Post by Ebon on Jul 4, 2013 22:36:16 GMT -8
ENERGY CONTROL
*EC1/Absorption Power: The hero can absorb a specific type of energy and actually gain Health points by converting the energy into Self-Healing. The hero gains a number of Health points equal his Power rank number each time he is hit by his specific form of absorbable energy. This addition to Health quickly heals any damage the hero had suffer, and acts as a buffer to absorb consequent damage. In the absence of life-sustaining materials, this Power can act as a substitute for air, water, and food. The hero converts energy into healing power for the damage he's taking from suffocation, dehydration, starvation, and any other unpleasant results of not living careful. Unfortunately, this requires a steady supply of energy to convert. Consider Galactus. He is perpetually starving. He uses this Power to absorb the energy of life-forces and convert it into his own life force. Yet, draining ten billion life-forces only sustains him for a single year, at most. Your hero won't last anywhere near as long. There is the danger that your hero A actively seek out energies he can absorb and heal himself with. The danger occurs if the energy type is a dangerous one that does great damage wherever it occurs. For example, consider a character whose Absorption Power affects hard radiation. In the absence of other superbeings who possess Radiation Powers, the character might resort to breaking into reactors or even purposefully detonating nuclear bombs to get I energy he needs. (And you thought muties had a public image problem.) If the hero possesses an Energy Emission Power, he cannot use it directly to affect himself.
*EC2/Catalytic Control: The hero can control the speed at which chemical reactions occur. He can increase or decrease the energies emitted or drained in such reactions by his Power rank number. For example, he could increase the heat, emitted by exothermic reactions like oxidation; he could also increase the chilling effect of endothermic reactions. He can increase or decrease the speed or rate at which reactions occur, like stopping iron from dissolving in acid or causing steel to rapidly transform into rust. The hero can also develop a variety of Power stunts:
• Causing chemical reactions that are normally impossible, such as anything involving inert gases.
• Knocking out self-powered machinery by stopping the reactions that generate their power.
• Inducing suspended animation in a living target by stopping all biochemical activity, especially decay.
• Incapacitating living targets by inducing nausea.
• Increasing the hero's Strength and Endurance by increasing the metabolizing of oxygen and food (or whatever the body uses).
• Collapsing a target by hastening the forces of decay.
• Forming compounds by simply mixing materials together and not needing heat or special conditions.
• Baking without an oven.
The Power can continually affect a target as long as it functions. Any results are permanent if they do not involve a living subject. Effects on a living subject cease five turns after the Power ceases.
*EC3/Coldshaping: The hero can control any force that actively decreases the temperature of something else. This can be used to increase or decrease the Cold's Intensity by this Power's rank number. This function overlaps both Heat and Cold Generation but differs in that this Power cannot alter the natural temperature of a target or alter local temperatures to suit the hero's whims. There are two primary functions to this Power. The first is to counteract or supplement cold-based Powers. The hero can alter such Powers as soon as they are emitted from the target's body. Such powers can be increased or decreased by this Power's rank number. The hero can also redirect such Powers. This leads to the second primary function. The hero can shape fields of intense cold and produce useful results. Ice Generation is a form of this Power. The hero can create shapes of rapidly-formed ice that he can use in a variety of Power stunts. The hero can also develop variations on Ice Generation that use other materials present in his local atmosphere. Such substances include carbon dioxide (even more slippery than ice, and the fog can knock people out), nitrogen, oxygen (potentially dangerous since a concentration of it can make normal flames explode with +2CS damage), and the inert gases (an Amazing Intensity FEAT, since there are so few of these present in Earth's atmosphere-but on other planets, not so tough). Cold Generation is a Bonus Power. Optional Powers include Thermal Control, Condensation, Molding, and Body Coating.
*EC4/Darkforce Manipulation: This is a Power that is unique to campaigns using the Marvel Universe. It does not apply to campaigns set in other parts of the Multiverse. The hero can generate and control the extra-dimensional energy-form known as "Darkforce." This resembles a tangible, impenetrable shadow and possesses several unique characteristics that the hero can use to develop Power Stunts:
• Blunt attack damage at Power rank.
• Shadowcasting of Power rank Intensity darkness over a maximum of three areas.
• Flight at -1CS speed.
• Gateway.
• Energy Solidification.
The Darkforce is as yet undefined in the Marvel Universe. For your game's purposes, you might simply treat it as an other-dimensional power source that fills its own entire pocket dimension. That definition will work in or out of the official Marvel Universe.
*EC5/Electrical Control: The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation, and Electrical Generation as a Bonus power. Optional Powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.
*EC6/Energy Conversion: The hero can simply change any form of energy into any other form. The transformed energy's Intensity is one rank lower than its original level. The hero can transform energy by an Intensity FEAT equal to the target energy's Intensity. The hero begins with the ability to transform any energy into one specific form. He can develop the ability to transform energy into other forms as Power stunts. There are two advantages to this Power. The first is the ability to gain an Energy Emission Power fueled by the environment. Dazzler, for example, can convert sonic energy into light. She then refined that Light Generation into a variety of effects, including lasers, light shields, and hypnotic effects. The second advantage is the ability to transform deadly force into less dangerous forms. For example, if your hero found himself caught in a raging firestorm, he might Convert the heat into Cold. This would both protect him and extinguish the fire. (The paramedic shook his head. "I'll be danged if I can figure out how a man can get frostbite fighting a fire.") The maximum Intensity of Energy that a hero can convert is equal to one rank higher than his Power rank (a red FEAT). Excess energy remains in its original state, although its Intensity is diminished by the Power's rank number. Example: The Astounding Adaptor possesses Excellent Energy Conversion. While traveling through Nebraska, he spots a tornado about to touch down. He directs his Power at the tornado, which possesses Amazing Intensity. The most his Power can directly affect is Remarkable Intensity. He tries for a red FEAT and succeeds. The tornado bursts into an Amazing Intensity flash of orange light. High winds of Remarkable Intensity continue to buffet the area, but at least the worst of the property damage has been avoided. ("Now if I could just get these spots out of my eyes…") When creating the character, the player can raise his Power by +1CS by limiting him to a specific Energy Conversion (Sonics to Light, in Dazzler's example). The player must determine the characteristics for the secondary Power he gains by taking Energy Conversion. These would match the appropriate listing in the Energy Emission section.
