Mutants & Masterminds Power Profile 3 Mental Powers

download Mutants & Masterminds Power Profile 3 Mental Powers

of 6

Transcript of Mutants & Masterminds Power Profile 3 Mental Powers

  • 8/9/2019 Mutants & Masterminds Power Profile 3 Mental Powers

    1/6

    POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS

     The unleashed powers of the mind have fascinated hu-

    manity since storytelling began. Heroes and villains read

    the thoughts and memories of others, alter their percep-tions, and bring their battles to a whole other level, fight-

    ing mind-to-mind, pitting will against will.

    MENTAL DESCRIPTORS“Mental”—the primary descriptor for mental powers—has

    a number of implications in the context of the MUTANTS &

    MASTERMINDS system.

    • Minds:  Mental powers generally involve mental

    sensory effects or Will-resisted effects which target

    minds: beings with Intellect and Awareness ranks of–5 or more. Other effects often have the Limited to

    Minds modifier (following). A being lacking a mind

    is immune to mental powers at no cost. Some other

    beings have minds but are sufficiently different

    or alien to qualify for having Immunity to Mental

    Powers (at half or full effect) or greater degrees of

    Impervious Will.

    • Subtlety:  Note that instant, concentration, and

    sustained effects of mental powers are noticeable

    by default, like all other such effects (Hero’s Hand -

    book, page 92). The sole exception is mental sensory

    effects which are noticeable only to mental senses:

    thus Mental Communication can be “heard” by a

    subject with a mind, and “overheard” using mental

    senses, but is not otherwise noticeable. Likewise,

    the subject of a Mind Reading effect is normally only

    detectable by the subject and others with a mental

    sense like Mental Awareness. Things like offensive

    mental powers are generally noticeable by default

    unless the Subtle modifier is applied (Hero’s Hand -

    book, page 144).

    OF A DIFFERENT MIND

     The mental powers described in this Profile may not arise

    solely from the user’s mind, having other descriptors as-

    sociated with them.

    • Magical:  Psychic or mental powers are quite

    common for magical or mystical characters. Indeed,

    the difference between a psionic telepath an a mystic

    mind-reader is often quite blurred, and many mystic

    types rely heavily on an arsenal of mental powers.Magical mental powers function largely the same

    way, except for being subject to other effects tar-

    geting magic. So an amulet of protection provid-

    ing Immunity to Magic, for example, shields against

    magical mind-reading or mental influence, but does

    nothing against mutant psionic powers (or other

    mental powers lacking the magical descriptor).

    • Technology:  Oftentimes technological devices

    produce the effects of mental powers, such as ad-

    vanced brain-scanners able to “read” thoughts and

    memories (or influence them) and brainwave- orexotic energy-based weapons able to attack the

    mind or brain directly rather than just the body.

     There may also be “cyberpathic” or “technopathic” powers,

    mental powers that work on digital machine “minds” rather

    than biological ones. This means the powers affect beings

    with Immunity to Mental Powers or Immunity to Will effects

    11POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS

    Lotzer order 3533764

  • 8/9/2019 Mutants & Masterminds Power Profile 3 Mental Powers

    2/6

    based on having a digital or computer mind, but have no

    effect on ordinary biological minds, see the Machine Powers 

    profile for additional information on these types of powers.

    MENTAL FEATURESFeature effects (Hero’s Handbook,  page 108) associated

    with having Mental Powers may include the following:

    •  The ability to use or operate special equipment

    “keyed” to those with mental powers.

    • Radiating a subtle emotion or mental “broadcast”

    (such as the impression of a scent or music) good for,

    at best, an interaction check circumstance modifier.

    • A “psychic rapport” with another person, able to

    share thoughts and emotions over any distance (the

    equivalent of a Mental Communication Link).

    • Mental access to “the Akashic Records” or “the Collec-

    tive Unconscious” or some other repository of knowl-

    edge, sufficient to answer some questions as Inspira-tion (Hero’s Handbook, page 21).

