Showing posts with label Physical. Show all posts
Showing posts with label Physical. Show all posts

Shrinking

Shrinking
__________________________________________
Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 15          Factor Cost: 5     

Description: This Power allows a Character to decrease their size. For each AP of Shrinking that such a Character engages, one AP is added to their OV against Physical Attacks and one AP is subtracted from their movement speed. A Character need not use the full AP's of Shrinking; they may choose how much to shrink. A Character's Attributes are not affected by the use of Shrinking.

In addition, a Character with Shrinking might be hard to notice in certain situations, depending on the Character's size. If a Perception Check is made to notice a shrunken Character, the AP's of Power which the Character has engaged serve as the OV/RV to the Perception attempt. The AP's of Shrinking reduce the character in size as detailed in the following chart:

AP's   Size         
2      Small Human
3      Dog
5      Cat
6      Small Bird
8      Mouse
11     Insect
13     Tiny Insect
25     Virus
32     Atom

This Power may be purchased with a special -2 Factor Cost Limitation: Character's Str and Weight are Reduced by The AP's of Shrinking Engaged.

Salu Digby (Shrinking Violet) of the Legion of Superheroes has this Power.



Source: 3rd Edition Rulebook, page 49



Ed's Notes: A weird note on the Atom's write-up, another Hero who famously has this Power. 2nd Edition Sources had the "Bonus" that "[Density Increase] can negate the positive Column Shifts on his opponents' RV's against Physical Attacks (see Shrinking in the Character Handbook.)" The only problem is that the entry for the Power includes no such mention of RV Bonuses (in either 1st or 2nd Edition) nor does include the Limitation suggested above. Since that seems to be what they were going for, originally I went ahead and reworded the "Bonus" into the "Limitation" with the caveat that AP's of Density Increase can offset it (by one AP for each AP engaged.) So at full shrinking (16) he'd be about the size of a bacteria, have an OV of 22 against Physical Attacks, but a Str of -8. If he activated Density Increase at full power, his Str would go up to about -3 (lol) and his OV would DROP to 17. There is probably a decent, balanced combination of Shrinking and Density Increase that he could use, but it does appear that at ANY combination he'd either be too weak, too slow, or just not all that enhanced. I think the problem, mechanically, was that the books referred to negative COLUMN SHIFTS not AP's. So I really had to tweak that rather a bit to come up with something that doesn't render him basically useless in combat. See his entry for more details.

Invisibility

Invisibility
__________________________________________
Class:     Physical    Link:        Dex
Range:     Self        Type:        Auto
Base Cost: 45          Factor Cost: 4     

Description: This Power allows a Character to become impossible to detect with one sense (usually sight.) This sense that the Character is invisible t must be chosen with the Power is purchased: Sight, Hearing or Smell/Taste (Smell and Taste count as one sense for the purposes of this Power.) Note that if you want to be "invisible" to the Touch sense, you must purchase the Dispersal Power (see page 54.)

When a Character activates this Power , they bonces impossible to locate with the normal sense(s) to which they are invisible. Special perception Powers may be used to locate an invisible Character by making an Action Check using the AP's of Power as the AV/EV and the AP's of Invisibility as the OV/RV. Positive RAP's indicate that the invisible Character is located. Characters who have successfully located the invisible Character is located. Characters who have successfully located an invisible target in this way are not affected by this Power until the invisible Character has taken steps to disguise their location again.

Characters without perception Power may also attempt to locate an invisible Character with their other sense, but it is much more difficult. First of all, they must have some reason to suspect the invisible Character's presence (GM's discretion.) The, they must make a Perception Check (see page 107) against OV/RV equal to the AP's of Invisibility. If RAP's scored are equal to or greater than the RV, an attack may be launched with a +1 Column Shift to the OV. If the RAP's scored are at least 1/2 the RV, an attack can still be made, but at a +3 Column Shift penalty to the OV.

Attempting to guide an attack with normal senses other than Sight is extremely difficult at best. Any such attack will suffer a penalty of +3 Column Shifts to the OV in addition to the penalties listed in the above paragraph. (Note that none of these penalties apply if a Character successfully uses a perception Power to locate the invisible Character.)