*EC7/Energy Solidification: The hero can transform energy into a matrix that simulates solid matter. This matrix may be any shape the hero desires, although greater complexity requires a higher Intensity FEAT to create. For example, simple solids can be formed by a Feeble FEAT. Animated forms require a Typical FEAT. Likenesses and simple machinery require an Incredible FEAT. The energy matrix possesses Strength equal to the Power rank. It continues to exist for a duration determined by the hero's Psyche. After that time, the matrix harmlessly dissipates. Some of the uses for this Power include:
• Forming cages or barriers.
• Forming servants to perform desired tasks.
• Creating Body Armor to protect and enhance the hero's abilities.
• At high levels, the hero can build semi-permanent structures at will.
Pieces that are "broken off" from the matrix immediately revert to their original energy form, doing -4CS damage to the vandal. Optional Powers include any Energy Emission or Energy Control Power.
*EC8/Energy Sponge: The hero can absorb any form of energy, whether natural or Power-based, and not suffer any damage. The hero can absorb energy equal to his Power rank number. This stored energy can be released at any time the hero desires; upon release it has a lower Intensity than its original state (-2CS). The hero may also choose to harmlessly dissipate the energy over a long period; this is a number of turns equal to the Intensity rank number. For example, your hero soaks up an Incredible radiation blast. He chooses to re-release it later as a single, Excellent Intensity blast that could really muck up whatever it hit, or he could let the radiation slowly seep away (this takes 40 turns, or four minutes). When the hero reaches his limit, three things can happen. One, the hero simply cannot absorb any more energy until he releases what he has already soaked up. This assumes the hero is in control of the situation and has a choice in his actions. The second possibility is that a "gag reflex" takes effect. Just as a human expels all food when the intake limit is reached, so too will the hero simply, uncontrollably release all absorbed energy at once. This situation assumes the hero doesn't know his own limit, or has a low Intuition (Typical or lower). The third possibility is dangerous for the hero. If he attempts to absorb more than his limit, he may suffer physical damage. The hero can temporarily absorb greater amounts of energy by making repeated red FEATs. Each successful FEAT enables him to absorb the next higher Power rank number worth of energy, minus the number already absorbed. When the hero fails the red FEAT, trouble occurs. All absorbed energy is released in a single turn, doing full damage to the hero. If the hero makes one last red FEAT, he takes only half damage but loses the Power permanently. Example: The alien hero Sukupp possessed an Excellent level of the Energy Sponge Power. While he was visiting Charleston, terrorists detonated an atomic bomb of Monstrous Intensity. Sukupp had no choice but to try to absorb the blast. He made his first red FEAT and absorbed 30 points of the blast. He didn't have time to release it, nor was this the proper place; the fireball was growing. He made his next red FEAT and absorbed another 10 points. A third red FEAT allowed him to absorb an Amazing amount of radiation, minus the points already absorbed (50-40=10). Sukupp now had 50 points of the Ablast's 75 soaked into his body. There was still enough free to contaminate the city. Sukupp had to absorb it all. He tried. He failed the last red FEAT. For second, his body glowed like a small star. Than, he was gone. When creating the character, the player can raise the Power rank by +1CS by specializing in absorbing a single type of energy.
*EC9/Energy Vampirism: The hero can drain the energy from a target and convert that energy into extra Strength, Endurance, Psyche, and other Powers he possesses. The hero can force a non-living, nor sentient target to release all its energy, an Intensity FEAT equal to the energy potential of the target. For example, an auto battery can be drained on a Typical Intensity FEAT, a gallon of gasoline by Good Intensity FEAT, the magnetism every tape in a music shop on an Excellent intensity FEAT, the heat of a blast furnace on an Amazing Intensity FEAT and so on. Living and/or sentient targets are harder to drain, because they possess Psyche. The target's Psyche determines the Intensity of the FEAT needed. A successful FEAT enables the hero to drain energy from the target. The amount drained is equal to this Power's rank number. The amount is drawn from all the target's Energy Emission Powers and any energies that form his physical make-up; this applies if the hero is a non-human (a robot, for example). The Energy Vampire can only drain Powers that actually emit energy—see the Energy Emission section. Powers that do not emit energy cannot be affected by this Power (but, see Power Vampirism). The Energy Vampire can drain the Power rank number amount of energy each turn as long as he keeps making successful FEATs. He can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means his hunger is beyond his control. He has entered a feeding frenzy that will only cease when the target has been completely drain of energy. If the Energy Vampire fails to make any FEAT during the feeding process, he breaks off his attack and cannot reestablish it. The victim instantly develops an immunity to that particular Energy Vampire, and cannot be subjected to any of his future attacks. However, this does not protect the victim from other Energy Vampires. The drained energy is added in equal amounts to the Vampire's Strength, Endurance, Psyche, and any other Powers he possesses. The exception is this Power; no Vampire of any type can increase his own Power. Example: Evan the Energy Vampire possesses Good Energy Vampirism. His intended victim is Heatwave, a human with two Powers (Typical Gliding and Excellent Heat Emission) and Good Psyche. Evan makes the required FEAT roll (not red) to begin feeding, and drains 10 points from his victim's highest Power rank number. Heatwave's Heat Emission loses 10 points and drops to Good. Evan's three abilities go up 3 points each, thus increasing his Health by 6. The next turn, Evan makes another FEAT and drains another 10 points, drawn equally from Heatwave's Psyche and Heat Emission (dropping each by 5 points). Add another 3 points to Evan's three abilities and another 6 to his Health. The next FEAT is a repeat performance. At this point, Evan's player decides he's had enough, and rolls a 43; quitting is no problem. Why do Energy Vampires do it? Due to their odd nature, they lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and Psyche, and all Powers (except this one), drop 1 point per hour. The Energy Vampire must feed to bring those abilities and Powers up to their original levels. An Energy Vampire cannot actually starve to death; when all his affected rank numbers reach Shift 0, he enters a deathlike trance. His Vampirism continues to function and tries to drain anything that comes in contact with him. When the Vampire's abilities return to Feeble, he returns to life. When creating the Energy Vampire, the player must choose a weakness. He can increase the Power rank by +1CS by choosing a second weakness, up to a maximum of +3CS (four weaknesses) for the Energy Vampire. Energy Vampirism is communicable. A living and/or sentient victim who was Completely drained of all energy by an Energy Vampire must make a mandatory Psyche FEAT roll. On a red result, he becomes an Energy Vampire with Feeble Power rank.
