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POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS

Perhaps the most fearedand most soughtpower


is over death itself, the ability to inflict it at will, and the
power to hold it at bay in one form or another. Death
powers do all this and more. Although often associated
with evil, many of these powers can be used for good,
and those giftedor burdenedwith them can choose
whether to serve death or seek to master it.
DEATH DESCRIPTORS
The following are important descriptors associated with
death powers:
Death: In M&M game terms, dead is a specific
condition that follows dying. Like other conditions,
there are circumstances where it may be removed:
the Immortality effect allows for recovery from
death, for example, as does the Resurrection modi-
fier of Healing. Death in the comic books is rarely
permanent, especially for major characters, so it is
often easier to consider death a more difficult-to-
treat condition.
Powers with the death descriptor may have an anti-
life quality: directly draining, removing, or destroy-
ing vital life force rather than inflicting harm on the
body. (See the Life Powers profile for a discussion of
life force.) This is significant for other effects protect-
ing against particular descriptors. A target immune
to kinetic and energy Damage, for example, is not
immune to death Damage.
Because it directly attacks life force, death effects
are often resisted by Fortitude rather than Tough-
ness, bypassing external armor, but having no effect
on unliving targets (since they cannot be killed, only
damaged or broken).
Necromantic: Originally, necromancy was the
mystical art of communicating with the spirits of the
dead, using techniques like seances and divination.
In modern usageparticularly in fantasy fiction and
gamingit has come to mean all magic dealing
with death and the undead. Necromantic powers are
death powers, but have the additional connotation
of involving spirits or souls and creating, command-
ing, or communicating with undead beings. Necro-
mantic powers are usually magical in nature, but they
may also have the divine, preternatural, or even other
descriptors, such as undead reanimated through a
virus or technology.
Soul: Death powers often associate the life force
with the soul or spirit (used interchangeably). Death
usually separates the soul from the physical body,
sending it on to some kind of afterlife, although
various means may allow for communication with
the souls of the departed or their return. Likewise,
some souls become trapped in the world of the
living (or in-between the worlds of the living and
the dead) becoming ghosts or other types of spectral
undead.
Undead: The undead are creatures that are not
alive (having no Stamina rank, vital life-force, or vital
signs) but still capable of awareness and action.
Some undead are just constructs, also having no In-
tellect. Others are intelligent beings with their own
thoughts and motivations. Powers affecting non-
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POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS
living subjects affect the undead and some death
powers target them specifically.
Countering: Death powers are obvious candidates for
countering effects with life, healing, and life-force de-
scriptors, attenuating and dissipating life energies into
nothingness. Similarly, life powers can often counter
death powers directly, the two canceling each other out.
Death powers may also be able to counter power
effects using lifeor living thingsas a medium,
such as plant and animal powers or summoning
powers, cutting apart those effects like the reapers
scythe cleaves through the living. Thus death powers
are useful for withering a plant-based Affliction trap or
an effect involving a swarm of insects, for example.
DEATH FEATURES
Some Feature effects associated with Death Powers
include the following:
Deathly Aura: Your touch is inimical to simple forms
of life: small plants wither and die when you touch
or even just walk over them, and small insects perish
upon touching you. Although an inconvenience (and
good for a complication) at times, this is a net Feature
good for, amongst other things, a circumstance
bonus to Intimidate checks.
Deathly Mien: You seem dead to all appearances,
even though you are not: your flesh is pale and cold,
you dont have a discernible heartbeat or other vital
signs, and so forth. Effects that detect life do not
work on you. However, you do still need to breathe
and powers that target living creatures do still work
on you, unless you have the Undead Form power (see
Utility Powers).
Undead Presence: Undead creatures tend to regard
you as one of them and have, at worst, a neutral at-
titude towards you. They do not consider you a living
creature for commands involving such, and may
simply ignore you.
DEATH & DYING
As noted under Lethal Damage in the Gamemasters
Guide, death is a relatively rare consequence for charac-
ters in MUTANTS & MASTERMINDS. It takes a measure of effort to
deliberately kill another character, and accidental deaths
only occur as a result of complications imposed by the
Gamemaster or chosen by the players, rather than being
dictated by a roll of the die. Even then, its fairly difficult for
characters to die: it takes three total degrees of failure on
the Fortitude check for a dying character to perish, with
plenty of opportunities to stabilize along the way. This re-
flects the nature of the superhero genre, where death is,
at best, a temporary condition and major characters rarely
die for any reason other than a plot complication.
This profile and the powers in it assume death remains at
this level of rarity, but that the options for Lethal Damage
given on pages 193194 of the Gamemasters Guide are
available, as well as making dying a third degree Affliction
condition. Gamemasters may also wish to keep in mind
the Instant Death option from the same section and the
Going for the Kill sidebar on page 206 of the Heros Hand-
book. At the least, offensive death powers should always
constitute going for the kill.