Characters are automatically Surprised (see page 105) when initially attacked by undetected invisible opponents. Immediately after being attacked, the target may attempt to locate the invisible Character (using the appropriate method above) with a bonus of -2 Column Shifts to the OV/RV of the attempt. This attempt does not use up a Character's Dice Action of that phase.

This Power may be purchase with special Bonuses that extend the invisibility Power into other sense areas. The base Power affects one of the three "senses" (Sight, Hearing or Smell/Taste.) The other senses may be added. each for a +3 Factor Cost Penalty. Additionally, if all three "senses" are affected the Base Cost of the Power is doubled (to 9.) Note that Characters who are invisible to all three "senses" cannot be located at all unless the spotting character has some sort of perception Power.

Martian Manhunter has this Power



Source: 3rd Edition Rulebook, page 47



Ed's Notes: (Additional, relevant information):

According to page 105, 1) a Surprised Character may not make any Dice Actions during the first phase of combat (they have no initiative,) and 2) Surprised Characters have their Opposing Value moved -2 Column Shifts to the left on the Action Table.

According to page 107, A Perception Check is a Dice Action that is rolled by the Gamemaster to see if a Character is aware of something in th world around him.

The Character's Acting Value is their Int and the Effect Value is their Will. (Additional information does not apply for the purposes of this Power. See above instead.)

A (probably incomplete) list of Powers that might (GM's discretion applies in some cases) be helpful in spotting an Invisible Character, or in some cases at least knowing that one is there even if they can't yet be located:

Analytical Smell/Tracking Scent, Danger Sense, Direction Hearing, Hypersensitive Touch, Life Sense, Magic Sense (if Power is Mystically Linked,) Radar Sense, Sonar, Thermal Vision, Truesight, Ultra Vision.

And... I don't know... What about Telepathy or Mind Probe? Can that be cast about blindly? I'm mean... Making an attempt to see through their eyes, or just mentally see what they are sensing? If you find yourself looking at the back of your head, I would think you'd know they were right behind you. Lol. GM's discretion, I guess.

Also... Let's say you're battling in the desert, or in a forest with a lot of leaves on the ground, or a dusty old warehouse... Shouldn't the obvious foot print in that case mitigate at least some of the penalties listed above when trying to locate then with "normal" senses?

For the record... This is one of those Powers that I HATE PC's having. Lol

Cling

Cling
__________________________________________
Class:     Physical    Link:        Str
Range:     Normal      Type:        Auto
Base Cost: 15          Factor Cost: 2     

Description: Cling allows a Character to traverse perfectly vertical or even inverted surfaces (like most walls and ceilings) as if they were level ground. Attempts to cling to any unusually slippery surfaces are resolved according to the Universal Modifier Table (ice or Teflon is Difficult while and oil-coated wall or ceiling might be Extreme.) 

Each AP of Cling allows the Character to carry 1 AP of weight. The AP's of Power must be sufficient to support the weight of the Character and the objects being carried; the collective weight of objects carried while the Character uses Cling cannot exceed the Character's Str.



Source: 3rd Edition Rulebook, page 43

Flame Project

Flame Project
__________________________________________
Class:     Physical    Link:        Str
Range:     Normal      Type:        Dice
Base Cost: 15          Factor Cost: 3     

Description: A Character with the Flame Project Power can fire forth a stream of flame from their body like a flamethrower. Use of this Power is a Physical Attack with AV/EV's equal to the AP's of Power.

Dirk Morgna (Sun Boy) of the Legion of Superheroes has this Power.


Source: 3rd Edition Rulebook, page 45

Electrical Being

Electric Being
__________________________________________
Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 10          Factor Cost: 6     

Description: This Power allows a Character to create and cover themself with a sheet of electricity while sustaining no damage. This electrical covering will crackle along the surface for as long as the Character with Electric Being desires (through the expenditure of of an Automatic Action each successive phase) or until they fall unconscious. 

Any electricity-based attack against a Character with an active Electric Being Power is made with the Character's AP's of the Power added to their RV. Conversely, the Character's RV receives a -2 Column Shift penalty against conductive attacks such as Water Control, rubber, or grounded metal cables.