*EC10/Fire Control: The hero can control existing flames, whether natural or Power-based. He can alter any factor involved in combustion without direct physical contact. The hero can increase or decrease the flame's Intensity up to his Power rank and reduce fire damage by his rank number. This Power includes Power rank Resistance to Fire and Heat, and Fire Generation as a Bonus Power, The most important aspect of this Power is enabling the hero to reshape flame into any form he desires. This can be used in a variety of Power stunts, as the hero develops numerous fiery constructs to perform miscellaneous deeds. Such fiery constructs do not act like normal flames. They emit less heat and consume less oxygen. Their fire doesn't spread past the outline of the constructs. In addition, they self-extinguish rapidly upon cessation of this Power. Optional Powers include Fire Generation, Thermal Control, Energy Sheath, and Energy Body.
*EC11/Gravity Manipulation: The hero can control gravity, the force that attracts all particles to all other particles. Gravity always exists wherever there is tangible matter. (in dimensions composed entirely of energy, though, gravity is optional.) The hero doesn't really generate gravity; he simply changes the Intensity of what's already there. He can increase or decrease the Intensity of gravity by his Power rank number. This effect may be centered on himself or projected onto a target. This permit him to develop a variety of Power stunts:
• Changing the direction of gravity.
• Creating artificial gravity in a normally weightless situation.
• Launching targets into space by reducing their weight to zero and letting the Earth's revolution fling them upward.
• Levitation at -1CS speed; this can be done to the hero himself or a target.
• Incapacitating a foe by suddenly, drastically increasing his weight beyond his Strength's capacity to move.
• Forcing aircraft to land by increasing their weight beyond their engines' lift potential.
• Sinking ships by making their weight exceed their buoyancy.
• Forming large asteroids by coalescing spacial debris.
The gravity remains altered for as long as the Power functions. After cessation, gravity returns to normal.
*EC12/Hard Radiation Control: The hero can control existing radiation, including Xrays, alpha, beta, gamma, and cosmic rays. The hero can increase or decrease the radiation's Intensity, up to his Power rank, and reduce the damage done by radiation up to his Power rank number. The hero can direct the flow of radiation and can alter its nature by converting any form of radiation to any other form. If a radiation related Power is involved, the target's Power rank determines the Intensity of the required FEAT. For example, an Amazing Intensity FEAT is required to control Amazing Radiation Emission. Bonus Powers include Hard Radiation Emission. Optional Powers include Hard Radiation Emission, Energy Doppelganger, Energy Sheath, Energy Body, and Energy Sustenance.
*EC13/Kinetic Control: The hero can control the energy of motion itself. He can increase or decrease kinetic energy's Intensity by his Power rank number. With a Typical Intensity FEAT, he can change the direction of any moving target. He can impart momentum as if he physically pushed the target, with his Power rank taken as Strength. The primary purpose of Kinetic Control is to control Telekinesis and Kinetic Bolts. In the former case, the hero can redirect the target's efforts. A FEAT equal to the target's Power rank taken as Intensity ensures this. In the latter case, the hero can shape Kinetic Bolts into forms that can perform complex tasks. The difficulty of such tasks determines the Intensity of the required FEAT. The hero can have a Bonus Power of either Telekinesis or Kinetic Bolt. The remaining Power can be an Optional one.
*EC14/Light Control: The hero can manipulate existing light. This can be visible, infrared, or ultraviolet light. The hero can alter the intensity, frequency (color, in other words), and coherence of light on a Good Intensity FEAT. The hero can actually change the direction of light and -form crude holograms on a Remarkable Intensity FEAT. Such holograms are little more than clouds or single-color walls. The Power allows +1CS Resistance to Light-based Powers, since the hero can redirect or dispel them, and they player may take Light Generation as a Bonus power, if they wish. Optional Powers include Light Generation, Energy Sheath, Carrier Wave, and Illusion Casting. The Nemesis is itself.
*EC15/Magnetic Manipulation: The hero can control magnetic force. He can increase or decrease magnetism's Intensity by his Power rank number. He can use existing magnetism, whether natural or Power-based, to perform any desired task. The required Intensity FEAT is equal to the Intensity rank of the magnetism. The hero can alter the polarity of a magnetic field (but not a neutron flow!). He can shape the field into forms to produce any effect. These can be developed as Power Stunts. The Power can be used to control simple machinery. The simplest form is merely rendering the machine inoperable by altering the magnetism of the components. A more refined use of the Power enables the hero to actually control a machine.
*EC16/Plasma Control: The hero can control fields of highly-charged particles. The hero can increase or decrease the plasma's Intensity and reduce its damage by his Power rank number. The Power includes Power rank Resistance to plasma's effects. The Power has two main uses. The first is shaping plasma fields into any shape desired. This can be developed into a variety of Power stunts as the hero develops numerous plasm a-constructs to perform various deeds. Such constructs do possess the typical sideeffects of plasma fields, and dissipate upon cessation of the Power. The second use of Plasma Control enables the hero to counteract plasma related Powers. These include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body. The target's Power rank determines the required intensity of the FEAT. For example, an Excellent Intensity FEAT is required to control Excellent Plasma Generation. Bonus Powers include Plasma Generation. Optional Powers include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body.