    MODIFIERS The following new or expanded modifiers apply to some

    of the power effects in this profile.

    Limited Degree:  The Limited Degree modifier of Afflic-

    tion (Hero’s Handbook , page 99) may also limit the effect

    to the third degree only; the first two degrees of effect

    are simply “placeholders” for determining when the third

    degree is achieved but impose no conditions, such as anaffliction that transforms the target at the third degree

    but has no effect before that point. For non-cumulative

    Afflictions, this means if three degrees of effect are not

    generated on the initial resistance check, the effect fails.

    –1 point per rank.

    Limited to Minds: A particular type of Limited flaw, this

    limits the effect to subjects defined as having a mind (see

    Mental Descriptors, previously) when it would normally

    affect any subject. –1 point per rank.

    Limited to Resistance: Ranks of an effect with this flaw

    are limited to increasing the effect’s resistance check dif-

    ficulty class only and do not increase any other aspect of

    the effect. This flaw does not apply to effects—such as Af-

    fliction or Damage—where the degree of failure on the

    resistance check determines the outcome. It is intended

    primarily for non-offensive effects with the Attack modi-

    fier, such as Teleport Attack, where ranks Limited to Re-

    sistance increase the check DC but do not affect the tele-port’s range, for example. –1 point per rank.

    OFFENSIVE POWERSOffensive mental powers range from brutal as blasts of

    mental force to manipulation of a target’s thoughts or

    emotions, turning their own mind against them.

    EMOTION CONTROL

    You can manipulate the emotions of others, distracting orincapacitating them with anger, sadness, or even peace

    or joy. The specific emotions are largely descriptors, but

    the GM might allow slightly different effects, particularly

    in the application of the impaired and disabled modifi-

    ers and at the third degree where, instead of being inca-

    pacitated, the target might behave as controlled, acting

    strongly on that emotion (such as anger or love).

    Emotion Control: Perception Ranged Cumulative Affliction

    (Impaired, Disabled, Incapacitated), Resisted and Overcome

    by Will, Subtle, Variable Descriptor (Emotions) • 2 points + 4

     points per rank.

    HALLUCINATION

    You seize control of your target’s perceptions, creating

    incredibly realistic hallucinations. Since the illusions exist

    solely in your target’s mind, you can choose who can and

    cannot perceive them. This power affects all of a subject’s

    senses by default, but may be limited to just some senses,

    lowering the cost per rank.

    Hallucination: Illusion (All Senses), Selective, Limited to One

    Subject, Resistible by Will • 4 points per rank.

    MENTAL BLAST

    You can strike a target’s mind with a blast of mental force,

    causing pain or unconsciousness. Like other mental

    powers, your Mental Blast only affects targets with minds.

    Mental Blast: Perception Ranged Damage, Alternate Resistance

    (Will), Subtle • 1 point + 4 points per rank.

    MIND CONTROLYou can impose your will on other minds, forcing them

    to think and act as you wish. The initial dazed condition

    suits “brute force” forms of mind control; more subtle ap-

    proaches may substitute the entranced condition and are

    also often Insidious (Hero’s Handbook, page 142) leaving

    the victim no awareness their mind is gradually falling

    LASTING MENTAL EFFECTS

     The longest-lasting offensive effect in MUTANTS & MASTER-MINDS allows victims a chance to recover each minute.

     This is predicated on events happening in action time,when a minute (10 rounds) can be a very long time, butdoes not necessarily work with the demands of scene-based events. What if a villain mind controls a hero andthen escapes with him at the end of the scene? Is thehero still mind controlled in the next scene, a half-hourlater, or does the hero’s player get 30 attempts to over-come the mind control between scenes?

    When dealing with scene-based time, the Gamemas-ter should feel free to suspend the normal checks toovercome ongoing power effects, having them last intothe next scene, and only “restarting the clock” on over-coming them once things shift into action time again.In some cases, the GM may wish to award players heropoints for this as a complication.

