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Power Profile: Animal Powers Power Profile: Animal Powers Power Profile: Animal Powers

Power profile Animal

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Power Profile: Animal Powers Power Profile: Animal Powers Power Profile: Animal Powers

Power profile Animal

Uploaded by

Nunya
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Power Profile: Animal Powers

phagenic field, an invisible field of information


linking all members of a species andto a lesser
degreeall forms of life. If such a field exists, then
the ability to access it may be a source for obtaining animal powers, particularly for characters able
to access multiple powers or to vary their animal
powers. Similarly, the morphic field may be the
basis for animal shapeshifting or conditions like lycanthropy.

Speed of the cheetah, eyes of the eagle, strength of the


elephant, courage of the lion... the powers of the animal
kingdom are vast, and the Animal Powers profile looks
at them for themed characters with animal-like powers
or those able to adopt any of the powers of the animal
kingdom!

Animal Descriptors
The following are important descriptors for animal powers.

Animal: A key question for animal powers is:


What constitutes an animal? After all, humans are
animals, too, right? As a descriptor, animal generally
excludes humans, as it focuses on traits humans do
not have. Animal generally does include insects, jellyfish, worms, sponges, and other invertebrates. Its
largely up to the Gamemaster whether or not the
animal descriptor is limited solely to earthly animals;
in settings with inhabited alien planets, there are all
kinds of extraterrestrial animals. If it does include
alien creatures, the GM should consider the impact
this may have on any modifiers associated with the
descriptor.

Totem: In the context of animal powers, a totem is


a supernatural spirit associated with a particular
animal, which may grant animal powers to human
allies. So a wolf totem, for example, might grant wolflike powers to a mortal. Totems can have their own
agendas, and their gifts of power may come with
strings attached (see Animal Complications).

Natural: A reference to natural animals generally


means the creatures: 1) originate on Earth; 2) are not
genetically altered or enhanced, and; 3) are not supernatural (such as dragons or unicorns). Depending
on the handling of the animal descriptor, item 1 may
not apply.

Countering: Animal powers as a general descriptor


do not have much use in countering; specific powers
may counter other effects, such using Webbing to
smother a fire, for example. Most animal powers
modify the users body or abilities in some way and
are similarly difficult to counter, except with a Nullify
effect directly aimed at one of their descriptors (such
as magic, in the case of magical animal powers).

Animal Features

Morphic: A common descriptor for animal powers,


morphic refers to the theory of a morphic or mor-

Power Profile: Animal Powers


Jonathan Lotzer (order #3804208)

Feature effects associated with Animal Powers include the


following:
A minor, but still useful, animal trait like a coat of fur
able to provide some protection from the cold, or a

reduced need for food and water (or the ability to


store it), stretching out the time before the symptoms of starvation and dehydration set in or useful
for a circumstance bonus in some situations.

Animal Harmony: Natural animals are favorably


disposed towards you, having an initial attitude of
favorable unless circumstances dictate otherwise.
Predators tend not to see you as prey, while prey
species tend not to perceive you as a threat. Animal
Empathy is a common advantage for characters
with this trait.
You have an innate ability to know the traits of an
animal upon seeing or touching it (useful for those
looking to mimic those traits).
You have a keen sense of animal behavior. Upon
seeing an animal, you automatically know its attitude
towards you (Heros Handbook, page 73).

Offensive Powers
The struggle for survival in nature equips many animals
with offensive capabilities, which offensive animal powers
duplicate.

Crushing Grip
Whether its like a powerful bear-hug or a pythons constricting coils, you have a mighty grip able to hold and
squeeze an opponent. The Enhanced Strength granted
by this power is still limited by power level. Crushing Grip
is often accompanied by advantages like Improved Grab
and Improved Hold.
Crushing Grip: Enhanced Strength, Limited to Grabs 1 point
per rank.

Ferocious Charge
With a rush of movement at your opponent, you can
hit with considerable force, like a charging rhino or
bull. Protection or Immunity 2 (Own Slam Damage) is
common with this power, as is the Improved Critical
advantage.
Ferocious Charge: Strength-based Damage, Limited to While
Charging 1 point per 2 ranks.

Natural Weapons
Nature equips animals with weapons ranging from
sharp claws and teeth to fangs, horns, spines, and
mandibles. You possess similar natural weapons; some
may be Penetrating, while others have a Linked venom
effect (see the Venom power, following) or ranks of Improved Critical.
Natural Weapons: Strength-based Damage 1 point per rank.

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Jonathan Lotzer (order #3804208)

Quills
You have a coat of sharp quills or spines, making it dangerous to grab you and allowing you to inflict additional
damage in close combat.
Quills: Reaction Damage (to being touched) 4 points per rank.