*EC17/Radiowave Control: The hero can control existing radiowaves, whether AM., FM, or microwaves. The hero can increase or decrease the radiowaves' Intensity by his Power rank number. A Good intensity FEAT permits the hero to alter the frequency and direction of such waves and garble transmissions. The hero has Power rank Resistance to radio-based attacks; such attacks are normally limited to an opponent thinking he's a microwave oven about to cook the hero's goose. The Power really comes into its own when used as a form of electronic-age Illusion Casting. That is, the hero creates complex signals that simulate an actual broadcast. Voice-only broadcasts can be simulated by a Typical Intensity FEAT. Musical or multi-voice broadcasts require an Excellent Intensity FEAT, as does a still picture. A single figure with a blank background or a simple cartoon-like broadcast requires an Incredible Intensity FEAT. A single figure with a complex background (think of an evening news broadcast) requires a Monstrous Intensity FEAT. Any other broadcast can be simulated on a Shift X Intensity FEAT (think Academy Awards production numbers, and you'll see why so high). Obviously, this is a Power that is only really useful in high-tech campaigns. Oh, it could exist in a primitive situation, but then who would know? This has a Bonus Power of Radiowave Generation. Optional Powers include Energy Doppelganger, Energy Sheath, and Carrier Wave.
*EC18/Shadowshaping: This is not Darkforce Manipulation; that's handled elsewhere. This Power enables the hero to affect normal shadows and, indirectly, light as well. The hero can shift the location and size of normal shadows. He can form them into two-dimensional images that can do Power rank damage to real targets. The hero can also Remote Sense through these shadowconstructs. The hero can increase or decrease the Intensity of any shadow, whether natural or Power-based, by his Power rank number. This overlaps with Light Generation and Shadowcasting but differs in that either effect is possible and only existing shadows or shadow-related Powers are affected. The hero has the ability to see through any shadow as if it were a normally-lit area, provided its Intensity is less than or equal to his Power rank. This does not apply to Darkforce, however. This Power includes Power rank Resistance to shadow-based Powers. This has the Bonus Power of Shadowcasting. Optional Powers include Light Control, Energy Sheath, and Energy Body. In the last two cases, the hero resembles a living shadow.
*EC19/Sound Manipulation: The hero can control existing sound. He can increase sound's Intensity by one rank by means of a Power rank FEAT or decrease it by his Power rank number. It also provides the hero with Resistance to sound-based Powers; again, his Power rank number decreases the Intensity the attack. This is possibly the single most useful Power of all those that don't do actual damage. The uses are infinite:
• Muting the voices of an opponent group, thus preventing them from coordinating their actions.
• Muting alarms.
• Magnifying distant sounds to make them audible at the hero's location
• Increasing faint sounds to enable the hero to perform certain actions (like cracking a combination lock).
• Destroying boom boxes if the hero doesn't like the music.
• Cranking up boom boxes if he does
Okay, a lot of the uses are somewhat frivolous. Still, the ability to knock out voice is a powerful weapon. Sound Manipulation can also be used to reinforce sound based Powers. The hero can raise the other Power rank +1CS as long as this Power functions. This has a Bonus Power of Sound Generation. Optional Powers include Vibration and Vibration Control.
*EC20/Thermal Control: The hero control applied heat or cold; that is, can control any force that actively changes the temperature of something else. This includes any source of heat or cold, whether natural, artificial, or Power based. The Power overlaps both Heat and Cold Generation but it also differs from them in that this Power cannot affect the natural temperature of a target or alter the local temperature to suit the hero's whim. For example, Thermal Control could cool a girder being heated in a furnace, since that thing is being actively heated, but it could not change. the temperature of another girder lying outside the furnace (nothing is being done to that one). Thermal Control is mostly used to counteract or supplement temperature altering Powers. The Power can affect such others as soon as they are emitted from the target's body. That is, you can affect the Human Torch's fireballs but not his Fire Sheath. The target's Power rank determines the required Intensity of the FEAT. Controlling the Torch's heat takes an Unearthly Intensity FEAT. Optional Powers include Heat Generation, Fire Generation, Cold Generation, Fire Control, and Coldshaping.
*EC21/Vibration Control: The hero can control existing vibrations. These may be natural or Power-based. The hero can increase or decrease the Intensity of the vibration by his Power rank number. He has Power rank Resistance to Vibration and Sonic attacks. A Power like this can make a hero extremely popular in a quake-prone locale like southern California. Using the Richter scale, these are the required Intensities of the FEATs for controlling each class of earthquake.
Richter Number Intensity
1 --- FE, PR
2 --- TY, GD
3 --- EX, RM
4 --- IN, AM
5 --- MN, UN
Okay, if California is determined to fall into the sea, you won't be much help. Of course, if your hero possesses Vibration as well, he might get blamed for the quake. On a smaller scale, the Power can be used in a variety of everyday situations:
• The hero can distort or even mute a target's voice. This effectively negates vocal Powers. This is done by directly affecting the target's larynx.
• If your campaign includes other Dimensions that can be reached by adjusting your vibratory rate to that of the chosen dimension, then this Power will do the trick on an Amazing Intensity FEAT.
• The hero can cripple gyroscopes, thus disabling any vehicles dependent on them (subs, aircraft). This is a Typical Intensity FEAT, which incidentally also works against robots.
• The hero can adjust the vibratory rate of his own atoms, permitting him to Phase through solid objects or let solids (like bullets) pass harmlessly through him.
Optional Powers include Vibration, Sonic Generation, and Sound Manipulation.
