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So if an armored hero loses access to his battlesuit, for example, he also loses access to the powers tied-up in it. Take away the device, and the wielder loses the ability to use those powers. Generally speaking, devices are powers with the Removable flaw applied to them (see Removable in Powers), meaning the power is external to the character.
All devices work the same way in game terms, regardless of their origin or descriptors. Some devices are products of alien technology so advanced they might as well be magical, or focuses of psychic or cosmic power beyond the understanding of both magic and science. Many heroes and villains have magical devices such as enchanted weapons and armor, magical talismans, wands and staves of power, and so forth. While devices are typically creations of advanced science, they don’t have to be.
#MUTANTS AND MASTERMINDS 3E BUILDS SUPERMAN PL10 SERIES#
Ultimately, it is up to the GM whether or not a particular item is considered a device or equipment (or neither), depending on the nature of the series and the characters.Ī device is an item that provides a particular power effect or set of effects. The same is true of devices like bionic claws or other implants. Although it has a technological descriptor, the implant can’t be removed without surgery, so it isn’t a device or equipment. The character has a cybernetic implant allowing him to “hear” radio waves. The character has a commlink installed in her costume. The character wears a cape allowing him to glide on air currents. Since the “weapons” can’t really be taken away, they’re not devices or equipment. This is just a descriptor for various attack effect powers.
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These weapons never run out of ammo and vanish when taken away from the wielder, who can summon another weapon as a free action. The power to summon weapons out of thin air. Equipment.Ī magical sword able to slice through tank armor. Device.Ī sword or other mundane melee weapon. equipment:Ī high-tech suit of powered armor. Equipment doesn’t grant “powers” per se (although equipment does provide certain effects).
If an item is integral to the character’s concept or abilities, it’s probably a device.Įquipment, on the other hand, is limited to fairly “mundane” things, can be taken away or even destroyed with impunity, and merely supplements the character’s traits. They grant effects beyond the capabilities of normal equipment, and they’re only ever lost or taken away temporarily. The primary differences are: Devices are part of the character’s traits. There can sometimes be a fine line between devices (Removable powers) and equipment (relatively mundane technology). It also describes vehicles, headquarters, and constructs, ranging from zombie minions to giant robots. This section looks at various sorts of devices and equipment game terms. Villains are forever coming up with doomsday machines and fiendish deathtraps while heroes use all sorts of gear to aid them in their fight for justice. From blaster rifles to anti-gravity belts, teleportation rings, and battlesuits, heroes and villains develop all manner of gadgets.