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Mutants & Masterminds - [Review] Power Profiles: #32 – Time Powers & #35 – Dimension Powers


jameson (ST)

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Power Profiles: #32 – Time Powers & #35 – Dimension Powers

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

Time And Relative Dimensions In Space …

Descriptors, Countering & Features

Time: Three descriptors plus countering. Two Features both of which would be potentially important standard options for a campaign set around time travel. The real meat here is the half page dedicated to discussion on “Temporal Tampering”. Four different options are presented for how easy, or difficult, it is to travel back and change history/the time stream. While these aren’t really player/character options they are important for a GM dealing with a time traveling character (PC or NPC) and far more so if the campaign as a whole will deal with time travel.

Dimensional: Dimension gets a great deal of space (get it?!) devoted to it, specifically to discuss the options of multiple dimensions within a game setting, how different spatial dimensions may affect powers, and the like. Countering is shown to be potentially highly varied, with dimensional powers possibly able to tap into other realms to counter nearly any other effect depending on the user’s specific build. Three features focus on adapting to different dimensions (in the setting sense). A few paragraphs are also given over to discussing how the Dimensional extra impacts the use of powers.

Offensive Powers

Time: Three powers. Time Freeze and Age Manipulation are well known and used powers, Temporal Ambush, however, presents and interesting way of dealing out damage as a temporal character without resorting to “time blasts” and the like. I appreciate that this power was given space over a more standard blast effect.

Dimensional: Three powers. Dimensional Cascade provides a variety of of offensive options based on the ability to link other dimensions to the user’s. Dimension Blade presents a clever use of Subtle on a close combat weapon.

Defensive Powers

Time: Three powers. Temporal Sidestep is going to be the most discussed of the three both by way of build and by way of effect. It’s not the first time we’ve seen a Reaction extra attached to a movement effect in this series and the build is similar to prior implementations. While one can hardly decry a power whose entry cost is in the vicinity of forty power points (or more) the nigh invulnerability it creates will rub some people the wrong way.

Dimensional: Three powers. Dimensional Shunt is the stand out power here with an interesting take on Deflect that could potentially create a great deal of ill will toward the character depending on how the Deflected effects interact with their destination dimension.

Movement Powers

Time: Three powers covering five effect builds. Time Portal and Time Travel do exactly what you would expect given the theme of the profile. Temporal Shift upends expectations somewhat however. The base effect is that of a Teleport (by stopping time to move), while the second and third effects allow the character to not only move himself but various amounts of his surroundings, allowing a player to stop time to pull an innocent from out in front of a speeding car, or move his friends out of the way of an explosion. My only beef is that these effects would seem to be gaining the advantage of the Selective Extra without paying for it and instead also getting a price break for the Limit to “things you can physically move”. I think here the Selective extra needs to be applied which would cancel the point savings from the limitation.

Dimensional: Three powers, all based on the Movement (Dimensional) effect. The primary difference between powers is the execution and the flavor of how they function. Dimension Walk appears to be unclearly, or incorrectly, costed in its higher forms. Hopefully this can be corrected and an updated file can be provided.

Utility powers

Time: Nine powers, five of which are Senses effects. The Reply sense presents an interesting Feature idea, but I would have liked a little bit more mechanical “oomph” behind it. Time Stop seems to be a similar power to the Temporal Shift power under movement, though this is less limited but the confines of needing combat strong mechanics.

Dimensional: Ten powers. This is probably the most impressive part of the profile after the first section. Powers like Dimensional Pocket, Dimensional Grab, and Four-Dimensional Form provide clever uses of Features and effects to create unique powers. The other effects all provide a range of useful abilities that adhere to the theme strongly and present a great deal of options to expand the role of a dimensional character beyond movement effects.

Complications

Time: Five complications are squeezed in at the end of the profile, covering three quarters of a page. Quirk, Responsibility, and Secret get the most attention. These three all work well within the confines of a game dealing with time travel, or even just a lone character displaced in time.

Dimensional: Six complications close out the profile. Accident can pose potentially game changing twists for the characters, while Responsibility and Secret could form the basis of a dimensional agent or the like.