*EC1/Absorption Power: The hero can absorb a specific type of energy and actually gain Health points by converting the energy into Self-Healing. The hero gains a number of Health points equal his Power rank number each time he is hit by his specific form of absorbable energy. This addition to Health quickly heals any damage the hero had suffer, and acts as a buffer to absorb consequent damage. In the absence of life-sustaining materials, this Power can act as a substitute for air, water, and food. The hero converts energy into healing power for the damage he's taking from suffocation, dehydration, starvation, and any other unpleasant results of not living careful. Unfortunately, this requires a steady supply of energy to convert. Consider Galactus. He is perpetually starving. He uses this Power to absorb the energy of life-forces and convert it into his own life force. Yet, draining ten billion life-forces only sustains him for a single year, at most. Your hero won't last anywhere near as long. There is the danger that your hero A actively seek out energies he can absorb and heal himself with. The danger occurs if the energy type is a dangerous one that does great damage wherever it occurs. For example, consider a character whose Absorption Power affects hard radiation. In the absence of other superbeings who possess Radiation Powers, the character might resort to breaking into reactors or even purposefully detonating nuclear bombs to get I energy he needs. (And you thought muties had a public image problem.) If the hero possesses an Energy Emission Power, he cannot use it directly to affect himself.
*EC2/Catalytic Control: The hero can control the speed at which chemical reactions occur. He can increase or decrease the energies emitted or drained in such reactions by his Power rank number. For example, he could increase the heat, emitted by exothermic reactions like oxidation; he could also increase the chilling effect of endothermic reactions. He can increase or decrease the speed or rate at which reactions occur, like stopping iron from dissolving in acid or causing steel to rapidly transform into rust. The hero can also develop a variety of Power stunts:
• Causing chemical reactions that are normally impossible, such as anything involving inert gases.
• Knocking out self-powered machinery by stopping the reactions that generate their power.
• Inducing suspended animation in a living target by stopping all biochemical activity, especially decay.
• Incapacitating living targets by inducing nausea.
• Increasing the hero's Strength and Endurance by increasing the metabolizing of oxygen and food (or whatever the body uses).
• Collapsing a target by hastening the forces of decay.
• Forming compounds by simply mixing materials together and not needing heat or special conditions.
• Baking without an oven.
The Power can continually affect a target as long as it functions. Any results are permanent if they do not involve a living subject. Effects on a living subject cease five turns after the Power ceases.
*EC3/Coldshaping: The hero can control any force that actively decreases the temperature of something else. This can be used to increase or decrease the Cold's Intensity by this Power's rank number. This function overlaps both Heat and Cold Generation but differs in that this Power cannot alter the natural temperature of a target or alter local temperatures to suit the hero's whims. There are two primary functions to this Power. The first is to counteract or supplement cold-based Powers. The hero can alter such Powers as soon as they are emitted from the target's body. Such powers can be increased or decreased by this Power's rank number. The hero can also redirect such Powers. This leads to the second primary function. The hero can shape fields of intense cold and produce useful results. Ice Generation is a form of this Power. The hero can create shapes of rapidly-formed ice that he can use in a variety of Power stunts. The hero can also develop variations on Ice Generation that use other materials present in his local atmosphere. Such substances include carbon dioxide (even more slippery than ice, and the fog can knock people out), nitrogen, oxygen (potentially dangerous since a concentration of it can make normal flames explode with +2CS damage), and the inert gases (an Amazing Intensity FEAT, since there are so few of these present in Earth's atmosphere-but on other planets, not so tough). Cold Generation is a Bonus Power. Optional Powers include Thermal Control, Condensation, Molding, and Body Coating.
*EC4/Darkforce Manipulation: This is a Power that is unique to campaigns using the Marvel Universe. It does not apply to campaigns set in other parts of the Multiverse. The hero can generate and control the extra-dimensional energy-form known as "Darkforce." This resembles a tangible, impenetrable shadow and possesses several unique characteristics that the hero can use to develop Power Stunts:
• Blunt attack damage at Power rank.
• Shadowcasting of Power rank Intensity darkness over a maximum of three areas.
• Flight at -1CS speed.
• Gateway.
• Energy Solidification.
The Darkforce is as yet undefined in the Marvel Universe. For your game's purposes, you might simply treat it as an other-dimensional power source that fills its own entire pocket dimension. That definition will work in or out of the official Marvel Universe.
*EC5/Electrical Control: The hero can control all forms of electricity, whether natural, artificial, or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.) The hero can increase or decrease the electricity's Intensity and reduce damage by his Power rank number. If the electricity is Power-related, then the target's Power rank determines the Intensity of the FEAT the hero must make to gain control. The hero has Power rank Resistance to Electrical Generation, and Electrical Generation as a Bonus power. Optional Powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path. Because electricity forms the basis for most of our technology, the hero can use his Power to remotely control any electrical device on a Good Intensity FEAT. More complex devices like computers require a more complex form of control and a Remarkable Intensity FEAT.
*EC6/Energy Conversion: The hero can simply change any form of energy into any other form. The transformed energy's Intensity is one rank lower than its original level. The hero can transform energy by an Intensity FEAT equal to the target energy's Intensity. The hero begins with the ability to transform any energy into one specific form. He can develop the ability to transform energy into other forms as Power stunts. There are two advantages to this Power. The first is the ability to gain an Energy Emission Power fueled by the environment. Dazzler, for example, can convert sonic energy into light. She then refined that Light Generation into a variety of effects, including lasers, light shields, and hypnotic effects. The second advantage is the ability to transform deadly force into less dangerous forms. For example, if your hero found himself caught in a raging firestorm, he might Convert the heat into Cold. This would both protect him and extinguish the fire. (The paramedic shook his head. "I'll be danged if I can figure out how a man can get frostbite fighting a fire.") The maximum Intensity of Energy that a hero can convert is equal to one rank higher than his Power rank (a red FEAT). Excess energy remains in its original state, although its Intensity is diminished by the Power's rank number. Example: The Astounding Adaptor possesses Excellent Energy Conversion. While traveling through Nebraska, he spots a tornado about to touch down. He directs his Power at the tornado, which possesses Amazing Intensity. The most his Power can directly affect is Remarkable Intensity. He tries for a red FEAT and succeeds. The tornado bursts into an Amazing Intensity flash of orange light. High winds of Remarkable Intensity continue to buffet the area, but at least the worst of the property damage has been avoided. ("Now if I could just get these spots out of my eyes…") When creating the character, the player can raise his Power by +1CS by limiting him to a specific Energy Conversion (Sonics to Light, in Dazzler's example). The player must determine the characteristics for the secondary Power he gains by taking Energy Conversion. These would match the appropriate listing in the Energy Emission section.
