Post by Ebon on Jul 5, 2013 23:16:08 GMT -8
Energy Emission Powers
*EE1/Cold Generation: This Power is the pure form of Ice Generation and one it is often confused with. The hero can emit a field that decreases thermal energy and infrared radiation.
The Power decreases the temperature of the target; the amount is determined both by a FEAT and the Power rank number. A Typical FEAT drops the temperature by 10x the rank number; a Remarkable FEAT drops it by 20x the rank number; and an Unearthly FEAT drops it by 40x the rank number. For example, a hero with Remarkable Cold Generation can lower a target's temperature by 300 (10x30) to 1200 (40x3O) degrees. The only limitation is that the temperature cannot drop lower than absolute zero (-273 degrees Celsius or -459.4 degrees Fahrenheit). The power has the side-effect of cooling the air between the hero and the target. Gases within that area may condense. Such by-products evaporate quickly after the Power ceases to operate. Cold Generation can be used to negate other sources of cold, whether Power-based, artificial, or environmental; its Power rank decreases the intensity of the affected cold. However, it cannot be used to raise the temperature of a frigid environment. The hero with this Power has Power rank level resistance to Cold in any form. Optional Powers include Coldshaping, Condensation, Solidification, and Molding. Nemeses include Heat Emission, Fire Generation, and Thermal Control.
*EE2/Electrical Generation: The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, the hero can gain +2CS to his damage by choosing to limit his range to contact only. In this case, the range can be extended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
• Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
• Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
• Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
• Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
The hero can use any form at will or can raise his rank +1CS by specializing in a particular form. This Power automatically includes Power rank Resistance to Electricity; no FEAT is required to resist your own Power. This Power is linked to Electrical Control and Energy Sheath. When creating the hero, the player can exchange any randomly determined Powers for these if he so desires. Extreme heat reduces this Power's rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold's Intensity rank. At Shift X level, the hero gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.
*EE3/Energy Doppelganger: The hero can generate an Energy Body from his own body. This Doppelganger can have Powers of its own, including those characteristic to the type of energy of Generation, Fire Control, and Energy Sheath which the Doppelganger is composed. The Doppelganger automatically has the Power of True Flight, While the player can decide which Powers are possessed by whom, a rule of thumb is that the majority of physical Powers are assigned to the Doppelganger. The player must also decide whether the Doppelganger is simply an extension of the hero's will or if it has an independent, but obedient, mind. If the player chooses the latter he raises the Power rank +1CS; he can raise it another +1CS by having the lapse into unconsciousness when he uses the Power, since his mind is directly tied into maintaining the Doppelganger's existence. Any damage to the Doppelganger is subtracted from the hero's Psyche. Rank determines the duration of the Doppelganger and the minimum ran any Powers it possesses. Normally the hero can generate only one Doppelganger at a time. At extremely high ranks, the hero can generate additional Doppelgangers. The number is equal to 1% of the Power rank number (round up). For example, at Class 1000 rank the hero can create 10 simultaneous beings. Such beings have a decreased Resistance (-2CS) to plasma-based attacks since these disrupt the energy field that forms the Doppelganger. They possess an increased Resistance (+4CS) to attacks based on Light, Heat, Flame, Vibrations, and Sonics, since they have no solid mass to affect. The Nemesis Power is Plasma Control.
*EE4/Fire Generation: The hero can project fire with Power rank damage and range. These flames have no apparent fuel source and spring from the hero as if he were a living fuel tank. Although the flames' fuel comes out of the proverbial nowhere, free oxygen must be present for the Power to function. If not, the hero can cause a single flame that lasts' only one turn, then fizzles out. At Shift X rank, the hero gains the ability to generate oxygen as well, permitting this Power to function under any conditions. When creating the hero, the player can choose the Powers of Flame Control, Energy Sheath, and Energy Body to fill any slots still open. This has to be the most dangerous Power around. Heroes have to watch out for accidental firestorms. They also tend to consume all the oxygen in their location, making everyone pass out. Then there is the question of smoke and gases created by the hero's Flame Power. It makes me wonder what kind of ventilation system the Baxter Building has. Fire Generation is the opposing Power to Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when fighting these Powers. It also loses -1CS when being attacked by those Powers.
