======Super Strength====== ||**Type:** Trait||**Action:** None (passive)|| ||**Range:** Personal||**Duration:** Continuous|| ||**Saving Throw:** None||**Cost:** 2 points per rank|| You|re capable of lifting and carrying more than normal for your Strength score, maybe much more. Each rank of Super-Strength grants you a +5 bonus to your Strength score when figuring carrying capacity (see Carrying Capacity, M&M, page 35). Your Super-Strength also gives you a +1 bonus per rank on Strength checks involving sustained application of strength or pressure, including grapple checks and breaking objects, but not Strength- based skills or melee damage. =====Super Strength And Strength Bonus===== Super-Strength power feats often refer to "Strength bonus," this is your normal modifier from your Strength score (including Enhanced Strength), not including any modification from Super-Strength rank unless it is specifically called out. You can think of some of the following power feats as Alternate Powers of Strength with Super-Strength as a prerequisite. =====Power Feats===== - **Bracing: **You can use your tremendous strength to brace against the force of an impact. This is an Alternate Power, substituting [[MMImmovable Immovable]] for Strength and applying the Sustained duration to the [[MMImmovable Immovable]] rather than Permanent (so it can be acquired as an Alternate Power). You gain [[MMImmovable Immovable]] with a rank of twice your Strength bonus. Since switching between Alternate Powers is a free action, you generally need some forewarning to brace against an impact (see the [[MMImmovable Immovable]] effect for details). - **Countering Punch: **You|re so tough you can counter some effects by punching them! This takes a ready action or a hero point for an instant counter, just like normal countering, and only works on ranged attacks (you still block melee attacks normally). Make a Strength check to counter the incoming power. If successful, you literally punch or knock it out of your way. If using the Countering Contest rules (see Countering Effects, M&M, page 70), you can even fight you way "upstream" of a ranged attack and knock it back into the attacker! - **Groundstrike: **You can strike the ground, creating a powerful tremor, radiating out a radius of (Strength bonus x 10) feet from you. Make a Strength check. Anyone in the area makes a check to resist a trip attack equal to your check result (see Trip, M&M, page 159). Reduce your result by -1 per 10 feet between you and the target, out to the maximum radius. Targets in the area can make a Reflex save (DC 10 + your Strength bonus) to halve the DC to avoid the trip attack. - **Shockwave: **By slamming your hands together, you create a tremendous blast of air pressure, inflicting physical damage equal to your Strength bonus in a cone-shaped area in front of you with a length and width (at the far end) equal to your Strength bonus x 10 feet. Targets in the area can make a Reflex save (DC 10 + your Strength bonus) to halve the damage. - **Super-Breath: **You can exhale a powerful blast of air, making a Strength check to trip targets in a cone-shaped area with a length and width at the far end equal to your Strength bonus x 10 feet (see Trip, M&M, page 159). Targets in the area can make a Reflex save (DC 10 + your Strength bonus) to halve the DC to avoid the trip attack. Your Super-Breath also blows out flames with a damage bonus equal to or less than (your check result -10). - **Thunderclap: **By clapping your hands together, you create a thunderous blast of deafening noise in an area of (Strength bonus x 5) feet around you. Those in the area must make a Reflex save (DC 10 + your Strength bonus) or suffer an [[MMDazzle Auditory Dazzle]] effect with a rank equal to your Strength bonus. =====Flaws===== - **Duration: **Sustained duration Super-Strength may represent an effect requiring a certain measure of concentration, like a sort of "tactile telekinesis," for example. If the character is stunned, his Super-Strength may stop working, problematic if the character happens to be holding up semi-truck, supporting a collapsing bridge, or the like at the time! - **Permanent: **Super-Strength cannot apply this flaw, since it doesn|t impose any real limitations. - **Uncontrolled: **Uncontrolled Super-Strength generally means you|re ham-fisted, likely to break things without even meaning to by over-applying your strength. The GM can require reliability rolls and Concentration checks to avoid damaging things when it|s important. [[MMPoderes]]