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Mutants & Masterminds - [Review] Power Profiles #22: Strength Powers


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Power Profiles #22: Strength Powers

Vitals: Published By Green Ronin • 6 pages • $0.99 • full color PDF

Descriptors, Countering & Features

The Strength descriptor is broken down, and the built-in effects within are revealed. This may seem obvious to some, but it bears reading for because later on it will suggest that Super Strong characters can create arrays off of their "Strength ability’s built-in Damage effect." Unfortunately, while many will likely know exactly what is intended here, there are equally many who will misunderstand. A little clarity by way of a small example I think would have been helpful for the newer players who are reading this profile. Strength rank of 10 (costing 20 points) has a 10 point built in Damage effect upon which Alternate Effects can be built. Clearer, to the point, and ensures that new readers are not misunderstanding that they can create Alternate Effects off the full 20 point cost of Strength 10.

Three features show a little bit of the dynamic nature of strength as a power. A sidebar (the first of 3!) discusses options for Knockback. This cross references the Gamemaster's Guide but also suggests how to use Move Object for knockback, as well as GM Fiat. This is a nice sidebar, especially for clearing up the issue of how to build a specific knockback power.

Offensive Powers

Eight powers, which is actually quite a bit since only two of them really falls to the very basics of "punching stuff". Bullet Toss strikes me oddly, since there is also a half page sidebar titled Throwing Things that covers what you would expect it to give its title. If Strength innately allows one to toss objects why would one need a Bullet Toss effect? The simple answer is that some throwers might use a Strength-based Bullet Toss to augment their normal Strength for the purposes of throwing items as an attack. It allows a certain subtlety to character creation that alleviates the need for massive powerhouse muscles to reach power level caps. For those wondering why they would pay more for Bullet Toss over the Throwing Mastery Advantage, the answer is all in the range of the thrown object.

Bullet Toss isn't the only noteworthy effect here either. Sleeper hold finally gives us a good example of a Grab-Based effect, while Cracking the Whip gives us an effect suitable for an often seen maneuver from comics and cartoons. All in all this section works quite well on its own, but the real winner here is the Throwing Things sidebar. Finally we are given a clear cut breakdown on how to grab another character (PC or NPC) and chuck them at something or someone.

Defensive Powers

There are five powers here, and they don't disappoint. Stonewall, provides an effect for people who are so buff that punching them actually hurts, while Super-Endurance provides a nice take on Life Support that feels different from the norm. Tug Of War provides and interesting form of defense against grapplers, though I'm not sure how often people try to grapple the super-strong types if they can avoid it.

Movement Powers

As one can expect this is a short list, with on three effects. However leaping based power aside the other two are quite good, with Unstoppable being perhaps the most elegant solution to the Juggernaut's ability to power through walls and obstacles that I have seen. Makeshift Handholds is notable as well for its rather unique limit on an otherwise standard issue Movement effect.

Utility Powers

Two powers, four effects, one sidebar, and a coupon for a Power Aid. One of those is a lie, sorry I got carried away. The real utility in strength is pretty much built in, but there are ways to increase what is already formidable. Power-Lifting provides a way to increase one's lifting and carrying capacity without sending one's strength past the power level limits. The three different Strength boosting power effects provide ways to make a hero who isn't always strong, or who is capable of getting even stronger. These still obey power level limits, but it does suggest using ranks of Inaccurate as an option to maintain your power level.

The Crazy Strength Stunts sidebar is a one-way ticket to the Silver Age of comics where strength abounded and literally anything was possible with enough brute force. These kinds of stunts and Alternate Effects are not going to be suitable for every game, or every player, but there is something joyous in the idea of being strong enough to punch time itself, or to tear a hole in the fabric of reality to travel to another dimension.

Complications

Seven complications close out the profile. These will help to define the nuances and weaknesses of otherwise super-strong characters. Accidents happen for instance, especially when a fraction of one's strength is enough to bend steel. Likewise a strong genre aspect is the super-strong temper, heck this goes back outside the genre to the myths and legends of old; Hercules wasn't exactly known for his calm demeanor.

Closing Thoughts

This is a strong profile. (Sorry, I had to. ;)) It carries through with the theme very well, and gives a lot of options for super strong character that go beyond just the ability to smack people in the face really hard. The three (3!) sidebars range from the absolutely essential Throwing Things sidebar, to the genre lovin' Crazy Strength Stunts, but all of them carry some valuable advice on rules, options, and ways to add greater depth and versatility to what is so often a one-trick power theme. The power effects within are surprisingly good, with only a small number of "tried and true effects" which thankfully take up minimal room. This is a must have profile for players of Paragons and Powerhouses, and any GM is going to want this for the sidebars and rules clarifications.

Rating: 100% - Almost every player is going to want to take a peek at this, and every GM should own it.

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