cost to 4 usual. If you need some type of parasail or glider to catch
points per rank, but affects a wider area. and reflect the vibrations to fly, apply the Platform or
Wings flaw to the power.
Vertigo: Ranged Progressive Affliction (Resisted and Overcome
by Will; Dazed, Stunned, Incapacitated), Hearing-Dependent •
Sonic Flight: Flight, Noticeable • 1 point for rank 1, + 2 points per
3 points per rank.
additional rank.

Defensive Powers Sound Wave


Defensive sonic powers provide protection against sound
You can transform momentarily into sound, pass through
attacks and use sound’s vibrational properties to shield
a medium, and reform at a distant point, moving almost
against physical attacks as well.
instantly across up to distance rank 7 (about half a mile).
Further than that should take longer than a move action,
Protected Hearing given the speed of sound, so the GM may wish to limit this
power to a maximum rank of 7.
Your hearing is shielded against harmful effects, making it
easier to resist and recover from them. Sound Wave: Teleport, Medium (sound) • 1 point per rank.

Protected Hearing: Immunity 5 (harmful Hearing-Dependent


effects), Limited to Half Effect • 3 points.
Utility Powers
Sonic Absorption Sonic utility powers involve various means of enhancing,
manipulating, dampening, or canceling sound waves for
You absorb the energy of incoming sound waves, convert- various effects.
ing it to enhance one of your existing traits. This power is
often coupled with a degree of Sonic Immunity (following). Enhanced Hearing
Sonic Absorption: Enhanced Trait, Fades, Limited to rank of You can pick up on distant sounds more easily. A common
absorbed sonic effect • 1 point per 3 ranks. enhancement to this power is the Penetrates Conceal-
ment effect for hearing (4 ranks), allowing you to ignore
muffling physical barriers (like walls and doors) when
Sonic Immunity making hearing Perception checks.
Your powers make you immune to either damage from
Enhanced Hearing: Senses (Extended Hearing) • 1 point per
sonic attacks or completely immune to all sonic effects. rank.

Immunity to Sonic Damage: Immunity 5 (sonic damage)


• 5 points. Phase Cancellation
Sonic Immunity: Immunity 10 (sonic effects) • 10 points.
A counter-wave or suppression field nullifies sonic
effects in the targeted area. As a default, this power only
Sonic Shield nullifies sonic powers manipulating sounds or creating
A thin field of intense vibratory energy or “solid sound” sound over a certain threshold; it does not, for example,
surrounds your body, protecting you from harm. silence all sound in the area. For that, Link the Silence
power (previously) to this one. Apply the Sustained mod-
Sonic Shield: Protection, Sustained • 1 point per rank. ifier to maintain this power as a free action. If you can
only create a white sound field around yourself, apply
the Close flaw.
Movement Powers Phase Cancellation: Burst Area Nullify Sonic Effects,
Sonic powers primarily provide ways of removing obstacles Concentration, Simultaneous • 4 points per rank.
to movement, but can also provide a kind of propulsion.

Power Profile: Sonic Powers 3


Jonathan Lotzer (order #3835472) 7
of a real object, you can change the perception of a real
Silence sound, causing sirens to sound like music (or vice versa) or
A counter-wave or suppression field blocks out sound in spoken words to say something completely different. The
an area, leaving it completely silent. This does not neces- difficulty for a Perception check to detect your manipula-
sarily nullify sonic powers in the area—see Countering tion is the same: DC 10 + rank.
under Sonic Descriptors and White Sound, later in this
Sonic Projection: Illusion (Aural) • 1 point per rank.
section, for details.

Silence: Burst Area Auditory Concealment Attack • 6 points + 2


points per +1 distance rank to area.
Sound Analysis
Like a sophisticated analysis program, you can break down
Solid Sound any sound you hear, analyzing its component elements.
Amongst other things, you can determine a sound’s likely
You can project sound as solid force fields, which you origin, match voice-prints and other sound waves, and
can shape into different forms. The default version of the possibly pull clues from background noises on recordings
power assumes the solidified sound is visible, perhaps as a or auditory broadcasts. If you have additional hearing ca-
glowing or shimmering colored field. If it is invisible, apply pabilities (like Ultra-Hearing), you can take an additional
the Subtle modifier. rank to apply this power to them as well.

Solid Sound: Create Solid Sound Objects • 2 points per rank. Sound Analysis: Senses 1 (Analytical Hearing) • 1 point

Sonar Sound Creatures


Using hypersonic emissions and echolocation, you can You create or summon creatures made of “living sound”
sense your surroundings without needing to see them. that obey your commands. These creatures can take on
virtually any form or appearance, from featureless hu-
If you can produce an “ultrasound scan” able to “see” through manoids to strange monsters. For close combat creatures,
or inside solid objects, add the Penetrates Concealment substitute sonic Damage or Affects Corporeal Strength for
effect of Senses to the power, increasing cost by 4 points. the Sonic Blast power and the appropriate Close Combat
skill for the Ranged Combat skill.
Sonar: Senses (Accurate Hearing) • 2 points per rank.
Sound Creatures: Summon Sound Creature 5, Controlled
• 15 points + 10 points per doubling of number of creatures + 5
Sonic Form points for Horde to summon all of them at once.

