Revision [1134]
This is an old revision of MMSuperStrength made by GilbertoLeon on 2010-09-05 13:03:07.
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 Immovable for Strength and applying the Sustained duration to the Immovable rather than Permanent (so it can be acquired as an Alternate Power). You gain 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 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!
- Freeze Breath: You can exhale a freezing blast of air from your lungs, restraining targets in a cone-shaped area. Treat this as a Snare (Extras: Area [General, Cone]; Flaws: Check Required [Strength], Range [Touch]) attack with a rank equal to your Strength bonus.
- 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.
- Heat Vision: You can project intense beams of light from your eyes. Treat this as a Blast (Extras: Duration [Concentration]; Flaws: Check Required [Strength], Distracting) attack with a rank equal to your Strength bonus.
- Shockwave: By slamming your hands together, you create a tremendous blast of air pressure, inflicting physical damage. Treat this as a Strike (Extras: Area [General, Cone]; Flaws: Check Required [Strength]) attack with a rank equal to your Strength bonus.
- 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 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.
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