GadGet Guide: Vehicles
From hot rods to starships,
many heroes and villains use
vehicles to get from place to
place, and some even rely
heavily on a vehicle as the
source of their abilities. This
Guide expands the game
systems and information on
vehicles found in the MUTANTS
& MASTERMINDS Heros Handbook.
Vehicle tRaits
Vehicle traits are summarized in
Chapter 7 of the Heros Handbook. All
vehicles have Size, Strength, Speed, Toughness, and Defense, most have Features, and many
also have Powers in their own right. A vehicles Size category determines its base Strength, Toughness, and
Defense, while Speed is acquired separately, based on its
mode(s) of movement.
Vehicles and PoweR leVel
On their own, the unmodified vehicle templates by size
category given in Chapter 7 of the Heros Handbook are
all power level 3, based on their Defense and Toughness
ranks, with room for a +1 modification of either without
changing power level. This allows vehicles to fit easily into
virtually any series.
Vehicles generally have the same power level limits as characters, although in some series, the Gamemaster may wish
to institute separate power level limits for characters and
vehicles. This is most appropriate for settings where vehicles are common and characters are primarily intended to
be their lower-level pilots. See Gadget Guide: Mecha for
more on this.
Vehicles and enViRonMents
A vehicle is assumed to provide the necessary life support
for its passengers for the environments it is equipped
to move through. So, for example, an aquatic vehicle is
assumed to be water-tight and have its own oxygen supply,
while a space vehicle is assumed to provide a safe, breathable environment, and even gravity. These are part of the
vehicles descriptors and have no point cost. The GM may
wish to permit the lack of such environmental systems as a
Quirk on the vehicles cost or a complication in play. Certainly the disruption of such systems constitutes a complication!
Immunity to environments or other effects not normally
part of the vehicles mode(s) of movement is acquired as
a power for the vehicle, typically Affects Others and Others
Only for a net +0 modifier, protecting everyone inside the
vehicle.
GadGet Guide: Vehicles
RedlininG:
Vehicles & FatiGue
The Limits of Equipment
section of the Heros Handbook (see Chapter 7 of that
book) notes that extra effort
used in conjunction with
equipment always places
the strain on the equipment,
rather than the character. This is
also the case for vehicles, where
extra effort is known as redlining
the vehicle, pushing it past its normal
specifications and limits. Like characters,
the vehicle has three distinct levels of strain
from this effort: impaired, disabled, and immobilized.
The circumstance penalties for an impaired or disabled
vehicle apply to all checks utilizing the vehicles systems.
Additionally, a disabled vehicle is hindered (1 to speed
rank) much like an exhausted character. These conditions
persist until the vehicle undergoes maintenance to repair
them (see Repair Checks under Vehicles in Action).
MoVeMent Modes
All vehicles have a Speed rank, representing at least one,
if not several modes of movement. The default is ranks in
the Speed effect for movement along the ground, but vehicles can have ranks in any movement effect allowed by
the GM:
Burrowing is good for mole machines and similar
vehicles intended to tunnel through the ground and
other obstacles. It is not necessary for vehicles that
travel through already established tunnels (such as
subway trains) just for those that create their own.
Flight is the basic movement mode for all kinds of
aircraft (and spacecraft). M&M does not address
the details of runways, VTOL (vertical take-off and
landing), hovering, and similar aircraft capabilities;
assume most aircraft either have these capabilities or
apply a complication for circumstances where their
lack of them poses problems for the heroes.
Leaping is a relatively rare vehicle ability, but may
apply to leapfrog designs or vehicles with jumpjets or similar capabilities.
Movement effects suit special types of vehicles.
Dimension Travel and Time Travel suit trans-dimensional vessels, while Space Travel is a must for starships capable of leaving the solar system and visiting other stars. Wall-Crawling can suit an unusual
vehicle capable of driving (or climbing) up vertical
surfaces while Water-Walking works for a surface
skimmer like a hovercraft. Vehicles do not gener-
like a submarine, with Swimming 6 (also 6 points,
but taken as a 1 point AE of Flight). The cars total
Speed trait costs 14 points: 12 for Flight + 2 for the
two alternate movement modes.
ally require Environmental Adaptation, as they are
assumed able to function in environments they can
move through.