Shock
You can deliver a powerful shock by touch, like an electric eel. If you can generate the shock by reflex whenever
someone touches you, apply the Reaction modifier.
Shock: Cumulative Affliction (electric shock; Resisted and
Overcome by Fortitude; Dazed, Stunned, Incapacitated) 2
points per rank.

Terrifying Roar
You can emit a fearsome roar, cry, or other animal call able
to shake and startle your foes. A truly terrifying roar might
be a Hearing Area Affliction instead.
Terrifying Roar: Enhanced Intimidation 1 point per 2 skill ranks.

Venom
The animal kingdom is filled with a wide range of venomous creatures, most using fangs or stingers to inject their
venom into a target (thus the use of Toughness for the
initial resistance check).
Venom can be Linked with a Damage effect for more
serious injection methods, like envenomed claws or
dagger-like fangs. Vary the conditions imposed by the
Affliction to suit different types of venoms: paralytics, for
example, may hinder, immobilize, and paralyze.
Venom: Progressive Affliction (Resisted by Toughness,
Overcome by Fortitude; Dazed, Stunned, Incapacitated) 3
points per rank.

Webbing
You can produce webbing like that of a spider, but scaled
up to human size, giving your webs greater tensile
strength and durability. In addition to using your webbing
as an attack, you may be able to use it for the Movement
(Swinging) effect as a regular power or power stunt.
Webbing: Ranged Cumulative Affliction (Resisted by
Dodge, Overcome by Damage; Hindered and Vulnerable,
Defenseless and Immobilized), Extra Condition, Limited
Degree 3 points per rank.

Defensive Powers
Animals have many defensive adaptations making them
tougher or better suited to their environment. In particular, characters may have different forms of Immunity,

Power Profile: Animal Powers

Movement (Environmental Adaptation) and even Enhanced Advantage (Favored Environment) to reflect an
animal-like adaptation to an environment.

Protective hide
Your skin is tougher than normal, being leathery or
covered with armored scales, for example. For extremely
tough or armored hides, add ranks of Impervious.
Protective Hide: Protection 1 point per rank.

Regrowth
Like certain lizards or worms, you can regrow lost body
parts and heal quickly from injury, ignoring many of its
complications.
Regrowth: Regeneration 1 point per rank.

Squeeze Through
You can compress and shift your body to squeeze through
small spaces an ordinary human could never fit through.
Squeeze Through: Movement (Permeate), Limited to Small
Spaces 1 point per rank.

Movement Powers
A number of movement effects make for good animal
powers: Burrowing for moles or worms, Leaping for grasshoppers or gazelles, Speed for cheetahs, horses, and other
swift land-animals, and Swimming for aquatic creatures of
all types. Others include the following.

Serpent Slither
Like a snake, you can slide along the ground and climb
head-first down surfaces your body can grip.
Serpent Slither: Movement 1 (Slithering) 2 points.

Wall-Walker
You can stick to walls and ceilings like an insect (or some
types of lizards and salamanders).
Wall-Walker: Movement (Wall-Crawling) 2 points per rank (up
to 2 ranks).

Wings
You have fully functional wings: bird-like, bat-like, or even
insect- or butterfly-like. You may be able to grow and
shed your wings at will; if this takes any longer than a free
action, apply the Activation modifier to your power. The
fastest sustained flight for an animal is about speed rank 6.

Utility Powers
These powers involve various animal-related abilities from
communicating, controlling, and working with animals to
taking on some of their useful traits.

Animal Companion
You have an animal ally or companion able to understand at least simple commands and carry them out, and
likely well-inclined towards you. Your companion may
be an ordinary trained animal or an unusual specimen in
some way, such as having greater than normal Intellect or
unusual abilities. Create your companion as a character
with 15 power points per rank, using the sample animals
in the Heros Handbook and Gamemasters Guide as templates.
Animal Companion: Summon Animal Companion, Heroic, SelfPowered (see Summoning Powers) 3 points per rank.

Animal Form
You can transform into an animal or animal-like form.
Common in-between forms are humanoid mixes of
human and animal traits, like a classic therianthrope.
The default version of this power lets you assume a single
animal form with no more power points than your normal
(human) form. If you can assume multiple forms, increase
Morph rank to 2 (for a general type of animals) or 3 (for
all animals) and apply a rank of Metamorph for each individual form. See the animal archetypes on pages 133136
of the Gamemasters Guide for a list of potential animal
forms. This includes the Swarm archetype, allowing you
to transform into a swarm of insects (or similar tiny creatures) rather than a single animal.
A humanoid in-between form counts as a separate
Metamorph rank and mixes humanoid and animal traits
allowing you to, amongst other things, speak and have
hands while gaining many of the animals other traits. The
various difficulties of function in animal form are covered
by complications (see Animal Complications).
If you can assume any animal form, see the Shapeshift
power from Morphing Powers, with the Limit Only
Animal Forms.
Animal Form: Morph 1 (Animal Form), Metamorph 6 points per
rank.