You can transform into a being of pure sound, giving you


the ability to move through different mediums like sound Sound Creatures PL8 • MR5
does and to strike with a powerful vibrational force. The
default version of this power assumes your sound “body” STR 0 STA — AGL 2 DEX 0 FGT 0 INT — AWE — PRE —
is still visible. If it is not, add Concealment 4 (Visual) as well. Powers: Sonic Blast (Ranged Damage 8); Sonic Form (Flight 8,
Insubstantial 3 (sound), Permanent, Innate); Unliving (Immunity
Sonic Form: Damage 1 (sonic), Flight 8, Immunity 10 (life 30: Fortitude Effects)
support), Insubstantial 3 • 42 points +1 point per +1 rank of Skills: Ranged Combat: Sonic Blast 8 (+8)
Damage + 8 points for Visual Concealment.
Offense: Initiative +2, Sonic Blast +8 (Ranged, Damage 8)
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 0,
Sonic Masking Will Immune
Totals Abilities –36 + Powers 78 + Advantages 0 + Skills 4 +
You can suppress or mask your own sound emissions, Defenses 18 = 64
making yourself completely silent, although the effects of
your actions can still be heard; so your footfalls and breath-
ing, for example, are masked, but knocking over a garbage
Ultrasonic Hearing
can in an alley still creates noise when it hits the pavement. Your hearing is sensitive to frequencies much higher than
the normal human range, allowing you to hear ultrasonic
Sonic Masking: Concealment 2 (auditory) • 4 points.
tones like dog whistles and certain ultrasonic remote
signals.
Sonic Projection Ultrasonic Hearing: Senses 1 (Ultra-Hearing) • 1 point.
You can re-create different sounds, with the difficulty of
determining they are not the original based on your rank
(Perception check, DC 10 + rank).
White Noise
Additionally, you can manipulate existing sounds. In the You create countervailing noise or dampen existing
same way a visual illusion might change the appearance sound in the area, making it difficult to hear and impos-

4 Power Profile: Sonic Powers


Jonathan Lotzer (order #3835472) 7
ing either a –2 or –5 circumstance penalty on all hearing-
related checks. Fame
White Noise: Environment (Visibility), Affects Hearing Instead Sonic powers often tie-in with performance skills like
of Vision (+0) • 1 point per rank for –2 penalty, 2 points per rank singing, so a sonic-powered character might also be quite
for –5 penalty. famous, with or without using any powers for added
“special effects”! Famous characters deal with overeager

Other Sonic Powers fans, stalkers, and hangers-on looking to exploit their
fame, and may encounter complications keeping their
super and “civilian” lives separate.
Vibrational powers and speed powers are often linked.
Any vibrational power in this profile may be a speed power
and any power in the Speed Powers profile with the word Obsession
“vibrational” in it may be a sonic power. The same for the
Earthquake and Tremor powers from Earth Powers. For those who discover or invent their sonic powers rather
than gaining them by accident or birthright, a particular
With the potential for sonics to influence the mind and obsession with the science of acoustics or the art of music
nervous system (see Hypnotic Song and Vertigo), various (and perhaps the mystical aspects of it) are common com-
Mental Powers may also be sonic powers, perhaps with plications. This is particularly true for musically themed
the Hearing-Dependent modifier, relying on a subsonic characters with sonic powers.
“carrier wave” to produce their effects. A common example
of this is a sonic version of Emotion Control.
Power Loss
Affecting the senses, some Illusion Powers may also be
sonic, depending on whether they manipulate actual Lacking a medium sound can travel through can effective-
sound waves or simply create the impression of sound. In ly negate most sonic powers and count as a Power Loss
particular the Vocal Mimicry power may suit some sonic complication (see Descriptors for details).
powers and the Sense Memory power may be useful to a
Another common form of Power Loss is sonic powers
sound-controller recreating sounds.
which depend on the user’s voice (speaking, screaming,
singing, etc.). Circumstances where the character cannot
Sonic Complications breathe or speak properly also cause the loss of any
related sonic powers. So conditions like smoke or tear gas,
Sonic powers can be destructive, disruptive, and distract- or a blow to the throat, for example, can create a compli-
ing, and they depend on certain conditions, creating their cation sonic controllers able to project sound simply by
share of complications for users. willing it do not encounter.

Accident Rivalry
The unleashed power of things like sonic blasts and shat- With the association between sonic powers and perfor-
tering waves of ultrasound can do considerable collateral mance (see Fame) a degree of rivalry between characters
damage, shattering crystalline structures from glass to with sonic powers is not unusual, particularly if they are
many metals to inflicting damage on innocent bystanders. also artistic or professional rivals.
This damage can lead to further accidents due to broken
glass, shattered containers, smashed pipes, and the like. Sonic-powered criminals tend to take this a step further,
Sonic-powered heroes may need to demonstrate restraint such as the musically themed villain with an obsessive
in crowded conditions or places with a lot of vulnerable rivalry towards all other musicians and composers or the
materials, such as a museum or a scientific lab. operatic diva who believes it’s not over until she sings!

Disability Weakness
Sonic powers may lead to particular weaknesses beyond
Given their connection to the power of speech and the
just the Power Loss associated with being unable to emit
sense of hearing, sonic powers sometimes cause (or com-
sound without a medium. For example, for a being made
pensate for) disabilities in those areas. For example, a char-
of sound (see Sound Form), the lack of a medium might
acter endowed with powerful mutated vocal cords able to
actually be fatal rather than forcing the character out
produce sonic blasts might lose the ability to speak without
of sound form, particularly for those with Permanent or
emitting dangerous sound waves! Similarly, exposure to
Innate modifiers on the power.
ultrasonics might cause damage to a character’s hearing,
resulting in a sonic controller who is actually deaf or reliant The precise right frequency of sound might strike a weak
upon artificial hearing aids. Perhaps the character’s sonic spot for some sound-users, especially if their powers use
powers compensate for hearing loss, but without those some kind of resonant or vibrational component, causing
powers, the character is deaf, making the Disability an oc- them pain, injury, or other conditions.
casional complication coupled with Power Loss.

Power Profile: Sonic Powers 5


Jonathan Lotzer (order #3835472) 7
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6 Power Profile: Sonic Powers


Jonathan Lotzer (order #3835472) 7

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