Swimming is the movement mode for waterborne
and aquatic vehicles of all kinds. It is the same for
both surface and submersible vehicles, although
Gamemasters may wish to consider Swimming
movement limited to the surface of the water to have
a flaw (probably not much more than a 1 point Quirk,
however).
Teleport is suitable for vehicles that can jump from
point to point, taking their passengers and cargo
along. Those that can teleport passengers away from
the vehicle or back to it have a separate Teleport
effect with Affects Others and Others Only. Interplanetary or interstellar hyperjumps are just a descriptor for the Space Travel effect (previously) rather than
Teleport.
A vehicles movement applies to it and to all of its passengers and crew, just like a characters movement applies
to that character and everything he or she is wearing or
carrying.
As noted under Vehicle Traits in Chapter 7 of the
Heros Handbook, a vehicle can have multiple movement
modes, paying the full point cost for the most expensive
mode, and acquiring the others as Alternate Effects of
that primary mode.
Example: An AEGIS all-terrain undercover car is
truly all terrain: it is capable of Flight 6 (12 points)
but can also drive like a regular car up to Speed 6
(normally 6 points, but taken as a 1 point Alternate
Effect of Flight) and can air-seal and submerge
Generally, a vehicles drive system (the mechanics of its
movement) are left as a descriptor, although certain systems
may qualify as modifiers to the vehicles type of movement.
For example, a hovercraft has Speed, but should also have
Movement 1 (Water-Walking). A trains Speed is Limited to
moving along established tracks (should the point-cost of a
train as a vehicle even become relevant).
Vehicle fuel is also handled as a descriptor and a complication on the occasions when fuel problems arise, the same
as ammunition. See Ammo, Batteries, and Charges in the
Equipment section of Chapter 7 of the Heros Handbook.
Vehicle FeatuRes
Vehicles can have a wide range of Feature effects, enough
to fill a book of their own in detail. As with other Features, those of a vehicle must be game effects significant
enough to be worth a rank in their own right, but not
already covered by an existing power effect. As the Heros
Handbook notes, standard features for a vehicle, allowing it and its passengers to operate normally in its chosen
environment(s), are included as descriptors at no cost.
The vehicle Features in Chapter 7 of the Heros Handbook
provide a starting set of examples. Others may include:
Autopilot: The vehicle is capable of self-piloting
with its own Vehicle skill of 4 skill ranks per rank in
this Feature (half the usual cost of the skill, since it is
Limited to just this vehicle).
Communications: The vehicle has a communications
system (CB radio, cellular link, even subspace or FTL
radio) designed to communicate with similar systems.
For an especially broad-spectrum system, the GM may
wish to charge an additional Feature rank.
Computer: The vehicle has an on-board computer,
capable of accessing information and controlling the
routine operations of the vehicle.
Dual Size: Like the headquarters feature from Chapter
7 of the Heros Handbook, the vehicle has two size categories: its inside category (purchased normally) and an
outside category, one or more size categories smaller,
making it larger on the inside than the outside. Pay the
cost of the larger interior size, plus 1 rank in this feature
for each size category reduction of the exterior size.
Determine the vehicles STR and TOU from the larger size
and its Defense from the smaller one.
Rooms: At the Gamemasters discretion, a Gargantuan or larger vehicle can incorporate some headquarters features (see Chapter 7 of the Heros Handbook)
essentially functioning like a mobile installation. So,
for example, a Gargantuan jet plane might have an
Infirmary and Living Space on board, while an Awesome-sized starship might have that plus a Gym,
Hangar, Holding Cells, Laboratory, and more! For
Mounts as Vehicles
Although relatively rare in most M&M settings, riding
mounts can generally be considered vehicles for the
purposes of most of the rules and information in this
Guide. The primary difference between a mount and a
vehicle is that mounts are creatures in their own right
(usually living animals, but in superhero settings they
can be constructs, robots ... almost anything) and riders
are usually outside, riding on the mount, as opposed
to inside an enclosed vehicle. Even these lines blur
when dealing with vehicles that have the Computer
feature. With the right set of traits (particularly Intellect
and Stamina) a vehicle could even be a living creature
capable of housing smaller life forms inside of it!
