Power Profile - Kinetic Powers.pdf
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POWER PROFILE: KINETIC POWERS
Even where the most peaceful and reasoned heroes are
concerned, sometimes conflicts come down to force, and
kinetic powers are all about different kinds of force and
different ways to apply it. From telekinesis to projected
force fields, or more exotic powers like control over fric-
tion, inertia, or raw kinetic energy, kinetic powers can set
things in motion, or bring them to a very sudden stop.
glowing beams or “limbs” of energy to something like
a glow around the character’s head or hands and a
corresponding glow around the affected object. The
Subtle modifier is necessary for Move Object effects
where only the result (the object moving) is visible,
and not the effect itself.
•
Range Modifiers:
Since Move Object allows a char-
acter to manipulate objects remotely, the GM may
wish to apply a circumstance modifier when per-
forming traditionally close range tasks at a distance.
Typically the modifier should be the greater of the
character’s range modifier or Perception modifier (to
be able to accurately perceive the task).
THE MOVE OBJECT EFFECT
Kinetic powers are all about motion, the application of
force at a distance, so the Move Object effect (
Hero’s Hand-
book,
page 119) is key to many kinetic powers.
While Move Object can be thought of as Strength with the
modifiers Ranged and No Damage (combining for a net +0
modifier), the effect does not necessarily have to be that of
reaching out with intangible “limbs” to grasp or move things.
It can also be thought of as imparting or removing momen-
tum, inertia, or friction to objects, causing them to move, ac-
celerate, decelerate, or stop, as seen in some of the examples
in this profile. See
Kinetic Descriptors
for more on this.
Example:
A hero with Precise Move Object 8 is
working to remotely disarm a bomb from what
she hopes is a safe distance, 100 feet away. This
is within her power’s short range (8 x 25 or 200
feet), so no range modifier applies, but there is
a –10 Perception penalty (–1 per 10 feet). Unless
the hero has some Senses effect to overcome
it (even a pair of binoculars), she’ll take a –10
penalty on her Technology check to disarm the
bomb. Good thing she’s some distance away!
•
Damaging:
The Damaging extra “restores” the
Damage aspect of Move Object’s Strength. In par-
ticular, it allows the effect to both move
and
damage
things, since an either/or ability could be handled
by Damage as an Alternate Effect. Damaging Move
Object can, for example, grab a target, and then
crush or break it while still holding on to it, just like
an ordinary grab using Strength.
•
Area:
Area Move Object effects work on individual
objects in the area equally—a Burst Area Move Object
effect exerts the same force (Strength) against all
objects and moves them all in the same fashion, such
as away from the user or up into the air. Burst Area
Move Object 4 can pick up and move every object
within a 30-foot radius, provided the individual object
has a mass rank of 4 or less. Objects with a higher
•
Noticeability:
Note that Move Object is notice-
able by default, involving some manifestation from
POWER PROFILE: KINETIC POWERS
1
mass rank are unaffected. For the ability to affect some
objects in an area, but not others, or to move each
object in different ways or directions, apply the Selec-
tive modifier to an Area Move Object effect.
•
Noticeability:
Although the forces kinetic powers
manipulate are generally invisible in the real world,
kinetic powers are assumed to be noticeable by
default. Kinetic Blasts produce bright, colored
beams of energy while Kinetic Shields form glowing
auras and Kinetic Constructs are formed out of the
same visible energy. More “realistic” kinetic powers
have 1 or 2 ranks of the Subtle modifier to reflect
that they cannot be detected, except with exotic
senses, creating invisible blasts, shields, and con-
structs.
KINETIC DESCRIPTORS
The following are some of the key descriptors associated
with kinetic powers.
•
Force:
Force is defined as energy capable of produc-
ing motion or “work”. In game terms, powers with a
force descriptor are differentiated from other types
of energy in that force is more akin to the “energy” of
sheer physical Strength. Thus, a force blast or similar
offensive power shares more in common with a
punch (or getting hit by a runaway train) than it does
with energy attacks like electricity or fire. Force is
also energy capable of
stopping
motion, particularly
when applied to defensive powers like force fields.
