Showing posts with label Powers. Show all posts
Showing posts with label Powers. Show all posts

Teleportation

Teleportation
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Class:     Mental      Link:        Will
Range:     +7          Type:        Auto/Dice
Base Cost: 50          Factor Cost: 4        

Description: This Power allows a Character to instantaneously travel from one location to any other without passing through intervening space. Range for Teleportation refers to the maximum distance (in A's) though which a Character can travel in this manner.

The maximum weight which a Character may teleport equals the AP's of Teleportation. All objects of person to be teleported must be within 0 AP's (10 feet) of the Character, who may choose which objects/persons with the 0 AP radius to Teleport. No "partial" teleportations are possible; a Character must teleport all of a specific object or none of it.

A Character who does not wish to be Teleported may resist, which requires another Action Check the following phase by the Character with Teleportation. The AV/EV of this additional Check equal the AP's of Power, while the OV/RV equals the target's Int/Mind. Positive RAP's greater than or equal to the resisting Character's Mind indicate that they are automatically Teleported; otherwise, the Character remains where the are.

This power can be purchased with a special +1 Factor Cost Bonus: can Teleport Targets In Normal Range.

This power can be purchased with the following -1 Factor Cost Limitation: Range Is Normal rather than +7; Self Only.

Ambush Bug possesses this Power.



Source: 3rd Edition Rulebook, page 64

Molecular Chameleon

Molecular Chameleon
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 75          Factor Cost: 10     

Description: This Power gives a Character the ability to restructure their molecules into any material touched. A Character may use Molecular Chameleon to assume the shape of any existing gas, liquid or solid. 

When Molecular Chameleon is activated, both the Character's Str and Body instantly assume AP levels equal the Body of the substance touched, but neither may be raised higher than the Character's AP's of Molecular Chameleon. For example, if a Character with 8 AP's of Molecular Chameleon were to touch steel with 12 AP's of Body, their Str and Body would each become 8 AP's, not 12 AP's.

A liquid or gaseous Character is treated as having the Dispersal Power rated at the same AP's as their Molecular Chameleon Power (their Body stays a its original AP level.) However a Character in such a form cannot actually "pass through" solid objects, although they can "flow" though them is there are sufficient gaps or openings.

A Character using Molecular Chameleon has complete control of their body. The Character's molecules do not "leak away" if they change to fluid nor are the completely rigid if the Character changes into a solid.

This Power may be purchased with a special +3 Factor Cost Bonus: Need No Material To Copy.

Metamorpho of the Justice League International has this Power with the special Bonus.



Source: 3rd Edition Rulebook, page 59




Ed's Notes: If the GM needs some help determining if there are "sufficient gaps" for a liquid Character to "flow" through, might want to consider using the same strategy as the 1st Edition Fluid Form Power, and equate the AP's of Molecular Chameleon to AP's of Shrinking to make this determination.

Fluid Form

Fluid Form
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: n/a         Factor Cost: 5     

A character with Fluid Form can turn his/her body into a amorphous congregation, capable of flowing through tiny cracks and crevices. While using the Fluid Form, the character can flow though narrow entrances just as though s/he had AP's of Shrinking equal to his/her Fluid Form AP's However, unlike with the Shrinking Power, the character with the Fluid Form power may change his/her shape.



Source: 1st Edition Green Lantern Sourcebook, page 92



Ed's Notes: This Power was included in the 1st Edition of the Game but the Dropped in 2nd and 3rd without really getting a decent substitutes for it.  In 1st Edition, the Green Lantern's Eddore and Flodo Span had this power, but they were not included in 2nd Edition. One thing i think might be useful is how it's relates to the Shrinking Power for determining how small a crack the Character could flow though. This could also be a useful guide for any Character with the Molecular Chameleon Power, who tried to pull of the same trick.

Also, when someone assumes a Liquid of Gaseous form using Molecular Chameleon, it is assumed that they have the same AP's of Dispersal activated. Just as a general feel thing, I think that this power should act that way. As it's not written up, I would consider that a +1 Special Bonus, which would bring it's Factor Cost up to the same level as Dispersal.

Broadcast Empath

Broadcast Empath
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Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 5     

Description: This Power allows a Character to make another Character feel any emotion the user wishes. For example, the user could make an oppoent run in total fear, feel too sad to do anything or feel blissful and calm.