Riding a mount is slightly different than controling
a vehicle. Riding falls under the Athletics skill, unless
the GM considers it significant enough to the setting
to require a separate Expertise: Riding skill (based on
Agility). Mounts are considered minions and are therefore capable of taking their own actions, usually in
the form of move actions, although many mounts are
also capable of making attacks of their own. An especially capable mount might be a Sidekick rather than
a minion, dropping the minion quality and disadvantages (see the Sidekick advantage in Chapter 5 of the
Heros Handbook).
GadGet Guide: Vehicles
Dual Size vehicles (see previous) the vehicles internal
size determines if this feature is available.
common are radar (Accurate Radio, often with ranks of Extended) and sonar (Accurate Extended Ultra-Hearing).
Vehicle PoweRs
systeMs
Vehicles can have virtually any power effect the Gamemaster will allow. Unlike most equipment, vehicles are
not necessarily limited to power effects based on available technology, and super-science (or magical) vehicles
with unusual powers are possible, and still acquired using
equipment points, since vehicles have other drawbacks
compared to normal equipment, notably their size and
maintenance.
Systems are miscellaneous vehicle powers capable of
various effects. They may include:
deFenses
Vehicles may have built-in defensive systems beyond
just the vehicles inherent Toughness and Defense ranks.
This typically involves ranks of Protection (sometimes Impervious) as armor-plating and structural reinforcement,
although the vehicles Protection could be Sustained in
the form of a force field or defense screen of some type
as well. Some vehicles may even have layered defenses of
both types. Vehicle defenses apply to all passengers inside
an enclosed vehicle, so a vehicle with Immunity to Heat
protects those inside from all heat effects, for example.
instRuMents
Instruments serve to control the vehicles other systems
or provide information to its pilot and passengers. In particular, instruments often use the Senses effect for various
sensors and scanning equipment. Probably the most
GadGet Guide: Vehicles
Cloaking: Concealment effects to make the vehicle difficult
to detect, ranging from a cloaking device invisibility field
to radar invisible stealth vehicles with Radio Concealment.
Manipulator: The vehicle has Extra Limbs proportionate
to its size and Strength, typically a cargo arm or similar
manipulator. See Gadget Guide: Mecha for more on vehicles with humanoid limbs.
Self-Repair: The Regeneration effect allows vehicles to
recover from damage on their own, for a vehicle with
autonomous repair systems or even biological systems
capable of rapid healing.
Tractor Beam: A Move Object effect for grabbing and manipulating things at a distance. Some vehicles may have
the Limited Direction flaw for a grappler only able to pull
objects towards the vehicle.
weaPons
Offensive effects serve for vehicle-mounted weapons of
various sorts, from high-caliber machine guns and missiles
to blaster cannons and anti-matter mines. See the Heavy
Weapons Gadget Guide for plenty of options for weapons
suitable for use with vehicles and the guidelines on handling them in play.
Vehicle ModiFieRs
If the Gamemaster wishes, the following modifiers to the
Equipment advantage may be permitted for ranks allocated to vehicles. Note these are modifiers to the cost of
the Equipment advantage itself, not the point cost of the
vehicle, much like power modifiers apply to the cost of a
power. These modifiers are optional and may not be appropriate for all settings.
Durable: Vehicles bought with Equipment ranks with this
modifier suffer damage like characters rather than normal
equipment. The vehicle still functions while staggered, but
suffers a 1 penalty to Speed rank. It only stops functioning
once it is incapacitated, and is only destroyed if its condition becomes dying. +1 point per rank.
