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Mutants & Masterminds 3e - Gadget Guide - Spy-Tech

Spy Gear for Superheroes

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Mutants & Masterminds 3e - Gadget Guide - Spy-Tech

Spy Gear for Superheroes

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RileaSW
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We take content rights seriously. If you suspect this is your content, claim it here.
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MUTANTS & MASTERMINDS

GADGET GUIDE: SPY-TECH

Technology has long been


used to provide an advantage when it comes to getting
access to things one should not
have, whether places, people,
goods, or information. Necessity is the mother of invention,
and the needs of criminals and
spies have inspired a variety of
technology, including a range
of counter-measures.
Spy-Tech looks at gadgets used
for infiltration, burglary, deception,
disguise, and surveillance, and the
equipment used to detect and defend
against all of those things.

HIDDEN & CONCEALED TECH


A key element of a lot of spy-tech is its hidden nature: tools
or weapons disguised as mundane items, for example, or
able to conceal contraband or other cargo, or go unnoticed
while doing their work.

Concealed technology is disguised to look like


something else, at least while it is not in use. Examples include poison pens with hidden hypodermics, watches with X-ray lock-picks, and other
cinematic spy-gear intended to pass as something
else. Such a disguise is generally a Feature of the
item, unless the GM considers it too minor to bother
(or the item is something the player whips up on
the spot by spending a hero point). An additional
Feature rank may be required for concealed items
that can pass serious scrutiny like X-rays or similar
scans.
Hidden items are simply stashed away out of sight,
making it more difficult to find them. This may
involve the use of hidden compartments (see Concealment & Stealth, following) or just the effective
use of available hiding places. As a general rule,
trying to hide something versus trying to find it is an
opposed check of Sleight of Hand or Stealth versus
Perception or Investigation (the former to notice
something out of the ordinary, the latter for a careful
and deliberate search).

GADGET GUIDE

Characters can hide or look


for things as routine checks
(Chapter 1 of the Heros Handbook), meaning some characters have a sufficient skill
bonus to hide things so most
people have no chance of
finding them or, conversely,
have a sufficient skill bonus to
be able to find most hidden
items easily without the need
for a skill check, so long as they
are not under any immediate
pressure or distractions. The availability of effective hiding places may
provide a circumstance modifier to the
check to hide the object(s), as can the size
and composition of the objects themselves.

INFILTRATION
Gadgets from wire lockpicks and braided rope to electronic code-crackers and motorized harnesses are used
for getting into places (and out of them) without being
detected.
A good deal of infiltration work involves avoiding alarms
and overcoming traps and security measures. See Gadget
Guide: Traps for details on various sorts of traps infiltrators
may encounter, need to avoid, or fall into, if they are not
careful enough.

BURGLARY TOOLS
Simple breaking and entering and burglary makes use of
various tools, from lockpicks and prybars to wiring, gloves,
and glass cutters (to name a few). The default assumption
is that characters trained in particular skills have access to
the necessary tools to use those skills without incurring a
circumstance penalty for doing so, unless a complication
arises that deprives the character of those tools. So ordinary tools have no point cost and do not need to be listed
amongst a characters equipment.
At the Gamemasters discretion, a particular fine or highquality version of ordinary tools may be available, providing a +2 circumstance bonus to checks involving those
tools at the cost of a single Feature (1 equipment point).

BURGLARY SKILLS
Generally, the Technology skill is used to handle checks involving overcoming security measures, from mechanical locks
and traps to sophisticated electronics. However, some characters who specialize as burglars and spies have a fairly narrow
specialty when it comes to technology, in which case the following advantage may be useful:
Benefit (Burglar): You substitute your Sleight of Hand or Stealth skill bonus for Technology skill checks involving the
Security uses of the Technology, but not for other uses of the skill (see Chapter 4 of the Heros Handbook). Choose which
skill bonus you use when you acquire this advantage.