The use of Broadcast Empath is treated as a normal Mental Attack with AV/EV';s equal; to the user's AP's pf Power; however, a successfully attacked victim takes no Mental damage. Instead, if the RAP's earned by the attack roll are greater than or equal to the opponent's Mind, the opponent succumbs to whatever emotion the user broadcasts. This emotional state will last for RAP's of time (or the Power user may choose to release the opponent at any time beforehand.)

A Character affected by Broadcast Empath can break free of the effect by making a successful Action Check with Int/Will as AV/EV and the RAP's of the Broadcast Empath attack as the OV/RV. 

The Psycho-Pirate has this Power.



Source: 3rd Edition Rulebook, page 52




Ed's Notes: Couple of things... First of all, unlike with Phobia, you use your Int/Will ro break free,  instead of your Int/MIND. Secondly, similar to Phobia, it's against the RAP's earned, rather than the AP's of Power (which is typically larger) and (third) you only need 1 RAP to break free instead of RAP's exceeding the RAP's earned in the original attack or the AP's of Power (as with Control.) So, by design, this is an inherently weaker Power than others that require that threshold to break free.

Phobia

Phobia
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Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 15          Factor Cost: 4     

Description: This Power allows a Character to create a great irrational fear in teh mind of an opponents. Use of Phobia automatically manifests an illusion of whatever is most feared by the opponent (this illusion can only be seen by the opponent.)

Use of Phobia requires an Action Check with AV/EV's equal to the AP's of Power and OV/RV's equal to the opponent's Int/Mind. RAP's must equal of exceed the opponent's Mind for the attack to succeed, in which case the opponent can do nothing but quiver in fear for a time (in AP's) equal to the RAP's earned by the Phobia Action Check. The effects of Phobia are instantly cancelled in the using Character exits Range, is knocked unconscious, or decides to voluntarily release the opponent.

A Character subject to Phobia can attempt to free themselves from the effects of the Power each phase by making a Mental Attack with AV/EV's equal to their Int/Mind against OV/RV';s equal to RAP's scored by the original Phobia Action Check. If one of these rolls succeeds, the Character is released from the Phobia with no residual effects.

Appropriately, the villain Phobia has this Power.



Source: 3rd Edition Rulebook, page 60




Ed's Notes: Couple of things... First of all, I've always found it odd that to break free of this Power, you use your Int/MIND instead of your Int/WILL as you with say... trying to break free of Control. Second, it's against the RAP's earned, rather than the AP's of Power (which is typically larger) and (third) you only need 1 RAP to break free instead of RAP's exceeding the RAP's earned in the original attack or the AP's of Power. So, by design, this is an inherently weaker Power than others that require that threshold to break free. (Unless you're a Green Lantern, in which case your great WILL rating is rendered irrelevant. Lol)

Spirit Travel

Spirit Travel
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Class:     Mystical    Link:        Aura
Range:     Self        Type:        Auto
Base Cost: 20          Factor Cost: 2     

Description: This Power allows a Character to separate the spirit from their body. The spirit may travel at a speed equal to the Character's AP's of Spirit Travel. A separated spirit can only observe the physical plane and can make no attacks, but it can easily pass though any physical obstacles. A separated spirit is subject only to Mystical Attacks from the non-Spirit world while in this state. However, such a Character is subject to all normal effects (Physical, Mental and Mystical) from other Spirit Travelling Characters while in this state.

While the spirit is separated, a Character's body is left barely alive (it cannot move and possess no consciousness.) The body remains susceptible to Physical damage during this time (although the body's normal Physical defense remain active and the Character may burn Hero Points to remove inflicted damage.)

If a Character's body is destroyed while the spirit is separated, the spirit will be trapped in its free state and will begin to dissipated as the rate of 1 AP of Spirit per day until it dies (reaches a negative Spirit; a separated Character with a normal Spirit of 7 AP's would die upon reaching -8 AP's of Spirit.)



Source: 3rd Edition Rulebook, page 72



Ed's Notes: See Flight for a full discussion on Travel Speed. 

Shrinking

Shrinking
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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.