Anyone touched by (or touching) a Character with an activated Electric Being Power (including combat made in hand-to-hand combat) incurs a Physical Attack with AV/EV's equal to the AP's of Electric Being; this special attack form does not count as Action for the Electric Being Character. The AP's of Electric Being may also be substituted for a Character's Str as the EV of any hand-to-hand attacks.



Source: Blood of Heroes Special Edition, page 70

Shade

Shade
__________________________________________
Class:     Physical    Link:        Body
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 4     

Description: This Power provides a Character with protection from sudden changes in lighting conditions such as the use of the Flash Power. The AP's or Power are added to the Character's RV against any and all such attacks.



Source: 3rd Edition Rulebook, page 49

Skin Armor

Skin Armor
__________________________________________
Class:     Physical    Link:        Body
Range:     Self        Type:        Auto
Base Cost: 50          Factor Cost: 5     

Description: This Power allows a Character to add their AP's of Skin Armor to the RV (Body) of against those Physical Attacks that cause injury through ford or impact. Possession of this Power makes a Character extremely resistant to these forms of Physical Damage. However, Skin Armor has no effect against Physical Attacks such as gas or radiation.

Cyborg has this Power 



Source: 3rd Edition Rulebook, page 49

Growth

Growth, 3rd Edition
_____________________________________________
Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 35          Factor Cost: 10       

Description: This Power allows a Character to increase their size. For each AP of Growth Power engaged (a Character need not grow to maximum size) the following effects occur:
  • 1 AP is added to the Character's RV against Physical Attacks
  • 1 AP is added to the Character's weight and volume
  • 1 AP is added to the Character's Str
Additionally, for every three AP's of Growth engaged, a Character's height is increased by 1 AP (starting at a base of 0 AP's) and he gains +1 AP to his Running (1 to 2 AP's of Growth engaged has no effect on Running, while 3 to 5 adds 1 AP, and 6 to 8 adds 2 AP's, etc...)

As a Character becomes larger, they are also easier to see (and hit with attacks.) As a result, for every two AP's of Growth engaged, a Character's OV against Physical Attacks and Perception checks decreases  by 1 AP (1 AP of Growth engaged has no effect on OV, while 2 to 3 AP's engaged decreases the Character's OV by 1, and 4 to 5 AP's engaged decreases the Character's OV by 2 AP's, etc...)

When purchasing this Power, a Character has the option of selecting a special -5 Factor Cost Limitation: Growth Does Not Cause Str Increase.

Leviation of the Legionnaires has this Power



Source: 3rd Edition Rulebook, page 46



Growth, 2nd Edition
_____________________________________________
Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 35          Factor Cost: 10       
 Description: Growth allows a Character to increase their size. For each AP of Growth Power engaged (a Character need not grow to maximum size) the following effects occur:
  • 3 feet are added to the Character's height
  • 1 AP is added to the Character's RV against Physical Attacks
  • 1 AP is added to the Character's weight and volume
  • 1 AP is added to the Character's Str
Additionally, for every two AP's of Growth engaged, a Character's OV decreases  by 1 AP (1 AP of Growth engaged has no effect on OV, while 2 to 3 AP's engaged decreases the Character's OV by 1, and 4 to 5 AP's engaged decreases the Character's OV by 2 AP's, etc...)

When purchasing this Power, a Character has the option of selecting a special -5 Factor Cost Limitation: Growth Does Not Cause Str Increase.

Colossal Boy of the Legion of Superheroes and Nuklon of Infinity Inc. have this Power.



Source: 2nd Edition Character Handbook, page 27



Growth, 1st Edition
_____________________________________________
Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 20                                
 Description: Growth allows a Character to increase their size. The effects per AP are:
  • 1 AP is added to the Character's RV if the Character is Physically Attacked.
  • -1 AP to the OV of the Character using Growth against Physical Attacks
The RAP's (sic) (AP's?) are also added to the characters volume and weight. A character need not grow to their maximum weight and volume.


