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Ultimate Powers Book for M&M

I will not provide the UPB as I don't know if it's still under copywright or not, I'm just covering my ass. It can be easily found on several sites on the net, including here, which provides the Ultimate Addenda v1.1, by David Martin (the original writer), which includes several powers and sections of text forgotten in the original.

I will not waste time or space by including charts, text (including detailed descriptions), or anything else easily found in the UPB, however below I will detail quick conversions for most/all powers listed.

Hyperlinks to Powers: Defense, Detection, Energy Control, Energy Emission, Fightning, Illusory, Lifeform, Magic, Matter Control, Matter Conversion, Matter Creation, Mental, Physical, Power Control, Self-Alteration, Travel.

Defense Powers

Body Armor (artificial): as Armor.

Force Fields: free extra is Area, cost is 2 pp.

Force Fields vs...: all flawed to protect against specific types of attacks or effects.

Force Field vs Power Manipulation: protects against Neutralize and Transfer.

Force Field vs Vampirism: protects against Drain.

Reflection: as Deflection with Reflection extra.

Resistance to...: all flawed Protections save Resistance to Mental Attack, which is Mental Protection.

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Detection Powers

Many of the following Detection Powers are combined with Telescopic Sense to reflect their great range.

Abnormal Sensitivity: treat as Weakness-Blind with the Darkvision Super-Feat or Weakness-Deaf and the Ultra-Hearing Super-Feat.

Circular Vision: as All-Around Sight Super-Feat.

Energy Detection: as Detect-Energy Super-Feat.

Environmental Awareness: as Detect-Environmental Conditions.

Extradimensional Detection: ESP with the Dimensional Travel extra, flawed to senses only. Cost: 2.

All Hypersensitive-Senses: as flawed Super-Senses.

Life Detection: as Detect-Life Super-Feat.

Magic Detection: as Mystic Awareness.

Microscopic Vision: as M&M power of same name.

Penetration Vision: as M&M Super-Feat of same name.

Power Detection: as Detect-Powers Super-Feat.

Psionic Detection: as Psychic Awareness Super-Feat.

Radarsense: as Blindsight Super-Feat.

Sonar: as Blindsight Super-Feat.

Telescopic Vision: as Telescopic Sense power.

Thermal Vision: as Detect-Heat

Tracking: as Track feat.

True Sight: as Super-Feat of same name.

UV Vision: as Detect-UV light Super-Feat.

Weakness Detection: as Evaluate Super-Feat.

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Energy Control

Most of these powers are treated as new forms of energy for use with the Energy Control power. If the UPB energy form isn't listed here, there is a M&M form with the same name.

Absorption Power: as Absorption power.

Catalytic Control: as Chemical Energy Control listed in Crooks!

Coldshaping: as Cold Energy Control.

Darkforce: as Darkness Energy Control.

Energy Conversion: as the Energy Conversion extra listed under Absorption.

Energy Solidification: as Create Object power with flaw: Energy Source from Energy Control.

Energy Sponge: as Absorption.

Energy Vampirism: as Drain and/or Absorption with Weakness-Susceptible Hunger.

Hard Radiation: as Radiation Energy Control.

Plasma Control: you control high energy fields. This gives you a normal attack with the Penetrating Touch attack that only affects Force Fields, Energy Fields, and Alternate Forms-Energy and Shadow.

Radiowave Control: you can manipulate radiowaves whether AM, FM, or microwaves within range. With a DC15 power check you can garble any communications using radiowaves. As an extra you can take Neutralize-Electronics, this counts as an attack so if you already have this extra or Energy Blast, you can take the other as a power stunt.

Shadowshaping: as Darkness Energy Control.

Thermal Control: as both Cold and Heat/Fire Energy Control with the Power Source flaw. Cost 2 pp.

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Energy Emission

Most of these powers are treated as new forms of energy for use with the Energy Blast power, check above for energy forms not listed below. If the UPB energy form isn't listed here, there is a M&M form with the same name.

Energy Doppelganger: treat as a separate Heroic form with Alternate Form-Energy. If the hero can function while the Doppelganger is active, give the Alternate Form the Separate Forms extra. The Doppelganger will usually have all the heroes powers.