    22 POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS

    Lotzer order 3533764

  • 8/9/2019 Mutants & Masterminds Power Profile 3 Mental Powers

    3/6

    victim to outside control. For “implanted commands” or

    “post-hypnotic suggestions” apply the Triggered modifier

    (possibly as an Alternate Effect or power stunt).

    Mind Control: Perception Ranged Cumulative Affliction (Dazed,

    Compelled, Controlled), Resisted and Overcome by Will, Subtle

    • 1 point + 4 points per rank.

    MIND SWITCH

    You “swap” minds with the target, placing your mind (and

    mental traits) in the target’s body and the target’s mind in

    your own.

    Mind Switch: Perception Ranged Cumulative Affliction

    (Transformed), Resisted and Overcome by Will, Insidious,

    Subtle, Limited Degree (Third Only), Side Effect (Target’s mind

    controls your body) • 2 points + 2 points per rank.

    POSSESSION

    Similar to Mind Control, except your physical body disap-

    pears, merging with the subject, while your mind controls

    their body. Physical harm to the subject has no effect on

    you—although you can no longer control an incapacitated

    subject. Mental attacks affect your  mind rather than the sub-

     ject’s. Possession limited to having to touch the subject has

    a –2 modifier, while requiring eye contact is a –1 modifier.

    Possession: Perception Ranged Cumulative Affliction

    (Dazed,Compelled, Controlled), Resisted and Overcome by

    Will,Extra: merge with subject, Subtle • 1 point + 5 points

     per rank.

    PSYCHIC VAMPIRISM

    You mentally drain the target’s vitality to replenish your

    own. Some Psychic Vampirism is also Insidious; the target

    does not feel or notice its effects until incapacitated by it.

    If the series features lethal damage, then draining targets

    past incapacitated leaves them dying. Psychic Vampirism

    able to heal Damage conditions as well as fatigue has a +1

    modifier (removing the Limit on Healing). Psychic Vampir-

    ism requiring you touch the target has a –2 modifier.

    Psychic Vampirism: Perception Ranged Cumulative

    Affliction (Fatigued, Exhausted, Incapacitated), Resisted

    and Overcome by Will, Subtle, Linked to Healing,

    Energizing, Subtle, Limited (Energizing Only), Limited (Self

    Only) • 2 points + 5 points per rank.

    PSYCHIC WEAPON

    You form a close combat weapon out of visible psychic

    energy. It attacks the target’s mind or spirit rather than

    body, ignoring physical protection, but also having noeffect on physical objects. Use your close combat modi-

    fier to attack with your Psychic Weapon against a difficulty

    based on your target’s Parry defense.

    Psychic Weapon: Damage, Alternate Resistance (Will) • 2

     points per rank.

    DEFENSIVE POWERSDefensive mental powers shield the character’s mind

    or use the mind’s powers to help conceal or otherwise

    protect the character by affecting opponents.

    MENTAL INVISIBILITY 

    You cloud the minds of others, rendering them unable

    to perceive you, although the particularly strong-willed

    can overcome the effect. Some forms of Mental Invisibil-

    ity provide less than complete concealment; reduce the

    effect rank to reflect the senses not affected.

    Mental Invisibility: Concealment 10 (All Senses), Limited to

    Minds, Resistible by Will (DC 20) • 5 points +1 point per +1 to

    Will DC.

    MIND SHIELD

    You possess a mental “shield” protecting your mind

    from outside influences. Because it is sustained, you can

    perform power stunts with your mind shield, including

    setting a Mind Trap (following) or “extending” your shield,

    an Alternate Effect applying Area and Affects Others,

    granting a lesser Will bonus to others over an area.

    Mind Shield: Enhanced Defense (Will), Impervious, Limited to

    Mental Powers, Sustained • 1 point per rank.