OFFENSIVE POWERS
Death powers are given to offensive effects, from directly
draining a victims life energy to nothing to long lasting
curses or wielding the very stuff of souls as a weapon.
BANSHEES WAIL
A soul-rending scream tears at the very life-force of all who
hear it. This power is often Cumulative as well, making it
even more dangerous on successive rounds, and it may
have Affects Corporeal for attackers with the Ghost Form
power (see Utility Powers).
Banshees Wail: Hearing Perception Area Affliction
(Resisted and Overcome by Will; Dazed, Stunned, Dying)
2 points per rank.
COMMAND THE UNDEAD
You can exert control over undead beings in your pres-
ence, perhaps even wresting it away from whomever
else controls them. Treat mindless undead as having a
resistance check modifier of +0. This power is sometimes
Cumulative, allowing you to make multiple attempts to
strengthen your control, and may be Limited to a single
command, like stay back! or begone! rather than full
control of the creatures.
Command the Undead: Hearing Perception Area Affliction
(Resisted and Overcome by Will; Dazed, Compelled,
Controlled), Affects Objects, Limited to the Undead
2 points per rank.
DEATH CURSE
Through mystic, psychic, or other means you place a mark
of death upon your victim. From then on, the victim
suffers from a progressive debilitating condition like a
slow poison or disease until the death curse is removed or
the victim finally succumbs.
Death Curse: Perception Ranged Progressive Affliction
(Resisted and Overcome by Will; Impaired, Disabled, Dying),
Limited to one check per day 4 points per rank.
DEATH STARE
With a chilling gaze, you fill your target with the terror of
impending death, perhaps even to the point of causing
a shadow of the Grim Reaper (or some other avatar of
death) to cross your features.
Death Stare: Perception Ranged Cumulative Affliction
(Resisted and Overcome by Will; Impaired, Stunned,
Paralyzed), Vision Dependent 3 points per rank.
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POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS
DEATH TOUCH
Your very touch is potentially deadly, draining victims
of their life-force and causing weakness and, eventually,
death.
Death Touch: Cumulative Affliction (Resisted and Overcome
by Fortitude; Impaired, Disabled, Dying) 2 points per rank.
A version of this power may have an Enhanced Trait with
the Fades modifier, recharged by draining life from others.
GRASPING GRAVES
Multiple rotting and skeletal arms erupt from the earth at
your command to grab a target and hold them in place.
This power may be Limited to places where there are
actual graves, or it might produce its effect anywhere.
Grasping Graves: Ranged Affliction (Resisted by Dodge,
Overcome by Damage; Hindered and Vulnerable,
Defenseless and Immobilized), Extra Condition, Limited
Degree 2 points per rank.
SOULFIRE
You can generate and project a kind of fiery energy made
up of the essence of souls, rather than having anything to
do with actual fire. Infernal mystics and creatures some-
times refer to this energy as hellfire while angels and
higher beings call it divine or holy fire.
The basic effect of Soulfire is to burn the spirit rather
than the body. Some can project blasts of Soulfire (add
the Ranged modifier) or use it for a wider range of effects.
See the Fire Powers profile, applying the appropriate
descriptors to those powers to make them into Soulfire
effects.
Soulfire: Damage (soul), Alternate Resistance (Will) 1 point
per rank.
SUPPRESS LIFE
Rather than the sheer draining power of Death Touch
(previously) a more sinister power weakens the quality of
the victims life-force, leaving them incapable of healing
or recovering or benefitting from effects that help them
to do so.
Suppress Life: Weaken Stamina, Incurable, Insidious, Limited
to Recovery Checks 2 points + 1 point per 2 ranks.
DEFENSIVE POWERS
Defensive death powers allow characters to feed on the
energies of death or harness them to protect themselves.
BLOOD HEALING
You can quickly recover from damage, but only by con-
suming at least a pint of blood of a living creature. Some
characters and creatures change the powers source to
another power like Death Touch or to something like con-
suming flesh (for cannibalistic ghouls and zombies).
Blood Healing: Regeneration, Source (blood) 1 point per 2 ranks.
DEATHLESS
You are beyond the grasp of death and, even if you are
destroyed, you will return. There must be at least one way
to slay your permanently, however, whether beheading,
burning, or burying your remains in hallowed ground.
Deathless: Immortality, Limited (means of permanent
death) 1 point per rank.
GHOST SHIELD
Swirling ghostly forms around you deflect damage and
keep your from harm. The Impervious modifier is common
for this power.
Ghost Shield: Protection (necromantic), Sustained 1 point
per rank.
SHIELDED SOUL
You are protected against death effects and direct attacks
upon your soul or life force.
Shielded Soul: Immunity 5 (death effects) 5 points.
