POWER SURGESSometimes superhuman powers surge out of control, often with serious
consequences. This is a new power drawback, known as a power
surge. The Power Surge drawback is generally Common and Strong,
worth 4 power points. Power surges are optional, since they’re
somewhat complex and require a separate system of tracking surge
points, outlined here.
Power Surges are restricted to PSI characters only.
WHEN POWER SURGES OCCURA power surge may occur when any of the following conditions are
met:
- The hero uses extra effort to enhance a power in some way,
whether increasing the power’s rank temporarily, or gaining a
temporary power feat. The chance of a power surge is the same
whether or not the player spends a hero point to ignore the
fatigue of extra effort. - A player rolls a natural 1 on any roll involving an active use
of a power (including attack rolls, and skill, ability, or power
checks). This does not apply to passive uses of powers, such as
Protection. - The character is stunned. This may occur in combat or from other
effects. - When the character is under extreme emotional stress. This may
be due to mental or psychological complications, or decided by
roleplaying and the Gamemaster’s judgment. It’s also possible
to goad someone into a power surge using interaction skills like
Bluff and Intimidate, but the GM should require at least two
successful checks against the target, and may wish to give the
character a +2 or better bonus on checks to avoid this sort of
manipulation.
When any of the previous conditions are met, the player makes a Will
saving throw, with a Difficulty Class of 10 plus the character’s power
level (the campaign’s power level for player character heroes or an
NPC’s calculated power level)
[NOTE: Effective PL 6 for PSI powers.] Thus as superhumans become more powerful, their powers become
more difficult to control, although their Will save bonus may also increase.
In cases where multiple conditions apply, each additional condition
increases the DC of the saving throw by +2. A character
is only required to make one Will save per round to avoid power
surges, regardless of the number of conditions, and makes only
one save per condition for as long as that condition applies. So
only one saving throw is required for a particular emotional stress
or stunned condition, for example, even if it lasts longer than a
round.
A successful Will save means no power surge but the character
gains a surge point. A failed Will save means a power surge occurs.
Players may spend hero points to improve Will saves and avoid
power surges.
POWER SURGE EFFECTSA power surge causes the character’s powers to go out of control. It
is much like an uncontrolled use of extra effort, with results dictated
by the Gamemaster.
The character is stunned by the power surge with the usual
effects: loss of the character’s next action and loss of dodge bonus
to Defense, with an additional –2 to Defense. The player can spend
a hero point to shake off this stun condition normally, although this
does not prevent the power surge from occurring.
On the round after the power surge ends, the character is
fatigued and recovers from this fatigue normally. If the character
was already fatigued (such as from a previous use of extra effort),
then he is exhausted, if exhausted, then he becomes unconscious.
The player may also spend a hero point to ignore the fatigue of a
power surge.
For a normal power surge, apply the effects of extra effort and the
Uncontrolled flaw to one of the character’s powers. The Gamemaster
decides the exact effects of any given power surge, with input from
the players, as desired. Possible power surge effects include:
- A power is used for an immediate attack against a random target
with a +2 bonus to power rank. The attack is rolled normally,
using the character’s normal attack bonus. - The character acquires a new power feat (like a normal use of
extra effort) that activates wildly on its own. A superhuman
with Energy Blast might suddenly acquire an area version as a
power stunt, emitting an omni-directional blast of power, or a
Dazzle effect as a power stunt, releasing a cascade of blinding
light. - One of the character’s other powers activates at random and at
+2 power rank, such as a flying character suddenly taking off at
full speed or a teleporter vanishing into thin air.
CONTINUOUS POWER SURGESIf a power surge involves an instant power like Energy Blast, then its
effects occur and end immediately, although the after-effects may
linger for some time. A surge involving a sustained or continuous
power may continue after the initial round. Each round after the
initial surge, the player makes another Will save for the character
with the same DC, but a +1 bonus for each round. A successful save
means the superhuman gets the surge under control and its effects
stop.
A failed save means the surge continues another round. The surge
may continue with the same effects as before, or it may change,
depending on the Gamemaster’s whim. The surge doesn’t grow any
more powerful, but an out-of-control flier may suddenly change direction,
or a character uncontrollably broadcasting his emotions may
change the feeling he’s generating.
A successful Will save to stop an ongoing power surge does not
earn a surge point, unlike a save to prevent a power surge from
occurring.
SURGE POINTSThe previous section describes the normal effects of a power surge.
Those change if the character has garnered any surge points from
resisting previous power surges. Each successful Will saving throw to
avoid a power surge causes the character to acquire a surge point.
Characters can accumulate an unlimited number of these points and
they are difficult to get rid of (see following). Surge points represent
a build-up of power; by resisting a power surge the character only
delays it, and ensures the surge will be more severe when it finally
does happen.
When a character with surge points fails a Will save to avoid a
power surge, the surge points augment the effects of the surge. The
Gamemaster applies all accumulated surge points as if they were
hero points, except surge points must be spent at all once and their
effects are cumulative. Surge points can have any of the effects hero
points do and enable a power surge to apply multiple levels of extra
effort (much like Extraordinary Effort in Chapter 6).
Some examples of the effects of surge points include:
- Applying additional increases to the affected power’s rank: +2
per surge point. As a general rule, most powers won’t exceed
twice their normal rank, but this is at the GM’s discretion. - Applying additional power feats. The most common is the
Progression feat (see Power Feats in the Powers chapter of
M&M). - Improving die rolls associated with the power surge. One surge
point allows the GM to add +10 any die roll associated with
the surge that’s 10 or less. Two surge points turn any such die
roll into an automatic 20 (although not a natural 20). This only
applies to rolls made by the Gamemaster for the affected power,
not things like saving throws or other checks made against the
power’s effects.