    MIND TRAP

    Anyone intruding in your mind is in for a nasty shock! You

    instinctively lash out with a Mental Blast against anyone

    contacting your mind against your will. Because the

    power’s reaction is making a Will check, mental powers

    used on you willingly (where you choose to forego your

    resistance check) do not trigger the Mind Trap. Some

    Mind Traps react with attacks other than Mental Blast,

    substitute the appropriate offensive mental power for the

    Damage effect in the Mind Trap power.

    Mind Trap: Perception Ranged Damage, Alternate Resistance

    (Will), Reaction (When you make a Will resistance check

    against a mental power), Subtle, Limited to the source of

    the mental power • 1 point + 6 points per rank.

    PREDICTIVE DEFENSE

    You can telepathically “read” opponents sufficiently to

    anticipate and avoid their attacks, giving you a bonus to

    your active defenses. The value of the Quirk is based on

    opponents immune to mental powers being relatively

    rare. If they’re particularly common, the Quirk may qualify

    as a Limit. If they’re less common, treat it as an occasionalPower Loss complication.

    Predictive Defense: Enhanced Defenses (Dodge and Parry),

    Quirk (not against opponents Immune to Mental Powers,

    –2 points) • 2 points for the first 2 ranks, +2 points per

    additional rank.

    33POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS

    Lotzer order 3533764

  • 8/9/2019 Mutants & Masterminds Power Profile 3 Mental Powers

    4/6

    MOVEMENT POWERS There are relatively few mental “movement” powers, save

    for the power to move your mind itself outside of your

    body!

    ASTRAL PROJECTION

    You can separate your astral body—a vessel of your mind

    and spirit—from your physical body. Your astral form is

    largely undetectable: subjects you observe may sense

    a “presence” with an Insight check (DC 10 + your effect

    rank). It is unimpeded by physical barriers and can move

    anywhere within your range in an instant as a move

    action. Rank 21 is sufficient for your astral form to go any-

    where on Earth.

    If your astral form can also visit other dimensions, apply

    the Dimensional modifier to it (Hero’s Handbook,  page

    140) based on the number of dimensions.

    You can use perception ranged effects while in your astral

    form and be affected by visual, aural, and mental sensory

    effects.

    Astral Projection: Remote Sensing (Visual, Aural, and

    Mental), Side-Effect (physical body is defenseless and

    immobile, –2) • 2 points per rank.

    UTILITY POWERSMental powers have a number of useful applications,ranging from sensing things beyond the ordinary five

    senses to communicating across great distances and bar-

    riers like language, or even species.

    AURA READING

    You can perceive the psychic auras of other minds, visible

    as faint haloes of colored light around their physical

    forms. A subject’s aura gives you a general idea as to their

    emotional state and physical health. More capable aura

    readers may have Acute or Analytical effects to gain much

    more detail. At the GM’s discretion, successfully reading asubject’s aura grants a circumstance modifier for interac-

    tion skills checks, particularly Insight.

    Aura Reading: Senses 3 (Detect Emotional and Physical State,

    Ranged), visual and mental • 4 points

    CLAIRSENTIENCE

    You can shift your senses away from your physical body,

    perceiving distant locations as if you were there. Clairvoy-

    ance is the displacement of visual senses, clairaudience

    the displacement of auditory senses, and clairsentience

    the general displacement of all your senses.

    Clairvoyance: Remote Sensing (Visual) • 2 points per rank.

    Clairaudience: Remote Sensing (Auditory) • 1 point per rank.

    Clairsentience: Remote Sensing (All Senses) • 5 points per rank.

    EMPATHY 

    You can sense the emotions (but not thoughts) of other

    minds. Use the Insight skill in place of Perception with this

    sensory effect. As with Aura Reading, a successful use of

    Empathy may grant you a circumstance bonus on other

    interaction skill checks, including other uses of Insight.

