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Mutants & Masterminds 3e - Gadget Guide - Alien Tech PDF
Mutants & Masterminds 3e - Gadget Guide - Alien Tech PDF
Mutants & Masterminds 3e - Gadget Guide - Alien Tech PDF
ALIEN WEAPONS
DESCRIPTORS Only rarely do aliens in the comics “come in peace.” More
The following descriptors in particular apply to alien tech- often, they arrive on Earth as invaders, armed for combat.
nology in an M&M setting. Alien arsenals may include any of the weapons from
the various other Gadget Guides, particularly Energy
• Alien simply means “foreign” or, for most M&M set- Weapons, although some particularly warlike species also
tings, “not from Earth.” The important thing about favor various close combat weapons as well.
an alien descriptor is the lack of familiarity earthly
characters may have with alien technology. Not only
might it be far in advance of human science (see
BLASTER
the Unfamiliar Technology sidebar) but alien tech
Although alien species use a wide variety of weapons, the
might have completely different design esthetics as
blaster is the most ubiquitous throughout known space:
well; whereas a human-designed weapon is fairly
a simple beam of charged particles that inflicts impact
easily recognized as a weapon, an alien weapon
damage, found in varieties from small hand weapons to
might not be apparent until it is actually used, or
larger rifles or ship-based cannons. The blaster technol-
what appears to be a weapon could prove to be
ogy of certain species may carry a particular “signature”
just a sensor or recording device for alien scientists
(color, noise, beam frequency, etc.) those familiar with
or tourists! This unfamiliarity can lead to misunder-
alien cultures can identify.
standings between humans and aliens, creating con-
flicts in a story.
Blaster: Ranged Damage, typically 2–8 ranks • 2 points per rank
• Preternatural is a step beyond merely alien. Preter-
natural effects and technologies may not even follow
the same physical laws as those we know, belong-
CLOSE WEAPONS
ing to an entirely different region of the universe or
Militaristic alien cultures often still make use of close
a different—vastly alien—cosmos altogether. Such
combat weapons, particularly those with great cultural or
things are truly “unnatural” and may have a frighten-
ceremonial significance. These are often similar to various
ing quality to them, even in just their implications. Pre-
archaic human weapons (see Gadget Guide: Archaic
ternatural versions of alien technology often have dis-
Weapons and Asian Weapons) perhaps with a slight
turbing biological elements, perhaps being a form of
modification or the addition of a weapon feature or two.
alien biotech (see Gadget Guide: Biotech for details).
Close weapons from an advanced culture may be forged
• Super-Science is scientific understanding beyond from nigh-indestructible alloys or have additional tech-
Earth’s modern science, and technology based upon nological features like damaging energy fields or even
it. It’s purely speculative, fictional, science like faster- “blades” of solidified force.
than-light travel or teleportation, for example. More
advanced alien technology is often super-science, as Close Weapons: Damage (often Strength-based) often with
are many of the devices created and used by charac- modifiers like Penetrating, Reach, etc. • 1 point per rank
UNFAMILIAR TECHNOLOGY
Dealing with unfamiliar—and typically more advanced—alien technology is usually good for a circumstance penalty
(Chapter 1 of the Hero’s Handbook). While even a –5 penalty may seem small dealing with advanced technology from
another civilization, comic book characters do so quite often, so the usual circumstance penalties tend to be sufficient.
In a more realistic setting, the GM may wish to up the penalty to –10 or more. Also note that checks involving alien tech
usually cannot be considered routine, unless the character is both familiar with the technology and has a sufficient check
bonus to ignore the additional circumstance modifier.
Conversely, aliens who are unfamiliar with Earth technology might suffer circumstance penalties, but are more likely to
deal with various “Unfamiliar with Earth” complications. It is often not that they do not understand how a particular tech-
nology works, rather they do not know what it is used for. For example, an alien may understand the concept of plumbing
and running water, but may not initially realize that human beings use streams of pressurized water to clean themselves,
rather than safe, dry, and efficient ultrasonic “showers” or nano-cleansing agents. This can lead to some mishaps and un-
intended comedy for aliens trying to live amongst humans.
ALIEN INFILTRATION the cloak (the equivalent to a stunned condition) can also
cause it to “flicker,” revealing the wearer’s true appearance.
