Post by Ebon on Jul 4, 2013 11:30:39 GMT -8
Defense Powers
These are powers that are (for the most part, as written), purely defensive and have little chance of harming anyone else. That said, however, I'm sure a creative mind can find a way to make any of these powers work in a damaging manner. Ranges for these Powers are found on the Range Tables. Powers D2 through D9 have ranges listed on column B of the Range Table. Resistances have no ranges.
* D1/Body Armor (Artificial): The hero possesses artificially-created armor that provides protection and possibly a way of possessing other Powers. Armor comes in many forms exotic plate-mail, nuclear-powered exoskeletons, or mechanically-created force fields. The player should work with the Judge to create proper Armor for his hero. The player can also determine which Powers are possessed by the hero and which are properties of the armor. Powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made in the Iron Man armor. On the other hand, Powers that are built into the armor may suffer mechanical failure. The Armor's Power rank determines its ability to resist damage. The player also has to determine where he got the Armor in the first place. This is covered in the "Character Creation" section elsewhere in this book. If the hero gained the armor through an accident, he might not be able to repair it.
* D2/Force Field: This is the type of field used by the Invisible Woman. It provides protection against a variety of forces, including brute force, energy attacks, and extreme temperature conditions. It can be projected and used for a variety of Power stunts.
The following seven force fields protect against specific forms of attack. Each protects the hero and the surrounding area. The maximum size of the force field is the number of areas equal to 10% of the Power rank number. For example, a Monstrous Force Field can protect 7.5 areas. The force field completely absorbs any attack which has an Intensity equal to or less than the Power's rank number. If the Intensity is higher, it is reduced by the Power's rank number. The remaining Intensity breaches the force field and affects anyone within by this diminished effect. These forms cannot be used for many of the Power stunts suggested for force fields as given in the Player's Book. These cannot be used to physically attack or to handle solid materials. However, the hero can develop Power stunts which reflect each form's special nature. The hero can form shields to protect distant targets at +2CS range. By expanding his field outward, the hero can sweep his surroundings clean of anything affected by his force field.
The Power can be used as a filter to sort out anything affected by his force field. The force field can be formed around something it would affect, thus trapping it. The hero can move the "trap" at will up to +2CS by means of a red FEAT.
* D3/Force Field vs. Emotion Attack: This is the field-effect version of D11. The Field protects anyone within from attacks that are emotion-related or aimed at the Intuition, including Emotion Control, Hallucinations, and Domination. The Power's rank must be one rank higher than the hero's Intuition; if initially lower, the player should raise it to +1CS.
* D4/Force Field vs. Energy Attack: This is the field-effect version of D12. The Field protects anything within from any emitted energy forms, whether natural, artificial, or Power-based. Such attacks include Light, Heat and Flame, Plasma, Hard Radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). Note that this Power overlaps D7. When creating the hero, the player can raise his rank +2CS by choosing a field that protects against a specific attack.
* D5/Force Field vs. Magic: This is the, field-effect version of D13. The field protects anything within from magical attack whether mental or physical in orientation. Note that unlike D6, this Power rank can be lower than the Psyche, making the field less able to protect against certain types of Magic.
* D6/Force Field vs. Mental Attack: This is the field-effect version of D14. The field protects anyone within from attacks aimed at the mind, neural system, and Psyche, including Psionics, and Neural Manipulation. It does not protect against emotion-based attacks (see D3) or magical attacks (see D5). The Power's rank must be one rank higher than the hero's Psyche; if initially lower, the player should raise it to the Psyche rank +1CS.
* D7/Force Field vs. Physical Attack: This is a field-effect version of D15. The field protects anything within from such things as brute force, hostile environments, temperature extremes, hazardous chemicals, and airborne infection. Note that while this Power will prevent hostile environments from harming the hero, it does not provide life support materials. For example, this Power permits the hero to walk unharmed on the surface of Venus, provided he has his own oxygen supply. When creating the hero, the player can raise the Power rank +1CS by choosing a field that protects against a specific attack.
* D8/Force Field vs. Power Manipulation: This is the field-effect version of D16. The field protects anyone within from any attacks that directly affect the hero's Powers, including Weakness Creation, Power Control, Power Domination, Magic Control, and Magician Domination.
* D9/Force Field vs. Vampirism: This is the field-effect version of D17. The field protects anyone within from any vampiric-type attacks. This includes the forms of Psi-, Bio-, Energy, Magic, and Power Vampirism. When creating the hero, the player can raise the Power rank +1CS by choosing a field that protects against a specific attack.
