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Dr Archeville

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  1. Quick note: since the Alphadroid's a construct, it takes damage as an object. Which means all damage converts to lethal, so it's not Staggered, it's Disabled. Reaction: Spend HP to nix fatigue from last round's extra effort. 4 HP now. Move Action: Reconfigure Screwdriver (Gadgets 3) Move Object 14 (magnetokinetic grabber, Str 70, light load 64 tons; Flaw: Limited [metals]; PF: Subtle) {15/15} Standard Action: Attempt to grapple Alphadroid Ranged attack roll w/ Move Object vs. Alphadroid (Defense 12 if stunned, 18 otherwise) (1d20+13=21) hits Grapple check (1d20+27=37) Since it's stunned, I don't think it can attempt an opposed Grapple check (stunned chars can only take reactions, but the check to escape a grapple requires a move action); if not, I think it's automatically bound/helpless (meaning Fulcrum could attempt a coup de grace against it as a full round action).
  2. Archeville shooed the last of the people out through the exits, and did a quick visual sweep of the restaurant for anyone unable to move. (Well, quick for others; for him and his inhumanly fast mental processes, it was a careful study of the area done in a flash.) He spotted two a waiter and a member of the band, both trapped under some rubble; the waiter seemed to be in a lot of pain. Archeville's free hand went to the controls of his Gravimetric Belt, and began reprogramming the defensive field. Normally it used gravity fields to keep attacks off him, bending or dispersing energy beams and making physical projectiles heavier so their trajectories faltered. But if he inverted this, and reversed the polarity on that... Quite suddenly all the loose rubble and debris in the bistro began to levitate upward, slipping free from the surly bonds of gravity. The move was smooth and steady, as Archeville took care to disturb the injured as little as possible. "Ca you help him out?," he barked at the musician, nodding towards the injured waiter.
  3. Realizing he's not needed it for himself yet, Dok will stunt something off his force field. Free Action: Maintain Gadgets/Create Object Free Action: Extra Effort to power stunt an AP off his force field {36PP to work with}. Will be fatigued at start of next round. Move Object 8 (Str 40, Hvy Load 3 tons, 40-ft. radius; Extras: Area [burst, General, Stationary], Range [Perception], Selective Attack; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]; PFs: Precise, Progression [Area] 2 [200-ft. radius], Subtle) {36/36pp} Standard Action: Use Move Object to carefully/safely levitate any and all rubble that's pinning or blocking people from evacuating. Free Action: Command folks to move if they can, if not tell him so he can help Move Action: Shift Enhanced Mind from Enhanced Charisma to Ranged Combat Mind/"Calculating Angles & Vectors"
  4. That's a bit of a problem, actually. Dark Star's ungodly power is allowed largely b/c he's a naive boy scout, a char concept I'm honestly getting weary of. Hellion's got his share of problems, too (skills in Arrays being just one of them), but you're leaving him archived so I'll not delve into him. Those (considerably broader) issues aside, I do really like this character idea, and I am confident you can do much with it! But I hate "leaving it open for GM development" -- even when it comes from a provably good writer such as yourself, that smacks of laziness. So please come up with something more concrete for his background, for the war-torn future he came from; your char doesn't need to know it, but you and the Refs do. Also, how is "when action starts, he becomes far less concerned with injuring or capturing his opponents. It isn’t enough to defeat them; the enemy must be destroyed and unable to twitch, let alone retaliate" not a frothing berserker state?