Minion: Vehicles bought with Equipment ranks with this
modifier are considered minions, having all the conditions
outlined for character minions in Chapter 8 of the Heros
Handbook. 1 point per rank.
Summonable: The character with the Equipment advantage can summon the vehicle out of nowhere as a standard action, causing it to appear next to the summoning
character. The character can likewise dismiss the vehicle
back to wherever it came from as a free action, causing it
to disappear. The vehicle reappears in the same condition
as it was last seen. For an additional +1 modifier, the vehicle
always reappears in its normal condition, recovering from
any damage while it is away. +1 point per rank.
Vehicles in action
Interaction with vehicles in scenes is generally routine,
involving using them to get from place to place. Things
become more involved during action time.
Vehicle coMbat skills
Vehicle Weapons is its own specialization of the Close
Combat and Ranged Combat skills, with the default assumption that ranks of the Close Attack and Ranged
Attack advantages apply to using vehicle weapons as well
as personal weapons. So attacks with vehicle weapons use
Dexterity + Attack advantage (if any) + Vehicle Combat
Skill (if any). Some vehicle weapons may also be Accurate,
applying that bonus, or Area effect weapons requiring no
attack check, except for a direct hit. See Gadget Guide:
Heavy Weapons for details and examples.
If vehicle combat is relatively rare in the setting, the GM
may choose to allow personal combat skills to apply to
similar vehicle weapons. For example, Ranged Combat:
Guns might suit for firing a vehicle-mounted gun, and
Close Combat: Swords might apply for wielding the blade
of a giant mecha (see Gadget Guide: Mecha for details
on this).
Vehicle actions
Most Vehicles skill checks are move actions, unless specified otherwise. Controlling a vehicle in operation requires a
move action each round, and may require a check. Routine
operation, such as driving at a safe speed along a clear road,
or flying under normal conditions, does not require a check.
If no one is spending at least a move action each round
controlling the vehicle, it goes out of control like a failed
control check (following).
Vehicles skill
ManeuVeR check
Detailed in Chapter 4 of the Heros Handbook, the Vehicles skill is used for all checks involving operation
and use of vehicles, regardless of their type. While this
may be a bit unrealisticmaking an expert driver also a
skilled pilot, or even sailorits generally how it works in
the comics; characters good at driving or piloting things
are good at all of it.
Difficult conditions or maneuvers require a Vehicles skill
check, using the guidelines from Chapter 4 the Heros
Handbook. A failed check results in a control check (following).
Vehicle sub-skills
If the GM prefers, Vehicles can be broken up into more distinct sub-skills, such as Driving and Piloting (for land and
aerospace vehicles), perhaps with the addition of a separate Sailing or Boating skill as well. For most M&M settings,
however, a single Vehicles skill makes things considerably
simpler.
untRained use
Note that although Vehicles cannot be used untrained,
routine operation of vehicles is permissible without ranks
in the skill. You do not have to be trained in Vehicles to
know how to drive a car in the modern world, and most
characters can be assumed to know how to do so. Lacking
the ability to routinely operate a commonly known vehicle
(in a way that is relevant to the story) can be treated as a
complication if and when it arises.
contRol check
Control checks are required when a maneuver calls for a
control check, or the vehicle suffers damage that causes
a control check.
The control check is a DC 15 Vehicles skill check. You make
only one control check per round per vehicle even if more
than one is called for: every additional control check required instead increases the check DC by +5. Open terrain
is 5 DC, tight terrain is +5 DC, and close terrain is at the
normal Difficulty.
On a failed check, the vehicle crashes into an obstacle
(or possibly another vehicle, depending on the situation). The vehicle and the obstacle (and any occupants
of either) suffer damage equal to the Speed rank of the
fastest moving vehicle, +1 for collision with another
GadGet Guide: Vehicles
vehicle, +1 per difference in size category to the smaller
vehicle, +2 ranks for two degrees of failure on the control
check, +5 ranks for three or more degrees of failure. For
vehicles moving in the same direction, subtract the
lower speed rank from the higher to get the effective
speed rank of the crash. Occupants make Dodge checks
against a DC of (Damage rank + 10) to suffer half damage
from the crash.