*EE5/Hard Radiation Emission: This covers the dangerous section of the energy spectrum: ultraviolet light, x-rays, and alpha and beta particles, gamma rays, and the ever-popular "cosmic rays." The hero can project any of these types at Power rank range and damage. When creating the hero, the player can raise his rank +1CS by specializing in a particular type of hard radiation. For game purposes, we'll assume that the hero has total control over his own inherent radioactivity and possesses automatic safe-guards that prevent him from fatally contaminating the area each time he uses his Power. This Power is linked to Radiation Control; the player can exchange one of his other Powers for Radiation Control when creating the hero, if he so desires.
*EE6/ Heat: The hero can generate pure heat that is not necessarily accompanied by light or flame by accelerating molecular motion. This permits the hero to do rank level effects over target materials. Some Power Stunts using pure heat include:
• Causing the breakdown of molecular or even atomic bonds (Amazing and Unearthly FEATs, respectively).
• Negating a target's magnetism
• Negating a target's electrical conductivity.
• Strengthening materials by heat-treating.
• Changing local weather by heating the air; this can cause small cyclones and electrical storms.
Because this Power uses pure heat, it can function in conditions that negate Flame Emission, like the absence of free Oxygen or the hero's being underwater. Beings who possess Thermal Vision or Abnormal Sensitivity can detect an infrared glow around, the hero and his target whenever he uses his Power. Heat Emission is the Nemesis of Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when attacking those Powers and loses -1CS when being attacked by them.
*EE7/Kinetic Bolt: This is a crude form of M30/Telekinesis. The hero can strike a target with a surge of force at Power rank range and damage. The Kinetic Bolt can be shaped as desired by the hero. It can be a wide cylinder, or an incredibly fine needle. Its effect is the same as if the target had been struck by a solid object of equal material strength. This Power can affect only tangible materials. It includes Resistance to Kinetic Bolts, Kinetic Control, or Telekinesis. Optional Powers are Kinetic Control and Telekinesis, which are also the Nemeses.
*EE8/Light Emission: The hero can emit powerful bursts of light do Power rank damage at rank range. The light may be of any nature:
• Normal light in any color or intensity; the hero can light the area, dispel Shadow Powers, and temporarily blind targets.
• Coherent Light (lasers) do rank level heat damage as they burn into targets. Lasers can also be used to carry information or to create holograms.
• Optic blasts do rank level damage but rather than burn a target, they act as Kinetic Bolts.
The player can raise the hero's rank upon creation by +2CS if he chooses specialization in a specific form of this Power.
*EE9/Magnetism: The hero can generate intense magnetic force. The magnetic field may be centered on the hero's body or be projected at rank range. The field can affect anything susceptible to magnetism, attracting it with Power rank Strength. If the target itself is magnetic, the hero can attract it at +1CS or repel it at Power rank. The hero can induce magnetism into any materials that can sustain a magnetic field; these include ferrous materials, iron-bearing clays and plastics, and ferrous ores. The hero can do rank level damage to electronic devices by scrambling internal signals; this is especially effective against magnetic recordings and micro-chip dependent devices. This Power can affect other Powers. It can redirect Electrical Generation by a Typical Intensity FEAT if the other Power's rank is lower, a Remarkable Intensity FEAT if equal, and an Unearthly Intensity FEAT if the other Power is higher. It can disrupt Electric or Magnetic Control and Energy Sheath or Energy Body, if either are magnetic in nature. The Power has its drawbacks. It attracts some types of attacks if the hero is careless. Such attacks as Electrical Generation or anything using ferrous materials (knives, missiles) gain +2CS. This Power is its own primary Nemesis.
*EE10/Plasma Generation: Plasma refers to here to a field of highly-charged particles. Common examples include the aurora borealis, the glow in a fluorescent tube, the Van Allen Belt, and the heart of a nuclear blast. Plasmas may be of any nature: fiery, magnetic, electrical, radioactive, or be of a previously unknown form of energy. This last group includes many super-powers, living energy fields, and beings who can transform themselves into pure energy. The hero can project Plasma fields at Power rank range. Due to the unique nature of this Power, it does damage on two levels. The primary level is brute force; the field does Power rank damage There are also side-effects based on the nature of each Plasma bolt. Plasma fields have two of the following side effects:
• Light at -2CS level of illumination
• Heat at -2CS damage
• Flame at -2CS damage
• Hard Radiation at -2CS damage
• Magnetism at -2CS damage but full Power rank range
• Electricity at -2CS damage.