Animal Mimicry
You can temporarily mimic the traits of different animals.
See the Meta-Powers profile for more on mimicry in
general.
Animal Mimicry: Variable (physical traits), Limited to traits
possessed by animals 6 points per rank.

Wings: Flight, Wings 1 point per rank.

Power Profile: Animal Powers


Jonathan Lotzer (order #3804208)

Animal Senses
Animals have a tremendous range of sensory abilities
compared to those of normal humans. Some of the Senses
effects Animal Senses may grant include:

Acute Olfactory: Many animals have an acute sense


of smell (1 rank), able to distinguish individuals by
scent alone, or even an analytical sense (2 ranks
total) able to pick up subtle scents and clues. Tracking Olfactory abilities are also common for predators
(1 rank).
Extended: Some animals have extended senses
compared to humans, notably the vision of some
predatory birds (1 rank).

Heat-Sensing Pits: Various reptiles have heat-sensing pits, granting them the benefits of Infravision (1
rank).

Multifaceted Eyes: Insects often have multifaceted


eyes (or multiple eyes) granting them the benefits of
Radius Vision (1 rank).

Navigation: Birds and some fish appear to have an


innate sense for navigation (Direction Sense, 1 rank).

Night Vision: Nocturnal animals have considerably


better night vision than humans, providing Low-light
Vision (1 rank).

Sonar: Animals like bats and some cetaceans use


echolocation, providing them with a kind of sonar
(Accurate Hearing, 2 ranks).

Survival Sense: Prey animals often have a preternatural sense for danger, perhaps providing the benefits
of Danger Sense (1 rank).

Ultra-Hearing: Animals like dogs and some of the


aforementioned sonar-using creatures have hearing
ranges into the ultrasonic (1 rank).

Animal Senses: Senses 1 point per rank.

Generally, characters have a fixed set of animal senses, or


gain the senses of a particular animal form (see Animal
Form). Those able to gain any animal sense, may have a
limited version of Animal Mimicry. This power can grant
any 5 power points in animal senses as a sustained effect,
taking a standard action to re-allocate points.
Animal Senses: Variable 1 (physical traits), Limited to Animal
Traits, Limited to Sense effects 5 points.

Animal Summoning
You can summon animals to do your bidding. The default
version of this power works on natural animals in your
nearby surroundings; the animals come in response to
your summons under their own power and fulfill your
commands to the best of their abilities. The GM determines what animals (if any) are nearby and how quickly
they can respond.

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Jonathan Lotzer (order #3804208)

The listed rank is sufficient to summon any of the animals


from the Gamemasters Guide (except for a giant squid);
adjust based on the type and amount of animals the character can summon: flocks of birds, for example, substitute
General Type and may summon a few swarms (Gamemasters Guide, page 135) rather than a full 5 ranks of Multiple
Minions, the same for Animal Summoning limited to sea-life.
If you summon the animals out of nowhere, having them
appear instantly at your side, drop the Self-Powered flaw.
Animal Summoning: Summon Animals 3, Broad Type (Animals),
Horde, Multiple Minions 5 (32 animals), Self-Powered (see
Summoning Powers) 42 points.

Chameleon Camouflage
You quickly shift your color and pattern to match your
surroundings, allowing you to blend into the background
like a chameleon, although this power is far more adaptive and efficient.
Chameleon Camouflage: Concealment (Visual) 2, Blending 2
points.

Create Chimera
You have the unusual power to merge two or more different animals, creating a combined creature with a mix
of their traitsa chimeraable to carry out your commands. Your rank in the power sets the limit of the most
powerful chimera you can create. Once you no longer
sustain the power, the animals forming the chimera return
to their normal forms (and likely to their normal habits
and habitats as quickly as possible).
Create Chimera: Summon Chimera, Broad Type (Mixed Animals),
Heroic, Limited to Available Animals 4 points per rank.

Multiple Limbs
You have additional limbs, like many members of the
animal kingdom. This power ranges from a prehensile tail
(able to function like a hand) to feet adapted to work as
hands, or additional arms (or tentacles).
Multiple Limbs: Extra Limbs 1 point per rank.

Speak with Animals


You can communicate with animals and they can respond
to you. This power does not necessarily give animals any
greater degree of intelligence, so their communication may
be limited to fairly simple concepts and sense-impressions.
If you can speak with animals without speaking aloud
(you simply think your responses), apply the Subtle modifier. If others can understand animals when you are around,
apply the Affects Others modifier. To communicate with
animals over greater distances, use the Communication
effect (or Summon, if you simply call animals to aid you).
Speak With Animals: Comprehend 2 (Animals) 4 points.