Heat Generation: treat as Fire.

Plasma Generation: as Energy Blast with Penetrating (flawed as above).

Radiowaves: you can use microwaves offensively to cause Heat damage to a target.

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Fighting Powers

Berserker: as Weakness of the same name.

Martial Arts Supremacy: treat as Strike.

Natural Weaponry: as Natural Weapons power.

Weapons Creation: as Create Object with Create Attacks extra, flawed to Only Create Attacks.

Weapons Tinkering: as Super-Intelligence, flawed to Only "Tinkering Skills," such as Craft, Repair, or other relevant skills.

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Illusory Powers

Animate Image: as Animation power with Animate Image Only extra/flaw.

Illusion-Casting: as Illusion power.

Illusory Invisibility: as Invisibility.

Illusory Duplication: as Duplication combined with Duplicates Only Incorporeal.

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Life Control Powers

Biophysical Control: Healing as M&M power, Regeneration as Healing with Regrowth extra, Revival as Healing with Resurrection extra, Damage Transferral as Healing with Empathic Healing flaw, Decay and Disruption as Disintegration with Disruption extra and Disruption Only flaw, Aging as Transformation flawed to Only Age.

Bio-Vampirism: as Drain-Constitution combined with Weakness-Susceptible Hunger from Crooks!

Body Transformation-Others: as Transformation power.

Emotion Control: as Mind Control with the Limited-Emotion Control flaw.

Exorsism: You can force an oppossed power check against active Mind Control and Possession powers, if you succeed their control is broken. Exorsism also works against any power that directly controls a target. Whenever you are the taget of these powers, you treat this powers rank as Mental Protection. Cost: 2, Action: Half, Range: Normal, Duration: Instant. (Power Build: Mental Protection, flaw: Controlling Powers Only, extra: Attack Effect).

Force Field vs. Hostiles: treat as Force Field with the Physical Only flaw.

Forced Reincarnation: as Reincarnation with Affect Others, Range x2 (normal) extras, and Others Only flaw.

Grafting: as Transformation power, with "Surgery Only" flaw.

Hypnotic Control: as Mind Control power.

Mind Control: as Mind Control with the Mental Link power stunt. Puppetry as normal, Possession as Mind Control with the Mind Blank extra, Negation as normal, and Magnification as Boost with Affect Others Only extra/flaw and the Range (normal) extra combined with normal Mind Control.

Mind Transferral: as Possession power with the Limited-Mind Switch flaw and an Affect Others extra. This is to represent the character being able to switch two minds, neither of which needs to be his own.

Neural Manipulation: as Paralysis power with the Stun power stunt.

Plague Carrier: as Drain power combined with the Healing power, flawed to Diseases Only. Also Immunity (disease).

Plant Control: as Plant Elementals extra listed under Plant Control power. Cost: 2pp.

Plant Growth: as Plant Control power.

Sense Alteration: as Illusion power.

Shapechange-Others: as Transformation power.

Sleep-Induced: as Fatigue only first use causes unconsciousness and Cost: 3pp.

Spirit Storage: you can store a spirit harmlessly within you indefinitely with an oppossed power vs will check. Targets are granted an additional oppossed check once per day to escape after the first 24 hours. Cost: 3, Action: Half, Range: Normal, Duration: Continuous.

Summoning: you can summon and control extra-dimensional beings, commonly called "daemons." One daemon is instantly teleported to you and must immediately set about completing a single command you give, once complete the daemon is free to return from whence it came. The abilities of these daemons are determined as per the Animation power description. Any powers you wish these daeomons to possess are limited as per the Animate Image extra description found under Animation. Cost: 4, Action: Half, Range: Normal, Duration: Continuous. Available extras: Additional Daemon, each time you take this extra you can summon one additional daemon.

Zombie Control: as Mind Control, flawed with Limited-Undead Only.

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Magical Powers

Enchantment: as the Craft-Magical Device skill.

Energy Source: this is simply an explanation of the characters powers. Any magical power should be incorporated into a single device.

Internal Limbo: as Spirit Storage above, increase to Cost 4, as the character can attempt to teleport unwilling targets, including the living.