KINETIC FEATURES
Some potential Feature effects associated with Kinetic
Powers include the following:
•
You can determine the kinetic energy of an object
(essentially how fast it is moving and its mass) simply
by looking at it.
•
You have kinetic “remote control” over a particular
device or vehicle responsive to your powers and
mental commands.
•
Friction:
Friction is the force resisting the motion
of objects or materials against each other. It creates
“drag” and converts kinetic energy into heat. Air fric-
tion causes fast-moving objects to heat up on en-
tering the Earth’s atmosphere, for example. Some
kinetic powers make use of friction to speed up or
slow down objects.
•
You have a very limited version of Move Object, only
able to move mass rank –5 (about 24 oz.). On the
upside, it is effectively Subtle 1.
OFFENSIVE POWERS
Offensive kinetic powers turn force into a weapon, from a
true direct “brute force” attack to more subtle uses.
•
Inertia:
Inertia is an object’s degree of resistance
to change in its state of motion (or lack thereof ), as
mentioned in Newton’s law: “An object in motion
tends to stay in motion.” Some kinetic powers influ-
ence or benefit from the effects of inertia.
FORCE CAGE
•
Kinetic:
Kinetic energy is the energy of motion and
therefore of force (or the force needed to create
motion). Broadly speaking, the descriptors kinetic
and force are often interchangeable, although force
technically refers to the energy that induces or
reduces motion whereas kinetic energy is the energy
an object has because of its motion.
You form a bubble, cage, or similar construct of force
around a target, restricting their movements. If your
attack check against the target’s Dodge succeeds, the
target makes a Dodge resistance check (DC 10 + rank).
Failure means the target is trapped inside the object and
must break through it in order to escape. The Force Cage
has Toughness equal to its rank.
•
Telekinetic:
Literally “motion at a distance” teleki-
nesis is the ability to cause things to move without
physically touching them
.
Telekinetic powers are
often psionic or psychic in nature, in which case they
may be referred to as
psychokinesis
(moving things
with the mind). Any kinetic power that moves some-
thing at a distance can technically be considered
telekinetic.
The Force Constructs power (see
Utility Powers
) can
duplicate this power, as it is the same effect without the
Limited flaw.
Force Cage:
Create Force Cage, Limited to Entrapping •
1 point
per rank.
•
Countering:
Kinetic powers affect motion and the
energies associated with it, so in addition to coun-
tering each other, they may be able to counter other
powers or effects based on motion, force, friction, or
inertia. A common example is using a kinetic power to
counter a use of Strength by absorbing, dissipating,
or redirecting the force of the target’s muscle power.
Similarly, a kinetic power may be able to counter a
movement effect, essentially dissipating the target’s
forward momentum. Kinetic powers involving fric-
tion may counter effects which grab or grip, such as
Wall-Crawling or certain types of Afflictions.
FRICTION BLINDNESS
With this power, you cause a target’s eyelids to stick to-
gether, effectively blinding the target. The target does not
get a check to overcome the effect, but it ends instantly
when you no longer maintain it.
Friction Blindness:
Perception Ranged Affliction (Resisted by
Dodge; Unaware), Sustained, Instant Recovery, Limited Degree
(Third Only), Limited to Targets with Eyelids, Limited to Vision •
1 point per rank.
POWER PROFILE: KINETIC POWERS
2
SUFFOCATING BUBBLE
You can create a similar effect on speech by sticking the
target’s mouth closed.
You surround a target’s head with a force field that keeps
out air, causing them to suffocate.
Friction Muzzle:
Perception Ranged Affliction (Resisted by
Dodge; Transformed), Sustained, Instant Recovery, Limited
Degree (Third Only), Limited to Keeping Target’s Mouth Closed
(–2) •
1 point per rank.