GADGET GUIDE: SPY-TECH

MUTANTS & MASTERMINDS

GADGET GUIDE

INFILTRATION CHALLENGES
The process of infiltrating a sitefrom approaching undetected to getting in and escapingis generally handled as a
challenge (Chapter 7 of the Heros Handbook) although it may well be a series of challenges, or even the bulk of an entire
adventure, depending on how it is planned.
Relatively unimportant infiltrations and spy activities can be handled with a single skill check, perhaps even as routine
actions (although spying is usually anything but routine). So a character might need a Stealth or Technology skill check to
slip past security. More involved infiltrations become challenges, with a series of checks representing the different stages
of the processStealth, Technology, possibly Deception or other interaction skills and Investigation or Perceptionwith
a number of degrees of success needed before a requisite number of degrees of failure can accumulate. Like other challenges, these tests may be undertaken by a single character or they could be a team effort. Finally, some infiltration scenarios are scenes or whole adventures unto themselves, often with multiple challenges needed to succeed.

BIOMETRIC DECODER

GECKO GEAR

A small (palm-sized) device able to bypass biometric security measures such as palm- and fingerprint scanners or
retinal scans, either using stored (valid) information or by
cracking the system and supplying false information that
it accepts as valid. Successfully using a biometric decoder
may require a prior effort to acquire a usable scan of an
authorized user. If this is accomplished, the GM may waive
the skill check needed to operate the decoder, or have
the check take place when the information is acquired (although its success or failure cant be assessed until the data
is actually used).

This climbing equipment consists of gloves, shoes, and


often knee- and elbow-pads covered with a micro-adhesive or tiny suction cups, enabling the wearer to scale
sheer surfaces like a gecko lizard. Its usually coupled with a
stealth suit or other types of stealth gear (see the following
section).

Biometric Decoder: Morph 2 (biometric access data), Precise,


Limited to Biometrics, Technology Check Required (DC 15, 5
points) 5 points

ELECTRONIC LOCKPICK
A small device that, when attached to an electronic lock,
will crack the combination needed to open the lock. At the
most basic level, an electronic lockpick is simply a tool required to use the Technology skill to open electronic locks,
costing no equipment points. Additional Feature ranks may
grant a circumstance bonus for its use (see Burglary Tools,
previously).
Electronic Lockpick: Feature (circumstance bonus to
Technology checks to open electronic locks, 2 ranks for major
bonus) 1 point per rank

CLIMBING CABLE
A high-tension cable with a grappler at one end (magnetic,
mechanical, or using some type of adhesive, depending
on descriptors) as well as a gun capable of firing the cable
out to grab onto a target point. The climbing cable makes
scaling a sheer surface relatively easy (no check required)
so long as the climber isnt stunned or left unable to hold
on to the cable (the Platform flaw).
Some characters may upgrade from a climbing cable to a
swing cable with the Swinging effect of Movement. See
Gadget Guide: Utility for details.
Climbing Cable: Movement 1 (Wall-crawling), Platform 1 point

Gecko Gear: Movement 1 (Wall-crawling) 2 points

SUSPENSION HARNESS
A torso harness connected to a set of motorized cables that
can raise or lower the wearer from an anchor point above,
suitable for working suspended over pressure-sensitive
floors or networks of detection beams. Certain actions
while wearing a suspension harness may require Acrobatics skill checks in order to maneuver.
Suspension Harness: Movement 2 (Safe Fall, Swinging), Limited
Range of Movement 2 points

SURVEILLANCE
While a great deal of information gathering is done in
person, technology provides many more options for surveillance and intelligence gathering from afar, without ever
needing to leave the security of ones home base (with the
possible exception of setting up the surveillance in the first
place). Many surveillance gadgets provide digital storage of
information they gather (a 1 rank Feature) or connect to a
computer that does so.