The hero initially possesses a single type of Plasma with two set side-effects that occur each time he uses his Power. Later he can develop other Plasmas with different side-effects as Power Stunts. Plasma is a Nemesis to the Powers of Energy Sheath and Energy Body. The hero gains +1CS when attacking either Power. Plasma's own Nemeses are Plasma Control and Power Control.
*EE11/Radiowave Generation: The hero can generate radiowaves, including AM and FM signals and microwaves. This Power primarily affects broadcasting and electronics; the Power can do rank damage over rank range to these. The Power can also be used to directly affect any target by internally heating it through microwave bombardment. Used in this manner, the Power has -2CS on its damage and range.
Optional Powers include Radiowave Control, Energy Sheath, and Carrier Wave. Nemeses include Radiowave Control, Energy Absorption, and Force Field vs. Energy.
*EE12/Shadowcasting: The hero can emit a field that decreases light and radiation. The obscured energy's Intensity is lowered by the Power's rank taken as Intensity. The energy forms that can be affected by this Power are Light, Heat, Hard Radiation, Radiowaves, Energy Doppelgangers, and Energy Bodies. The hero possesses the ability to affect only Light when his Power is at Good rank. At each rank above Good, he gains the ability to affect another energy form in the following order: EX-Heat, RM-Hard Radiation, IN-Radiowaves, AM-Energy Doppelgangers, MN-Energy Bodies. This Power includes the ability to see clearly through his own natural or Powercreated shadows of Intensity less that the hero's Power rank. The Power can disrupt Darkforce Manipulation on a Typical Intensity FEAT if its rank is higher than that of the Darkforce manipulator, Remarkable Intensity FEAT if they are equal, and Unearthly Intensity FEAT if the Power's rank is lower. Optional Powers include Shadowshaping and Darkforce Manipulation. The Nemesis is Light Emission.
*EE13/Sonic Generation: The hero can generate intense sound and make attacks of Power rank range and damage. This Power can generate frequencies normally inaudible. The hero can disrupt other sound-based Powers by creating dissonance as his harmonics clash with the second Power's harmonics. The hero's own rank is subtracted from the target harmonic's Intensity. Optional Powers include Sonic Control, Vibration, and Vibration Control. Nemeses are this Power itself and the three just listed. The Power needs a medium to carry the sound, whether gaseous, liquid, or solid. It cannot function in a vacuum unless the hero is touching a solid through which he can transmit his Power. This Power can be used in tandem with the Power of Speech-Throwing to permit Sonic Generation to affect even unconnected targets in a vacuum.
*EE14/Vibration: The hero can generate non-audible vibrations. These can alter existing harmonics, effectively negating any sonic- or vocal-based Power. The hero can cause tremors at Power rank range and damage. The Power can even be used to incapacitate living targets; effects can vary from motion sickness (nausea and vomiting) to death by internal hemmorhaging. This Power includes Resistance to Vibratory attacks. Optional Powers include Vibration Control and Sonic Generation. Some possible Power Stunts include:
• Forming a vibratory shield that can provide up to +2CS protection. The vibrations make the hero harder to hit as weapons are thrust aside by the field. At higher ranks it can even cause the weapon's own structure to collapse.
• Negating vocal powers by sending the hero's own vibrations into the target's larynx. For example, your hero could reduce Lorelei's song to a gurgle.
• Throwing machinery out of kilter by vibrating delicate components.
*EE1/Cold Generation: This Power is the pure form of Ice Generation and one it is often confused with. The hero can emit a field that decreases thermal energy and infrared radiation.