*EC7/Energy Solidification: The hero can transform energy into a matrix that simulates solid matter. This matrix may be any shape the hero desires, although greater complexity requires a higher Intensity FEAT to create. For example, simple solids can be formed by a Feeble FEAT. Animated forms require a Typical FEAT. Likenesses and simple machinery require an Incredible FEAT. The energy matrix possesses Strength equal to the Power rank. It continues to exist for a duration determined by the hero's Psyche. After that time, the matrix harmlessly dissipates. Some of the uses for this Power include:
• Forming cages or barriers.
• Forming servants to perform desired tasks.
• Creating Body Armor to protect and enhance the hero's abilities.
• At high levels, the hero can build semi-permanent structures at will.
Pieces that are "broken off" from the matrix immediately revert to their original energy form, doing -4CS damage to the vandal. Optional Powers include any Energy Emission or Energy Control Power.
*EC8/Energy Sponge: The hero can absorb any form of energy, whether natural or Power-based, and not suffer any damage. The hero can absorb energy equal to his Power rank number. This stored energy can be released at any time the hero desires; upon release it has a lower Intensity than its original state (-2CS). The hero may also choose to harmlessly dissipate the energy over a long period; this is a number of turns equal to the Intensity rank number. For example, your hero soaks up an Incredible radiation blast. He chooses to re-release it later as a single, Excellent Intensity blast that could really muck up whatever it hit, or he could let the radiation slowly seep away (this takes 40 turns, or four minutes). When the hero reaches his limit, three things can happen. One, the hero simply cannot absorb any more energy until he releases what he has already soaked up. This assumes the hero is in control of the situation and has a choice in his actions. The second possibility is that a "gag reflex" takes effect. Just as a human expels all food when the intake limit is reached, so too will the hero simply, uncontrollably release all absorbed energy at once. This situation assumes the hero doesn't know his own limit, or has a low Intuition (Typical or lower). The third possibility is dangerous for the hero. If he attempts to absorb more than his limit, he may suffer physical damage. The hero can temporarily absorb greater amounts of energy by making repeated red FEATs. Each successful FEAT enables him to absorb the next higher Power rank number worth of energy, minus the number already absorbed. When the hero fails the red FEAT, trouble occurs. All absorbed energy is released in a single turn, doing full damage to the hero. If the hero makes one last red FEAT, he takes only half damage but loses the Power permanently. Example: The alien hero Sukupp possessed an Excellent level of the Energy Sponge Power. While he was visiting Charleston, terrorists detonated an atomic bomb of Monstrous Intensity. Sukupp had no choice but to try to absorb the blast. He made his first red FEAT and absorbed 30 points of the blast. He didn't have time to release it, nor was this the proper place; the fireball was growing. He made his next red FEAT and absorbed another 10 points. A third red FEAT allowed him to absorb an Amazing amount of radiation, minus the points already absorbed (50-40=10). Sukupp now had 50 points of the Ablast's 75 soaked into his body. There was still enough free to contaminate the city. Sukupp had to absorb it all. He tried. He failed the last red FEAT. For second, his body glowed like a small star. Than, he was gone. When creating the character, the player can raise the Power rank by +1CS by specializing in absorbing a single type of energy.
*EC9/Energy Vampirism: The hero can drain the energy from a target and convert that energy into extra Strength, Endurance, Psyche, and other Powers he possesses. The hero can force a non-living, nor sentient target to release all its energy, an Intensity FEAT equal to the energy potential of the target. For example, an auto battery can be drained on a Typical Intensity FEAT, a gallon of gasoline by Good Intensity FEAT, the magnetism every tape in a music shop on an Excellent intensity FEAT, the heat of a blast furnace on an Amazing Intensity FEAT and so on. Living and/or sentient targets are harder to drain, because they possess Psyche. The target's Psyche determines the Intensity of the FEAT needed. A successful FEAT enables the hero to drain energy from the target. The amount drained is equal to this Power's rank number. The amount is drawn from all the target's Energy Emission Powers and any energies that form his physical make-up; this applies if the hero is a non-human (a robot, for example). The Energy Vampire can only drain Powers that actually emit energy—see the Energy Emission section. Powers that do not emit energy cannot be affected by this Power (but, see Power Vampirism). The Energy Vampire can drain the Power rank number amount of energy each turn as long as he keeps making successful FEATs. He can voluntarily stop feeding at any point by making a Psyche FEAT roll of any color except red. A red FEAT means his hunger is beyond his control. He has entered a feeding frenzy that will only cease when the target has been completely drain of energy. If the Energy Vampire fails to make any FEAT during the feeding process, he breaks off his attack and cannot reestablish it. The victim instantly develops an immunity to that particular Energy Vampire, and cannot be subjected to any of his future attacks. However, this does not protect the victim from other Energy Vampires. The drained energy is added in equal amounts to the Vampire's Strength, Endurance, Psyche, and any other Powers he possesses. The exception is this Power; no Vampire of any type can increase his own Power. Example: Evan the Energy Vampire possesses Good Energy Vampirism. His intended victim is Heatwave, a human with two Powers (Typical Gliding and Excellent Heat Emission) and Good Psyche. Evan makes the required FEAT roll (not red) to begin feeding, and drains 10 points from his victim's highest Power rank number. Heatwave's Heat Emission loses 10 points and drops to Good. Evan's three abilities go up 3 points each, thus increasing his Health by 6. The next turn, Evan makes another FEAT and drains another 10 points, drawn equally from Heatwave's Psyche and Heat Emission (dropping each by 5 points). Add another 3 points to Evan's three abilities and another 6 to his Health. The next FEAT is a repeat performance. At this point, Evan's player decides he's had enough, and rolls a 43; quitting is no problem. Why do Energy Vampires do it? Due to their odd nature, they lose energy at a dreadful rate. Their rank numbers for Strength, Endurance, and Psyche, and all Powers (except this one), drop 1 point per hour. The Energy Vampire must feed to bring those abilities and Powers up to their original levels. An Energy Vampire cannot actually starve to death; when all his affected rank numbers reach Shift 0, he enters a deathlike trance. His Vampirism continues to function and tries to drain anything that comes in contact with him. When the Vampire's abilities return to Feeble, he returns to life. When creating the Energy Vampire, the player must choose a weakness. He can increase the Power rank by +1CS by choosing a second weakness, up to a maximum of +3CS (four weaknesses) for the Energy Vampire. Energy Vampirism is communicable. A living and/or sentient victim who was Completely drained of all energy by an Energy Vampire must make a mandatory Psyche FEAT roll. On a red result, he becomes an Energy Vampire with Feeble Power rank.