A common alien invasion scenario is the “They Are
Chameleon Cloak: Morph 3 (humanoids), Limited to visual
Among Us!” conspiracy, where a “silent invasion” of and auditory • 12 points
aliens, concealed to look like ordinary human beings, is
already happening. Aliens may want to visit Earth incog-
nito for a number of reasons, ranging from scientific re- CLOAKING DEVICE
search (with care not to contaminate or influence human
culture) to scouting parties or saboteurs preceding an Rather than disguise, some alien infiltrators may simply
invasion force. go completely unseen. Alien technology may allow them
to vanish from sight. A cloaking device can be a personal
CHAMELEON CLOAK item (for scouts and spies) or installed in a vessel, allowing
it to escape detection even while in orbit above the Earth
or “parked” in the middle of a field or clearing! Ship-based
Since most aliens cannot easily pass amongst humans
cloaking devices often add additional senses—particu-
without being noticed, this technology is useful for scouts
lar radio—to their Concealment to hide from the sensor
and infiltrators. It creates the realistic illusion of a human
sweeps of other vessels.
appearance, even allowing the wearer to imitate specific
humans. A chameleon cloak changes appearance and
Cloaking Device: Concealment 4 (visual) • 8 points
voice to create an effective disguise, but will not fool
other sensors, so some caution is still needed. Damage to
MIND MASK
ALIEN ADVANCEMENTS
Given the presence of telepaths amongst some species,
While alien technology may be initially unfamiliar (see alien infiltrators lacking psionic abilities of their own may
the Unfamiliar Technology sidebar) it is not necessarily use technological means to mask their unique thoughts
going to stay that way, especially if some intrepid Earth- and brain patterns from detection. The mind mask either
lings get their hands on it. What happens to all of the makes the wearer mentally “invisible” or else provides an
tech alien invaders and visitors leave behind on Earth
unremarkable mental “façade” to fool mind-readers. A
and what impact does it have on human technology?
mind mask is often incorporated into a chameleon cloak
The simplest option is not to worry about it: The tech to enhance its concealment.
is simply too advanced for humans to even begin to
understand it, like Neanderthals trying to figure out a Mind Mask: Concealment 2 (mental) • 4 points
smartphone. We might be able to get it to work (for a
while, at least) but any effort to take it apart or replicate
it likely wrecks it, and might have dire consequences,
leading to another adventure hook. The super-geniuses
TELEPORTER
likely able to figure the stuff out have reasons to keep
In addition to small vessels like scout ships and troop
their insights to themselves: the heroes to keep techno-
logical advancements away from a world not yet ready landers (see Alien Vehicles, following) alien visitors are
to handle them, the villain to keep technological advan- most likely to have technology capable of instantly trans-
tages to themselves. porting them from distant orbiting vessels to a planet’s
surface, eliminating the need for landing craft and re-
Another option is to allow for some alien influence
ducing the potential that their arrival will be discovered.
on human technology. After all, most comic book
worlds have super-science of one sort or another avail- Such teleportation technology may also allow aliens to
able to governments, megacorporations, and other move quickly and covertly around a planet, using either
organizations with sufficient resources. Who’s to say a ground-based installation or their ship as a relay station.
some of that didn’t come from studying and reverse-
engineering alien tech? Those factions are still likely An alien teleporter needs a minimum rank of 15 to
to keep their inventions top-secret for as long as pos- operate from geostationary orbit above the Earth (a bit
sible to retain their advantage, and some alien-derived over 22,000 miles) but a rank as low as 11 is capable of
tech may be considered too unstable or dangerous for operating from low-Earth orbit (around 2,000 miles).
widespread use.
Teleporter: Teleport, Extended, Limited to Extended • 2 points
Lastly, samples of alien technology could revolution-
per rank
ize human society as we know it, creating tremendous
leaps forward in scientific understanding and technical
capabilities. A few years after acquiring a working FTL A similar technology for some aliens is a teleportal: a
drive, for example, some human nations might have “gateway” defined by a technological framework which
their own hyperspace ships, capable of visiting (and creates a warp in space or even between dimensions, al-
colonizing!) other planets! Take this step carefully, as lowing aliens to travel simply by stepping through it. A tele-
it changes the style of the setting, but it can make for portal might simply add the Portal modifier to a teleporter
an exciting and dynamic one as humanity encounters or it could be Dimensional Travel technology for aliens from
new opportunities and challenges afforded by such ad- another universe to enter our own. Portals of various sorts
vancements.
are common for preternatural alien species.
ALIEN VEHICLES atively bulky and difficult to maneuver, but well armored. It
lands in a “drop zone” and opens large bay doors to quickly
off-load troops and even smaller vehicles (like hover sleds),
In order to visit Earth from whatever distant planet they call
then usually withdraws to a safe distance or returns to its
home, aliens need some form of transportation. In many
mothership to transport additional troops.
ways the space-ship, from the classic “flying saucer” to a
city-sized mothership, is a staple of alien technology.
TROOP LANDER 38 EP
Many alien vessels are armed. For some potential weapons,
see the Heavy Weapons and Vehicles Gadget Guides as Size: Gargantuan Strength: 12 Speed: 10 (space) Defense:
4 Toughness: 11 Features: Autopilot (+4), Communications,
well as Chapter 7 of the Hero’s Handbook. Computer, Navigation System
ALIEN VEHICLES
NAME SIZE STRENGTH SPEED DEFENSE TOUGHNESS COST
Mutants & Masterminds Gadget Guide: Alien Tech is ©2013 3815 S. Othello St., Suite 100 #304
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