Closing Thoughts

Time: Time Powers is one of the best of the series. With clever effects builds and a great deal of useful advice for players and GMs there is little more that could be asked for. The only blemishes are the potential issues with Temporal Sidestep’s powerful effect and, at least in my opinion, the lack of the Selective extra on the higher level Temporal Shift effects. Those two issues don’t diminish the remaining strong points of the product however and I feel strongly that there are few who would not find something useful in this product for any games and characters dealing with time travel.

Dimensional: Dimension Powers is a good profile. While it isn’t as strong as others it does provide a good deal of clever options and useful advice. The opening section and Utility powers help balance against the somewhat short offerings from other sections. A minor costing error on one power also tarnishes the finished product. Still, this profile is more gold than pyrite, and is recommended for all but seasoned dimensional travelers.

Rating

Time: 95% - Just shy of perfect. This profile brings enough to the table to please players of all experience levels.

Dimensional: 85%- A very good profile, that provides a good number of options. Some errors

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Ask and ye shall receive....

Moebius - PL 8

Strength 2, Stamina 2, Agility 1, Dexterity 2, Fighting 2, Intellect 1, Awareness 2, Presence 0

Advantages

Accurate Attack, All-out Attack, Benefit, Wealth 5 (billionare), Improvised Tools, Power Attack, Quick Draw, Skill Mastery: Investigation, Skill Mastery: Sleight of Hand, Skill Mastery: Stealth, Skill Mastery: Technology

Skills

Expertise: History 1 (+2), Perception 4 (+6), Sleight of Hand 4 (+6), Stealth 4 (+5), Technology 4 (+5)

Powers

A Wider View

. . Rapid Perception: Senses 5 (Awareness: Temporal, Rapid: Sight 2, Rapid: Hearing 2)

. . . . See The Future: Senses 4 (Alternate; Precognition)

. . . . Witness The Past: Senses 4 (Alternate; Postcognition)

Midnighting

. . Time Stop: Quickness 8 (Perform routine tasks in -8 time ranks; Subtle 2: undetectable; Quirk 4: Limited to Routine Actions While Active)

. . Replay: Senses 4 (Precognition; Custom: Feature: Able To Retcon Events)

. . Speed: Speed 8 (Speed: 500 miles/hour, 1 mile/round; Subtle 2: undetectable)

Timeless

. . Immunity: Immunity 5 (Custom: Temporal Effects 5, Notes: You are a “fixed” point in time, completely unaffected by its passage or any other temporal effects. This power includes immunity to aging from the normal passage of time. It may also include the benefits of the Chronal

Bulwark and Chronal Memory Features (see Features), depending on how time travel works in the setting.)

. . Locked In Time: Immortality 1 (Return after 2 weeks)

. . Regeneration: Regeneration 1 (Every 10 rounds)

Twisting the Threads

. . Manipulative Temporal Shift: Burst Area Teleport Attack 5 (900 feet in a move action, carrying 50 lbs., DC 15; Burst Area: 30 feet radius sphere, Attack: Dodge, Increased Range 2: perception; Limited: Limited To Things You Can Physically Move)

. . Temporal Shift: Teleport 5 (900 feet in a move action, carrying 50 lbs.; Accurate, Easy, Extended: 30 miles in 2 move actions; Limited: Places He Can Reach Physically)

. . Timestreaming: Movement 5 (Dimensional: Alternate / Parallel Timelines 2: group, 50 lbs., Time Travel 3: any time, 50 lbs.)

Offense

Initiative +1

Grab, +2 (DC Spec 12)

Manipulative Temporal Shift: Burst Area Teleport Attack 5 (DC Dog 15)

Throw, +2 (DC 17)

Unarmed, +2 (DC 17)

Languages

Native Language

Defense

Dodge 6, Parry 6, Fortitude 5, Toughness 2, Will 5

Power Points

Abilities 24 + Powers 58 + Advantages 14 + Skills 9 (17 ranks) + Defenses 15 = 120

Validation: Complications: At least 2 Complications are required

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