Air Control

Air Control
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Class:     Mental      Link:        Int
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 9     

Description: This Power allows a Character to control the movement of a volume of air. A Character with Air Control may utilize this Power toward a number of applications:

  • The User may aim a forceful wind gust at an opponent in an attempt to damage them/it. This is treated as a Physical Attack using the AP's of Air Control as AV/EV and the target's Dex/Body as OV/RV.
  • The user may summon strong winds to buffet about the opponents. This is treated exactly like attacks made via the Super Breath Power, except the winds affect everyone and everything (except the user) within a volume equal to the AP's of Power (rather than the 1-AP-wide corridor of Super Breath.  The user may shape this volume as desire. In addition, the Power user may choose the direction in which to Knock Back each of the targets, not necessarily choosing the same direction for each target. Damage sustained through Knockback is considered Killing Combat: see page 98.
  • The user can remove existing volumes of air to create a vacuum. This attack requires a successful Action Check with the user's AP of Air control as the AV/EV against an OV/RV equal to the volume of air to be displaced. The OV/RV revives a +2 Columns Shift modifier due to the difficulty of creating a vacuum. Characters caught in a vacuum lose 1 AP of current Body Condition per phase of exposure  (considered Killing Combat in most Genre;s, see page 176.)
  • The user may propel themselves via gusts of air, moving at a  distance per phase equal to the Character's AP's of Air Control.
  • Finally the user may simply move a volume of air. OV/RV's of such an attempt are the AP's of volume to be moved; RAP's equal the distance the volume is displaced. For example, a Character with Air Control could use the Power to push a cloud of poisonous or radioactive air away from a crowd of spectators or towards a a group of villains.
The Red Tornado, Earth's air elemental, has this Power.
          


Source: 3rd Edition Rulebook, page 51

Magic Sense

Magic Sense
__________________________________________
Class:     Mystical    Link:        Infl
Range:     Normal      Type:        Auto
Base Cost: 5           Factor Cost: 1     

Description: This Power allows a Character to automatically detect all magic and magic-using creatures with Range. Use of Magic Sense will only reveal that an item or Character has some form of Mystical abilities; no information will be available relative to what those abilities might be or how powerful they are.



Source: 3rd Edition Rulebook, page 70

Mind Field

Mind Field
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 20          Factor Cost: 4     

Description: This Power allows a Character to create a field of mental energy to protect themselves. When using this Power, a Character adds the AP's of Mind Field to their RV against Mental Attacks.

A Mind Field is spherical in form and is centered around the Character of origin. A field shelter may be generated at the same AP's of volume as the Power's AP's and protects any Character located within that volume from exterior Mental Attacks. No Mental Attacks with exterior targets may be made from within the field.

This Power can be purchased with a special -2 Factor Cost Limitation: Field protects Power User Only.

This Power can be purchased with a special Bonus: Can Attack Through Field. This Bonus allows Mental Attacks with exterior target to be made within the Field. It doubles the Base Cost of the Power (to 40) and adds +1 to the Factor Cost.



Source: 3rd Edition Rulebook, page 59

Invisibility

Invisibility
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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

Dumb Luck

Dumb Luck
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Class:     Mystical    Link:        Self
Range:     Self        Type:        Dice
Base Cost: 200         Factor Cost: 7     

Description: This Power allows a Character to invoke unknown Mystical forces which cause the Character to be exceptionally fortunate in their actions, the use of which is the game equivalent of rubbing a rabbit's foot.

To use Dumb Luck, a Character must make an Action Check against their own Mystical statistics. The AV/EV is the APO's of the Power, while the OV/RV is the Character's own Infl/Spirit. RAP's form this Action Check, if any, may be added to the Character's AV, EV, OV or EV the following phase (Player's choice.) This effect occurs regardless of the type of the Dice Action that follows (attack, defense, clue analysis, Perception, etc...)

The Dumb Luck Power may be used cumulatively, adding the RAP's from one Dumb Luck attempt to the AV or EV of another  attempt; however, should a Character ever fail such a cumulative roll, the RAP's gained to that point will be subtracted from  either the Character's AV, EV, OV or RV (GM option) for the following phase. 