  5. Science!: Radiation Powers Comics Examples: Blight, Captain Atom, Cyclotron, Fallout, Firestorm, Presence, Radioactive Man (both Marvel's and the one from The Simpsons), X-Ray. In addition, many characters -- Daredevil, the Fantastic Four, the Hulk, and Spider-Man -- received their powers from exposure to radiation. FC Examples: Gamma the Atom-Smasher, Hiroshima Shadow, Tess Atom. Dark Star. Tropes: I Love Nuclear Power Lower-energy radiation -- such as visible light, infrared, microwaves, and radio waves -- are not ionizing. While these types of low-energy non-ionizing radiation can damage molecules, the effect is generally indistinguishable from the effects of simple heating. But I've already covered that. Ionizing Radiation is what most people are thinking of when they hear "look out, radiation!" Ionizing radiation comes in three main forms, produced by radioactive decay, nuclear fission and nuclear fusion, and by particle accelerators and naturally occurring cosmic rays. Alpha Particles (α or 4He2+) consist of two protons and two neutrons bound together into a particle identical to a helium nucleus. They have low penetration depth, able to be stopped by a few centimeters of air, or by the skin. Because of the short range of absorption, alphas are not, in general, dangerous to life, unless the source is ingested or inhaled, in which case they become extremely dangerous. Because of this high mass and strong absorption, if alpha-emitting radionuclides do enter the body (upon being inhaled, ingested, or injected), alpha radiation is the most destructive form of ionizing radiation. It is the most strongly ionizing, and with large enough doses can cause any or all of the symptoms of radiation poisoning. It is estimated that chromosome damage from alpha particles is anywhere from 10 to 1,000 times greater than that caused by an equivalent amount of gamma or beta radiation. Beta Particles (β− or β+) are high-energy, high-speed electrons or positrons emitted by certain types of radioactive nuclei. Of the three common types of radiation given off by radioactive materials, beta has the medium penetrating power and the medium ionizing power. Although the beta particles given off by different radioactive materials vary in energy, most beta particles can be stopped by a few millimeters of aluminum. Being composed of charged particles, beta radiation is more strongly ionizing than gamma radiation. When passing through matter, a beta particle is decelerated by electromagnetic interactions and may give off bremsstrahlung x-rays. Neutrons are subatomic particle with no net electrical charge, so do not interact electromagnetically with electrons, and so cannot directly cause ionization. However, fast neutrons will interact with the protons in hydrogen (in the manner of a billiard ball hitting another, head on, sending it away with all of the first ball's energy of motion), and this mechanism produces charged protons that interact with matter. Cosmic rays are a mix of protons (~89%), alpha particles (~10%) and beta particles (~1%). The units used to measure ionizing radiation are rather complex. The ionizing effects of radiation are measured by units of exposure, coulomb per kilogram (C/kg), and measures the amount of radiation required to create 1 coulomb of charge in 1 kilogram of matter. However, the amount of damage done to matter (especially living tissue) by ionizing radiation is more closely related to the amount of energy deposited rather than the charge. This is called the absorbed dose. The gray (Gy), with units J/kg, is the SI unit of absorbed dose, which represents the amount of radiation required to deposit 1 joule of energy in 1 kilogram of any kind of matter. (The rad [radioactivity absorbed dose] is the corresponding traditional unit which is 0.01 J deposited per kg; 100 rad = 1 Gy.) However, equal doses of different types or energies of radiation cause different amounts of damage to living tissue -- for example, 1 Gy of alpha radiation causes about 20 times as much damage as 1 Gy of X-rays. Therefore the equivalent dose was defined to give an approximate measure of the biological effect of radiation, calculated by multiplying the absorbed dose by a weighting factor (WR) which is different for each type of radiation. The sievert (Sv) is the SI unit of equivalent dose. Although it has the same units as the gray, J/kg, it measures something different: it is the dose of a given type of radiation in Gy that has the same biological effect on a human as 1 Gy of x-rays or gamma radiation. (The rem [Roentgen equivalent man] is the traditional unit of equivalent dose; 1 sievert = 100 rem. Because the rem is a relatively large unit, typical equivalent dose is measured in millirem [mrem], 10-3 rem, or in microsievert (μSv), 10-6 Sv; 1 mrem = 10 μSv.) The average 'background' dose of natural radiation received by a person is around 2.4 mSv (240 mrem) per year, 3.6 mSv (360 mrem) per year in the USA. A standard medical x-ray's strength is about 0.02 mSv (2 mrem) but can be over ten times that, depending on the equipment used; a dental x-ray optimally has a dose