*EC10/Fire Control: The hero can control existing flames, whether natural or Power-based. He can alter any factor involved in combustion without direct physical contact. The hero can increase or decrease the flame's Intensity up to his Power rank and reduce fire damage by his rank number. This Power includes Power rank Resistance to Fire and Heat, and Fire Generation as a Bonus Power, The most important aspect of this Power is enabling the hero to reshape flame into any form he desires. This can be used in a variety of Power stunts, as the hero develops numerous fiery constructs to perform miscellaneous deeds. Such fiery constructs do not act like normal flames. They emit less heat and consume less oxygen. Their fire doesn't spread past the outline of the constructs. In addition, they self-extinguish rapidly upon cessation of this Power. Optional Powers include Fire Generation, Thermal Control, Energy Sheath, and Energy Body.
*EC11/Gravity Manipulation: The hero can control gravity, the force that attracts all particles to all other particles. Gravity always exists wherever there is tangible matter. (in dimensions composed entirely of energy, though, gravity is optional.) The hero doesn't really generate gravity; he simply changes the Intensity of what's already there. He can increase or decrease the Intensity of gravity by his Power rank number. This effect may be centered on himself or projected onto a target. This permit him to develop a variety of Power stunts:
• Changing the direction of gravity.
• Creating artificial gravity in a normally weightless situation.
• Launching targets into space by reducing their weight to zero and letting the Earth's revolution fling them upward.
• Levitation at -1CS speed; this can be done to the hero himself or a target.
• Incapacitating a foe by suddenly, drastically increasing his weight beyond his Strength's capacity to move.
• Forcing aircraft to land by increasing their weight beyond their engines' lift potential.
• Sinking ships by making their weight exceed their buoyancy.
• Forming large asteroids by coalescing spacial debris.
The gravity remains altered for as long as the Power functions. After cessation, gravity returns to normal.
*EC12/Hard Radiation Control: The hero can control existing radiation, including Xrays, alpha, beta, gamma, and cosmic rays. The hero can increase or decrease the radiation's Intensity, up to his Power rank, and reduce the damage done by radiation up to his Power rank number. The hero can direct the flow of radiation and can alter its nature by converting any form of radiation to any other form. If a radiation related Power is involved, the target's Power rank determines the Intensity of the required FEAT. For example, an Amazing Intensity FEAT is required to control Amazing Radiation Emission. Bonus Powers include Hard Radiation Emission. Optional Powers include Hard Radiation Emission, Energy Doppelganger, Energy Sheath, Energy Body, and Energy Sustenance.
*EC13/Kinetic Control: The hero can control the energy of motion itself. He can increase or decrease kinetic energy's Intensity by his Power rank number. With a Typical Intensity FEAT, he can change the direction of any moving target. He can impart momentum as if he physically pushed the target, with his Power rank taken as Strength. The primary purpose of Kinetic Control is to control Telekinesis and Kinetic Bolts. In the former case, the hero can redirect the target's efforts. A FEAT equal to the target's Power rank taken as Intensity ensures this. In the latter case, the hero can shape Kinetic Bolts into forms that can perform complex tasks. The difficulty of such tasks determines the Intensity of the required FEAT. The hero can have a Bonus Power of either Telekinesis or Kinetic Bolt. The remaining Power can be an Optional one.
*EC14/Light Control: The hero can manipulate existing light. This can be visible, infrared, or ultraviolet light. The hero can alter the intensity, frequency (color, in other words), and coherence of light on a Good Intensity FEAT. The hero can actually change the direction of light and -form crude holograms on a Remarkable Intensity FEAT. Such holograms are little more than clouds or single-color walls. The Power allows +1CS Resistance to Light-based Powers, since the hero can redirect or dispel them, and they player may take Light Generation as a Bonus power, if they wish. Optional Powers include Light Generation, Energy Sheath, Carrier Wave, and Illusion Casting. The Nemesis is itself.
*EC15/Magnetic Manipulation: The hero can control magnetic force. He can increase or decrease magnetism's Intensity by his Power rank number. He can use existing magnetism, whether natural or Power-based, to perform any desired task. The required Intensity FEAT is equal to the Intensity rank of the magnetism. The hero can alter the polarity of a magnetic field (but not a neutron flow!). He can shape the field into forms to produce any effect. These can be developed as Power Stunts. The Power can be used to control simple machinery. The simplest form is merely rendering the machine inoperable by altering the magnetism of the components. A more refined use of the Power enables the hero to actually control a machine.