Example: A Character with Dumb Luck of 8 AP's and an Infl/Spirit of 7/6 wished to "get lucky" on their next Energy Blast attack. The Character makes an Action check sing 8/8 (their AP's of Dumb Luck) as the AV/EV and 7/6 (their Infl/Spirit) as the OV/RV. The Character rolls a 13, which provide them with an additional 4 AP's to utilize on either AV or EV next phase.

Plastic Man has this Power



Source: 3rd Edition Rulebook, page 62



Ed's Notes: So... to clarify something, by the book you can not divide the RAP's between AV, EV, OV and RV. You have to pick just ONE. Perhaps a useful, standard bonus would be that the Character would be allowed to divide the RAP's as they wish.

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

Regeneration

Regeneration
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Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 25          Factor Cost: 8     

Description: This Power allows a Character to accelerate their own natural recuperative powers, enabling them to regenerate Current Body, Mind and Spirit Conditions at an exceptional rate. The Character's AP of Regeneration are added to the AP's of time spent Recovering (see page 99,) meaning that the Character can make Recovery Checks with increased frequency and thus heal more quickly.

A Character with 10 AP's of Regeneration can make a Bashing Recovery Check every phase during combat (doing so counts as a Dice Action.) A Character with 11 AP's of Regeneration can make two Bashing Recovery Checks each phase, one with 12 AP's can make three Checks, etc...

A Character with 15 AP's of Regeneration can make a Killing Recovery Check every phase during combat (doing so counts as a Dice Action.) A Character with 16 AP's of Regeneration can make two Checks, etc...

Attempting multiple Recovery Checks during one phase counts as a single Dice Action regardless of how many Checks are made. A Character with Regeneration need not be conscious to utilize this Power.

Re-Animage of the Wanderers has this Power.



Source: 3rd Edition Rulebook, page 62

Adaptation

Adaptation
__________________________________________
Class:     Mental      Link:        Int
Range:     Special     Type:        Auto
Base Cost: 1000        Factor Cost: 10    

Description: This Power allows a Character to duplicate any existing Power or Skill from any other character. To utilize Adaptation, a Character must have witnessed the use of the Power/Skill to be Adapted , and must be within Normal Range of that Character to adapt any number of Powers and/or Skills, provided the cumulative AP's do not exceed their AP's of Adaptation.

Character utilizing Adaptation use concentrate for one phase prior to utilizing the Adapted Power/Skill, at which point they receive AP's of the Adapted Power/Skill equal to those of the Character from which the Power/Skill was Adapted; if the Adapted Power was linked, the Adapting Character receives the AP's of Power/Skill equal to their AP's in the Adapted Power/Skill's link Attribute. (Remember, the total AP's of all Adapted Powers and Skills cannot exceed the Character's AP's of Adaptation.)

Once a Character has Adapted certain Powers and/or Skills, they can keep them until they replace the, with other Powers or Skills (although they may intentionally "lose" them at will without adding new ones.)

Note:  Power s and Skills with Base Costs greater than 100 Hero Points can never be Adapted using this Power.

This Power can be purchased with the following special Limitations: Cannot Adapt Skills (-1 Factor Cost); Cannot Adapt Powers (-3 Factor Cost.)

Amazo, the "One-Man Justice League" has this Power.



Source: 3rd Edition Rulebook, page 51

Mind Drain

Mind Drain
__________________________________________
Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 3     

Description: This Power allows a Character to drain Mind AP's from their opponent and add those AP's to their own Mind. Uns of Mind Drain is treated as Mental Attack with AV/EV's equal to the AP's of Power and OV/RV's equal to the opponent's Int/Mind. RAP's are subtracted from the opponent's Mind and added to the attacker's Mind.

Results of a Mind Drain attack are treated as normal Mental Damage (the victim's current Mind Condition must be Recovered, as explained on page 99.) A Character may never use this Power to increase their own Mind higher that its normal AP level.

The villain Sleez has this Power.



Source: 3rd Edition Rulebook, page 59

Dispersal

Dispersal
__________________________________________
Class:     Mental      Link:        Will
Range:     Self        Type:        Auto
Base Cost: 10          Factor Cost: 6     

Description: This Power allows a Character to disperse their atoms to become intangible to the point of being able to pass through solid objects. Each AP of Dispersal engaged by the user has the following effects:

  • One AP is added th the Character's OV/RV against Physical Attacks.
  • One AP is subtracted from the Character's Str (to a minimum of 0 AP's) and weight.