Magic Control: for Manipulation you can make an oppossed power check to change the target of any Mystical power source power. For Magnification treat as Boost power with Mystical source Only flaw. For Negation treat as Neutralize with Mystical Source Only flaw. Otherwise treat as a new type of energy for Energy Control.

Magic Creation: is the realm of GMs and Gods (if there's a difference).

Magic Domination: as Mind Control power, with the flaw Limited-Mystic Powers Only.

Magic Transferral: treat as a sfx reversal of Transfer power.

Magic Vampirism: as Drain-Powers, with Limited-Mystical Source flaw, combined with Weakness-Susceptible Hunger from Crooks!

Power Simulation: as normal Sorcery power.

Reality Alteration: is the far beyond the scope of this text.

Spirit Vampirism: as Drain-Wisdom combined with Weakness-Susceptible Hunger from Crooks!

Sympathetic Magic (Voodoo): as Sorcery with Restricted-Offensive Only and the Device flaws (Cost: 1). This is basically an explanation of powers more than anything else.

Warding: usually as Energy Blast with the Triggered and Delay extras and the Device flaw (Cost 3). But any power can be used as a ward, simply and the above extras and flaw.

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Matter Control Powers

Bonding: as Snare which is always anchored to an object, whether the object is immovable is case specific.

Collection: as Telekinesis with the flaw Collect/Hold Only.

Crystallization: as Transmutation with the Limited-One State-Crystal and Transformation (flawed: Limited-One Type-Crystal) as a 1pp extra. Any extras from either power are available if they can reasonably be explained through crystals.

Diminution: as Shrink Only Transformation and Transmutation (Cost: 3).

Disruption: as Disintegration with the Disruption extra.

Enlargement: as Growth Only Transformation and Transmutation (Cost: 7).

Geoforce: as Element Control-Earth combined with the Detect (geological forces) Super-Feat. The Shokewave Super-Strength extra is available for this power.

Matter Animation: treat Air as Element Control-Air. For Liquid and Solid, treat these as new elements which both cost 3 due to their versatility.

Machine Animation: as Machine Control listed on page 99 of the basebook.

Micro-Environment: as Weather Control power with the Air Control and Continuous extras. As this is a passive power it cannot be used to attack or directly harm someone, unless your natural environment is damaging to them.

Molding: as Shape Matter.

Weather Control: as the M&M power of the same name.

Zombie Animation: as Animation with the Limited-One Type (dead bodies/zombies) flaw.

Matter Conversion Powers

Coloration: as per Energy Control-Light with the Limited-Color Only flaw.

Combustion: as Energy Blast-Fire with the Delay extra.

Disintegration: as the M&M power of the same name.

Elemental Conversion: as Transmutation with the Limited-One State flaw.

Ionization: as Energy Blast-Electricity with the Heat and Disintegration extras and the Slow flaw.

Molecular Conversion: as Transmutation.

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Matter Creation Powers

Artifact Creation: as Create Object.

Elemental Creation: as Create Object.

Lifeform Creation: as Create Object with the Continuous, Realistic, and Exact (from the Shapeshift power) extras and the Limited-Only Lifeforms flaw. GMs shouldn't allow players access to this power.

Mechanical Creation: as Create Object with the Continuous, Create Attacks, and Realistic extras.

Missile Creation: this is a special effect for various powers, including: Disintegration, Energy Blast, Neutralize, etc.

Molecular Creation: as Create Object.

Spray: as Suffocate with the Area (or Explosive Blast, from Energy Blast) extra. Similar to Missile Creation above, this is usually a special effect.

Webcastig: as Snare and usually Swinging.

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Mental Powers

Clairaudience: as ESP with the Limited-One Sense-Hearing flaw.

Clairvoyance: as ESP with the Limited-One Sense-Sight flaw.

Communicate with Animals: treat as an animal version of Datalink power.

Communicate with Cybernetics: as Datalink power.

Communicate with Non-Living Matter: treat as the special effect of Postcognition.

Communicate with Plants: treat as a plant-life version of Datalink.