* D10/Reflection: The hero can turn any attack back onto the attacker. The attack may be of any nature: brute fore, Power, or magic. The Power absorbs the energy of the attack up to this rank and redirects it. A Typical FEAT send the attack off in a random direction. An Amazing FEAT reflects some of the attack back onto the attacker; it is now -3CS in Intensity. An Unearthly FEAT sends the entire attack back onto the attacker. If the attack's Intensity is higher that this Power's rank, some of the damage passes through and affects the hero. The Power rank is subtracted from the attack's Intensity. While most of the attack is reflected, the remainder gets through to the hero. Example: The terrible Turnabout is battling X-Factor. Cyclops fires an optic blast of Remarkable Intensity. Turnabout possesses Excellent Reflection. His Power splits the blast in two. A Feeble blast penetrates his Power and knocks Turnabout back. The bulk of the blast was reflected. Turnabout made an Amazing FEAT, so some of Cyclops' blast returns to him. Cyke takes Typical damage from his own Power. Normally, this Power is consciously controlled and only appears when the hero wills it. However, the Power can be turned against the hero by such means as Power Control/Magnification and Power Domination. In such cases, the Power can be magnified beyond the hero's control to a level where it reflects everything, including air, food, and water. The Power can be used indefinitely, so long as it isn't overcome by superior force. After the first time the Power is breached, the hero must make a green FEAT. Failure to do so means his Power has failed. After the second breach, the hero must make a yellow FEAT. For each breach following that, he must make a red FEAT. This applies to a continual use of the Power. If his Power fails, the hero cannot regain it until 24 hours have passed.
* D11/Resistance to Emotion Attacks: The hero has increased resistance to emotion-related attacks. Such attacks include Emotion Control, Hallucinations, Domination, and attacks aimed at the Intuition. The hero can ignore attacks with Intensities less than the Power rank, and may reduce damage from higher level attacks by the Power rank number. This Power rank must be at least equal to the hero's Intuition +1CS; if a lower rank is initially rolled, the player should raise it to the Intuition rank +1CS.
* D12/Resistance to Energy Attacks: The hero has an increased resistance to any emitted energy form, whether artificial, natural, or Power-based. Such attacks include Light, Heat, Flame, Plasma, Hard radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). Note that this Power overlaps D15. The hero can ignore attacks with Intensities less than his Power rank and may reduce higher level attacks by his Power rank number. When creating the hero, the player can raise his rank +1CS by choosing to specialize in a specific Energy Resistance. For example, the Player's Book contains listings for Resistance to Fire and Heat, Cold, Electricity, and Radiation.
* D13/Resistance to Magic Attacks: The hero has increased resistance to magic based attacks, whether physical or mental in orientation. Unlike D11 and D14, this Power rank can be lower than the Psyche rank, making the hero more vulnerable to some types of magic. The hero can ignore any magic whose rank is less than this Power's rank and can reduce higher level attacks by the Power rank number.
* D14/Resistance to Mental Attacks: The hero has increased resistance to attacks aimed at the mind and neural system. Such attacks include psionics, neural manipulation, and any other attacks aimed at the Psyche. It does not include emotion-based attacks (see D11) or magical attacks (see D13). The Power's rank must be at least one rank higher than the hero's Psyche; if a lower rank is rolled initially, the player should raise it to that rank +1CS.
* D15/Resistance to Physical Attack: The hero has increased resistance to any physical attack. This includes brute force, chemical weapons, biochemicals, disease, hostile environments, and temperature extremes. The hero can ignore any physical attacks with Intensities less than. the Power rank, and may reduce damage from higher level attacks by the Power rank number. When creating the hero, the player can raise the Power rank +1CS by choosing to specialize in a specific Physical Resistance. For example, the Player's Book contains listings for Resistances to Fire and Heat, Corrosives, and Disease.
* D16/Resistance to Power Manipulation: The hero has increased resistance to attacks that directly affect the hero's Powers. Such attacks include Weakness Creation, Power Control, Power Domination, Magic Control, and Magician Domination. The hero can ignore any attack who rank is less than this Power rank. He may reduce the effectiveness of the higher level attacks by the Power rank number.
* D17/Resistance to Vampirism: The hero has increased resistance to any vampiric-type attacks. Such attacks include forms of Psi-, Bio-, Energy, Magic, and Power Vampirism. The hero can ignore any vampiric attack whose rank is less than this Power's rank. He can reduce the effectiveness of the vampire's attack by deducting his Power rank number from the vampiric attack's Power rank. When creating the hero, the player can choose to raise the rank +2CS by specializing in a particular form of Resistance.