Power Profile: Animal Powers

Other Animal Powers


For more on summoning and controlling creatures,
see the Summoning Powers profile. Some Morphing
Powers, particularly Shapeshift Limited to Animal Forms,
can also be animal powers. Size & Mass Powers and
Strength Powers are useful for giant-size and powerful
animals while Sensory Powers provide additional sense
ideas.

Animal Complications
Animal powers come with a number of potential complications, usually tied into the animal mind-set and the
physical limitations of animals as compared to humans.

Disability
Just as they have abilities humans do not, animals also
lack many human traits, particularly greater intelligence,
language, and manipulative appendages (and the tool
use that comes with them).
Characters who assume animal forms may run into some
of these disabilities as complications, earning hero points
for them. Just as with other complications, these disabilities only earn hero points when they actually come into
play. Just because a hero cannot speak while in animal
form does not earn the character an automatic hero
point; a situation must arise where the inability to speak
is a hindrance. Likewise not having hands or other animal
disabilities.
Note that if you want you character to not have one or
more of these disabilitiesbeing able to speak normally
in animal form, for examplejust disregard the complication and the associated hero point award.

Enemy
Animal powers tend to encourage two types of enemies.
The first is the natural enemy associated with the characters animal type. For example, someone with cat powers
may have a dog-themed foe, or a mongoose-powered
hero might confront snake-themed villains (cobrathemed, to be more specific). See the Nemesis and Opposite roles for villains in the M&M Gamemasters Guide for
additional discussion.

into complications involving the animal mind-set. Its


common for animal powers to come with some measure
of the animals attitude or personality, which can potentially overwhelm the character, creating complications.
So a character with the form or powers of a predatory
animal might have to deal with violent tendencies or a
desire to hunt prey animals, while someone with the form
or traits of a prey animal may become skittish and more
inclined to run than fight. Stereotypical traits associated
with animals can also come into play: proud eagles and
lions, stubborn mules, skittish and playful monkeys, cold
and vicious sharks, and so forth.

Involuntary Transformation
Animal powers with a transformative aspect may sometimes prove outside the characters control. The classic
example is the lycanthropes transformation during the
full moon; the character might have complete control the
rest of the time, but lose it when the moon is full. A more
whimsical version is the character who transforms when
wet, posing difficulties in maintain a secret identity.

Power Loss
Various circumstances can cause the loss of animal
powers depending on their source. Supernatural powers
may cease to function in the presence of magical or
religious wards, on consecrated ground, or in the presence of certain charms, from natural plants to magical
diagrams.
Animal powers originating with supernatural beings like
totems may also be revoked at the beings whim, should
the character misuse them or fail to follow a certain
code of behavior. Regaining the lost powers could be
as simple as returning to right behavior or as complex
as seeking the totem out and asking for some type of
penance.

Temper
A measure of animal bloodlust is a common complication
for those with the powers of predatory creatures. See the
Identity complication for more.

Weakness

The second type of enemy is the foe of animals or nature in


general. Animal powers often come with a protectiveness
of the natural world, from heroes shutting down poachers and polluters (and earning their enmity) to vigilantes
violently retaliating against those who commit crimes
against nature or psychopaths looking to wipe out all
humans to allow the natural world to thrive without them.

Mythological shapeshifters and therianthropes often


have specific weaknesses, the most common being the
legend of a silver bullet killing a werewolf, which is often
extended to werewolves being vulnerable to silver in
general. Other animal powers might be vulnerable to
certain types of weapons, from jade and obsidian to cold
iron or mythic metals.

Identity

Besides direct harm, certain things may also be able to


ward off animal powers. Supernatural ones might be
held at bay or forced to flee religious artifacts or symbols,
rings of salt, iron, or certain herbs (like wolvesbane, for
example), or the calls of other creatures

Just like they sometimes have to deal with the limitations


of animal forms, those with animal powers may also run

Power Profile: Animal Powers


Jonathan Lotzer (order #3804208)

Credits & License


Mutants & Masterminds Power Profile: Animal Powers
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser
Art Direction and Graphic Design: Hal Mangold
Interior Art: Octographics
Playtesters: Leon Chang, James Dawsey, Nathan Kahler,
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, Evan Sass, Marc
Schmalz
Mutants & Masterminds Power Profile: Animal Powers is
2012 Green Ronin Publishing, LLC. All rights reserved.
References to other copyrighted material in no way constitute a challenge to the respective copyright holders of
that material. Mutants & Masterminds, Super-powered by
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System Reference Document, Copyright 2000, Wizards of
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Mutants & Masterminds Power Profile: Animal Powers,
Copyright 2012, Green Ronin Publishing, LLC; Author
Steve Kenson.

Power Profile: Animal Powers

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