    More capable empaths may have the Analytical effect as

    well, giving them even more information. In situations

    where subject attempt to conceal their true feelings,

    the GM may call for an opposed Insight check, giving

    the empath a circumstance bonus for a successful initial

    Insight check.

    Empathy: Senses 3 (Detect Emotion, Acute, Ranged) • 3 points

     per rank.

    KNOWLEDGE TRANSPLANT

    You can “borrow” a skill from someone else’s mind, tem-porarily using it as your own or granting it to someone

    else. The “borrowed” skill lasts as long as you maintain the

    mental connection. Two ranks is sufficient to grant up to

    20 ranks in any one skill, or temporarily “teach” a whole

    team a new language, for example. This power makes a

    useful power stunt for telepath as well.

    Knowledge Transplant: Variable (Enhanced Skills and

    Languages), Affects Others, Free Action, Limited to Intellect

    skills, Limited to subject’s skill rank, Perception Range, Sense-

    Dependent (mental contact with subjects) • 9 points per rank.

    MENTAL COMMUNICATION

    You can communicate directly, mind-to-mind, with

    anyone in your range. The “receiver” for your communi-

    cation is having a mind (see Mental Descriptors). Mind-

    less subjects and those Immune to Mental Powers cannot

    receive your communication. Unlike Mind Reading (fol-

    lowing) Mental Communication is language-dependent;

    you must share a language in common with your subject

    in order to communicate unless you also have a power like

     Telepathic Translation.

    Since Communication is a free action to use and maintain,

    you can set up a Mental Communication “network” with

    multiple minds in a single round, so long as they are all

    within your range, functioning as a “mental switchboard”

    for group telepathic communication.

    Mental Communication: Communication (Mental) • 5 points

     per rank.

    MENTAL AWARENESS

    You are aware of mental sensory effects used in your pres-ence, so long as they are not Subtle. Those lacking mental

    awareness do not notice mental sensory effects unless

    they are the subject. Apply other Senses effects to extend

    the capabilities of your Mental Awareness.

    Mental Awareness: Senses 1 (Awareness, Mental) • 1 point 

    44 POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS

    Lotzer order 3533764

  • 8/9/2019 Mutants & Masterminds Power Profile 3 Mental Powers

    5/6

    MENTAL DETECTION

    You can detect the presence of other minds, whether you

    can perceive them with your physical senses or not. With

    the Acute modifier you can distinguish and identify indi-

    viduals and, with the Accurate modifier, you can target

    perception ranged effects at minds you detect. Your Per-

    ception checks for Mental Detection still have the normal

    –1 per 10 feet between you and the subject, unless the

    sense is also Extended.

    Mental Detection: Senses 5 (Detect Minds, Ranged, Acute,

    Accurate) • 5 points.

    MIND READING

    You can read a target’s thoughts and probe memories

    or even plumb their subconscious for information. Note

    that reading a subject’s mind at the surface thoughts level

    allows them to mentally communicate to you (regardlessof language) simply by thinking messages “at” you.

    Mind Reading: Mind Reading • 2 points per rank.

    SENSORY LINK

    You perceive whatever a subject you are in mental contact

    with perceives, at the same time they do. The Sense De-

    pendent flaw in this instance means the effect is depen-

    dent on your subject’s senses; anything affecting them

    limits your ability to sense through them.

    Sensory Link: Remote Sensing (All Senses), Limited to

    Subjects of Mental Communication or Mind Reading, Sense

    Dependent • 3 points per rank.

    TELEPATHIC TRANSLATION

    You create a telepathic field around you, allowing every-

    one in the area able to hear you to perceive any linguistic

    communication in their own language.

    Telepathic Translation: Comprehend 3 (Languages), Affects

    Others, Perception Area (Hearing) • 12 points.