In addition, a Character with AP's of Dispersal greater than the or equal to the Body of an object may freely pass through the object, meeting with no resistance whatsoever.

A Character with Dispersal may use it as a Physical Attack by putting their hand inside their target and the partially solidifying. This attack is dangerous to both attacker and defender; both suffer attacks with AV/EV's equal to the attacker's Dex/AP's of Power. the OV/RV for the attacker is their Body/Body, while the defender's is their Dex/Body. The only Powers that will aid either Characters against this attack are Density Increase and Dispersal, which will add to their AP's to the OV and RV against this check.

Dispersal makes a Character harder to spot with Radar Sense and Sonar. In order to locate a Dispersed Character with one of these Powers, a Perception Check must be made with the AP's of sense as the EV/EV and the AP's of Dispersal as the OV/RV.

If two Dispersed Characters attack each other, only the Character with the higher AP's of Dispersal recieves any modifier to his Str and RV. The Modifier is equal to their AP's of Dispersal minus the other Character's AP's of Dispersal. If both Characters have the same AP's, they treat each other as though neither of them has any Dispersal.

This Power may be purchased iwtha  special +1 Factor cost Bonus: Partial Dispersal Allowed. This Bonus allow the Character to  solidify parts of their body while keeping the rest Dispersed. When partially Dispersed, the character does not lose any pints from their Str score, and get to keep the RV bonus. However, the solid parts of their body may be targeted with a  Trick Shot, the number of Column Shifts varying depending on how much of the body is solid (G<'s discretion.)

Phase of L.E.G.I.O.N. has this Power with the special Bonus.



Source: 3rd Edition Rulebook, page 54




Ed's Notes: For the record, I HATE this Power. Lol... Well... At least I hate in the hands of PC when I'm GM'ing or in Villains when I'm playing. I personally LOVE having it at my disposal. Lol. Because if your stat's are otherwise even halfway decent, this can make you nearly uninhabitable and invulnerable, even at lower ratings - especially if you have an attack power - ANY attack power - other than Str. Which... honestly is kinda dumb. Here's how I would see it changed:

1) Any time "RV" is mentioned above by itself, it should say "OV/RV." That's doesn't relate to what I just said, it's just necessary cleanup, IMHO.

2) Rather that just losing Str, the same number of AP's should be subtracted from the AP's of any Physical (or physically manifesting) Attack originating from the Character. (Energy Blast, Heat Vision, etc...) And honestly, given the concentration involved, they really shouldn't be able to use really complicated Mental Powers (like Matter Manipulation) either. (Yes, I got burned letting someone play Firestorm once. Sue me.)

3) Not sure why the Str reduction in limited to 0 AP's 0 AP's of weight is still 25 pounds. And negative AP's are a thing. So I'd let it go negative.

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

Mind Blank

Mind Blank
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Class:     Mental      Link:        Mind
Range:     Self        Type:        Auto
Base Cost: 5           Factor Cost: 4     

Description: This Power allows a Character to negate any and all mind-reading or mind-scanning attempts made mode upon him. The Character adds the AP's of Mind Blank to the RV against attacks utilizing Power such as Life Sense, Mind Probe and Telepathy.

The Appellaxians have this Power.



Source: 3rd Edition Rulebook, page 58

Mental Freeze

Mental Freeze
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Class:     Mental      Link:        Will
Range:     Normal      Type:        Dice
Base Cost: 20          Factor Cost: 3     

Description: This Power allows a Character to mentally restrict an opponent. AV/EV's for such an attack equal to the Character's AP's of Mental Freeze while OV/RV's equal to the opponent's Int/Mind. Positive RAP's indicate success, with the opponent held fast and unable to move (Dex=0.)

A Mentally Frozen opponent may attempt to free themselves through an Action Check with AV/EV's equal to the opponent's Int/Will against OV/RV's equal to the RAP's of the successful Mental Freeze attack.  If cumulative RAP's from this Action Check equal or exceed RAP's from the from the Mental Freeze attack, the opponent is released.

Maxima has this Power.



Source: 3rd Edition Rulebook, page 58