After a character suffers a power surge, the character’s surge point
total is reset to 0 and he begins building up surge points again from
successful Will saves until a new power surge occurs.
ELIMINATING SURGE POINTSNaturally, characters try to avoid power surges as much as possible.
However, the more you avoid a power surge, the worse it will
be when you inevitably succumb and lose control. A character
with enough surge points built up can do considerable damage.
Therefore, character may try to find ways to “bleed off” their excess
power, developing various sorts of “pressure valves” to keep them
under control.
One means is for the character to trigger a deliberate power surge,
under controlled conditions. You can always choose not to make a
saving throw to prevent a power surge, so some may choose to go
somewhere suitably isolated, where they can trigger a power surge
with a measure of safety and “blow off steam” before they lose control.
The drawback is the unpredictable nature of power surges. The
character doesn’t have any control over how the surge manifests
and, the broader the character’s powers, the more unpredictable the
surge becomes. Since power surges can add power feats to a power
(including Alternate Powers), there’s no telling what might happen.
Therefore, it’s questionable whether or not any place is entirely
“safe” for setting off a surge. For example, a character out in an
isolated area like the Sahara Desert or Antarctica might trigger a
power surge that creates an environmental catastrophe, such as a
massive shockwave creating a desert storm or a heat pulse melting a
tremendous amount of polar ice or turning desert sand into a sheet
of glass.
Characters capable of surviving in space and leaving Earth have
an additional option: they can trigger a power surge in deep space,
with nothing nearby for millions of miles. This is the safest possible
alternative, but there’s still no way of knowing what might happen.
A space-faring character is still capable of generating energy pulses
that might affect Earth in some way, from interfering with communications
to bombarding the planet with increased levels of radiation,
for example. Bring things like mental powers into play, and almost
anything could happen.
The other drawback to deliberate power surges is a surge stuns
the character (unless the player uses a hero point to overcome
this). This means characters may be momentarily bereft of their
protective powers after they surge. So a space-faring character
must have appropriate Immunities; otherwise the cure is far worse
than the malady as the character is exposed to the vacuum of
space. An opponent may lie in wait and try to take advantage of
the character’s momentary disorientation and fatigue. There’s also
the possibility of encountering trouble on the way to an isolated
locale to safely trigger a power surge. This may cause the character
to surge prematurely.
The other means of eliminating surge points is the opposite of
a deliberate power surge. A character who refrains from using any
powers at all for a length of time can slowly “bleed off” the excess
energies leading to power surges. This takes considerable time: a
character must not use any powers for a full week to eliminate a
single surge point. This includes continuous powers, which must be
“switched off” during this time. Permanent powers still function, but
the character cannot use any other powers during this time. Use of
any power, even for a moment, means he has to start the process all
over again.
The difficulty with this approach is it renders the character an
ordinary mortal while eliminating surge points. This leaves superhumans
vulnerable to their enemies, although they don’t necessarily
advertise their vulnerability (and their enemies may not know the
character’s powers are “on hold”). It also generally keeps them from
pursing any goals or activities requiring their powers. In fact, some
superhumans simply can’t take a week off when there’s so much for
them to do. The GM may call for Will saves to resist the temptation
to use powers while trying to shed surge points.
A character trying to avoid using any powers, but forced into a
situation where power use is necessary, may be considered under the
kind of stress that can cause a power surge. So, the effort of trying
to desperately refrain from power use may actually trigger the power
surge the character is hoping to avoid in the first place!
SURGE POINT PENALTYThe default assumption is the buildup of surge points has no adverse
effects on characters until they fail a Will save and a power surge
occurs. Some Gamemasters may wish to have the buildup make characters
more prone to power surges. In this case, apply a penalty to
the Will save against power surges equal to his current surge point
total. So a character with 3 surge points suffers a –3 penalty on saves
to avoid further power surges. This means there’s a finite number of
surge points a character can build up before inevitably failing a Will
save, and it makes racking up surge points a more serious matter.
DEATH SURGESA superhuman’s death throes can potentially unleash a catastrophe.
The default assumption is a character’s death doesn’t cause a power
surge if the superhuman dies instantly or is unconscious at the time
of death. If there’s no chance to react, there’s no chance of provoking
a power surge. On the other hand, a prolonged or painful death
almost certainly requires a Will save to prevent a surge, and some
may choose to forgo the saving throw, hoping to get a last chance at
revenge against their killers.
At the Gamemaster’s option, a power surge may occur when a
character dies under any conditions. This approach may actually
decrease the amount of violence in the campaign if Power Surge
is a common or default drawback, since superhumans won’t be so
quick to kill each other if they know each of them is essentially a
bomb waiting to go off. Better to defeat or overpower a foe and
then dispose of them somewhere relatively safe, where the resultant
power surge isn’t as dangerous, such as leaving them in a “sure-fire”
deathtrap…
Finally, there’s always the possibility of a superhuman’s dying
power surge doing something unusual. Perhaps a dying curse is
given life by the power surge, or maybe that last surge of power
creates an incorporeal “ghost” to cause more trouble in the future.
Is it really the spirit of the deceased character or just some power
construct? Only the Gamemaster knows for sure.
Death surges, if they exist, may also be far more intense than
normal power surges. Gamemasters may decide to apply additional
surge points to a death surge, using the guidelines for last-ditch
effort above; this will ensure the death of any superhuman
becomes a spectacular (and potentially cataclysmic) event.