Suffocating Bubble:
Ranged Progressive Affliction (Resisted and
Overcome by Fortitude; Fatigued, Exhausted, Incapacitated) •
4 points per rank.
FRICTION HEAT
DEFENSIVE POWERS
Defensive kinetic powers absorb, deflect, or redirect
kinetic energy or use it as a medium to deflect or protect
against other harmful effects.
You transform a target’s kinetic energy into heat, slowing
or stopping the target and inflicting heat damage.
Friction Heat:
Ranged
Weaken Movement Effects, Broad; Linked
to Ranged Damage (Heat), Damage Limited to Reduction in
Speed Rank •
4 points per rank.
FRICTIONLESS
INTERNAL ATTACK
You can render your surface virtually frictionless, such
that it is impossible to get a grip on you: attempts to
grab, ensnare, or otherwise restrain you automatically fail
unless the effect does not rely on touching you (such as a
trap or construct completely enclosing you).
You manipulate kinetic energy within a target, causing a
disruption of the target’s internal systems and bypassing
external armor or defenses.
Internal Attack:
Perception Ranged Damage, Alternate
Resistance (Fortitude), Affects Objects •
5 points per rank.
Frictionless:
Immunity 10 (Grabbing, Ensnaring, and Restraining
effects), Sustained •
10 points.
KINETIC BLAST
IMMOVABLE
You project a focused blast of kinetic energy that hits with
considerable force.
By redirecting kinetic energy and affecting friction, you
render yourself immune to any attempt to move you
against your will. Since this power as well as Frictionless
(previously) are sustained, they may well exist as Alter-
nate Effects, representing different applications of kinetic
control.
Kinetic Blast:
Ranged Damage (kinetic) •
2 points per rank.
KINETIC BULLET
You can fling a small object with enough speed that it
hits like a bullet fired from a gun. If you can “fire” multiple
small objects at once, apply the Multiattack modifier to
the power for +1 point per rank.
Immovable:
Immunity 10 (Being Moved), Sustained •
10 points.
KINETIC ABSORPTION
You soak up incoming kinetic energy, transforming it
into energy you can redirect and use for your own pur-
poses. When hit with a kinetic attack, you gain a trait, from
Strength or Agility to particular advantages or powers,
such as Kinetic Blast. You can even take multiple traits
as Alternate Effects, allowing you to choose from a set of
traits each time you absorb kinetic energy. Channeling
energy to the same trait “resets” the Fades flaw, bringing
the trait back up to its full normal value.
Kinetic Bullet:
Ranged Damage (projectile), Quirk (requires
objects as ammo, –1 point) •
1 point for rank 1 + 2 points per
rank.
KINETIC BURST
You create a “bubble” of force that bursts outwards like an
explosion or creates a blast of debris or small objects in
the same area.
This power is typically linked with something that blunts
the actual effects of the kinetic energy absorbed, such as
Kinetic Deflection, Kinetic Immunity, or Kinetic Shield.
Kinetic Burst:
Ranged Burst Area Damage (kinetic) •
3 points per
rank.
KINETIC WEAPON
Kinetic Absorption:
Enhanced Trait, Fades, Reaction (When
Absorbing Kinetic Energy), Limited to When Absorbing Energy
•
1 point per rank.
You form a close combat weapon out of kinetic force,
able to strike targets like a physical weapon, perhaps with
greater power than an ordinary weapon.
KINETIC DEFLECTION
You rob projectiles of their kinetic energy, or redirect it,
causing them to miss their target(s) or even just drop
Kinetic Weapon:
Damage •
1 point per rank.
POWER PROFILE: KINETIC POWERS
3
harmlessly out of the air, deprived of all their momen-
tum.
UTILITY POWERS
Control over kinetic energy has numerous other useful
applications, particularly involving the telekinetic move-
ment of objects at a distance.
Kinetic Deflection:
Deflect, Limited to Kinetic Attacks •
1 point
per rank.
