This is a busy page, with lots of short power descriptions. We start with Regeneration, aka the other Wolverine power. Normally, BODY damage is recovered at a rate of 1/10 the character's REC per day. So, a REC of 10 would get back 1 BODY point per day. That's pretty quick, but not too many non-super people will have a REC that high anyway. I don't recall the rounding rules mentioning this, so I'm not sure if it works on a percent basis where if you have a REC of 5, you would get 1 BODY back every 2 days. That would make sense to me, but we'll see in the Combat section if it is mentioned. In the meantime, Regeneration just means you get 1 BODY back per recovery per 10 points in the power, and there's a minimum cost of 20 points, so the lowest Regen you can buy is 2 BODY/recovery. No END to use this, of course.
Next is Running. Wanna be the Flash? Buy lots of this. Standard movement speed is 6" per phase; every 2 points spent on Running gives you +1" to that speed. Running costs END to use. There's no minimum cost to this power.
Shrinking is next. This is for the Wasp or the Atom-type characters. It costs 5 points to buy one level of Shrinking, no minimum points required. Every 5 points halves your height and gives you a bonus of +2 to your DCV and -2 to all other character's PER rolls to see you. However, you're also 2" slower on the ground, and any knockback that happens is increased by 3" per level. Oh, and you only weigh 1/8 your normal size.
Mr. Fantastic and the Elongated Man are up with the Stretching power. This lets you attack at range with hand-to-hand combat as well as reach for things at long distances. Every 5 points gives you a 1" Stretch in combat, doubled when you're not in combat. The minimum cost is 10 points. The range modifier for using Stretching to attack is -1 for every 3"; the first 3" have no modifier. I'm pretty sure this one costs END, but it's not specified here.
Superleap! This is what Superman originally did before he found out he could fly. Normal jumping rates are 1" forward per 5 points of STR, and 1" up per 10 points. Pay 10 points (the minimum for this power) and you double that. Leaping isn't directional; you jump in a straight line. And it costs END.
Alright, now we're into Swimming. Aquaman and Sub-Mariner, anyone? Normal swim speed is 2"; this gives you +1" of swim speed for every 2 points, just like running. Flight, too; I think this is the standard cost for any movement power. There's no minimum cost to this, although using it does cost END.
Ah, Telekinesis. Marvel Girl could do this. This power lets you manipulated objects at a distance with your mind The base is 10 points of STR and 10" of range per 10 points in the power, and you can basically grab an object; if you want to do fine work like push buttons or disarm a bomb, you have to roll against a base of 9 + TK points/5. For example, if you have a TK power of 40, your TK STR is 40, your range is 40", and your base roll is 9 + 40/5, or 9+8, or 17 or less. Of course, this has a range modifier of -1 per 3" of range, and it does cost END to use.
Finally, we have Telepathy. Martian Manhunter and Professor X have this, which allows you to read minds or communicate with someone mentally rather than verbally. You have to pick which one you are trying to do (not at character creation, but every time you use it). Either way, you roll an ECV attack roll, and if successful you roll 1D6 per 5 points in the power to see how much of an effect you had. Subtract the target's Ego Defense, of course. If you match their INT score, you can read their surface thoughts. Double the INT means you're into their deep, hidden thoughts. Triple the INT means you can get into their memories, and quadrupling the INT gets you right into their subconscious mind. Good luck with trying to do that with the Joker. END is expended to keep in contact, and if you try to go to a deeper level of their mind, you have to roll another attack and Telepathy roll. Range is line of sight with no modifiers.
And that's it. There are only two more powers to go, and then we learn about Power Advantages and how they help to simulate pretty much any power you see in the comics.
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