The Power decreases the temperature of the target; the amount is determined both by a FEAT and the Power rank number. A Typical FEAT drops the temperature by 10x the rank number; a Remarkable FEAT drops it by 20x the rank number; and an Unearthly FEAT drops it by 40x the rank number. For example, a hero with Remarkable Cold Generation can lower a target's temperature by 300 (10x30) to 1200 (40x3O) degrees. The only limitation is that the temperature cannot drop lower than absolute zero (-273 degrees Celsius or -459.4 degrees Fahrenheit). The power has the side-effect of cooling the air between the hero and the target. Gases within that area may condense. Such by-products evaporate quickly after the Power ceases to operate. Cold Generation can be used to negate other sources of cold, whether Power-based, artificial, or environmental; its Power rank decreases the intensity of the affected cold. However, it cannot be used to raise the temperature of a frigid environment. The hero with this Power has Power rank level resistance to Cold in any form. Optional Powers include Coldshaping, Condensation, Solidification, and Molding. Nemeses include Heat Emission, Fire Generation, and Thermal Control.
*EE2/Electrical Generation: The hero can create electrical streams that can do Power rank damage. The hero can project the electricity through any conductive medium, such as air, water, or metal, at Power rank range. If the player chooses, the hero can gain +2CS to his damage by choosing to limit his range to contact only. In this case, the range can be extended by conducting the Power through solid conductors like metal. Electricity comes in various forms:
• Static electricity causes magnetic attraction between objects and can disrupt electronic communications.
• Lightning is sheer, raw, destructive power and by far the most popular form of this Power.
• Alternating current is what our technology is driven by. This Power can either energize or overload normal electrical devices.
• Direct current is what a battery produces. It can energize or overload devices that use DC power. It can also short out devices that use AC power.
The hero can use any form at will or can raise his rank +1CS by specializing in a particular form. This Power automatically includes Power rank Resistance to Electricity; no FEAT is required to resist your own Power. This Power is linked to Electrical Control and Energy Sheath. When creating the hero, the player can exchange any randomly determined Powers for these if he so desires. Extreme heat reduces this Power's rank by the Intensity rank of the heat. Conversely, extreme cold increases the rank by the cold's Intensity rank. At Shift X level, the hero gains the ability to create a stream of conductive gas, thus allowing the Power to function even in a vacuum.
*EE3/Energy Doppelganger: The hero can generate an Energy Body from his own body. This Doppelganger can have Powers of its own, including those characteristic to the type of energy of Generation, Fire Control, and Energy Sheath which the Doppelganger is composed. The Doppelganger automatically has the Power of True Flight, While the player can decide which Powers are possessed by whom, a rule of thumb is that the majority of physical Powers are assigned to the Doppelganger. The player must also decide whether the Doppelganger is simply an extension of the hero's will or if it has an independent, but obedient, mind. If the player chooses the latter he raises the Power rank +1CS; he can raise it another +1CS by having the lapse into unconsciousness when he uses the Power, since his mind is directly tied into maintaining the Doppelganger's existence. Any damage to the Doppelganger is subtracted from the hero's Psyche. Rank determines the duration of the Doppelganger and the minimum ran any Powers it possesses. Normally the hero can generate only one Doppelganger at a time. At extremely high ranks, the hero can generate additional Doppelgangers. The number is equal to 1% of the Power rank number (round up). For example, at Class 1000 rank the hero can create 10 simultaneous beings. Such beings have a decreased Resistance (-2CS) to plasma-based attacks since these disrupt the energy field that forms the Doppelganger. They possess an increased Resistance (+4CS) to attacks based on Light, Heat, Flame, Vibrations, and Sonics, since they have no solid mass to affect. The Nemesis Power is Plasma Control.
*EE4/Fire Generation: The hero can project fire with Power rank damage and range. These flames have no apparent fuel source and spring from the hero as if he were a living fuel tank. Although the flames' fuel comes out of the proverbial nowhere, free oxygen must be present for the Power to function. If not, the hero can cause a single flame that lasts' only one turn, then fizzles out. At Shift X rank, the hero gains the ability to generate oxygen as well, permitting this Power to function under any conditions. When creating the hero, the player can choose the Powers of Flame Control, Energy Sheath, and Energy Body to fill any slots still open. This has to be the most dangerous Power around. Heroes have to watch out for accidental firestorms. They also tend to consume all the oxygen in their location, making everyone pass out. Then there is the question of smoke and gases created by the hero's Flame Power. It makes me wonder what kind of ventilation system the Baxter Building has. Fire Generation is the opposing Power to Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when fighting these Powers. It also loses -1CS when being attacked by those Powers.