Source: 1st Edition Power and Skill, page 6



Ed's Notes: I've included 1st, 2nd and 3rd Edition entries here because they have a small difference. 1st edition makes no effort to even TRY to calculate your height. It's just a function of volume. 2nd Edition has 1 AP increasing your height by 3 feet. And 3rd Edition has 3 AP's doubling your height. And honestly... on the 1st Edition makes sense, but... That's really becuase it doesn't try to TELL YOU anything! Lol If height is linear (as in the 2nd Edition, 1 AP = 3 feet) and volume DOUBLES per AP, then basically you're going to be growing WIDE a lot faster than you'll be growing TALL. Meanwhile, in 3rd, it's not exactly easy to determine how tall you are in between doubling vs. how wide your getting when you volume doubles. Since, if we liken the human body to a cylinder, [Volume = Ï€ x Radius^2 x Height,] if you double Volume without increasing height AT ALL, then do it again... you grow VERY wide. Then you down't grow out at all when your height doubles. You could assume that the height increase is roughly linear in between doublings, but... yeah, good luck figuring that exact value out! (Because you need to account for the radius increase as well!) And, in case you we thinking of the obvious answer, you can't double height and volume with EVERY AP or you've never get ANY wider, just stretching vertically, which also makes no sense. In any case, the 3rd Edition method is a little bit closer to reality, that 2nd  even if still a bit messy. (But at least it TRIES, unlike first which is always correct, but never useful.) In any case, if you're converting over a 1st or 2nd Edition Character, you MAY want to adjust their Growth Power rating, or at least acknowledge that they are going to get taller that before, especially as compared to 2nd eidtion.  (And the average human is actually just over -1 AP in height (5 feet,) just to make this whole thing even weirder. Good luck! Lol.)

One Question... When a Character has a Growth Power with the Always On Limitation - and this is usually followed by some version of, "...and is already figured into the stats above," I realize they get no Str or RV bonus, since Str and Body would already account for that, but what about their OV? Do they still get a -1 AP OV penalty for every 2 AP's of Growth? I say they DO, but...It's not much of a "Power" at that point. All the penalty and none of the bonus? (OK, not the GOOD bonuses anyway... They can run faster and get knocked back less. Whoopie.) Since they have to PAY for the Str and Body, I feel like the -1 Factor Cost bonus for "Always On" is ridiculously inadequate, and not much better even if you include the -5 Factor Cost bonus mentioned above. You've already BOUGHT the Str and Body. How much of a 4 Factor Cost power do you really want to buy when ALL IT DOES at that point is make you easier to hit?!

Water Freedom

Water Freedom
__________________________________________
Class:     Physical    Link:        Dex
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 3     

Description: This Power allows a Character to move through water and other fluids as easily as the average human moves through air. A Character with Water Freedom does not suffer any underwater combat penalties (see page 105.)

While submerged, a Character with this Power can breathe freely and may substitute their AP's of Water Freedom for Dex (recalculate initiative score.)

Aquaman has this Power.



Source: 3rd Edition Rulebook, pages 51 




Ed's Notes: Here is the relevant information on Page 105:

E. Underwater

When Characters are taking parts in an underwater adventure, the following rules should be applied. However, the Water Freedom Power negates all underwater penalties except for thrown items.