MOVEMENT POWERS
Death powers include fairly few movement effects, al-
though death-wielding sorcerers and undead often have
them as secondary powers (via magic or spectral forms,
such as levitation, flight, or angelic or demonic wings).
DEATHS GATE
You can open a portal into the realm of the dead (or
realms, if there is more than one), allowing you and others
to pass through into it. Of course, there is no assurance
that you will necessarily be able to find someone there or
bring them back with you. Indeed, the realms of the dead
are often dangerous, and ruled by beings who prefer
never to let anyone leave.
Deaths Gate: Movement 2 (Dimensional 2, afterlives), Portal
8 points.
VALKYRIES RIDE
You are drawn to death, so much so that you can im-
mediately appear at the side of anyone known to you
whose condition is dying. As a side effect of this power,
you immediately know when such an opportunity arises
and who that person is. This is a variant of the Accurate
modifier (Heros Handbook, page 131). The Easy modifier
is common for this power, allowing you to arrive at your
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POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS
destination ready for anything (rather than being mo-
mentarily disoriented).
Valkyries Ride: Teleport, Accurate (see description), Extended,
Limited to Dying Subjects 3 points per rank.
UTILITY POWERS
Death powers deal with creating and controlling undead
beings, sensing the forces of death, or even becoming
undead, temporarily or permanently.
DEATH SIGHT
You can perceive those about to perish, seeing their life-
force as a kind of life which fades as their condition pro-
gresses through dying towards death.
Death Sight: Senses 2 (Detect Dying, Ranged) 2 points.
DEATH VISIONS
You can see the spirit of death hovering near those who will
die soon. Whether or not their fate can be changed depends
on how the GM chooses to handle precognitive effects, but
generally the assumption is the victim will die unless some-
thing is done to prevent it, although you do not necessarily
know how they will die or what needs to be done.
Death Visions: Senses 4 (Precognition), Limited to Visions of
Death 2 points.
GHOST FORM
You are a ghost: an incorporeal, undead being with no
physical body. You pass harmlessly through solid objects,
although you may affect them if you have powers with
Affects Corporeal. Youre immune to mortal concerns, but
do not recover on your own without aid or the use of a
power. Many ghosts also have ranks of Concealment, at
least sufficient to render them unseen by mortal eyes, and
may have other powers as well.
True ghosts apply the Permanent modifier to Flight and
Insubstantial and Innate to Insubstantial, increasing net
cost by 1 point. Otherwise, it is assumed you can switch in
and out of your Ghost Form at will as a free action.
Ghost Form: Flight 1, Immunity 30 (Fortitude effects), Insubstantial
4 (incorporeal), No Stamina rank (10 points) 41 points.
NECROMANCY
You can imbue corpses, even skeletal remains, with a sem-
blance of life, turning them into undead creatures that rise
up at your command. Use the zombie archetypes from the
Gamemasters Guide (page 144) or apply the zombie tem-
plate (page 145) to a different archetype for things like
creating zombie or skeletal dinosaurs or other creatures.
Although the power as listed has a substantial cost per
rank, only 1 or 2 ranks are needed to cover the undeads
power level and costs; Summon Zombies costs 14 points
while Summon Skeletons costs 28 points. This power may
have a Limited modifier requiring the necessary corpses
be already present, making it fully useful only in places
like graveyards, morgues, and battlefields.
Necromancy: Summon Undead, Controlled, Horde, Multiple
Minions (32 total) 14 points per rank.
SPEAK WITH THE DEAD
You can summon the spirit or shade of someone who has
passed in order to communicate with them, learning what
they knew in life. At the Gamemasters discretion, this may
require an interaction skill check rather than the Percep-
tion check normally associated with a Senses effect, rep-
resenting your negotiation with the summoned spirit. If
you can channel the spirit, allowing it to speak or interact
through you as a medium, apply the Affects Others modi-
fier, allowing you to grant the benefits of your insights to
observers.
Speak With the Dead: Senses 4 (Postcognition) 4 points.
UNDEAD FORM
You are no longer living, but not truly dead, either. Al-
though your body has no vital signs or autonomic func-
tions (breathing, heartbeat, brain activity, etc.) you are still
animate and aware. Although you are immune to many of
the things troubling living creatures, your body also does
not heal on its own without a separate power like Blood
Healing (previously).
Undead Form: Immunity 30 (Fortitude effects), No Stamina rank
(10 points) 20 points.
OTHER DEATH POWERS
As the Soulfire power mentions, various Fire Powers
maywith the appropriate descriptorsalso be death
powers channeling mystic soulfire. Nearly all of the offen-
sive powers are suitable, along with utility powers like Fire
Creatures and Fire Shaping.
As death powers and Life Powers can be seen as two sides
of the same coin, some characters may wield both, giving
them extensive control over the forces of life and death.