*EE5/Hard Radiation Emission: This covers the dangerous section of the energy spectrum: ultraviolet light, x-rays, and alpha and beta particles, gamma rays, and the ever-popular "cosmic rays." The hero can project any of these types at Power rank range and damage. When creating the hero, the player can raise his rank +1CS by specializing in a particular type of hard radiation. For game purposes, we'll assume that the hero has total control over his own inherent radioactivity and possesses automatic safe-guards that prevent him from fatally contaminating the area each time he uses his Power. This Power is linked to Radiation Control; the player can exchange one of his other Powers for Radiation Control when creating the hero, if he so desires.
*EE6/ Heat: The hero can generate pure heat that is not necessarily accompanied by light or flame by accelerating molecular motion. This permits the hero to do rank level effects over target materials. Some Power Stunts using pure heat include:
• Causing the breakdown of molecular or even atomic bonds (Amazing and Unearthly FEATs, respectively).
• Negating a target's magnetism
• Negating a target's electrical conductivity.
• Strengthening materials by heat-treating.
• Changing local weather by heating the air; this can cause small cyclones and electrical storms.
Because this Power uses pure heat, it can function in conditions that negate Flame Emission, like the absence of free Oxygen or the hero's being underwater. Beings who possess Thermal Vision or Abnormal Sensitivity can detect an infrared glow around, the hero and his target whenever he uses his Power. Heat Emission is the Nemesis of Cold Emission, Coldshaping, and Powers that use water. This Power gains +1CS when attacking those Powers and loses -1CS when being attacked by them.
*EE7/Kinetic Bolt: This is a crude form of M30/Telekinesis. The hero can strike a target with a surge of force at Power rank range and damage. The Kinetic Bolt can be shaped as desired by the hero. It can be a wide cylinder, or an incredibly fine needle. Its effect is the same as if the target had been struck by a solid object of equal material strength. This Power can affect only tangible materials. It includes Resistance to Kinetic Bolts, Kinetic Control, or Telekinesis. Optional Powers are Kinetic Control and Telekinesis, which are also the Nemeses.
*EE8/Light Emission: The hero can emit powerful bursts of light do Power rank damage at rank range. The light may be of any nature:
• Normal light in any color or intensity; the hero can light the area, dispel Shadow Powers, and temporarily blind targets.
• Coherent Light (lasers) do rank level heat damage as they burn into targets. Lasers can also be used to carry information or to create holograms.
• Optic blasts do rank level damage but rather than burn a target, they act as Kinetic Bolts.
The player can raise the hero's rank upon creation by +2CS if he chooses specialization in a specific form of this Power.
*EE9/Magnetism: The hero can generate intense magnetic force. The magnetic field may be centered on the hero's body or be projected at rank range. The field can affect anything susceptible to magnetism, attracting it with Power rank Strength. If the target itself is magnetic, the hero can attract it at +1CS or repel it at Power rank. The hero can induce magnetism into any materials that can sustain a magnetic field; these include ferrous materials, iron-bearing clays and plastics, and ferrous ores. The hero can do rank level damage to electronic devices by scrambling internal signals; this is especially effective against magnetic recordings and micro-chip dependent devices. This Power can affect other Powers. It can redirect Electrical Generation by a Typical Intensity FEAT if the other Power's rank is lower, a Remarkable Intensity FEAT if equal, and an Unearthly Intensity FEAT if the other Power is higher. It can disrupt Electric or Magnetic Control and Energy Sheath or Energy Body, if either are magnetic in nature. The Power has its drawbacks. It attracts some types of attacks if the hero is careless. Such attacks as Electrical Generation or anything using ferrous materials (knives, missiles) gain +2CS. This Power is its own primary Nemesis.