KINETIC IMMUNITY
FRICTION CONTROL
You are essentially invulnerable to impacts and other
attacks reliant on kinetic energy, absorbing or dissipat-
ing them harmlessly. This power includes the benefits of
the Immovable power (previously), since kinetic attacks
cannot move you any more than they can harm you.
You create an area of extremely low or high friction,
causing targets in the area to slip and find it difficult to
stand, or become stuck and find it difficult to move.
Friction Control:
Burst Area Ranged Affliction (Resisted
and Overcome by Dodge; Hindered, Prone), Progressive,
Limited Degree; AE: Burst Area Ranged Affliction (Resisted
by Dodge, Overcome by Strength; Hindered, Immobile),
Progressive, Reversible, Limited Degree •
2 points + 4
points per rank.
Kinetic Immunity:
Immunity 40 (Kinetic Attacks) •
1 point per rank.
KINETIC SHIELD
You surround your body with a tight field of energy that
protects you from incoming attacks.
FORCE CONSTRUCTS
The standard Kinetic Shield is an effective barrier against
all attacks targeting Toughness, but some Kinetic Fields
are Limited to Kinetic Damage, ineffective against other
types of energy, such as cold, heat, or electricity.
You can project force fields to form different solid objects
or constructs. See the
Create
effect for details (
Hero’s
Handbook,
page 102).
Force Constructs:
Create Force Constructs •
2 points per rank.
Kinetic Shield:
Impervious Protection, Sustained •
2 points
per rank.
MOMENTUM BOOST
MOVEMENT POWERS
The energy of motion itself, kinetic powers can provide all
kinds of movement abilities, including standard versions
of the Burrowing, Flight, and Leaping effects (
Hero’s Hand-
book,
pages 99, 109, and 115).
You can add to a subject’s momentum, accelerating them
to even greater speeds. The power is normally Sustained.
If you provide a single burst of speed, apply the Fades
modifier as well.
Momentum Boost:
Enhanced Speed, Affects Others,
Ranged, Variable Descriptor (movement effects) •
2 points
+3 points per rank.
FRICTION CLING
Controlling the friction between your body and a surface
allows you to stick to walls and ceilings.
MOMENTUM DRAIN
You can drain or dampen a subject’s momentum, causing
them to slow towards an at-rest state with no movement
speed (if they are weakened to less than speed rank 0).
Friction Cling:
Movement (Wall-Crawling 1 or 2) •
2 or 4 points.
KINETIC TRANSPORT
Momentum Drain:
Ranged Weaken Movement Effects, Affects
Objects, Broad •
4 points per rank.
You render yourself “at rest” relative to the rotation of the
Earth beneath you, giving you a sudden and brief west-
ward velocity of 1,000 MPH (at the equator, less towards
the poles). The effect is that you suddenly vanish and are
about a mile away before anyone realizes you are gone.
TACTILE TELEKINESIS
You can exert force on objects simply by touching them,
but the energy imparted comes from your power rather
than your muscles, which do not have to do any of the
work. This means you can exert the effective Strength of
your power without having to move, so long as you are in
close contact with the subject.
Kinetic Transport:
Teleport 8, Limited to Due West, Not Through
Barriers •
4 points.
KINETIC REBOUND
You absorb or dissipate the kinetic energy from falls (often
linked with Kinetic Absorption) allowing you to fall any
distance without harm.
Tactile Telekinesis:
Enhanced Strength, Limited to Lifting
and Moving (No Damage), Feature 1 (Able to Exert Strength
Without Moving) •
1 point + 1 point per rank.
Kinetic Rebound:
Movement 1 (Safe Fall) •
2 points.
POWER PROFILE: KINETIC POWERS
4
TELEKINESIS
when the character isn’t paying attention to the possible
consequences.
You can move objects at a distance without directly
touching them. See
The Move Object Effect
at the start
of this profile for details.