  •  Add +1 Column Shift to the right on any Dice Action's Resistance Value involving movement. This also applies to Knockback.
  • Subtract 2 form all movement rates except Swimming
  • Submerging to a great depth will harm Characters. Each AP of Depth over 5 causes the descending Character to suffer a Physical Attack with the AP's of depth as the AV/EV and the Characters Str/Body as the OV/RV. This is automatically a Killing Combat attack. A new attack is made every time the Character descends an additional one AP of depth.
  • Subtract 5 from the initiative score of each Character that is underwater.
  • A Character may hold their breath for 5 AP's of time (two minutes.) If they stay underwater beyond this time, the Character must make an Action Check using his Str/Str as the AV/EV and his Body/Body as the OV/RV. Hero Points may be spent on both the Av and EV. Any Positive RAP's, up to a maximum of 5 are the AP's of time that the Character may remain underwater before having to return to the surface. If the Character does not receive any RAP's (of if they cannot reach air in thew time they gained,) they will take 1 AP of Physical Killing Damage per minute (4 AP's) until they reach 0 Body and fall unconscious. After this point, the drowning Character will take 1 point of Damage every phase until they die.
  • Water is not always clear. Normal vision underwater in 5 AP's (300 feet.) For every 2 AP's of Depth, 1 AP is subtracted from the normal range of vision due to darkness. At the GM's discretion, vision my be also be impaired by mud or dirt suspended in the water.
  • Items which are not continually propelled, such as thrown rocks or arrows, have a Range that is 2 AP's shorter that normal when fired through water. Thus a Character with a Str of 11 who could normally hurl a stone weighting 4 AP's a distance of 7 AP's (11-4=7) may only throw the same stone 5 AP's of distance underwater (11-4-2=5.)
  • All attacks made using powers or Skills underwater suffer a +2 Column Shift penalty to the OV, The GM may rule that some Powers are inoperative underwater, or they may use the Universal Modifier Table to determine any further penalties when performing Actions underwater.
  • If a Character has Running or Superspeed of 12 AP's or greater, they may run across the surface of water as if it were solid.
In short, -2 to movement, -2 to Range, -5 to Initiative, +2 CS Penalty to the OV in Combat. Plus the drowning and crushing depth. Aquaman wouldn't seem so useless on an underwater adventure. Just sayin'.

Swimming

Swimming
__________________________________________
Class:     Physical    Link:        Str
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 2     

Description: This Power allows a Character to move through water and other fluids at a  speed equal to their AP's of Swimming. This Power does not provide the Character with the ability to breathe underwater (as would Sealed Systems or Water Freedom.)

Aquaman has this Power.

AP's   Distance   Speed   
0      10 feet    1.7 mph
1      20 feet    3.4 mph
2      40 feet    6.8 mph
3      80 feet    13.6 mph
4      150 feet   25.6 mph
5      100 yards  51.1 mph
6      200 yards  102 mph
7      1/8 mile   113 mph
8      1/4 mile   225 mph
9      1/2 mile   450 mph
10     1 mile     900 mph, >Mach 1
11     2 miles    1800 mph
12     4 miles    3600 mph
13     8 miles    7200 mph
14     16 miles   14,400 mph
15     30 miles   27,000 mph
16     60 miles   54,000 mph
17     125 miles  112,500 mph
18     250 miles  225,000 mph
19     500 miles  500,000 mph
20     1000 miles 900,000 mph
...    ...        ...
30     ~1M miles  921M mph, >c

Additionally, AP's of swimming can be substituted for the attacker's EV in a Charging Attack (underwater.) This also serves as the EV used against the Character's Body (as RV) to determine how much damage they also sustain from the attack.



Source: 3rd Edition Rulebook, pages 50 (Power), 94 (AP Benchmarks), 103 (Charging Attack)




Ed's Notes: Officially, there is no Benchmark Table in DCH for SPEED. Just distance. And time. And "1 phase" = "0 AP's of time" = 4 seconds. So one CAN give an approximate benchmark for speed based on THAT. Over in the Flight write-up, I talk about a problem with the distance (and thus speed) benchmarks between 6 and 7 AP's: Basically that 200 yards and 1/8 of a mile are almost the same thing.

Systematic Antidote

Systematic Antidote
_____________________________________________
Class:     Physical    Link:        Body
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 4        

Description: This Power give a Character a limited immunity to Physical damage caused by any chemical, poison or drug attack. In such a case, the AP's of Systematic Antidote are added to the Character's RV against such attacks.

Poison Ivy has this Power.



Source: 3rd Edition Rulebook, page 50

Super Breath

Super Breath
_____________________________________________
Class:     Physical    Link:        Str
Range:     Normal      Type:        Dice
Base Cost: 10          Factor Cost: 4        

Description: This Power allows a Character to exhale a powerful stream of air. The Character can attack all targets within a one AP-wide corridor extending from the site of origin with no Multi-Attack penalties (i.e., the attack is made against each target separately.)

Use of Super Breath is a physical Attack with the AP's of Power serving as AV/EV's and the target's Dex/Body as OV/RV's. However, the target does not sustain damage from the attack; instead, the target is Knocked Back a number of AP's distant equal to the RAP's received minus the target's weight in AP'. (Most normal human weigh 2 AP's, see Knockback, page 100.)