*EE10/Plasma Generation: Plasma refers to here to a field of highly-charged particles. Common examples include the aurora borealis, the glow in a fluorescent tube, the Van Allen Belt, and the heart of a nuclear blast. Plasmas may be of any nature: fiery, magnetic, electrical, radioactive, or be of a previously unknown form of energy. This last group includes many super-powers, living energy fields, and beings who can transform themselves into pure energy. The hero can project Plasma fields at Power rank range. Due to the unique nature of this Power, it does damage on two levels. The primary level is brute force; the field does Power rank damage There are also side-effects based on the nature of each Plasma bolt. Plasma fields have two of the following side effects:
• Light at -2CS level of illumination
• Heat at -2CS damage
• Flame at -2CS damage
• Hard Radiation at -2CS damage
• Magnetism at -2CS damage but full Power rank range
• Electricity at -2CS damage.
The hero initially possesses a single type of Plasma with two set side-effects that occur each time he uses his Power. Later he can develop other Plasmas with different side-effects as Power Stunts. Plasma is a Nemesis to the Powers of Energy Sheath and Energy Body. The hero gains +1CS when attacking either Power. Plasma's own Nemeses are Plasma Control and Power Control.
*EE11/Radiowave Generation: The hero can generate radiowaves, including AM and FM signals and microwaves. This Power primarily affects broadcasting and electronics; the Power can do rank damage over rank range to these. The Power can also be used to directly affect any target by internally heating it through microwave bombardment. Used in this manner, the Power has -2CS on its damage and range.
Optional Powers include Radiowave Control, Energy Sheath, and Carrier Wave. Nemeses include Radiowave Control, Energy Absorption, and Force Field vs. Energy.
*EE12/Shadowcasting: The hero can emit a field that decreases light and radiation. The obscured energy's Intensity is lowered by the Power's rank taken as Intensity. The energy forms that can be affected by this Power are Light, Heat, Hard Radiation, Radiowaves, Energy Doppelgangers, and Energy Bodies. The hero possesses the ability to affect only Light when his Power is at Good rank. At each rank above Good, he gains the ability to affect another energy form in the following order: EX-Heat, RM-Hard Radiation, IN-Radiowaves, AM-Energy Doppelgangers, MN-Energy Bodies. This Power includes the ability to see clearly through his own natural or Powercreated shadows of Intensity less that the hero's Power rank. The Power can disrupt Darkforce Manipulation on a Typical Intensity FEAT if its rank is higher than that of the Darkforce manipulator, Remarkable Intensity FEAT if they are equal, and Unearthly Intensity FEAT if the Power's rank is lower. Optional Powers include Shadowshaping and Darkforce Manipulation. The Nemesis is Light Emission.
*EE13/Sonic Generation: The hero can generate intense sound and make attacks of Power rank range and damage. This Power can generate frequencies normally inaudible. The hero can disrupt other sound-based Powers by creating dissonance as his harmonics clash with the second Power's harmonics. The hero's own rank is subtracted from the target harmonic's Intensity. Optional Powers include Sonic Control, Vibration, and Vibration Control. Nemeses are this Power itself and the three just listed. The Power needs a medium to carry the sound, whether gaseous, liquid, or solid. It cannot function in a vacuum unless the hero is touching a solid through which he can transmit his Power. This Power can be used in tandem with the Power of Speech-Throwing to permit Sonic Generation to affect even unconnected targets in a vacuum.
*EE14/Vibration: The hero can generate non-audible vibrations. These can alter existing harmonics, effectively negating any sonic- or vocal-based Power. The hero can cause tremors at Power rank range and damage. The Power can even be used to incapacitate living targets; effects can vary from motion sickness (nausea and vomiting) to death by internal hemmorhaging. This Power includes Resistance to Vibratory attacks. Optional Powers include Vibration Control and Sonic Generation. Some possible Power Stunts include:
• Forming a vibratory shield that can provide up to +2CS protection. The vibrations make the hero harder to hit as weapons are thrust aside by the field. At higher ranks it can even cause the weapon's own structure to collapse.
• Negating vocal powers by sending the hero's own vibrations into the target's larynx. For example, your hero could reduce Lorelei's song to a gurgle.
• Throwing machinery out of kilter by vibrating delicate components.