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- 11 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. 22 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 33 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. 44 POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS 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. 55 POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS POWER PROFILE: DEATH POWERS CREDITS & LICENSE OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document, Copyright 2002- 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. Advanced Players Manual, Copyright 2005, Green Ronin Publishing, LLC; Author Skip Williams. Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble. 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