Some of the powers in this profile, rather than involving
necromancy, may simply be manipulations of once-living
organic material.
The connection between soul and psyche makes certain
Mental Powers suitable for those who deal in the forces of
death. In particular, Possession is common for ghosts and
necromancers, as well as Psychic Vampirism and Emotion
Control, and Astral Projection may allow psychics to inter-
act with ghosts and other incorporeal undead, depending
on descriptors and the nature of the planes in the setting.
The Necromancy power is in Summoning Powers as well,
and other summoning powers may involve the creation of
undead or pseudo-living minions.
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DEATH COMPLICATIONS
Death is, in many ways, the ultimate complication for a
MUTANTS & MASTERMINDS game; a definite setback for a char-
acter, but not necessarily the end of the story, given all the
various means comic book characters have for returning
to life. Other complications associated with death powers
include the following.
ACCEPTANCE
Death powers can be a terrible curse, especially if they
come as an inheritance or gift the character never
wanted in the first place. Some wielders of these powers
may seek acceptance and understanding, but have diffi-
culty finding it, given most peoples fear of death and the
things surrounding it.
ADDICTION
Some death powersespecially ones that feed on life
like Death Touch and Blood Healingare shown to be
frightfully addictive. Necromancers and undead creatures
may struggle with the desire to feed on the life-forces of
the living, particularly if they are trying to act as heroes.
Many address this by feeding solely on criminals (and,
even then, fighting to control their urges). For some, the
complication goes beyond addiction into a disability
where the character weakens and perishes eventually if
denied a source of nourishment.
DISABILITY
Trafficking with the forces of death may cause a variety of
strange and difficult conditions, ranging from not having
a shadow or reflection (like the classical vampire) to an in-
imical relationship with nature: animals and even plants
disliking the character and reacting negatively to his pres-
ence.
OBSESSION
A macabre obsession with death and all of its trappings is
common for those connected so directly with its powers,
and does little to alleviate concerns about them.
PHOBIA
Likewise, those who wield the powers of death may
develop fears concerning the symbols or powers of life.
This is a common complication for undead creatures, who
fear things like holy symbols, certain plants (wild rose,
wolvesbane, and ash, for example), or things like running
water (representative of the flow of life-force).
POWER LOSS
Powers of death are often weakened or negated entirely
in the presence of certain forces of life. For supernatural
death wielders, things like direct sunlight or consecrated
ground (dedicated to a religion of life) may take away
their powers temporarily. Other symbols or talismans may
serve to guard against their powers, such as wearing a
particular holy symbol or metal (like iron or silver) provid-
ing immunity to a power like Death Curse or Death Touch.
PREJUDICE
Of all the complications faced by those with death powers,
this one is the most universal. The trappings and presence
of death are shunned by most people, so even the most
heroic of characters get labeled creepy and disturbing
when it comes to death powers. The more the character
embraces the deathly image, the worse the prejudice
becomes, until suspicion haunts the characters every
step and other people are always ready to believe the
worst, likely to turn into a torch-wielding lynch mob at the
slightest indication that the character is using unnatural
powers or becoming a threat to society.
Undead characters may face the additional complication
of their murky legal and moral status. Since they are tech-
nically deceased, do they have any legal rights (beyond
those accorded corpses)? Do they lose claim to any prop-
erty they once owned? This gets even more complicated
if the character in question was born decades or even cen-
turies before the establishment of current laws. Likewise,
is being undead inherently evil or unnatural, or merely
an unusual condition no different from being an alien,
android, or one of the many other unusual non-human
beings encountered in the typical superhero setting?
REPUTATION
Given the prejudice towards death powers (see the pre-
vious), it is not difficult to develop a sinister reputation.
Indeed, some death-wielders cultivate such a reputa-
tion, since it makes them more intimidating to their foes.
However, it can work against them by imposing circum-
stance penalties for other interaction checks and gener-
ally making the public and the authorities less willing to
cooperate withor even toleratethe character.
WEAKNESS
Like disabilities and phobias, death wielders are given
to various unusual weaknesses and vulnerabilities as-
sociated with their powers and the symbols of life and
death. The classic examples include the undead weak-
ness to direct sunlight, which may have effects ranging
from pain and weakness to outright destruction, reduc-
ing the undead to ash and dust, if they are exposed long
enough.
Similarly, necromantic beings may have particular attacks
able to overcome their defenses, such as a wooden stake
killing (or paralyzing) a vampire, or a bullet to the head de-
stroying a zombie. Blessed or holy weapons might ignore
necromantic Protection effects. Certain substancessuch
as holy water or the blood of a martyrmay act as toxins
that ignore the Immunity to Fortitude effects granted by
many death powers.
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3815 S. Othello St., Suite 100 #304
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