*EC16/Plasma Control: The hero can control fields of highly-charged particles. The hero can increase or decrease the plasma's Intensity and reduce its damage by his Power rank number. The Power includes Power rank Resistance to plasma's effects. The Power has two main uses. The first is shaping plasma fields into any shape desired. This can be developed into a variety of Power stunts as the hero develops numerous plasm a-constructs to perform various deeds. Such constructs do possess the typical sideeffects of plasma fields, and dissipate upon cessation of the Power. The second use of Plasma Control enables the hero to counteract plasma related Powers. These include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body. The target's Power rank determines the required intensity of the FEAT. For example, an Excellent Intensity FEAT is required to control Excellent Plasma Generation. Bonus Powers include Plasma Generation. Optional Powers include Plasma Generation, Energy Doppelganger, Energy Sheath, and Energy Body.
*EC17/Radiowave Control: The hero can control existing radiowaves, whether AM., FM, or microwaves. The hero can increase or decrease the radiowaves' Intensity by his Power rank number. A Good intensity FEAT permits the hero to alter the frequency and direction of such waves and garble transmissions. The hero has Power rank Resistance to radio-based attacks; such attacks are normally limited to an opponent thinking he's a microwave oven about to cook the hero's goose. The Power really comes into its own when used as a form of electronic-age Illusion Casting. That is, the hero creates complex signals that simulate an actual broadcast. Voice-only broadcasts can be simulated by a Typical Intensity FEAT. Musical or multi-voice broadcasts require an Excellent Intensity FEAT, as does a still picture. A single figure with a blank background or a simple cartoon-like broadcast requires an Incredible Intensity FEAT. A single figure with a complex background (think of an evening news broadcast) requires a Monstrous Intensity FEAT. Any other broadcast can be simulated on a Shift X Intensity FEAT (think Academy Awards production numbers, and you'll see why so high). Obviously, this is a Power that is only really useful in high-tech campaigns. Oh, it could exist in a primitive situation, but then who would know? This has a Bonus Power of Radiowave Generation. Optional Powers include Energy Doppelganger, Energy Sheath, and Carrier Wave.
*EC18/Shadowshaping: This is not Darkforce Manipulation; that's handled elsewhere. This Power enables the hero to affect normal shadows and, indirectly, light as well. The hero can shift the location and size of normal shadows. He can form them into two-dimensional images that can do Power rank damage to real targets. The hero can also Remote Sense through these shadowconstructs. The hero can increase or decrease the Intensity of any shadow, whether natural or Power-based, by his Power rank number. This overlaps with Light Generation and Shadowcasting but differs in that either effect is possible and only existing shadows or shadow-related Powers are affected. The hero has the ability to see through any shadow as if it were a normally-lit area, provided its Intensity is less than or equal to his Power rank. This does not apply to Darkforce, however. This Power includes Power rank Resistance to shadow-based Powers. This has the Bonus Power of Shadowcasting. Optional Powers include Light Control, Energy Sheath, and Energy Body. In the last two cases, the hero resembles a living shadow.
*EC19/Sound Manipulation: The hero can control existing sound. He can increase sound's Intensity by one rank by means of a Power rank FEAT or decrease it by his Power rank number. It also provides the hero with Resistance to sound-based Powers; again, his Power rank number decreases the Intensity the attack. This is possibly the single most useful Power of all those that don't do actual damage. The uses are infinite:
• Muting the voices of an opponent group, thus preventing them from coordinating their actions.
• Muting alarms.
• Magnifying distant sounds to make them audible at the hero's location
• Increasing faint sounds to enable the hero to perform certain actions (like cracking a combination lock).
• Destroying boom boxes if the hero doesn't like the music.
• Cranking up boom boxes if he does
Okay, a lot of the uses are somewhat frivolous. Still, the ability to knock out voice is a powerful weapon. Sound Manipulation can also be used to reinforce sound based Powers. The hero can raise the other Power rank +1CS as long as this Power functions. This has a Bonus Power of Sound Generation. Optional Powers include Vibration and Vibration Control.
*EC20/Thermal Control: The hero control applied heat or cold; that is, can control any force that actively changes the temperature of something else. This includes any source of heat or cold, whether natural, artificial, or Power based. The Power overlaps both Heat and Cold Generation but it also differs from them in that this Power cannot affect the natural temperature of a target or alter the local temperature to suit the hero's whim. For example, Thermal Control could cool a girder being heated in a furnace, since that thing is being actively heated, but it could not change. the temperature of another girder lying outside the furnace (nothing is being done to that one). Thermal Control is mostly used to counteract or supplement temperature altering Powers. The Power can affect such others as soon as they are emitted from the target's body. That is, you can affect the Human Torch's fireballs but not his Fire Sheath. The target's Power rank determines the required Intensity of the FEAT. Controlling the Torch's heat takes an Unearthly Intensity FEAT. Optional Powers include Heat Generation, Fire Generation, Cold Generation, Fire Control, and Coldshaping.
*EC21/Vibration Control: The hero can control existing vibrations. These may be natural or Power-based. The hero can increase or decrease the Intensity of the vibration by his Power rank number. He has Power rank Resistance to Vibration and Sonic attacks. A Power like this can make a hero extremely popular in a quake-prone locale like southern California. Using the Richter scale, these are the required Intensities of the FEATs for controlling each class of earthquake.
Richter Number Intensity
1 --- FE, PR
2 --- TY, GD
3 --- EX, RM
4 --- IN, AM
5 --- MN, UN
Okay, if California is determined to fall into the sea, you won't be much help. Of course, if your hero possesses Vibration as well, he might get blamed for the quake. On a smaller scale, the Power can be used in a variety of everyday situations:
• The hero can distort or even mute a target's voice. This effectively negates vocal Powers. This is done by directly affecting the target's larynx.
• If your campaign includes other Dimensions that can be reached by adjusting your vibratory rate to that of the chosen dimension, then this Power will do the trick on an Amazing Intensity FEAT.
• The hero can cripple gyroscopes, thus disabling any vehicles dependent on them (subs, aircraft). This is a Typical Intensity FEAT, which incidentally also works against robots.
• The hero can adjust the vibratory rate of his own atoms, permitting him to Phase through solid objects or let solids (like bullets) pass harmlessly through him.
Optional Powers include Vibration, Sonic Generation, and Sound Manipulation.