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M&M Power Profile 5 Tech Powers
M&M Power Profile 5 Tech Powers
M&M Power Profile 5 Tech Powers
Super-science and high-tech gadgets have been a part computers is ineffective if the computer in question
of comic book superheroics since the beginning, but is turned off or has no power.
there are also those with power over technology itself.
This profile looks at powers involving control over • Technology: Technology is the broad descriptor for
technology, or stemming from being a machine, rather tools as simple as levers and the wheel or as sophis-
than powers provided by technological devices as such. ticated as nuclear reactors and super-computers, or
For the latter, see other Power Profiles, such as Armor even beyond. It includes all of the other descriptors
Powers. in this section: computers, machines, even super-sci-
ence devices, are all examples of technology.
Movement Powers of parts, causing the disparate parts to fly together of their
own accord, even modifying them to suit the needs of the
Tech movement powers interact with the computer particular machine, as if working them with tools. If the
“reality” of networks and cyberspace as well as the ad hoc GM allows, Assemble can reduce the time required for
use of technology to get around. Most technology-based the construction check of an invention (Hero’s Handbook,
movement powers are devices or equipment, as detailed page 159) possibly one created by a Tech Savant (see the
in the M&M Hero’s Handbook. Tech Savant power). If allowed, the GM may wish to treat
multiple inventions in the same scene as extra effort,
Cyberspace requiring fatigue or hero points, in order to balance the
speed with which the character can create them.
You can transfer your consciousness (and perhaps even
your body) into a virtual “world” that exists “inside” a Assemble: Ranged Continuous Transform (parts into finished
computer or computer network, allowing you to interact machine) • 4 points per rank.
with that world as if it were real and physical: data and
software manifests as objects and other beings and in- Computer Mind
teractions with them affects the computer systems. The
GM decides if some form of cyberspace even exists in the Your mind functions like a computer, with perfect recall
setting and, if so, how you interact with it, but generally and able to think faster than an ordinary human, and may
your mental abilities and skills like Technology have the even be a computer! Note this differs from the Machine
greatest impact. Apply the Limited modifier if only your Mind power (previously) in that it does not provide any
mind travels into cyberspace, leaving your body behind. particular resistance to mental powers, although the two
powers are often found together.
Cyberspace: Movement 1 (Dimensional Travel, Cyberspace)
• 2 points. Computer Mind: Enhanced Advantages (Eidetic Memory) plus
Quickness, Limited to Mental Tasks • 1 point + 1 point per 2
ranks.
Network Jump
You transform into digital data or electricity to travel in- Interface
stantly through a computer or communications network,
reappearing from a connected device at your destination. You can mentally interface with computers and comput-
If you are able to stay “inside” the network, see the Cyber- er networks, operating them as if you were a connected
space power (previously). computer yourself. You still use the Technology skill to
make checks to program or otherwise interact with the
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