TRACERS
Tracers are tiny (DC 20 Perception check to notice) gadgets
that can be planted on a target with a successful attack
check (opposed Sleight of Hand versus Perception check
to do so without the target noticing). The tracer emits a
signal of a particular sense type (typically radio) that allows
itand the subject it is planted onto be tracked. Sensory
effects of the same type as the signal may also pick it up or
interfere with it.
Tracer: Senses 1 (Tracking) 1 point

GADGET GUIDE: SPY-TECH

MUTANTS & MASTERMINDS

GADGET GUIDE

BUGS
A bug is a small, remote surveillance device capable of
transmitting audio (and often video) to a receiver. The DC
to notice the bug is that of noticing the Remote Sensing
effect, and can be further modified with Subtle. Bugs are
Limited to where the transmitters can be and are placed
and to the Medium of transmitters available to them. Removing the Limited flaw allows the bugs to change positions, making them mobile (perhaps disguised as robotic
insects or the like).
Bug: Remote Sensing, Limited to Transmitter Placement,
Medium (transmitters) 1 point per rank for Audio and Visual, 1
point per 2 ranks for Visual only, 1 point per 3 ranks for Audio only

MICROPHONES
Surveillance microphones include parabolic and laser microphones designed to pick up and amplify sound over a
distance, providing the benefits of Extended Hearing.
Microphone: Senses (Extended Hearing) 1 point per rank

CAMERAS
A basic camera is just a storage device for visual information (a 1 rank Feature) but cameras often come with various
visual Senses effects to enhance their capabilities, including Extended Vision and Infravision.
Camera: Feature 1 (image storage) 1 point +1 point per rank for
additional Senses effects

CONCEALMENT & STEALTH


Of course, breaking into a locale can be for nothing if the
attempt is detected too soon (or at all). A good deal of
spy-tech relies on concealing people and things, and their
activities, from both guards and surveillance measures.
Naturally, the Concealment effect most often comes into
play here, with varying ranks based on which senses are affected and to what degrees. True stealth technology may
provide total concealment to one or more senses, while
more realistic gadgets have flaws, particularly Blending,
Partial, or Passive.
Stealth Technology: Concealment 2 points per rank.

STEALTH SUIT
A dark colored or camo-patterned uniform, typically
with a mask covering all but the wearers eyes, designed
to provide additional concealment and make it easier to
hide. A properly patterned stealth suit grants a circumstance bonus to Stealth checks to hide. For an additional
Feature rank, the suit can change patterns and colors to
suit different environments, although the change must
be directed, and happens too slowly to keep up with the

GADGET GUIDE: SPY-TECH

MUTANTS & MASTERMINDS


environment around wearers as they move (but see the
Chameleon Cloak, following).
Stealth Suit: Feature (circumstance bonus to Stealth checks, 2
ranks for a major bonus, +1 rank for variable patterns) 1 point
per rank

CHAMELEON CLOAK
A suit or device surrounds the wearer with a field or material that adapts to match the background, rendering the
wearer virtually invisible, although there is some distortion
around the wearers contours, and rapid movement makes
the effect difficult to maintain.
Chameleon Cloak: Concealment 2 (Visual), Blending 2 points

IR CLOAKING
A special suit or field masks the wearers body heat, matching the temperature of the surrounding air, and making the
wearer invisible to infrared detectors, including hiding
any footprints or other heat traces the wearer might leave
by touching things. This also means that heat-seeking
weapons cannot lock-on to the wearer without somehow
overcoming the concealment.
IR Cloaking: Concealment 1 (Infravision) 2 points

HUSH FIELD
A suit or field surrounds the wearer and muffles all outgoing sound, rendering the wearer completely silent.
The effect is fairly close to the wearers body, so while it
silences things like breathing, speaking, footfalls, and the
rustle of clothing, it does not affect external sounds like
slamming a door or knocking something to the floor. A
hush field makes its wearer invisible to accurate auditory
senses like sonar.
Hush Field: Concealment 2 (Auditory) 2 points