    MENTAL COMPLICATIONSMental powers lead to a variety of complications involv-

    ing their use (and abuse) and how others feel about them

    and their users. Complications—particularly Honor and

    Power Loss—can curb some of the potential excesses of

    mental powers in an M&M game while awarding players

    hero points for the difficulties when they arise.

    ADDICTIONPsychics may become addicted to exercising their powers

    in various ways: a telepath can become dependent on

    sensing or contacting other minds, a mind controller may

    become addicted to controlling or manipulating others,

    and a psychic vampire might be addicted to the “rush” of

    draining energy. The addict has difficulty resisting an op-

    portunity to “get a hit” regardless of how inappropriate or

    dangerous it might be.

    A mentalist may also be addicted to drugs or medications

    that regulate difficult-to-manage powers: something to

    “quiet the voices” in a telepath’s head, for example.

    DISABILITY Physical disabilities are often common for comic book

    mentalists, with their focus on the mind over the body.

    Indeed, some are little more than a giant head or disem-

    bodied brain, either immobile or moved about via their

    powers or some technological support system.

    Mental powers may also compensate for other disabilities,

    such as mute characters able to “speak” telepathically and

    blind ones who can “see” via clairvoyance or precognition.

    As with all complications, hero points are awarded when

    the complication actually hinders or challenges the char-acter. Otherwise, it’s just background detail.

    HONOR

    A scrupulous code of honor is common for heroic and

    law-abiding mentalists. Generally, they respect the mental

    privacy of others and are reluctant at best to use their

    powers to intrude on others’ thoughts, much less influ-

    ence or control them, without their consent. A mentalist

    who takes the moral “high road” when it is inconvenient

    earns a hero point.

    POWER LOSS

    Mentalists may encounter power loss complications in a

    number of ways.

    First, drugs or devices like “psionic dampeners” may disable

    mental powers or block them in a particular area. Perhaps

    certain special materials are “psi-proof” and make effective

    shielding, allowing for literal “tin-foil hats” that thwart mind-

    reading and mind-control.

    Head trauma or conditions of the brain or nervous system

    may interfere with mental powers. A psychic might suffer

    power loss as a lasting injury from a blow to the head (Hero’s

    Handbook, page 199).

    Lastly, a user’s psychological state may interfere with the

    use of mental powers. A crisis of confidence, overwhelm-

    ing sense of guilt, or a general lack of mental centeredness

    could lead to a reduction or loss in mental powers until the

    character overcomes the problem.

    REPUTATIONFew things are scarier than the possibility of losing control

    of your own thoughts. Mind-readers and especially mind-

    controllers may be viewed with suspicion and mistrust.

    If the general public is aware of the existence of mental

    powers, their those wielding them may have to deal with

    these fears at some point.

    55POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS

    Lotzer order 3533764

  • 8/9/2019 Mutants & Masterminds Power Profile 3 Mental Powers

    6/6

    CREDITS & LICENSE

    OPEN GAME LICENSE Version 1.0a

     The following text is the property of Wizards of the

    Coast, Inc. and is Copyright 2000 Wizards of the Coast,

    Inc (“Wizards”). All Rights Reserved.

    1. Definitions: (a)”Contributors” means the copyright

    and/or trademark owners who have contributed Open

    Game Content; (b)”Derivative Material” means copyright-

    ed material including derivative works and translations

    (including into other computer languages), potation,

    modification, correction, addition, extension, upgrade,

    improvement, compilation, abridgment or other form

    in which an existing work may be recast, transformed

    or adapted; (c) “Distribute” means to reproduce, license,

    rent, lease, sell, broadcast, publicly display, transmit or

    otherwise distribute; (d)”Open Game Content” means the

    game mechanic and includes the methods, procedures,

    processes and routines to the extent such content does

    not embody the Product Identity and is an enhancement

    over the prior art and any additional content clearly iden-

    tified as Open Game Content by the Contributor, and

    means any work covered by this License, including trans-

    lations and derivative works under copyright law, but spe-

    cifically excludes Product Identity. (e) “Product Identity”

