Alright, let's continue our run through the various powers of 1e Champions, shall we? Next up is the Killing Attack (ranged). This is basically the same as the HTH version, except you don't add any STR bonuses but you can fire at targets at range. The range is 5 times the points, and the minimum cost is 15 points (which buys you 1d6 RKA). You define whether the attack is physical or energy at the time it is bought. END costs apply. This power would work to represent guns as well as powerful laser attacks or fire blasts.
Life Support allows you to survive in unfriendly or even deadly environments without any ill effects. The more points you spend, the more environmental factors you can ignore. The base is 5 points, which makes you Aquaman (breathing water). For 10 points, you don't have to breathe and you're immune to inhaled gases. At 15 points, you're also immune to gases absorbed through the skin. At 20 points you can survive in the vacuum of space or in high-pressure environments. For 25 points you don't eat or excrete anymore. And at the full amount, 30 points, you can survive under conditions of extreme heat, cold or radiation (or any other excessively hostile environment), but that doesn't mean you don't take any damage from attacks based on those effects thanks to shock. There's no END cost for Life Support. Note that each of the levels is cumulative; at 30 points you have all the levels, not just the safe environments of heat, cold, etc.
Next up is Mental Illusions. This power lets you project illusions into an opponent's mind. So, only the target can see the illusion. This is a mental power, which means it is based on your Ego Combat Value (ECV), which is your EGO/3. You define the illusion when you use the power, and you're limited only by your imagination as to what the target sees in their mind. You roll 1D6 for every 5 points you have in the power (minimum 10 pts), and subtract any Ego Defense they may have. The remainder is compared to the target's INT score to determine the actual effect. At a level equal to or greater than the target's INT score, they see the illusion; double their INT means they perceive it fully (all their senses accept it as real). Triple INT means they can actually be hurt by the illusion (STUN only), and quadrupling their INT means they take both STUN and BODY from the illusion.
You can make the illusion more effective by making it fit into the preconceptions of the target (for example, the target is in a zoo, so an illusion of an escaping lion is more believable here than in the middle of the downtown core), moving it up the chart a line. The maximum damage dice the target can take is your points in the power divided by five. The only range limit is your line of sight, and mental powers don't take range modifiers. They do cost END, however, and this one is no exception.
Finally on this page, we have Mind Control. Unlike the previous power, this one is just taking over their mind and forcing them to do what you want them to do. Like Mental Illusions, this is an ECV-based power, and Ego Defense reduces its effects. The minimum cost is 10 points, you get 1D6 per 5 points invested, it's line of sight, there are no range modifiers, and it costs END to use.
Your total effect on the target depends on their EGO score rather than their INT. Matching or exceeding the EGO score means they will do things they would likely do anyway. Doubling their EGO makes them do things they wouldn't mind doing. Tripling will get them to do things they wouldn't normally do, and quadrupling it means you can make them do things they would never otherwise do. You have to determine what you want the target to do before you roll the attack itself. You can maintain the command by expending END per turn without having to reroll. However, if you try to instill a new command, you have to reroll the attack from scratch.
Short and sweet, but we have some good stuff. Next page, another mental power and a different way to save points on powers.
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