Alright, we're back with more powers. We'll jump right in with Force Field. This is a field of energy surrounding the character that absorbs damage. Minimum cost is 10 points, and you get 1 point of fully resistant defense for every point you pay. However, you have to choose whether your points go to PD or ED; one point only covers one of the two options. So, if you spend 20 points on Force Field, you can split it 10 PD/10 ED, or 8 PD/12 ED, or even 0 PD/20 ED if you want. If you decide not to use it at its full potential, you have to keep the same ratio of defense allocation. For example, Snowcone spends 30 points on his Force Field, splitting it 20 PD/10 ED. If he chooses to use only half of his allocation (such as in a Multipower), his Force Field would then be 10 PD/5 ED. It costs END to use this power.
Force Wall is a different kind of Force Field; Sue Storm projects these all the time. Force Wall covers a circle of hexes at range. The cost is 10 points for 5 points of fully resistant defense. Like Force Field, you have to choose whether those points go to PD or ED. Since this power is used at range, the range in inches is the number of points in the power, and the radius is 1" for every 10 points in the power. For example, the Invisible Woman has 40 points in Force Wall. She can project her Force Wall up to 40" (80 meters) away, with a radius of 4". The defense is 10 PD/10 ED (or a different ratio if you choose). The ratio of defense has to be chosen when you buy the power; you can't alter it during game play. And of course, you're paying END for this power as well.
Next is Gliding. This isn't flight; you're just gliding through the air and slowly descending as you go. It costs 5 points to get 4" of Gliding, with a minimum cost of 10 points. To get to gliding speed you have to actually drop 1" in altitude per 1" of Gliding. Once you get to your Gliding speed, you can gain altitude if the GM allows it (depending on the circumstances, like a strong wind). Gliding is END-free.
Growth is straightforward; you get bigger. As a result, you gain in several characteristics, but you're also easier to hit. For every 10 points of Growth, you grow 1 meter, weigh twice as much, and gain the following: +5 STR, +2 BODY, +5 PRE, +1 PD, +1 ED, +2" of ground movement, +1" of climbing movement, +1 OCV in HTH combat, -1 DCV overall, and -1" when knocked back. Your increased primary characteristics do not affect your figured characteristics. The minimum cost is 10 points. The listing doesn't specify if you have to pay END for the power, but I believe later editions state that you pay the END cost to activate the power but not to maintain it.
Instant Change is just that: You instantly change from your normal identity to your super-hero identity. Wonder Woman did this in the old 1970s TV show with her spinning thing; Superman does it in phone booths. It costs 5 points to change back and forth to the same set of clothing; 10 points means you can change back into any clothing you want. No END for this power.
Invisibility is next. You are invisible to normal sight for 20 points; additional invisibility to various enhanced sight senses costs more. You can also become invisible to radar. You do have a fringe effect of light bending around you, so someone who is really close to you (1" or less) can spot you on a successful sight Perception roll. You can, if you want, eliminate this fringe effect by paying an additional cost equal to half the cost of the power (for example, you have the basic Invisibility to normal sight, which costs 20 points. To eliminate the fringe, you would pay an additional 10 points). To become invisible to everything the power lists would cost a total of 40 points, or 60 points without the fringe. Again, this power doesn't specify the END cost, and I would use the same rule as mentioned for Growth.
Finally, we get to the Killing Attack (Hand-to-Hand). Wolverine, step forward, please. This also covers things such as knives and lightsabers, or even really powerful martial arts attacks (knife hand to the heart, for example). For 15 points, you get 1D6 of Killing Attack, to which you can add a bonus of 1/2D6 for every 10 STR points you use with the attack. The minimum cost is 15 points, and the Killing Attack doesn't cost END (but using your Strength to boost it does cost END as per normal). This is strictly hand-to-hand; no ranged attacks.
So, that covers yet another page of power. This was the Invisible Woman's page, really; three of the powers here define her pretty well. On the next page, we'll get into some other mental powers.
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