Note: When a Character is Knocked Back in this fashion, they may sustain auxiliary damage from contact with objects (buildings, the ground, etc...) This damage is considered as being sustained in Killing Combat, although the Character using Super Breath is not penalized as such during the distribution of Standard Awards unless the resulting damage actually killed a Character.


Superman has this very noisy Power.




Source: 3rd Edition Rulebook, page 50

Sealed Systems

Sealed Systems
_____________________________________________
Class:     Physical    Link:        Body
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 5        

Description: This Power allows a Character to sustain themselves in any style atmosphere or environment, even those in which the Character could not normally survive. Sealed Systems lasts for a length of time in AP's equal tot he Character;s AP of the Power. Beyond this time, the Power fails and must be Recovered normally (see page 100.)

In addition, a Character with Sealed Systems can add the AP's of Power to their RV against gas or radiation attacks. Sealed Systems can be purchased with a special -2 Factor Cost Limitation: Power ineffective against Gas Attacks; Power ineffective against Radiation Attacks.

AP's Time       
0    4 seconds  
1    8 seconds  
2    15 seconds 
3    30 seconds 
4    1 minute   
5    2 minutes  
6    4 minutes  
7    8 minutes  
8    15 minutes 
9    30 minutes 
10   1 hour     
11   2 hours    
12   4 hours    
13   8 hours        
15   1 day      
16   2 days     
17   4 days     
18   1 week     
19   2 weeks    
20   1 month    
23   1 year   
27   10 years
30   100 years  



Source: 3rd Edition Rulebook, page 49 (Power), 92 (AP Benchmarks)



Ed's Notes: A Power recovery check is a resting recovery check that can be made after 1 hour, using the AP's of the Power against an OV/RV of 0/0. And Positive RAP's are restored to the AP Level of the Power being Recovered.


Running

Running
__________________________________________
Class:     Physical    Link:        Dex
Range:     Self        Type:        Auto
Base Cost: 0           Factor Cost: 2     

Description: This Power allows a Character to move across level ground (and /or other surfaces that are normally traversable by the Character) at extreme speed. The distance per phase that a Character who possesses Running can move is equal to their AP's or Running.

AP's   Distance   Speed   
0      10 feet    1.7 mph
1      20 feet    3.4 mph
2      40 feet    6.8 mph
3      80 feet    13.6 mph
4      150 feet   25.6 mph
5      100 yards  51.1 mph
6      200 yards  102 mph
7      1/8 mile   113 mph
8      1/4 mile   225 mph
9      1/2 mile   450 mph
10     1 mile     900 mph, >Mach 1
11     2 miles    1800 mph
12     4 miles    3600 mph
13     8 miles    7200 mph
14     16 miles   14,400 mph
15     30 miles   27,000 mph
16     60 miles   54,000 mph
17     125 miles  112,500 mph
18     250 miles  225,000 mph
19     500 miles  500,000 mph
20     1000 miles 900,000 mph
...    ...        ...
30     ~1M miles  921M mph, >c

Additionally, AP's of running can be substituted for the attacker's EV in a Charging Attack. This also serves as the EV used against the Character's Body (as RV) to determine how much damage they also sustain from the attack.



Source: 3rd Edition Rulebook, pages 49 (Power), 94 (AP Benchmarks), 103 (Charging Attack)




Ed's Notes: Officially, there is no Benchmark Table in DCH for SPEED. Just distance. And time. And "1 phase" = "0 AP's of time" = 4 seconds. So one CAN give an approximate benchmark for speed based on THAT. Over in the Flight write-up, I talk about a problem with the distance (and thus speed) benchmarks between 6 and 7 AP's: Basically that 200 yards and 1/8 of a mile are almost the same thing.

Claws

Claws
__________________________________________
Class:     Physical    Link:        Dex
Range:     Touch       Type:        Dice
Base Cost: 25          Factor Cost: 1     

Description: A Character with the Claws Power possesses claws or other sharpened attacks methods (such as teeth, spines or quills.) The Character's Dex acts as the AV while the AP's of the Claws Powers acts as the EV for any attack the Character makes with the Claws weapon. Claws AP's can also substitute for the Character's EV in an attempt to cut or rend material.