Vehicle coMbat
An air or space vehicle may stall on a failed control check if
there is no hard terrain or other obstacle to crash into. The
pilot can restart the vehicle with a successful Vehicles skill
check (DC equal to the control check).
taRGetinG occuPants
deFensiVe check
The pilot of a vehicle can take a standard action for
evasive maneuvers during a round. If so, substitute the
result of the characters Vehicle skill check, modified by
the Defense modifier for the vehicles size, for the vehicles
normal defense that round. So, for example, a character
piloting a gargantuan fighter jet (6 Defense modifier)
takes evasive action and gets a Vehicle skill check result of
22. Subtracting the jets size modifier gives a Defense of
16 for that round.
RePaiR check
When vehicles suffer damage in an action scene, characters may need to initiate emergency repairs or bypass
some of the vehicles systems. This is generally a Technology or Vehicles skill check with the DC based on the severity of the damage and/or the complexity of the system,
as chosen by the GM. See the guidelines for jury-rigging
repairs under the Technology skill in Chapter 4 of the
Heros Handbook.
GadGet Guide: Vehicles
Attacking a vehicle is just like attacking a character. Vehicles generally have an applicable size modifier included
in their defense, and tend to be easier to hit than characters overall, unless the vehicles pilot is making a defensive
check (previously).
An attack against a vehicle occupant is made like any
other attack, except that a character inside a vehicle typically benefits from both cover and concealment provided
by the vehicle. See Cover and Concealment in Chapter 8
of the Heros Handbook.
Vehicle ManeuVeRs
Vehicles can use many of the same combat maneuvers as
characters, found in Chapter 8 of the Heros Handbook. In
particular the Accurate Attack, All-out Attack, Defensive
Attack, Feint, Power Attack, and Slam Attack maneuvers
may apply to vehicles, substituting a Vehicles skill check
for the interaction check to feint. A slam attack maneuver
with a vehicle generally consists of ramming a target with
the vehicle itself, essentially subjecting the pilot and passengers to the effects of a crash (previously) for the slam
damage.
Vehicle daMaGe
Vehicles suffer damage like equipment: a vehicle suffers
the normal 1 cumulative penalty to Toughness checks
result plus either a 1 penalty to checks involving the
vehicle or the loss of a feature or a point worth of capability per 1 circumstance penalty. A staggered
vehicle no longer functions. A vehicle that is staggered
while moving drops one speed rank each round until it
comes to a stop. The driver cannot attempt any maneuvers except a 45 degree turn. A staggered water vehicle
may begin to sink slowly. An incapacitated vehicle is
destroyed.
Vehicle Minions
At the GMs discretion, some vehicles may be considered
minions (Heros Handbook, Chapter 8). This is particularly
appropriate for large battles with a considerable number
of enemy vehicles, where each successful attack takes
out a target, and its not worth tracking individual vehicle
damage.
RePaiRinG daMaGe
Repairing vehicle damage requires the proper tools and
a garage, hangar, or similar facility. A character without
the proper tools suffers a 5 circumstance penalty on the
Technology skill check, as usual. Repairing minor damage
like a Toughness penalty is a simple check (DC 15, one
hour), repairing a staggered result is a complex check (DC
25, one day). Destroyed vehicles cannot be repaired; they
are totaled and must be rebuilt from scratch.
chases and Races
Many vehicle activities involve one or more vehicles trying
to catch up with or outpace each other, often through difficult terrain or circumstances. Whether it is a death race
across the surface of an alien planet or a car chase through
the streets and back alleys of a modern city, these situations can be handled using a challenge sequence (from
Chapter 8 of the Heros Handbook).
This works like any other challenge in that the challenger
must acquire a number of degrees of success before three
or more degrees of failure. For a standard pursuit, the required degree of success is three as well, although the GM
may modify this depending on circumstances.