Cosmic Awareness: by spending a Hero Point and succeeding at a power check you can learn almost any one fact. The DCs of the power check are: 10- Basic Fact, Location of anyone on Earth; 15- Complex Info, Location within a star system; 20- Secrets, arcane knowledge, hidden facts. Cost: 3, Action: None, Range: Personal, Duration: Instant.

Danger Sense: as Combat Sense power.

Dreamtravel: this is essentially Astral Projection, flawed by Limited-Dreams Only, with Telepathy, flawed by Limited-Dreamers Only, as an extra. The character enters into the targets dreams in astral form and can interact with those dreams.

Empathy: as Telepathy, flawed by Limited-Empathy.

Free Spirit: as Astral Projection with the Triggered-Death extra.

Hallucinations: as Illusion, flawed by Limited-Creatures Only.

Hyper-Intelligence: as per the Super-Intelligence power.

Hyper-Invention: as Super-Intelligence, flawed by Limited-Invention Skills Only. The most obvious being Craft, Science, and Repair with GM permission other relevant skills are effected also.

Incarnation Awareness: treat as the Photographic Memory Super-Feat.

Iron Will: similar to Absorption except, no additional powered effect is chosen and the stored damage does not decrease nor dissipate over time. When this powers storage limit is reached, or the character willingly releases the stored damage, he suffers one attack with a damage bonus equal to half (1/2) the total stored damage. No protection powers effect this release of stored damage. This power absorbs all incoming damage, whether from physical, energy, or mental attacks. After the stored damage is released, this power beings storing again. Cost: 4, Action: None, Range: Personal, Duration: Continuous.

Linguistics: as per Comprehend power.

Mental Duplication: maybe later.

Mental Invisibility: as per Mental Protection power.

Mental Probe: as Telepathy power.

Mind Blast: as Mental Blast power.

Postcognition: as the M&M power of the same name.

Precognition: as the M&M power of the same name.

Psionic Vampirism: as Drain-Wisdom and Drain-Mental/Psionic Powers and the Weakness-Susceptible to Hunger from Crooks!

Remote Snesing: as per the ESP power.

Sensory Link: as per the ESP power, flawed by Restricted-Creatures Present.

Serial Reincarnation: as per the Reincarnation power.

Speech-Throwing: treat as the ESP power with reversed special effects. The characters voice is audible at some distance location.

Telekinesis: as the M&M power of the same name.

Telelocation: with a successful power check you can psionically locate a target within range. The DC is determined by what contact you have with your quarry: holding a possession of the target, DC15; previously met the target, DC20; accurate and reliable second-hand information (GMs discretion), DC25. This power is often combined with various Detection Super-Feats. Mental Protection is the only way to avoid this kind of detection. Range is power rank x 10 feet. Cost: 2, Action: Half, Range: Special, Duration: Concentration.

Telepathy: as the M&M power of the same name.

Total Memory: as per the Photographic Memory Feat.

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Physical Enhancements

Armor Skin: as Protection with "obvious" special effects (not worth a flaw).

Body Resistance: as Protection power.

Chemical Touch: this can be the special effects of any Touch range power.

Digestive Adaptability: treat as a Super-Feat which allow the character consume anything he can fit into his mouth as food.

Hper-Speed: as the Super-Speed power.

Hypnotic Voice: as the Mind Control power.

Lung Adaptability: treat as a Super-Feat which allows the character to breathe any medium, whether liquid or gas as if it were his natural environment. Note: this is not Immunity-Suffocation, you are still vulnerable to a lack of breathable gases.

Pheromones: as Mind Control with the Mental Link power stunt.

Regeneration: as the M&M power of the same name.

Self-Revival: as Regeneration with both the Revival and Regrowth extras.

Self-Sustenance: treat as Immunity-Starvation and Suffocation Super-Feats.

Stealth: as Invisibility, flawed by Restricted-Later Tracking Only.

Suspended Animation: treat as the Trance Super-Feat.

True Invulnerability: as the Protection power.

Vocal Control: as the Shapeshift power, flawed by Limited-Voice Only. This retains the Disguise check bonus for mimicing any sound.

Waterbreathing: as the Amphibious Super-Feat.

Water Freedom: as the Underwater Combat Super-Feat.

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Power Control

Unfinished.

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Self-Atleration

Unfinished.

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Travel

Unfinished.

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