Professional Documents
Culture Documents
Power Profile - Size - Mass Powers PDF
Power Profile - Size - Mass Powers PDF
Contrary to what they say, size does matter, but not neces- tions, such as using Growth to counter an Affliction
sarily in the ways you might think! From powerful giants by “out-growing” its effects, for example. Size powers
to mighty mites, Size & Mass Powers looks at the very that affect other targets may be more useful for
big and the very small, along with changes in mass and countering. A power like Shrink-Ray (see Offensive
density and all the things you can do when you see the Powers) could potentially “reduce” another power to
world from the perspective of a different size. ineffectiveness, while Mass Dispersal could “spread
out” another effect along with the character in a
Example: Junkpile (Growth 4, size rank –1) is fight- Internal Attack: Cumulative Affliction (Resisted and
ing Redwood (Growth 17, size rank 2). Redwood is Overcome by Fortitude; Dazed, Stunned, Incapacitated),
3 size ranks larger than Junkpile, so his usual –8 Affects Corporeal, Subtle, Quirk (Must use the Atomic
modifier to active defenses is only –6 and Junkpile modifier on Shrinking, –1 point) • 3 points per rank.
has no modifier against Redwood.
A similar power is a Phase Attack: passing through the
A simpler approach drops the normal active defense target in a near zero-density state and then partially so-
modifiers and applies circumstance modifiers: +2 defense lidifying for an instant, causing a painful disruption. This
against an attacker one size rank larger, +5 for three or type of attack may be Tiring or have an unpleasant Side-
more size ranks larger, –2 defense against an attacker one Effect. It could also be a Damage effect rather than Af-
size rank smaller, –5 for three or more ranks smaller. fliction.
Size and Area Effects Phase Attack: Cumulative Affliction (Resisted and Overcome by
Fortitude; Dazed, Stunned, Incapacitated), Affects Corporeal •
Although changes in size apply modifiers to Dodge and 3 points per rank.
Parry—making smaller targets harder to hit and larger
ones easier—they do not take into account changes in Massive Missile
scale; an energy beam as wide as a normal-sized person’s
palm is as wide as a size rank –5 character’s entire body! You can take a small object able to fit into the palm of
Similarly, a giant’s foot can be as big (or bigger) than a your hand and throw it, causing it to grow as it flies, until it
minivan when it comes crashing down. lands on your target as a massive area attack!
M&M Gamemasters wanting to take these changes into Massive Missile: Burst Area Ranged Damage, Quirk
account can apply the following guideline: An attacker (Requires objects to throw, –1 point) • 2 points for rank 1 +
three or more size categories larger than a target may 3 points per rank.
treat attacks against that target as if they had the Area
modifier (Hero’s Handbook, page 138), including limiting
the attack’s rank by power level. Shrink-Ray
The base size of the area is the attacker’s size rank –3. So You project a beam that causes your target to shrink to a
a size rank 1 attacker creates a size rank –2 area against tiny—and largely helpless—size. Drop the Ranged modi-
normal sized (size rank –2) targets. A normal sized human fier if you must touch a target to shrink it. Apply a suitable
attacking a size rank –5 opponent creates a size rank –5 Area modifier like Cone for a “wide angle” beam or Cloud
area (a 6 inch radius). for a “shrinking gas bomb”.
Growth Momentum
Defensive Powers
Size powers make characters more difficult to target or
You use the momentum of your increase in size to inflict provide defensive changes in mass, making it harder for
additional damage with a close attack, literally growing up attacks to affect their target.
underneath your target. Take as many ranks as you expect
to change size ranks; if you have Shrinking 16, you can have Density Decrease
up to 4 ranks of Growth Momentum damage (at which
point you reach your normal size rank and cannot grow any You reduce your body’s density to the point of becoming
further). The additional damage is still limited by power level. ghost-like, unaffected by most forms of physical attack.
Growth Momentum: Strength-based Damage, Limited to Density Decrease: Insubstantial 4 (Incorporeal) • 20 points.
size rank difference between you and your target • 1 point
per 2 ranks.
Power Loss
Other Size & Mass Powers Size-changers often depend on some outside source for
Given the direct relationship between Growth and in- their powers; take that source away, and they lose the
creased Strength (and Toughness) many of the powers from ability to change size along with it. Sometimes this “Power
the Strength Powers profile can apply to size-changing Loss” complication does not remove the power so much
characters as well. It is not unusual for some characters to as it removes the character’s ability to turn the power off,
have Enhanced Strength and Stamina (and/or Protection) rendering it effectively Permanent for a time. This is an in-
as an Alternate Effect of Growth for a character who has stance where the being stuck at a different size is a com-
greater-than-normal physical abilities at normal size but plication worth a hero point award.
can increase them to even greater proportions at giant size.