The traits used in a pursuit challenge are typically those
involving maneuverability (Vehicles skill or Acrobatics for
characters), knowledge of the terrain (Expertise), and so
forth, although players can potentially find uses for traits
like Deception, Stealth, and various power effects.
A key element is speed rank: characters within one rank
of each other have no modifier to their challenge checks.
Two ranks of difference gives the character with the higher
rank a +2 circumstance bonus, while three or more ranks
of difference gives the character with the higher rank a +5
circumstance bonus.
Example: The Rook, piloting a Speed 7 hovercycle,
is taking part in the Desert Death Race created by
the cosmic Gamemaster to test a variety of participants, promising a mysterious prize to the winner
... and an eternity in limbo to the losers! The Rook
has a Vehicles skill bonus of +6.
Most of the other vehicles in the race have
Speed ranks within 1 of each other, although
there is a Grue saucer-pod with Speed 10, giving
them a +5 circumstance bonus on their checks.
The GM rules that the Grue pilots have a +4 Vehicles skill bonus. Theyre clearly the competitors
to beat! The GM says five accumulated degrees of
success are needed to win the race, before three
accumulated degrees of failure, which put a competitor out of the race (and into the Gamemasters
limbo realm).
uPPinG the ante
In addition to making checks to accumulate successes
towards winning the contest, participants can choose to
up the ante by performing difficult, daring, or dangerous
maneuvers: moving at high speed through tight terrain,
crowding out other vehicles, and so forth. In this case, the
maneuvering pilot chooses a Difficulty Class for the skill
check in that round of the challenge, with a minimum
equal to the DC set by the GM. That becomes the new DC
for the round and all contestants must roll against it to
generate their successes.
Example: Unable to shake the Grue saucer-pod,
the Rook decides to up the ante, maneuvering his
hovercycle through narrow gullies and canyons,
and taking the DC of the contest this round from
15 (set by the GM) to 20. The Rooks player then
elects to spend a hero point on the Vehicles skill
check, rolling an 8, but then adding 10 (for the hero
point) plus the Rooks Vehicles bonus of +6 for a 24.
The GM rolls for the Grue (with an effective Vehicles
bonus of +9) and gets a 10, just missing the DC. The
Grue have to make a control check to keep their
saucer-pod from crashing into the cliff-face, and
the Rook pulls ahead!
saMPle Vehicles
The following are some examples of the breadth of possible vehicles. See Chapter 7 of the Heros Handbook
for a list of stock vehicles and their basic game traits,
which you can easily modify using the information in
this Guide into a wide range of vehicles for specific uses
and needs.
aeGis RaPtoR aPc
45 eP
Size: Huge Strength: 12 Speed: 4 (air) Defense: 6 Toughness:
12 Powers: Impervious Toughness 8, Ranged Damage 8 (AE:
Ranged Burst Area Damage 5) Features: Autopilot (+4),
Communications, Navigation System
The Raptor is AEGIS fast-deployment flying APC (armored
personnel carrier), equipped with advanced, compact turbofan engines and vertical take-off and landing and hover
capabilities, heavy armor, and a roof-mounted Thunderbird blaster cannon. The fold-down doors allow on-board
agents to crouch behind total cover while using their
personal weapons. The Charon-class vehicle deployed by
SHADOW has similar specs.
GadGet Guide: Vehicles
iMPeRiuM staR-cRuiseR
95 eP
Size: Colossal Strength: 18 Speed: 14 (space) Defense: 2
Toughness: 15 Powers: Laser Batteries (Ranged Damage 12),
Energy Torpedoes (Ranged Burst Area Damage 10, Direct Hit
Damage +2, Homing 8), Movement 2 (Space Flight) Features:
Autopilot (+8), Communications 2, Computer, Navigation
System, Rooms (Hangar, Holding Cells, Infirmary, Living Space,
Personnel, Security System, Workshop)
A standard ship of the line for the Stellar Imperium, a star
cruiser is a vessel several city blocks in length, equipped
with powerful blaster arrays and defensive screens, a crew
of hundreds of trained soldiers, and a hangar bay filled
with smaller landing shuttles.