PHASING FIELD
This gadget takes the wearer out of phase with ordinary matter, able to pass through it harmlessly as if it
were not even there. However, the wearer must turn off
the field in order to touch or interact with anything in
the physical world. The field is still vulnerable to visiblelight based effects. The user of an active phasing field
generally glows or appears ghost-like or translucent.
Experimental phasing fields may have various flaws,
particularly Unreliable.
Phasing Field: Insubstantial 4 (incorporeal) 20 points

SENSOR CLOAK
A full-spectrum jamming device that makes the wearer
completely undetectable by electronic sensor devices of all

GADGET GUIDE
kinds. The wearer does not appear on video cameras, is not
picked up by microphones, does not trip sensor beams, and
so forth. Sensor cloak wearers are still visible to the senses
of living beings, but hidden from any electronic equipment
they might be using.
Sensor Cloak: Concealment 10 (all senses), Limited to Electronics
10 points

DISGUISE
When not being detected at all is not an option, some
type of disguise may be called for. Indeed, some spies are
virtual chameleons when it comes to adopting different
identities and personas to fool their enemies.

DISGUISE KIT
As with burglary tools (previously), the basic disguise
kit simply fulfills the requirement for tools needed to
use the Deception skill for disguise without a circumstance penalty (Chapter 4 of the Heros Handbook). More
sophisticated disguise kits may grant a circumstance
bonus as a Feature (with a major bonus requiring two
Feature ranks).
Disguise Kit: Feature (circumstance bonus to Deception checks
for disguise, 2 ranks for major bonus) 1 point per rank

LAYERED DISGUISE
This is a more sophisticated form of disguise material,
which can be applied in thin layers, allowing the wearer
to quickly (as a move action) tear off, dissolve, or otherwise remove the top layer of the disguise, revealing the
next, and so forth until all of the layers have been exposed
or removed. Essentially, this allows for the preparation
of multiple disguises with the usual 10-minute preparation time required for disguising, and switching quickly
between them. Normally, the player must specify the descriptors of each layer, but the GM may allow a hero point
spent to edit the scene (Chapter 1 of the Heros Handbook)
to specify a different disguise for a particular layer. (It just
so happens that my next disguise is of the mayor!)
Layered Disguise: Feature (doubles number of disguises in
preparation) 1 point per rank, up to 3 ranks (8 layers)

MEMORY MATERIAL
Memory material can be programmed with a variety of
different shapes and forms, which it can assume based on
a cue, such as a mild electrical charge or a sharp rap (or
shaking out, in the case of a flexible material like fabric).
This allows for things like clothing that can instantly transform its color, pattern, and even cut, or tools that can
change form into other useful shapes (or disguises).
Memory Material: Variable Descriptor (alternate shapes or
appearances) 12 points (depending on breadth)

GADGET GUIDE: SPY-TECH

MUTANTS & MASTERMINDS

GADGET GUIDE

DISGUISE FIELD

FORGERY BY FABRICATION

The ultimate in personal disguise, a disguise field allows


the wearer to instantly change appearance to any other
individual of roughly similar size, including whatever the
character is wearing or carrying. The disguise field may
use stored patterns, scans of subjects, built-in controls,
or some combination thereof. A disguise field provides a
+20 circumstance bonus to Deception checks for disguise.
Especially advanced disguise fields may have the Precise
modifier, allowing them to fool even detailed scans or
security measures (and potentially bypass things like biometric identity scanners). It might also provide Enhanced
Advantage (Hide in Plain Sight) with an instant disguise.

More modern forgeries are often reproductions using


scanning and fabrication technology able to reproduce
subjects in exacting ways, opposed by similar scanning
technology able to detect such forgeries through telltale
signs of their fabrication. This typically adds a Technology
skill check to the forgery process, in some cases using the
lower of the Expertise and Technology check results to set
the DC for detecting the forgery, but with a suitable circumstance modifier to the DC for casual observation of
the forgery (assuming theres any reason to believe it is
not genuine in the first place).