    means product and product line names, logos and iden-

    tifying marks including trade dress; artifacts; creatures

    characters; stories, storylines, plots, thematic elements,

    dialogue, incidents, language, artwork, symbols, designs,

    depictions, likenesses, formats, poses, concepts, themes

    and graphic, photographic and other visual or audio rep-

    resentations; names and descriptions of characters, spells,

    enchantments, personalities, teams, personas, likenesses

    and special abilities; places, locations, environments,

    creatures, equipment, magical or supernatural abilities or

    effects, logos, symbols, or graphic designs; and any other

    trademark or registered trademark clearly identified as

    Product identity by the owner of the Product Identity, and

    which specifically excludes the Open Game Content; (f)

    “Trademark” means the logos, names, mark, sign, motto,

    designs that are used by a Contributor to identify itself or

    its products or the associated products contributed to the

    Open Game License by the Contributor (g) “Use”, “Used”

    or “Using” means to use, Distribute, copy, edit, format,

    modify, translate and otherwise create Derivative Mate-

    rial of Open Game Content. (h) “You” or “Your” means the

    licensee in terms of this agreement.

    2. The License: This License applies to any Open Game

    Content that contains a notice indicating that the Open

    Game Content may only be Used under and in terms of

    this License. You must affix such a notice to any Open

    Game Content that you Use. No terms may be added to

    or subtracted from this License except as described by

    the License itself. No other terms or conditions may be

    applied to any Open Game Content distributed using

    this License.

    3. Offer and Acceptance:  By Using the Open Game

    Content You indicate Your acceptance of the terms of

    this License.

    4. Grant and Consideration: In consideration for agree-

    ing to use this License, the Contributors grant You a per-

    petual, worldwide, royalty-free, non-exclusive license

    with the exact terms of this License to Use, the Open

    Game Content.

    5. Representation of Authority to Contribute: If

    You are contributing original material as Open Game

    Content, You represent that Your Contributions are Your

    original creation and/or You have sufficient rights to

    grant the rights conveyed by this License.

    6. Notice of License Copyright: You must update the

    COPYRIGHT NOTICE portion of this License to include

    the exact text of the COPYRIGHT NOTICE of any Open

    Game Content You are copying, modifying or distribut-

    ing, and You must add the title, the copyright date, and

    the copyright holder’s name to the COPYRIGHT NOTICE

    of any original Open Game Content you Distribute.

    7. Use of Product Identity:  You agree not to Use any

    Product Identity, including as an indication as to com-

    patibility, except as expressly licensed in another, inde-

    pendent Agreement with the owner of each element of

    that Product Identity. You agree not to indicate compat-

    ibility or co-adaptability with any Trademark or Regis-

    tered Trademark in conjunction with a work containing

    Open Game Content except as expressly licensed in

    another, independent Agreement with the owner of

    such Trademark or Registered Trademark. The use of

    any Product Identity in Open Game Content does not

    constitute a challenge to the ownership of that Product

    Identity. The owner of any Product Identity used in Open

    Game Content shall retain all rights, title and interest in

    and to that Product Identity.

    8. Identification: If you distribute Open Game Content

    You must clearly indicate which portions of the work

    that you are distributing are Open Game Content.

    9. Updating the License:  Wizards or its designated

    Agents may publish updated versions of this License. You

    may use any authorized version of this License to copy,

    modify and distribute any Open Game Content originallydistributed under any version of this License.

    10. Copy of this License: You MUST include a copy of

    this License with every copy of the Open Game Content

    You Distribute.

    11. Use of Contributor Credits:  You may not market

    or advertise the Open Game Content using the name

    of any Contributor unless You have written permission

    from the Contributor to do so.

    12. Inability to Comply:  If it is impossible for You to

    comply with any of the terms of this License with respect

    to some or all of the Open Game Content due to statute,

     judicial order, or governmental regulation then You may

    not Use any Open Game Material so affected.

