And the hits just keep on coming. More specifically, the Energy Blasts keep on coming, because that's the next power we're looking at.
Energy Blast is exactly that: A blast of energy. What kind of energy? That's up to you. Heat vision, telekinetic strike, eldritch blast...they're all Energy Blasts. The difference is the Special Effect. We're told to see the section on Special Effects for an explanation of how to use Special Effects in the game. Unfortunately, they skipped that part; it's not actually in this book. I've checked, and it does appear in the 2nd edition, but it's not here. Oops.
Energy Blast (or EB for short) is a ranged attack that does normal damage, like a punch. At the player's option, it can do STUN damage only (no BODY). The default defense against it is Energy Defense, although the special effect might change that to Physical Defense (such as a telekinetic strike or an iceball). The damage is 1D6 per 5 points in the power, with a minimum cost of 10 points (2D6). The maximum range is 5 inches per point, and the range modifier is -1 for every 3" of distance to the target. For example, the Human Lighter buys an Energy Blast and defines it as a heatwave blast that does 8D6 damage. The cost is 40 points, the defense is ED, and the range is 200", which equals 400 meters. That's a long way. Of course, you're going to be at a -66 or so on your attack roll at that range, so good luck with it. And you'll pay END for this power as well.
Next up, we have Enhanced Senses. This is a whole suite of powers that give the character the ability to sense things outside of normal human sensory capability. If you buy multiple senses, you pay full price for the two most expensive ones, the next two at 1/2 cost, and any others at 1/4 cost. None of these cost END to use. If you buy the same sense more than once, those additional buys do not count as separate buys for the purpose of cost reduction.
The first batch of these are all about seeing things. First up is Enhanced Vision. This is a straightforward +1 to your range modifier for sight perception rolls at a cost of 3 points; you can buy this multiple times.
Infrared Vision is next, allowing the character to see heat patterns for 5 points. You can see outlines at night, but not details.
Ultraviolet Vision is an improvement over IR Vision, and costs 10 points. It allows you to see as well at night as during the day, so you take no penalties to sight perception rolls at night.
Telescopic Vision costs 15 points, and makes things appear 10 times closer. This can be bought more than once; each additional buy improves your telescopic vision by a factor of 10 (so buying it twice means everything can be seen at 100x closer). That means that heatwave blast would be a lot more accurate, of course.
Microscopic Vision is the opposite of Telescopic vision, allowing you to view things at close range at 10x magnification. As with Telescopic Vision, you can buy this more than once. Each purchase costs 10 points.
X-Ray Vision lets you make normal sight perception checks through walls and other solid objects, although it doesn't work through lead, high energy fields, or really dense substances. It costs 20 points.
N-Ray Vision is X-Ray Vision on steroids; unless the GM says otherwise, you can see through anything at all. This costs 30 points.
360-Degree Vision (appears later on the list) means you can see in any direction all at once, so you can make a sight Perception check against any point around you. This one costs 20 points.
And that covers the vision enhancements. Next on the list is the Hearing improvements. Enhanced Hearing is exactly the same as Enhanced Sight, except for hearing.
Ultrasonic Hearing lets you hear very high and very low frequency sound, allowing you to pick up Active Sonar emissions. This costs 10 points.
Parabolic Hearing is the audio equivalent of Telescopic Vision with the same cost, except that the distance is divided by 5 per purchase.
Active Sonar lets you find objects with a successful Hearing Perception roll. You can detect them as easily as if you can see them. However, you can be picked up by Ultrasonic Hearing. This costs 20 points.
Passive Sonar is like Active Sonar, except you're not emitting any sounds, and you're paying 25 points.
The remaining sense enhancers are more specialized. Discriminatory Smell means you can identify smells. More specifically, at least in later editions, it makes your sense of smell as acute as your vision or hearing, so you can smell the difference between people. Wolverine does this all the time. This costs 5 points.
Tracking is by scent; make a smell Perception roll to track a target. 15 points to buy it.
Radio Hearing means you can hear normal AM, FM, and even Police band signals for 3 points. High-Range Radio Hearing gives you a much wider range of perception on the radio frequencies. You can look for a specific frequency with a normal INT roll (9 +INT/5), and you can also spot Radar. This costs 10 points.
Finally, Radar Sense lets you spot things with a base Perception roll, with a range modifier of -1/10". Like Infravision, you don't get details, just an outline. You can increase the range modifier, doubling it for an additional 5 points. The base cost is 20 points.
So, there are your enhanced sensory capabilities. I think they covered pretty much everything that needs to be covered. And that's it for this page, too. We're still motoring along, so let's see what the next page brings.
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