Associations with mass and density also connect size and Prejudice
mass powers to Gravity Powers. The Gravity Field power
can also serve as a Mass Field power, increasing the targets’ Size-changers certainly look odd, and there is a natural
mass rather than just their weight to pin them in place. human tendency to assume giant creatures are threaten-
ing and tiny ones are harmless, or even helpless. This is
Size Complications reflected in the Intimidation check modifiers for size, and
may influence other aspects of people’s behavior towards
the character.
Size powers give characters a whole different perspective
on the world. Sometimes this is a good thing, but it can
also lead to various complications. Quirk
Larger and smaller sizes are fairly literal metaphors for
Accident superiority and inferiority complexes, and size-changing
characters may manifest them. Giants tend to be arrogant,
To a giant, the entire world is small and fragile. It is not dif- overconfident, and callous towards “the little people”
ficult for giant-sized characters to cause accidents without while shrunken characters feel vulnerable, small, and in-
meaning to: just brushing past a building may knock it significant. Of course, it can also be interesting to play
down and just walking on a street can leave foot-shaped against type, such as a diminutive hero with boundless
craters for cars to plow into. Causing—and more impor- confidence, or even a tiny megalomaniacal villain!
tantly, dealing with—these accidents can earn characters
hero points for the complications they create.
Temper
Addiction Like other incredible strong characters (see Strength
Powers), giants may have fierce tempers, particularly
Catalysts for size-changing powers, from drugs and chemi- concerning their grace or intelligence (or lack thereof ).
cals to strange radiation, may have addictive side effects, Similarly, smaller-sized characters (villains especially) may
causing the character to over-use the catalyst, furthering the be sensitive when it comes to remarks about their height,
cycle of addiction and making it difficult to overcome. Size losing their temper when such things come up.
changers may also be addicted to drugs or other medical
treatments used to deal with the complications of their size,
such as a shrunken hero addicted to pain-killers to deal with Weakness
the constant physical strain caused by his reduced size.
Some of the weaknesses of size-changing are built-in
to the effects, particularly presenting a bigger target at
Disability larger size and losing a proportion of strength and speed
while smaller. Size-changers may suffer from other weak-
It’s worth noting that the various physical complica- nesses, such as metabolic vulnerabilities due to the strain
tions associated with being a permanent size other than of their different sizes.
Mutants & Masterminds Power Profile: Size & Mass Powers 3815 S. Othello St., Suite 100 #304
is ©2012 Green Ronin Publishing, LLC. All rights reserved. Seattle, WA 98118
References to other copyrighted material in no way con- Email: custserv@greenronin.com
stitute a challenge to the respective copyright holders of Web Sites: www.greenronin.com
that material. Mutants & Masterminds, Super-powered by www.mutantsandmasterminds.com
OPEN GAME LICENSE Version 1.0a 3. Offer and Acceptance: By Using the Open Game 12. Inability to Comply: If it is impossible for You to
Content You indicate Your acceptance of the terms of comply with any of the terms of this License with respect
The following text is the property of Wizards of the this License. to some or all of the Open Game Content due to statute,
Coast, Inc. and is Copyright 2000 Wizards of the Coast, judicial order, or governmental regulation then You may
Inc (“Wizards”). All Rights Reserved. 4. Grant and Consideration: In consideration for agree- not Use any Open Game Material so affected.
ing to use this License, the Contributors grant You a per-
1. Definitions: (a)”Contributors” means the copyright petual, worldwide, royalty-free, non-exclusive license 13. Termination: This License will terminate automati-
and/or trademark owners who have contributed Open with the exact terms of this License to Use, the Open cally if You fail to comply with all terms herein and fail to
Game Content; (b)”Derivative Material” means copyright- Game Content. cure such breach within 30 days of becoming aware of
ed material including derivative works and translations the breach. All sublicenses shall survive the termination
(including into other computer languages), potation, 5. Representation of Authority to Contribute: If of this License.
modification, correction, addition, extension, upgrade, You are contributing original material as Open Game
improvement, compilation, abridgment or other form Content, You represent that Your Contributions are Your 14. Reformation: If any provision of this License is held
in which an existing work may be recast, transformed original creation and/or You have sufficient rights to to be unenforceable, such provision shall be reformed
or adapted; (c) “Distribute” means to reproduce, license, grant the rights conveyed by this License. only to the extent necessary to make it enforceable.