    13. Termination: This License will terminate automati-

    cally if You fail to comply with all terms herein and fail to

    cure such breach within 30 days of becoming aware of

    the breach. All sublicenses shall survive the termination

    of this License.

    14. Reformation: If any provision of this License is held

    to be unenforceable, such provision shall be reformed

    only to the extent necessary to make it enforceable.

    15. COPYRIGHT NOTICE 

    Open Game License v 1.0 Copyright 2000, Wizards of the

    Coast, Inc.

    System Reference Document , Copyright 2000, Wizards of

    the Coast, Inc., Authors Jonathan Tweet, Monte Cook,

    Skip Williams, based on original material by E. Gary

    Gygax and Dave Arneson.

    Modern System Reference Document, Copyright 2002-

    2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,

    Jeff Grubb, Rich Red-man, Charles Ryan, Eric Cagle,

    David Noonan, Stan!, Christopher Perkins, Rodney

     Thompson, and JD Wiker, based on material by Jonathan

     Tweet, Monte Cook, Skip Williams, Richard Baker, Peter

    Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and

    JD Wiker.

    Mutants & Masterminds, Copyright 2002, Green Ronin

    Publishing; Author Steve Kenson.

     Advanced Player’s Manual, Copyright 2005, Green Ronin

    Publishing, LLC; Author Skip Williams.

    Silver Age Sentinels d20, Copyright 2002, Guardians

    of Order, Inc.; Authors Stephen Kenson, Mark C.

    Mackinnon, Jeff Mackintosh, Jesse Scoble.

    Mutants & Masterminds, Second Edition, Copyright 2005,

    Green Ronin Publishing, LLC; Author Steve Kenson.

    DC Adventures Hero’s Handbook, Copyright 2010, Green

    Ronin Publishing, LLC; Author Steve Kenson.

    Mutants & Masterminds Hero’s Handbook, Copyright

    2011, Green Ronin Publishing, LLC; Author Steve Kenson.

    Mutants & Masterminds Power Profile: Mental Powers,

    Copyright 2012, Green Ronin Publishing, LLC; Author

    Steve Kenson.

    MUTANTS & MASTERMINDS POWER PROFILE: MENTAL POWERS

    Design and Writing: Steve Kenson

    Editing and Development: Jon Leitheusser

    Art Direction and Graphic Design: Hal Mangold

    Interior Art: Anthony Castrillo

    Playtesters: Darren Bulmer, Leon Chang, Jack Norris,

    Aaron Sullivan

    Publisher: Chris Pramas

    Green Ronin Staff: Bill Bodden, Joe Carriker, Will

    Hindmarch, Steve Kenson, Jon Leitheusser, Nicole

    Lindroos, Hal Mangold, Chris Pramas, Rich Redman,

    Evan Sass, Marc Schmalz

    Mutants & Masterminds Power Profile: Mental Powers is

    ©2012 Green Ronin Publishing, LLC. All rights reserved.

    References to other copyrighted material in no way con-

    stitute a challenge to the respective copyright holders of

    that material. Mutants & Masterminds, Super-powered by

    M&M, Green Ronin, and their associated logos are trade-

    marks of Green Ronin Publishing, LLC.

     The following is designated as Product Identity, in ac-

    cordance with Section 1(e) of the Open Game License,Version 1.0a: hero points, power points. All characters and

    their associated images, descriptions, backgrounds, and

    related information are declared Product Identity.

     The following text is Open Gaming Content: all game

    system rules and material not previously declared Product

    Identity.

    Green Ronin Publishing

    3815 S. Othello St., Suite 100 #304

    Seattle, WA 98118

    Email: [email protected]

    Web Sites: www.greenronin.com

    www.mutantsandmasterminds.com

    66 POWER PROFILE: MENTAL POWERSPOWER PROFILE: MENTAL POWERS