as low as 0.0033 mSv, but poor machines and technique can give doses as high as 0.11 mSv. The lethal full-body dose of radiation for a human is around 4–5 Sv (4,000-5,000 mSv, or 400–500 rem/400,000-500,000 mrem). Ionizing radiation has many uses, including killing cancerous cells and power generation. Of course, too much of anything can be hazardous to human health. For example, at one time, assistants in shoe shops used X-rays to check a child's shoe size, and radium was used in glow-in-the-dark paints for watches, but this practice was halted when it was discovered that ionizing radiation was dangerous. How are these particles formed/released? Nuclear reactions, primarily radioactive decay. Normal (nonradioactive) matter is made of stable atoms, which have an equal number of negatively charged electrons, in orbit, and positively charged protons, in the nucleus. (Neutrons, which have no charge, help keep the protons together in the nucleus; without them -- and the strong nuclear force that binds them together -- the like-charged protons would repel each other.) Isotopes are atoms with a different number of neutrons; these are labeled as [element]-[mass number] (ex.: uranium-235) or mass numberElement (ex.: 235U). Some isotopes are stable (and will remain as they are forever), while others are unstable (and will decay/transmute into other atoms as time passes, realizing ionizing particles along the way). These unstable isotopes, which are radioactive, are also called radionuclides. Alpha Decay is a process in which an atomic nucleus emits an alpha particle, and thereby transforms (or 'decays') into an atom with a mass number 4 less and atomic number 2 less. Ex.: uranium-238 (238U) decays to thorium-234 (234Th) and 1 alpha particle (4He2+). Beta decay is a process in which a beta particle (an electron or a positron) is emitted. In β− decay, a neutron is converted into a proton and in the process releases an electron; in β+ decay, a proton is converted to a neutron and in the process releases a positron. Since the number of protons & neutrons remains the same, the atomic mass remains constant, but since the number of protons changes, the atomic number changes. Ex.: cesium-137 (137Cs) undergoes β− decay and changes to barium-137 (137Ba), emitting 1 electron; sodium-22 (22Na) undergoes β+ decay and changes to Neon-22 (22Ne), emitting 1 positron. Spontaneous fission, like induced nuclear fission (see below), is a process in which a heavy isotope (atomic mass 100+, usually 230+) decays into two or more smaller atoms, releasing neutrons (and sometimes other particles) along the way. Ex.: an atom of fermium-256 (256Fm) will decay into one atom of xenon-140 (140Xe), one atom of palladium-112 (112Pd), and four neutrons (140+112+4 = 256). Tied to radioactive decay is half-life, the period of time it takes for a substance undergoing decay to decrease by half. It is defined in terms of probability: it is the time when the expected value of the number of entities that have decayed is equal to half the original number. Start with a single radioactive atom, wait its half-life, and measure whether or not it decays in that period of time. Maybe it hads decayed, maybe it has not, but if this experiment is repeated again and again, it will be seen that - on average - it decays within the half life 50% of the time. Half-lives can range anywhere from microseconds (polonium-214 decays, through alpha-emission, with a half-life of 160 microseconds, to lead-210) to billions of years (uranium-238 decays, through alpha-emission, with a half-life of 4.5 billion years, to thorium-234). Nuclear power uses another nuclear reaction -- nuclear fission -- to generate energy. Nuclear power plants actually aren't that different from coal-burning plants: both use something giving off heat to turn water to steam which powers turbine-driven electrical generators. When a relatively large fissile ("able to undergo fission") atomic nucleus -- usually uranium-235 or plutonium-239 -- absorbs a neutron, the atom into two or more smaller nuclei and also releases gamma radiation and free neutrons. A portion of these neutrons may later be absorbed by other fissile atoms and create more fissions, which release more neutrons, and so on; such self-perpetuating/sustaining processes are called chain reactions. This can be controlled by using neutron absorbers/poisons (which absorb neutrons) and neutron moderators (which reduce the speed of neutrons) to change the portion of neutrons that will go on to cause more fissions; control rods are neutron absorbers, and the water in the cooling system acts as a neutron moderator. Enriched uranium is what goes in to a nuclear reactor. Most of the uranium mined is 99.2% uranium-238 (which is not fissile) and 0.8% uranium-238. Through assorted enrichment methods, this can be changed to low-enriched (reactor-grade) uranium (2-4% uranium-235); further enriching can turn it into highly-enriched (weapons-grade) uranium (90% uranium-235). The uranium-238 remaining after enrichment is depleted uranium, a very dense material (68% denser than lead) used in radiation