These are powers that are (for the most part, as written), purely defensive and have little chance of harming anyone else. That said, however, I'm sure a creative mind can find a way to make any of these powers work in a damaging manner. Ranges for these Powers are found on the Range Tables. Powers D2 through D9 have ranges listed on column B of the Range Table. Resistances have no ranges.
* D1/Body Armor (Artificial): The hero possesses artificially-created armor that provides protection and possibly a way of possessing other Powers. Armor comes in many forms exotic plate-mail, nuclear-powered exoskeletons, or mechanically-created force fields. The player should work with the Judge to create proper Armor for his hero. The player can also determine which Powers are possessed by the hero and which are properties of the armor. Powers built into the armor can later be modified and enhanced; think of the changes Tony Stark has made in the Iron Man armor. On the other hand, Powers that are built into the armor may suffer mechanical failure. The Armor's Power rank determines its ability to resist damage. The player also has to determine where he got the Armor in the first place. This is covered in the "Character Creation" section elsewhere in this book. If the hero gained the armor through an accident, he might not be able to repair it.
* D2/Force Field: This is the type of field used by the Invisible Woman. It provides protection against a variety of forces, including brute force, energy attacks, and extreme temperature conditions. It can be projected and used for a variety of Power stunts.
The following seven force fields protect against specific forms of attack. Each protects the hero and the surrounding area. The maximum size of the force field is the number of areas equal to 10% of the Power rank number. For example, a Monstrous Force Field can protect 7.5 areas. The force field completely absorbs any attack which has an Intensity equal to or less than the Power's rank number. If the Intensity is higher, it is reduced by the Power's rank number. The remaining Intensity breaches the force field and affects anyone within by this diminished effect. These forms cannot be used for many of the Power stunts suggested for force fields as given in the Player's Book. These cannot be used to physically attack or to handle solid materials. However, the hero can develop Power stunts which reflect each form's special nature. The hero can form shields to protect distant targets at +2CS range. By expanding his field outward, the hero can sweep his surroundings clean of anything affected by his force field.
The Power can be used as a filter to sort out anything affected by his force field. The force field can be formed around something it would affect, thus trapping it. The hero can move the "trap" at will up to +2CS by means of a red FEAT.
* D3/Force Field vs. Emotion Attack: This is the field-effect version of D11. The Field protects anyone within from attacks that are emotion-related or aimed at the Intuition, including Emotion Control, Hallucinations, and Domination. The Power's rank must be one rank higher than the hero's Intuition; if initially lower, the player should raise it to +1CS.
* D4/Force Field vs. Energy Attack: This is the field-effect version of D12. The Field protects anything within from any emitted energy forms, whether natural, artificial, or Power-based. Such attacks include Light, Heat and Flame, Plasma, Hard Radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). Note that this Power overlaps D7. When creating the hero, the player can raise his rank +2CS by choosing a field that protects against a specific attack.
* D5/Force Field vs. Magic: This is the, field-effect version of D13. The field protects anything within from magical attack whether mental or physical in orientation. Note that unlike D6, this Power rank can be lower than the Psyche, making the field less able to protect against certain types of Magic.
* D6/Force Field vs. Mental Attack: This is the field-effect version of D14. The field protects anyone within from attacks aimed at the mind, neural system, and Psyche, including Psionics, and Neural Manipulation. It does not protect against emotion-based attacks (see D3) or magical attacks (see D5). The Power's rank must be one rank higher than the hero's Psyche; if initially lower, the player should raise it to the Psyche rank +1CS.
* D7/Force Field vs. Physical Attack: This is a field-effect version of D15. The field protects anything within from such things as brute force, hostile environments, temperature extremes, hazardous chemicals, and airborne infection. Note that while this Power will prevent hostile environments from harming the hero, it does not provide life support materials. For example, this Power permits the hero to walk unharmed on the surface of Venus, provided he has his own oxygen supply. When creating the hero, the player can raise the Power rank +1CS by choosing a field that protects against a specific attack.
* D8/Force Field vs. Power Manipulation: This is the field-effect version of D16. The field protects anyone within from any attacks that directly affect the hero's Powers, including Weakness Creation, Power Control, Power Domination, Magic Control, and Magician Domination.
* D9/Force Field vs. Vampirism: This is the field-effect version of D17. The field protects anyone within from any vampiric-type attacks. This includes the forms of Psi-, Bio-, Energy, Magic, and Power Vampirism. When creating the hero, the player can raise the Power rank +1CS by choosing a field that protects against a specific attack.
