We're continuing with the Powers list. Next up is Clinging. Spider-Man is the obvious source for this one, although Nightcrawler also has this ability. For every 5 points in the power (minimum cost 10 pts), you can cling to a surface with a STR equal to twice the points (so minimum 20 STR). Movement is like you're on the ground if you're horizontally moving (like on a ceiling) or 1/2 your movement speed if you're climbing up a wall. You can still fight while clinging, too. However, if your normal STR is greater than your Clinging STR, and you use more than your Clinging STR to do something, you fall. So be careful.
Next up is Damage Resistance. This is for the bulletproof characters that aren't wearing armor (like the Thing or Iron Man). Superman would have this power, as would someone like Power Man. Buying this power once gives you resistant defense on half of your PD and/or ED. There are four different levels of Damage Resistance. 5 points gives you 1/2 resistant defense vs. hand-to-hand killing attacks; 10 points gives you 1/2 resistance vs. either physical or energy killing attacks (ranged or HTH); 15 points gives you 1/2 resistance to all killing attacks. You can buy this power twice to give yourself full damage resistance. So, a character with 20 PD and 16 ED who buys the 15-pt. Damage Resistance will have 10 resistant PD and 8 resistant ED. There's an example given of PD 15 character being shot by an agent using an auto-carbine and doing 7 BODY and 21 STUN with the attack. The resistant PD would be 8 (1/2 of 15, rounded up), so there is no BODY damage done (7 - 8 = -1). For the STUN, the character uses their full PD of 15, so they take 6 STUN from the attack (21 - 15 = 6). Simple enough, isn't it?
Danger Sense is that sixth sense that warns you something is about to happen. Again, Spider-Man is the classic example with his Spider-Sense. But anyone can have this; Batman is very intuitive about the possibility of being attacked from ambush, for example. This is basically a 3D6 roll with a target number of 11 or less, costing 10 points. For every 3 points, you get a +1 to the roll (so at 16 points you have to roll a 13 or less). A successful Danger Sense roll allows you to react to an attack with your full DCV; if you roll really well (1/2 or less of your target number) you can actually react with an attack of your own at full OCV.
We continue with Darkness. Cloak from Cloak and Dagger can do this, as can Shadow Lass from the Legion of Super-Heroes. The character can project a circle of darkness in an area 2" in radius for 10 points; this darkness is basically equivalent to night, giving characters a -3 to attacks with an additional -1 per 1" of range. You can intensify the Darkness to fully block normal sight for an additional 5 points; 5 more means it blocks UV and IR vision as well. You can even block Radar or X-Ray Vision for 5 points more each, too. And if you want a larger radius, it's 5 points per additional 1". Of course, this power costs END to use.
Last on this page we have Density Increase. It crosses over to the next page, so I'll just mention here that it makes your character tougher and stronger by increasing their mass. Specifically, it will add to your STR, CON, PD, ED, and BODY without any visible effects to your appearance. And it costs 10 points per level of Density Increase. How it works exactly will be detailed next time, though.
And that's another page down; lots to go.
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