shielding and armor-piercing bullets. Eventually the nuclear fuel decays to the point where there is not enough to sustain a reaction. Nuclear reprocessing can recover some of the usable material, but the rest is not potent enough to be used for fissions reactions. These spent fuels, and other radioactive wastes (byproduct of other applications of nuclear fission or nuclear technology such as research and medicine) must be disposed of safely, away from organisms and the environment so they can continue to decay to stable, non-radioactive elements. Surprisingly, nuclear reactors are theorized to have formed naturally a few times in Earth's past. Nuclear fusion is the reverse of nuclear fission, in which two or more atomic nuclei join (or fuse) together to form a single heavier nucleus. The fusion of two nuclei with lower masses than iron generally releases energy, while the fusion of nuclei heavier than iron absorbs energy, so fusion typically occurs only in lighter elements (since matter, being lazy, prefers to give up energy rather than take it in). The best-known fusion reactor we know of is the Sun, which fuses hydrogen into helium. The Sun actually uses fusion and fission: it fuses 4 atoms of hydrogen (1H) into 2 deuterium (2H) atoms (and releases 2 positrons in doing so), then fuses 2 atoms of hydrogen (1H) and 2 of deuterium (2H) into 2 helium-3 (3He) atoms (and releases 2 gamma ray photons in doing so), then splits the 2 helium-3 (3He) atoms into 1 helium-4 (4He) atom and 2 atoms of hydrogen (1H). For fusion to happen, you must get past the energy barrier of electrostatic forces that repeal the positively charged protons from each other. Once you get the nuclei close enough, though, the strong nuclear force will keep them together. In stars, gravity does this: a gravitational instability causes a cloud of interstellar medium to become attracted to one point, growing as the mass of collected material begins exerting its own gravitational pull on its surroundings. The cloud collapses in on itself, density continues to increase, pressure and heat build, and a self-sustaining fusion reaction ignites. Nuclear fission and nuclear fusion are also seen in nuclear weapons. Only two nuclear weapons have been used in the course of warfare; both were fission type bombs, also called atomic or A-bombs. Little Boy was a "gun-triggered" fission bomb, which propelled a slug of uranium-235 of sub-critical mass down a barrel to collide with another slug of 235U (of sub-critical mass) at the other end of the tube. When they collided, they exceeded critical mass (the amount of fissile material needed to start an exponentially growing nuclear chain reaction), or became supercritical; its explosive force was roughly equal to 15,000 tons of TNT. Fat Man was an implosion-triggered fission bomb, using conventional explosives to generate shock waves that compressed a 6kg sphere of plutonium-239 into a supercritical mass; its explosive force was roughly equal to 21,000 tons of TNT. Fusion bombs (aka thermonuclear, hydrogen, or H-bombs) use a fission reaction as a trigger. In it, the heat from the X-rays generated by the fission bomb and the pressure of the shock wave generated by the fission bomb are both focused onto a mass of fuel, lithium-6 deuteride, which initiates a fusion reaction. Both weapons had many of the same effects: a massive fireball, ionizing radiation, a blinding thermal flash, thermal blast, electromagnetic pulse, a blast wave (tornado-force winds), and raging fires and lingering radiation from the material that fell to Earth. This scattered radioactive material is known as fallout. (Generating fallout is the primary primary purpose of a dirty bomb, which uses conventional explosives to disperse radioactive material across an area.) So just what are the (Real World) effects on living organisms being exposed to ionizing radiation? Unfortunately, there are many, all grouped under radiation sickness, which has both acute (rapid onset, short duration) and chronic (long, often lifelong, duration). The best-known long-term effect is cancer: particles of ionizing radiation can damage chromosomes and even knock out portions of your DNA sequence, leading to all sorts of errors in how your cells replicate and function. Other chronic symptoms can include anemia (low red blood cell count, possibly due to damage to the red blood cell-producing mechanisms in the body), susceptibility to infections (due to decreased white blood cell count), and assorted neurological problems (due to damage to nerve cells that do not self-repair properly). Acute symptoms vary according to exposure: A Mild exposure, 1-2 Sv (1,000-2,000 mSv), shows no immediate effects. About a month after exposure, you may experience some nausea and vomiting for about a day, a minor headache and fever, and general fatigue and weakness (partly due to decreased white blood cell count). Chance of death is very low (0-5%), and usually only occurs if there are already some severe medical problems in place. A Low exposure, 2-6 Sv (2,000-6,000 mSv) also shows no immediate effects. 