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There are some interesting effects here, from the use of a Broad Weaken, to the application of an Area Effect Affliction to impede movement. Seven powers (and 8 effects) including Telekinesis and others. Utility Powers, Other Kinetic Powers, and Complications I won't spoil the power here, but suffice to say I would never have expected this Effect to show up in a Kinetic Power Profile, or how perfectly it fits in. Once I read the description however I found myself laughing and muttering about how cool it was while wishing I had thought of it. Kinetic Transport is a power that at first look (which is to say I glanced at the effect first) struck me as an odd inclusion here. This section is short, comprising only three powers, none of which are any form of Flight. It's cost here has me potentially reevaluating a character I have currently, not because I paid more or less, but because I think I underestimated the protection gained for the cost paid. Immunity to Kinetic Effects is an obviously broad spectrum immunity to a number of potential effects with an equally numerous array of potential descriptors. The ubiquitous Protection effect is here, of course, but is also joined by a few Immunity effects for various descriptors, and a couple of other powers.
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Six powers for keeping your hero in the fight. Some GMs may wish to depart from the "ruling" herein, but it does provide some direction to how the game's designer handles such powers, and, as always, this kind of thing is appreciated, and helps to elevate the Profile above the rank and file. The powers here are generally usable regardless of the particular kinetic descriptor at use, but some are keyed to, and appropriate for, specific descriptors more than others, for instance Friction Blindness could certainly be duplicated with telekinesis with some changes to its in game description.įriction Blindness is also stands out for a different reason, in that it gives us clues with regards to how Afflictions with duration beyond instant work mechanically. We're nearly to the third page before we get to the nine powers and ten effects that comprise this section. Also included is another small section on noticeability on more general terms as opposed to specific to Move Object. Countering is also covered here, and as one would expect Kinetic effects have some fairly broad countering potential. This is one of the better descriptor sections as "kinetic" powers cover a broad range of potential effects that are not necessarily related the way something like say, Weather Powers, would be. I really like this little section as it helps to flesh out the power beyond what we have from the Hero's Handbook.įive descriptors cover not just the usual telekinetic effects but also friction and other "kinetic" descriptors. The range modifiers discussion merits special mention at highlighting that normal perception penalties still apply for using a Move Object at range to perform skill checks. This touches on the use of the Damaging extra, the use of noticeability (or lack thereof), area effects, and range modifiers. We start out not with Descriptors, as is the norm, but instead with a half page discussion of the Move Object effect. This product is for Mutants & Masterminds Third Edition.I like it when we got off format in an inclusive way.
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This profile looks at teleportation, summoning, gateways, and powers for bending space to your will. "Now you see me." with Teleport Powers, you can disappear or arrive in the blink of an eye, crossing a room or a world as quickly as stepping through a door. It's a ready-made guide to creating new heroes and villains for your M&M game! It also discusses different power descriptors and how they affect game play, as well as features and complications associated with the power.
#Power profiles mutants and masterminds 4shared pdf#
Playtesters: Leon Chang, James Dawsey, Nathan Kahler, Jack Norris, Aaron Sullivanįormat: 5-page full-color PDF Įach Power Profile takes a look at a particular type of super-power in Mutants & Masterminds game terms, putting together the effects and modifiers from the Hero's Handbook to present different abilities associated with that power, from offensive and defensive to movement and utility.