PeGasus sPacePlane
The Pegasus-class spaceplace is a design used by the
Freedom League. It is capable of atmospheric speeds up
to Mach 10 and has a fully-sealed life support system for
space flight.
25 eP
Size: Medium Strength: 1 Speed: 11 (ground) Defense:
10 Toughness: 10 Powers: Movement 4 (Permeate 2, Wallcrawling 2) Extras: Summonable (+2 to Equipment rank cost).
The mysterious Phantom Cycle is a ghostly, translucent motorcycle. When bonded to a rider, the Cycle can appear out
of the netherworld when summoned. It moves far faster than
any earthly vehicle and is capable of ignoring the effects of
gravity, driving up sheer walls, or even passing right through
them (bringing its rider along with it). Although the Phantom
Cycle can be damaged or even destroyed, it is always whole
when it is summoned once again.
Rocket skateboaRd
55 eP
Size: Huge Strength: 8 Speed: 8 (air) Defense: 6 Toughness: 9
Powers: Tartarus Blaster Cannons (Ranged Multiattack Damage
8), Apep Rockets (Ranged Burst Area Damage 6 + Direct Hit
Damage +3), Camo-Cloak (Passive Visual Concealment 4),
Radarbane (Radio Concealment 2) Features: Autopilot (+4),
Communications, Navigation System, Stealth (Subtle Flight)
The Sobek-class gunship is a modified military helicopter
used by SHADOW in its international operations. A true
black helicopter, the Sobek is painted in dead-black radarreflective materials (save for the red circle of the SHADOW
emblem). It is capable of running in stealth mode, making
its flight virtually silent, and has a camo-cloak able to make
it virtually invisible, for lightning-fast surprise raids.
40 eP
Size: Gargantuan Strength: 12 Speed: 12 (space) Defense: 6
Toughness: 13 Powers: Movement 2 (Space Flight) Features:
Autopilot (+4), Communications, Computer, Navigation
System, Remote Control
the PhantoM cycle
shadow sobek GunshiP
1 eP
Powers: Speed 5
uRban tank
30 eP
Size: Huge Strength:10 Speed: 6 (ground) Defense: 7
Toughness: 12 Powers: Impervious Toughness 8 Features:
Alternate Vehicle (emergency motorcycle), Autopilot (+4),
Caltrops, Communications, Computer, Navigation System, Oil
Slick, Remote Control
A low-slung urban assault vehicle with the armor of a
tank, but the speed and maneuverability of a car, and an
emergency ejector system that turns the pilot seat into
the saddle of a high-speed motorcycle.
wyldRide
90 eP
Size: Medium Strength: 5 Speed: 20 (space) Defense: 10
Toughness: 15 Powers: Cosmic Blaster (Ranged Damage
12), Immunity 5 (Warpwold,Affects Others), Wyldwarp (Space
Travel 3) Features: Communications
A wyldride is a cosmic chopper used and ridden by the
Overriders of the Warpwold, the forbidden regions on the
outskirts of the Terminus. Although they are open like terrestrial motorcycles, wyldrides still protect their riders with full
life support and protection from the deleterious effects of
the Warpwold.
This jet-powered skateboard (piloted with Acrobatics rather than Vehicles skill) is an example of a piece of
equipment that provides a movement effect, but
is not technically a vehicle. A jet pack (providing Flight) is similar.
GadGet Guide: Vehicles
cRedits & license
MUTANTS & MASTERMINDS GADGET GUIDE: VEHICLES
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser
Art Direction: Pauline Benney
Graphic Design: Hal Mangold
Interior Art: Storn Cook, Ramon Perez, Steve Walker
Playtesters: Leon Chang, James Dawsey, Nathan Kahler,
Jack Norris, Aaron Sullivan
Publisher: Chris Pramas
Green Ronin Staff: Pauline Benney, Bill Bodden, Joe
Carriker, Steve Kenson, Jon Leitheusser, Nicole
Lindroos, Hal Mangold, Jack Norris, Chris Pramas,
Donna Prior, Evan Sass, Marc Schmalz
Mutants & Masterminds Gadget Guide: Vehicles is 2013
Green Ronin Publishing, LLC. All rights reserved. References to other copyrighted material in no way constitute a
challenge to the respective copyright holders of that maOPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the
Coast, Inc. and is Copyright 2000 Wizards of the Coast,
Inc (Wizards). All Rights Reserved.