rent, lease, sell, broadcast, publicly display, transmit or
otherwise distribute; (d)”Open Game Content” means the 6. Notice of License Copyright: You must update the 15. COPYRIGHT NOTICE
game mechanic and includes the methods, procedures, COPYRIGHT NOTICE portion of this License to include
processes and routines to the extent such content does the exact text of the COPYRIGHT NOTICE of any Open Open Game License v 1.0 Copyright 2000, Wizards of the
not embody the Product Identity and is an enhancement Game Content You are copying, modifying or distribut- Coast, Inc.
over the prior art and any additional content clearly iden- ing, and You must add the title, the copyright date, and
tified as Open Game Content by the Contributor, and the copyright holder’s name to the COPYRIGHT NOTICE System Reference Document, Copyright 2000, Wizards of
means any work covered by this License, including trans- of any original Open Game Content you Distribute. the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
lations and derivative works under copyright law, but spe- Skip Williams, based on original material by E. Gary
cifically excludes Product Identity. (e) “Product Identity” 7. Use of Product Identity: You agree not to Use any Gygax and Dave Arneson.
means product and product line names, logos and iden- Product Identity, including as an indication as to com-
tifying marks including trade dress; artifacts; creatures patibility, except as expressly licensed in another, inde- Modern System Reference Document, Copyright 2002-
characters; stories, storylines, plots, thematic elements, pendent Agreement with the owner of each element of 2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
dialogue, incidents, language, artwork, symbols, designs, that Product Identity. You agree not to indicate compat- Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle,
depictions, likenesses, formats, poses, concepts, themes ibility or co-adaptability with any Trademark or Regis- David Noonan, Stan!, Christopher Perkins, Rodney
and graphic, photographic and other visual or audio rep- tered Trademark in conjunction with a work containing Thompson, and JD Wiker, based on material by Jonathan
resentations; names and descriptions of characters, spells, Open Game Content except as expressly licensed in Tweet, Monte Cook, Skip Williams, Richard Baker, Peter
enchantments, personalities, teams, personas, likenesses another, independent Agreement with the owner of Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
and special abilities; places, locations, environments, such Trademark or Registered Trademark. The use of JD Wiker.
creatures, equipment, magical or supernatural abilities or any Product Identity in Open Game Content does not
effects, logos, symbols, or graphic designs; and any other constitute a challenge to the ownership of that Product Mutants & Masterminds, Copyright 2002, Green Ronin
trademark or registered trademark clearly identified as Identity. The owner of any Product Identity used in Open Publishing; Author Steve Kenson.
Product identity by the owner of the Product Identity, and Game Content shall retain all rights, title and interest in
which specifically excludes the Open Game Content; (f) and to that Product Identity. Advanced Player’s Manual, Copyright 2005, Green Ronin
“Trademark” means the logos, names, mark, sign, motto, Publishing, LLC; Author Skip Williams.
designs that are used by a Contributor to identify itself or 8. Identification: If you distribute Open Game Content
its products or the associated products contributed to the You must clearly indicate which portions of the work Silver Age Sentinels d20, Copyright 2002, Guardians
Open Game License by the Contributor (g) “Use”, “Used” that you are distributing are Open Game Content. of Order, Inc.; Authors Stephen Kenson, Mark C.
or “Using” means to use, Distribute, copy, edit, format, Mackinnon, Jeff Mackintosh, Jesse Scoble.
modify, translate and otherwise create Derivative Mate- 9. Updating the License: Wizards or its designated
rial of Open Game Content. (h) “You” or “Your” means the Agents may publish updated versions of this License. You Mutants & Masterminds, Second Edition, Copyright 2005,
licensee in terms of this agreement. may use any authorized version of this License to copy, Green Ronin Publishing, LLC; Author Steve Kenson.
modify and distribute any Open Game Content originally
2. The License: This License applies to any Open Game distributed under any version of this License. DC Adventures Hero’s Handbook, Copyright 2010, Green
Content that contains a notice indicating that the Open Ronin Publishing, LLC; Author Steve Kenson.
Game Content may only be Used under and in terms of 10. Copy of this License: You MUST include a copy of
this License. You must affix such a notice to any Open this License with every copy of the Open Game Content Mutants & Masterminds Hero’s Handbook, Copyright
Game Content that you Use. No terms may be added to You Distribute. 2011, Green Ronin Publishing, LLC; Author Steve Kenson.
or subtracted from this License except as described by
the License itself. No other terms or conditions may be 11. Use of Contributor Credits: You may not market Mutants & Masterminds Power Profile: Size & Mass Powers,
applied to any Open Game Content distributed using or advertise the Open Game Content using the name Copyright 2012, Green Ronin Publishing, LLC; Author
this License. of any Contributor unless You have written permission Steve Kenson.
from the Contributor to do so.