ADDICTION
It’s possible controlling—and particularly
absorbing
—
kinetic energy might come with a “rush” that is potentially
addictive. Someone addicted to soaking up kinetic energy
is likely to look for it in the rawest form: getting hit, and
hit hard. Such an addict might seek out fights with strong,
powerful opponents—like superheroes and villains—just
for the opportunity to “feed” off the energy.
Telekinesis:
Move Object •
2 points per rank.
A common Telekinesis variant is Psychokinesis, an often
psionic or psychic power that only requires you be able to
accurately see or sense your subject to move it. Psychoki-
nesis is often Subtle as well, detectable only by mental or
other exotic senses.
POWER LOSS
Psychokinesis:
Perception Ranged Move Object •
3 points per rank.
Other than specific exceptions like Kinetic Absorption,
the powers in this profile are assumed to generate their
own kinetic energy, essentially out of nowhere. A charac-
ter might be dependent on a source of energy in order to
use kinetic powers, however. This could be as simple as
drawing on minute amounts of kinetic energy from the
environment: in areas where things are especially still, the
character’s power could diminish. Or the kinetic controller
might draw on a different power source, converting it into
kinetic energy. Cut off from that source, there’s no power.
TELEKINETIC TOUCH
Your telekinetic powers have a sense of touch, allowing
you to “feel” things at a distance with a kind of kinetic
echolocation.
Telekinetic characters with this power may have the
Feedback flaw (
Hero’s Handbook,
page 148) on powers
like Force Constructs or Telekinesis; they “feel” impacts
and energy through their connection, enough to cause
mental strain and psychosomatic reactions.
SIDE-EFFECT
Telekinetic Touch:
Senses 1 (Ranged Tactile) •
1 point.
Kinetic powers might come with some problematic side-
effects which constitute complications when they come
into play.
OTHER KINETIC POWERS
Focused on motion, kinetic powers are connected to many
Speed Powers
, which can also involve channeling or ma-
nipulating kinetic energy in different ways. Similarly, a focus
on force connects kinetic powers to
Strength Powers
,
many of which may represent the power to channel and
control kinetic energy rather than sheer muscle power.
For example, if a kinetic controller draws upon ambient
molecular motion to gain a kinetic “charge,” then when
the character uses kinetic powers, the temperature drops.
Likewise, if the character absorbs and “sheds” kinetic
energy by transforming it into heat, the temperature rises.
This can cause changes in the environment and potential
problems.
In some cases, telekinetic manipulation of objects extends
down to the micro-scale, perhaps even to the discrete ma-
nipulation of molecules or atoms. The simple slowing and
speeding of molecular motion may be connected to
Cold
Powers
and
Fire Powers
, while the ability to rearrange
molecules and atoms can provide powers of transmuta-
tion and transformation far beyond what can be catego-
rized as “kinetic” powers, even if they have a telekinetic
element to them.
A character with Kinetic Immunity may be
literally
immov-
able by any outside force. No one can carry the character,
nor can any vehicle, which can certainly cause problems.
WEAKNESS
The prime weaknesses of kinetic powers are a focus solely
on kinetic energy and the potential of too much kinetic
energy.
KINETIC COMPLICATIONS
Kinetic powers can make a character into a powerhouse, but
they can also complicate matters. The following are some
complications associated with kinetic powers and their use.
In the first case, characters immune to things like impacts
or physical force might suffer a greater sensitivity to
effects able to bypass their defenses. A juggernaut with
Kinetic Immunity could literally be “stopped cold” by a
paralyzing ice Affliction, for example, or have his Strength
sapped quickly by a chilling Weaken effect.
ACCIDENT
There’s also the potential for kinetic powers to “overload”
when channeling or exposed to too much energy at once.
A character might have Kinetic Immunity, but still suffer
the occasional setback where a massive kinetic impact
temporarily stuns him, for example.
Flinging powerful blasts of kinetic force, or playing with
the forces of friction, inertia, and momentum, can wreak
havoc if a character isn’t careful. Kinetic powers can cause
various sorts of accidents in the heat of combat or simply
POWER PROFILE: KINETIC POWERS
5
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