Energy Control Powers
Ultimate Powers Index
Absorption Power: The hero can absorb a specific type of energy and actually gain Health points by converting the energy into Self-Healing. This addition to Health quickly heals any damage the hero had suffer, and acts as a buffer to absorb consequent damage.
In the absence of life-sustaining materials, this Power can act as a substitute for air, water, and food. The hero converts energy into healing power for the damage he’s taking from suffocation, dehydration, starvation, and any other unpleasant results of not living careful. Unfortunately, this requires a steady supply of energy to convert. Consider Galactus. He is perpetually starving. He uses this Power to absorb the energy of life-forces and convert it into his own life force. Yet, draining ten billion life-forces only sustains him for a single year, at most. Your hero won’t last anywhere near as long.
There is the danger that your hero may actively seek out energies he can absorb and heal himself with. The danger occurs if the energy type is a dangerous one that does great damage wherever it
occurs. For example, consider a character whose Absorption Power affects hard radiation. In the absence of other superbeings who possess Radiation Powers, the character might resort to breaking into reactors or even purposefully detonating nuclear bombs to get I energy he needs. (And you thought muties had a public image problem.) If the hero possesses an Energy Emission Power, he cannot use it directly to affect himself.
Catalytic Control: The hero can control the speed at which chemical reactions occur. Specifically, he can increase or decrease the energies emitted or drained in such reactions. For example, he could increase the heat, emitted by exothermic reactions like oxidation; he could also increase the chilling effect of endothermic reactions. He can increase or decrease the speed or rate at which reactions occur, like stopping iron from dissolving in acid or causing steel to rapidly transform into rust. The hero can also develop a variety of Power stunts:
• Causing chemical reactions that are normally impossible, such as anything involving inert gases.
• Knocking out self-powered machinery by stopping the reactions that generate their power.
• Inducing suspended animation in a living target by stopping all biochemical activity, especially decay.
• Incapacitating living targets by inducing nausea.
• Increasing the hero’s Strength and Stamina by increasing the metabolizing of oxygen and food (or whatever the body uses).
• Collapsing a target by hastening the forces of decay.
• Forming compounds by simply mixing materials together and not needing heat or special conditions.
• Baking without an oven.
The Power can continually affect a target as long as it functions and appropriate Plot Points are spent to create appropriate complications or assets.
Coldshaping: The hero can control any force that actively decreases the temperature of something else. This can be used to increase or decrease the Cold’s Intensity. This function overlaps both Heat and Cold Generation but differs in that this Power cannot alter the natural temperature of a target or alter local temperatures to suit the hero’s whims. There are two primary functions to this Power. The first is to counteract or supplement cold-based Powers. The hero can alter such Powers as soon as they are emitted from the target’s body. Such powers can be increased or decreased by this Power’s rank number. The hero can also redirect such Powers. This leads to the second primary function.
The hero can shape fields of intense cold and produce useful results. Ice Generation is a form of this Power. The hero can create shapes of rapidly-formed ice that he can use in a variety of Power stunts. The hero can also develop variations on Ice Generation that use other materials present in his local atmosphere. Such substances include carbon dioxide (even more slippery than ice, and the fog can knock people out), nitrogen, oxygen (potentially dangerous since a
concentration of it can make normal flames explode), and the inert gases, since there are so few of these present in Earth’s atmosphere-but on other planets, not so tough).
Cold Generation is a Bonus Power.
Optional Powers to consider include Thermal Control, Condensation, Molding, and Body Coating.
Darkforce Manipulation: This is a Power that is unique to campaigns using the Marvel Universe. It does not apply to campaigns set in other parts of the Multiverse.
The hero can generate and control the extra-dimensional energy-form known as “Darkforce.” This resembles a tangible, impenetrable shadow and possesses several unique characteristics that the
hero can use to develop Power Stunts:
• Blunt attack damage at Power rank.
• Shadowcasting of Power rank Intensity darkness over a maximum of 30 feet.
• Flight at a die rank lower speed.
• Energy Solidification.
The Darkforce is as yet undefined in the Marvel Universe. For your game’s purposes, you might simply treat it as an other-dimensional power source that fills its own entire pocket dimension. That definition will work in or out of the official Marvel Universe.
Electrical Control: The hero can control all forms of electricity, whether natural, artificial or Power-based. He can control the Intensity and direction of electron streams and alter the conductivity of materials. He can shape electron streams into any desired form. This permits him to develop Power stunts based on lightning–constructs designed to perform certain tasks (shields, cages, barriers, etc.)
The hero can increase or decrease the electricity’s Intensity and reduce damage. If the electricity is Power-related, then the target’s reaction roll will determine if the hero is able to gain control.
The hero gains Resistance to Electrical Generation as a Bonus Power.
Optional Powers include Electrical Generation, Energy Doppelganger, Energy Sheath, Energy Body, Carrier Wave, and Energy Path.
Because electricity forms the basis for most of our technology, the hero with at least a d8 in Electrical Control can attempt use his Power to remotely control any electrical device. More complex devices like computers require a more complex form of control and a d10 level of power.
Energy Conversion: The hero can simply change any form of energy into any other form. The transformed energy’s Intensity is one rank lower than its original level. The hero can transform
energy by an roll beating the doom pool or reaction roll using the target energy’s current Intensity. The hero begins with the ability to transform any energy into one specific form. He can develop the ability to transform energy into other forms as Power stunts.
There are two advantages to this Power. The first is the ability to gain an Energy Emission Power fueled by the environment. Dazzler, for example, can convert sonic energy into light. She then refined that Light Generation into a variety of effects, including lasers, light shields, and hypnotic effects.
The second advantage is the ability to transform deadly force into less dangerous forms. For example, if your hero found himself caught in a raging firestorm, he might Convert the heat into
Cold. This would both protect him and extinguish the fire. (The paramedic shook his head. “I’ll be danged if I can figure out how a man can get frostbite fighting a fire.”)
The maximum Intensity of Energy that a hero can convert is equal to one rank higher than his Power rank.
Excess energy remains in its original state, although its Intensity can be diminished as a complication by the effect die of the roll, perminantly if the appropriate PP is spent.
An appropriate limit related to this power would restrict the power to a specific Energy Conversion(Sonics to Light, in Dazzler’s example) The player must determine the characteristics for the Secondary Power he gains by taking Energy Conversion. This would match the appropriate listing in the Energy Emissions section.
Hard Radiation Control