Depending on which set of Genre rules are in play (see Appendix C,) use of the Claws Power on another Character could automatically constitute Killing Combat.

Wonder Woman's nemesis Cheetah as this Power as does Dartalon of the Wanderers.



Source: 3rd Edition Rulebook, page 43

Superspeed

Superspeed
__________________________________________
Class:     Physical    Link:        Dex
Range:     Self        Type:        Auto
Base Cost: 25           Factor Cost: 5     

Description: Superspeed give a character the ability to move, run, type, read or perform any other physical action faster than is humanly possible. A Character with this Power can do a number of things:
  • Add the AP's of Power when calculating Initiative to perform any actions.
  • Travel at a speed equal to the AP's of Power, and
  • Subtract the AP's of Power from the time (in AP's) necessary to perform some task. For example, if it takes 13 AP's of time (8 hours) to read a book, a Character with 8 AP's of Superspeed could read the book in 5 AP's of time (2 minutes).
In addition, a Character with Superspeed has the option each phase of substituting the AP's of Power for Dex (using Superspeed AP's as the AV/OV for/against Physical Attacks) or substituting Superspeed AP's for the EV when performing a physical action.

The Flash has this Power.



AP's Time       Distance   Speed   
0    4 seconds  10 feet    1.7 mph
1    8 seconds  20 feet    3.4 mph
2    15 seconds 40 feet    6.8 mph
3    30 seconds 80 feet    13.6 mph
4    1 minute   150 feet   25.6 mph
5    2 minutes  100 yards  51.1 mph
6    4 minutes  200 yards  102 mph
7    8 minutes  1/8 mile   113 mph
8    15 minutes 1/4 mile   225 mph
9    30 minutes 1/2 mile   450 mph
10   1 hour     1 mile     900 mph, >Mach 1
11   2 hours    2 miles    1800 mph
12   4 hours    4 miles    3600 mph
13   8 hours    8 miles    7200 mph
14   .          16 miles   14,400 mph
15   1 day      30 miles   27,000 mph
16   2 days     60 miles   54,000 mph
17   4 days     125 miles  112,500 mph
18   1 week     250 miles  225,000 mph
19   2 weeks    500 miles  500,000 mph
20   1 month    1000 miles 900,000 mph
21   .          .          .  
22   .          .          .
23   1 year     .          .
24   .          .          .
25   .          .          .
26   .          .          .
27   10 years   .          .
28   .          .          .
29   .          .          .
30   100 years  ~1M miles  921M mph, >c
31   .                    
32   .
33   1 millennium
...  .
50   Dinosaurs roamed the earth this number of years ago.
...  .
56   Estimated age of the Earth
...  .
58   Estimated age of the Universe



Source: 3rd Edition Rulebook, pages 45 (Flight), 92-94 (AP Benchmarks)




Ed's Notes: Over in the Flight write-up, I talked about a problem with the distance (and thus speed) benchmarks between 6 and 7 AP's of distance. (Basically that 200 yards and 1/8 of a mile are almost the same thing.) While that was just inexcusable, there are some errors in the TIME table as well, though not as egregious. There was no benchmark for 14 AP's of time. Based on 13 being 8 hours and 15 being 1 day, it must be SOMEWHERE between 12-16 hours. That's not terrible. I say call it at 14 hours and move on. You run into the same issue getting from 20 (1 month) to 23 (1 year.) 21 would be 2 months, 22 would be 4-6? Again, call it a 5 months and move one. The 10 years benchmark would probably do better at 26? Which would be 8 counting up from 23? (1, 2, 4, 8?) but again, split the difference counting up and down (10, 5, 2.5, 1.25) and you can fudge it in. It would be nice if they smoothed this out a bit, but GM's discretion is called for.

And BTW, the reason this is important... at 25 AP's of Superspeed the Flash can do in one combat phase, what it would take the average human [between 2.5 and] 3 YEARS to accomplish... IN FOUR SECONDS!