* D10/Reflection: The hero can turn any attack back onto the attacker. The attack may be of any nature: brute fore, Power, or magic. The Power absorbs the energy of the attack up to this rank and redirects it. A Typical FEAT send the attack off in a random direction. An Amazing FEAT reflects some of the attack back onto the attacker; it is now -3CS in Intensity. An Unearthly FEAT sends the entire attack back onto the attacker. If the attack's Intensity is higher that this Power's rank, some of the damage passes through and affects the hero. The Power rank is subtracted from the attack's Intensity. While most of the attack is reflected, the remainder gets through to the hero. Example: The terrible Turnabout is battling X-Factor. Cyclops fires an optic blast of Remarkable Intensity. Turnabout possesses Excellent Reflection. His Power splits the blast in two. A Feeble blast penetrates his Power and knocks Turnabout back. The bulk of the blast was reflected. Turnabout made an Amazing FEAT, so some of Cyclops' blast returns to him. Cyke takes Typical damage from his own Power. Normally, this Power is consciously controlled and only appears when the hero wills it. However, the Power can be turned against the hero by such means as Power Control/Magnification and Power Domination. In such cases, the Power can be magnified beyond the hero's control to a level where it reflects everything, including air, food, and water. The Power can be used indefinitely, so long as it isn't overcome by superior force. After the first time the Power is breached, the hero must make a green FEAT. Failure to do so means his Power has failed. After the second breach, the hero must make a yellow FEAT. For each breach following that, he must make a red FEAT. This applies to a continual use of the Power. If his Power fails, the hero cannot regain it until 24 hours have passed.
* D11/Resistance to Emotion Attacks: The hero has increased resistance to emotion-related attacks. Such attacks include Emotion Control, Hallucinations, Domination, and attacks aimed at the Intuition. The hero can ignore attacks with Intensities less than the Power rank, and may reduce damage from higher level attacks by the Power rank number. This Power rank must be at least equal to the hero's Intuition +1CS; if a lower rank is initially rolled, the player should raise it to the Intuition rank +1CS.
* D12/Resistance to Energy Attacks: The hero has an increased resistance to any emitted energy form, whether artificial, natural, or Power-based. Such attacks include Light, Heat, Flame, Plasma, Hard radiation, Electricity, Vibration, Sonics, Cold, and Kinetic Bolts (most of the Energy Emission category). Note that this Power overlaps D15. The hero can ignore attacks with Intensities less than his Power rank and may reduce higher level attacks by his Power rank number. When creating the hero, the player can raise his rank +1CS by choosing to specialize in a specific Energy Resistance. For example, the Player's Book contains listings for Resistance to Fire and Heat, Cold, Electricity, and Radiation.
* D13/Resistance to Magic Attacks: The hero has increased resistance to magic based attacks, whether physical or mental in orientation. Unlike D11 and D14, this Power rank can be lower than the Psyche rank, making the hero more vulnerable to some types of magic. The hero can ignore any magic whose rank is less than this Power's rank and can reduce higher level attacks by the Power rank number.
* D14/Resistance to Mental Attacks: The hero has increased resistance to attacks aimed at the mind and neural system. Such attacks include psionics, neural manipulation, and any other attacks aimed at the Psyche. It does not include emotion-based attacks (see D11) or magical attacks (see D13). The Power's rank must be at least one rank higher than the hero's Psyche; if a lower rank is rolled initially, the player should raise it to that rank +1CS.
* D15/Resistance to Physical Attack: The hero has increased resistance to any physical attack. This includes brute force, chemical weapons, biochemicals, disease, hostile environments, and temperature extremes. The hero can ignore any physical attacks with Intensities less than. the Power rank, and may reduce damage from higher level attacks by the Power rank number. When creating the hero, the player can raise the Power rank +1CS by choosing to specialize in a specific Physical Resistance. For example, the Player's Book contains listings for Resistances to Fire and Heat, Corrosives, and Disease.
* D16/Resistance to Power Manipulation: The hero has increased resistance to attacks that directly affect the hero's Powers. Such attacks include Weakness Creation, Power Control, Power Domination, Magic Control, and Magician Domination. The hero can ignore any attack who rank is less than this Power rank. He may reduce the effectiveness of the higher level attacks by the Power rank number.
* D17/Resistance to Vampirism: The hero has increased resistance to any vampiric-type attacks. Such attacks include forms of Psi-, Bio-, Energy, Magic, and Power Vampirism. The hero can ignore any vampiric attack whose rank is less than this Power's rank. He can reduce the effectiveness of the vampire's attack by deducting his Power rank number from the vampiric attack's Power rank. When creating the hero, the player can choose to raise the rank +2CS by specializing in a particular form of Resistance.