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dialogue, incidents, language, artwork, symbols, designs,
depictions, likenesses, formats, poses, concepts, themes
and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses
and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game Content; (f)
Trademark means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the
Open Game License by the Contributor (g) Use, Used
or Using means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open
Game Content may only be Used under and in terms of
this License. You must affix such a notice to any Open
Game Content that you Use. No terms may be added to
or subtracted from this License except as described by
the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using
this License.
terial. Mutants & Masterminds, Super-powered by M&M,
Green Ronin, and their associated logos are trademarks of
Green Ronin Publishing, LLC.
The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License,
Version 1.0a: hero points, power points. All characters and
their associated images, descriptions, backgrounds, and
related information are declared Product Identity.
The following text is Open Gaming Content: all game system
rules and material not previously declared Product Identity.
Green Ronin Publishing
3815 S. Othello St., Suite 100 #304
Seattle, WA 98118
Email:
[email protected]Web Sites: www.greenronin.com
www.mutantsandmasterminds.com
3. Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms of
this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open
Game Content.
5. Representation of Authority to Contribute: If
You are contributing original material as Open Game
Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to
grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the
COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and
the copyright holders name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any
Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing
Open Game Content except as expressly licensed in
another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of
any Product Identity in Open Game Content does not
constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in
and to that Product Identity.
12. Inability to Comply: If it is impossible for You to
comply with any of the terms of this License with respect
to some or all of the Open Game Content due to statute,
judicial order, or governmental regulation then You may
not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to
cure such breach within 30 days of becoming aware of
the breach. All sublicenses shall survive the termination
of this License.
14. Reformation: If any provision of this License is held
to be unenforceable, such provision shall be reformed
only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the
Coast, Inc.
System Reference Document, Copyright 2000, Wizards of
the Coast, Inc., Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary
Gygax and Dave Arneson.
Modern System Reference Document, Copyright 20022004, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
Noonan, Stan!, Christopher Perkins, Rodney Thompson,
and JD Wiker, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Mutants & Masterminds, Copyright 2002, Green Ronin
Publishing; Author Steve Kenson.
Advanced Players Manual, Copyright 2005, Green Ronin
Publishing, LLC; Author Skip Williams.
8. Identification: If you distribute Open Game Content
You must clearly indicate which portions of the work
that you are distributing are Open Game Content.
Silver Age Sentinels d20, Copyright 2002, Guardians
of Order, Inc.; Authors Stephen Kenson, Mark C.
Mackinnon, Jeff Mackintosh, Jesse Scoble.
9. Updating the License: Wizards or its designated
Agents may publish updated versions of this License. You
may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally
distributed under any version of this License.
Mutants & Masterminds, Second Edition, Copyright 2005,
Green Ronin Publishing, LLC; Author Steve Kenson.
10. Copy of this License: You MUST include a copy of
this License with every copy of the Open Game Content
You Distribute.
Mutants & Masterminds Heros Handbook, Copyright
2011, Green Ronin Publishing, LLC; Author Steve Kenson.
11. Use of Contributor Credits: You may not market
or advertise the Open Game Content using the name
of any Contributor unless You have written permission
from the Contributor to do so.
DC Adventures Heros Handbook, Copyright 2010, Green
Ronin Publishing, LLC; Author Steve Kenson.
Mutants & Masterminds Gadget Guide: Vehicles, Copyright
2013, Green Ronin Publishing, LLC; Author Steve Kenson.
GadGet Guide: Vehicles