Disguise Field: Morph 3 (humanoids) 15 points

VOICE MASK
A voice mask is able to change the sound of your voice to
match someone elses or simply mask it as unidentifiable.
A voice mask is a useful addition to disguises that do not
use the Morph effect, and therefore do not provide any
change in the users voice or speech other than the use of
the Deception skill.
Voice Mask: Illusion 2 (Aural), Limited to Voices 1 point

FORGERY
Often as or even more important than disguising ones
features is having the right identification to confirm that
new appearance. Forgery techniques and technology
produce false information, documents, and even artifacts
and works of art.

FORGERY BY HAND
Once, all forgery was a matter of artistry, copying penmanship, writing styles, and things like seals and other
emblems used to authenticate documents. This falls into
the realm of a suitable Expertise skill, including artistic or
craft skills, as well as a specific Expertise: Forgery focusing
on producing exact copies of things.
In the modern world, most hand-made forgeries are imitations or reproductions of artwork where the traditional
techniques like line and brush strokes (as well as materials) are important and cannot easily be reproduced by
fabrication.
The results of these forgeries are determined by a Expertise skill check (often routine), which then sets the DC for
an Expertise or Investigation skill check to notice any flaw
or deviation in the forgery that exposes it as such.

GADGET GUIDE: SPY-TECH

POWER FORGERY
The Create and Illusion effects can produce forgeries, with
differing results.
A Subtle Create effect makes created objects not noticeable as constructs (Create, Chapter 6, Heros Handbook)
while the Precise modifier can create more precise and
detailed objects. Together, the two modifiers make Create
capable of producing convincing forgeries. The GM may
require an Expertise skill check to determine the effectiveness of the forgery, perhaps with a circumstance modifier
based on the rank of the Create effect used to produce it.
The Illusion effect is designed to deceive, producing
sensory impressions that seem real. Some forgeries, especially purely digital creations, may be considered Illusion
effects, with their rank determining the difficulty class of
detecting that they are not what they appear to be (again,
assuming the observer has any reason to disbelieve the
illusion in the first place). See the effect description in the
Heros Handbook for details.
With the addition of the Psychic modifier from Power
Profiles: Illusion Powers, an illusory forgery gains the
additional benefit of appearing exactly like an observer
expects it to appear.

PSYCHIC PASSPORT
This item is capable of appearing to be whatever identification or paperwork the viewer expects the holder to have, or
that the holder should have, given the situation. If the passports effect is also psychic, apply Limited to Minds (from
Power Profiles). It may also be Resistible by Will in that case.
An effective psychic passport grants a +20 circumstance
bonus to Deception checks to masquerade as whomever (or
whatever) the passport claims you are. For example, bluffing
your way past government security guards is much easier of
you appear to have high-level security clearance!
Psychic Passport: Morph 2 (identification), Psychic 12 points

MUTANTS & MASTERMINDS

GADGET GUIDE

CREDITS & LICENSE


MUTANTS & MASTERMINDS GADGET GUIDE: SPY-TECH
Writing and Design: Steve Kenson
Editing and Development: Jon Leitheusser
Art Direction: Pauline Benney
Graphic Design: Hal Mangold
Interior Art: Alex Sheikman
Playtesters: Leon Chang, James Dawsey, Glenn Hall,
Nathan Kahler, Jack Norris, Aaron Sullivan
Publisher: Chris Pramas
Green Ronin Staff: Pauline Benney, Joe Carriker, Steve
Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold,
Jack Norris, Chris Pramas, Evan Sass, Marc Schmalz
Mutants & Masterminds Gadget Guide: Spy-Tech 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 material. Mutants & Masterminds, Super-powered by M&M,
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Mutants & Masterminds Gadget Guide: Spy-Tech,


Copyright 2013, Green Ronin Publishing, LLC; Author
Steve Kenson.

GADGET GUIDE: SPY-TECH

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