1-3 weeks after exposure, you may experience nausea, vomiting, diarrhea, headache, slight fever, and some minor cognitive impairment, along with purpura (red-purple blotches on the skin), hemorrhaging (due to low platelet count), susceptibility to infections (due to lowered white blood cell count), and epilation (permanent hair loss). A Moderate exposure of 6-8 Sv (6,000-8,000 mSv) has symptoms that show within 1 week: nausea, vomiting, diarrhea, moderate headache, high fever, moderate cognitive impairment, dizziness and disorientation, hypotension (abnormally low blood pressure), and electrolyte disturbance. Without medical treatment, you will die in 2-4 week; with (conventional) medical treatment, you have a 50/50 chance. A High exposure of 8-30 Sv (8,000-30,000 mSv) causes immediate nausea, vomiting, severe diarrhea, severe headache, severe fever, incapacitation, electrolyte disturbance, and shock (inadequate blood flow to body's tissues, due to internal bleeding). Death comes in 2-14 days, even with (conventional) medical treatment. A Severe exposure, 30+ Sv (30,000+ mSv), has much the same effect as a high level of exposure, but death comes in 1-2 days. Treatment methods includes the use of antibiotics, blood products, colony stimulating factors (glycoproteins which bind to receptor proteins on the surfaces of hemopoietic stem cells and thereby activate intracellular signaling pathways which can cause the cells to proliferate and differentiate into a specific kind of blood cell), and stem cell transplant. If radioactive contamination is from ingested, inhaled or injected radioactive metals, chelating agents (chemicals that form soluble, complex molecules with certain metal ions, inactivating the ions so that they cannot normally react with other elements or ions) may be used to flush the contaminant out. So what does all this mean for an M&M game? The penetrating power of radiation can be statted with the Penetrating extra, or with the Indirect (always originates with character and projects in a straight line from him, but passes through intervening barriers) power feat, though if you use Indirect you'll still need some way to accurately sense the target on the other side of the barrier! Radiation is also difficult to treat, making Incurable a valid power feat. Subtle can be used for 'realistic' invisible radiation blasts (though Comic Book radiation tends to have a sickly green glow), and the Disease, Poison, or Secondary Effect extras can reflect radiation's long-lasting effects. Rank Radiation Example 1 Lingering irradiation 2-5 Nuclear fallout 5-10 Exposure to radioactive materials 10-12 Stellar radiation (deep space) 13-14 Nuclear reactor 15+ Nuclear blast Related Abilities Electrical Control: β− decay reactions generate electrons, and electrons = electricity. Electromagnetic Control: Other types of radioactive decay give of gamma rays, which are high energy photons. Radiation and Other Descriptors Radiation has no special interaction with other descriptors. ~~~OFFENSIVE/ATTACK EFFECT/POWERS~~~ Deadly Radiation: You can project a blast of radiation that's so intense it can kill living beings instantly through cellular disruption and decay. It has no effect on non-living material. Blast (Extra: Alt Save [Fort]) [3pp/rank] Variant: Radiation Pulse: Your attack takes the form of pulses of deadly radiation. add Autofire extra. [+1pp/rank; 4pp/rank total] Variant: Sickening Deadly Radiation: Your attack also causes the target to become sick and weak. add Linked Drain Con (Extra: Linked [blast], Range [Ranged]) [+2pp/rank; 5pp/rank total] Electromagnetic Pulse: By initiating a β− decay reaction, you generate a burst or stream of electrons that wreck havoc with electronics. Nullify (all effects of an electronic circuit descriptor at once; Extra: Area [burst, General]; Flaw: Range [Touch]) [2pp/rank] Normal equipment doesn't function until it's repaired, requiring a Craft (electronics) skill check. Variant: EMP v2: A different version of an electronics-destroying effect. Drain Toughness (Extras: Affects Objects, Area [General, Burst], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Strike (Extras: Area [General, Burst], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank] Variant: EMP Blast: You project a blast of concentrated EM radiation, frying the circuits of any devices and equipment on the target. Nullify (all effects of an electronic circuit descriptor at once) [2pp/rank] Variant: EMP Blast, v2: It's like Disintegration, but for electronics! Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Blast (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank] Gamma Blast: You can project a powerful blast of deadly gamma rays. Disintegration (PF: Indirect [always originates with character and projects in a straight line from him, but passes through intervening barriers]) [1pp + 5pp/rank] Radiation Accident: You can project a blast of radiation that can mutate a target, changing their mutation-derived powers. You have no control over what their powers will change to, and their body's self-repair mechanisms will eventually reverse the change, but it can be a great too for sowing chaos and confusion! Transform (living being to living being with new/different superpowers; Flaw: Uncontrolled [can control activation of power, but has no control over the result]) [4pp/rank] Radiation Blast: You can fire a bolt of radiation so intense that it can inflict serious physical injury, and even propel a target backwards. Blast [2pp/rank] Radiation Field: An area of intense radiation surrounds your body. Anyone who comes close to you or touches you, or whom you grapple, suffers radiation burns and the like. Strike (Extras: Aura, Duration 2 [sustained]) [4pp/rank] Variant: Radiation Field II: Your aura of radiation works in a slightly different way. Drain Con (Extras: Aura, Duration 2 [sustained]) [4pp/rank] Radiation Sickness: You can project a blast of withering radiation that makes living beings sicken. Drain Con (Extra: Range [Ranged]) [2pp/rank] Variant: Prolonged Radiation Sickness: It can take a long time for a target to shake off the effects of your radiation. add Disease Extra [+2pp/rank; 4pp/rank total] Variant: Sickness Field: You can create a field of sickening radiation. add Area [burst, General] extra. [+1pp/rank; 3pp/rank total] ~~~DEFENSIVE EFFECT/POWERS~~~ Radiation Feeding: Radiation alone sustains your body, removing the need for food. Immunity 1 (starvation & thirst) [1PP] Radiation Resistance: Your powers make him naturally immune to the effects of ordinary radiation. Immunity 1 (radiation [environmental]) [1PP] Variant: Radiation Bastion: You Radiation Powers make it difficult to weaken or sicken you with radiation. Immunity 10 (radiation effects; Flaw: Limited [half effect]) [5PP] Variant: Radiation Bastion, Group: You can absorb the harmful effects of radiation into yourself, shielding your allies. Immunity 10 (radiation effects; Sustained Active effect; Extras: Affects Others [Others Only], Area [50-ft. Burst]; Flaws: Duration [Concentration], Limited [half effect]) [5PP] Variant: Radiation Invulnerability: Your Radiation Powers make you immune to any negative effects of radiation. Immunity 10 (radiation effects) [10PP] Radiation Shield: You can create a screen of protective radiation around yourself. Force Field [1pp/rank] Radiation Sponge: You can absorb radiation, using it to increase your own power and resilience. Typically you absorb the power from other metahumans' radiation attacks, but you can also absorb from things like radioactive materials (but not simple background radiation) if necessary. Healing (Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Radiation Attacks]) [5p/rank] ~~~MOVEMENT EFFECT/POWERS~~~ Electromagnetic Flight: By either transforming your body into radiation, or sheathing it in a field of radiation that heats the air to provide lift and propulsion, you can soar through the air! Flight [2pp/rank] Lightspeed Travel: You transform our body into cosmic rays, and can move at the speed of light! But only when in the vacuum of space, not in a planetary atmosphere. Space Travel 1 (1c) [1PP] Quantum Tunneling: You transform you body to pure radiation, nigh-instantaneously travel to any location and through any barrier, and then rematerialize. Teleport [2pp/rank] ~~~SENSORY EFFECT/POWERS~~~ Human Geiger Counter: You can perceive and analyze radiation (not all types of energy, or even all types of electromagnetic radiation, but the sort of hard radiation that geiger counters detect). Super-Senses 2 (detect radiation [radio]; Enhancement: analytical) [2PP] ~~~MISCELLANEOUS EFFECT/POWERS~~~ Hot Zone: You can create a field of intense radiation, equal to standing next to a poorly-shielded nuclear reactor. Characters exposed to such intense radiation often sicken, and may die. Environmental Control (radiation 2) [2pp/rank] Variant: Permanent Hot Zone: You constantly emit a field of intense radiation. Characters with this power typically have a containment suit (a Hard to Lose Device that buys off the Permanent flaw, changing the duration to Continuous) or an AP in their Radiation Control array that they can use to 'power down' (in other words, when not actively using their powers, they're fine, but when firing Blasts and such, they irradiate the area.) Environmental Control (radiation 2; Extra: Duration [Continuous]; Flaws: Permanent, Range [Touch]) [1pp/rank] Nuclear Transmutation: Though manipulation of ionizing radiation, you can convert one chemical element or isotope into another. Transform (inanimate to inanimate) [5pp/rank]
  6. Science!: Magnetism Powers Comics Examples: Cosmic Boy, Doctor Polaris, Magneto, Static FC Examples: No canon examples. Among PCs, Doktor Archeville's Electromagnetic Screwdriver. Tropes: Selective Magnetism, and Green Lantern Ring and Superpower Lottery (due to how much Marvel's Mutant Master of Magnetism Magneto has done with his powers). Has nothing to do with Chick Magnet or Weirdness Magnet. F*ckin' magnets, how do they work? Spinnin' 'lectrons, foo'! Magnetism, at its root, arises from two sources: Electric currents, or, more generally, moving electric charges (see Maxwell's equations). The nonzero "intrinsic" (or "spin") magnetic moments inherent to many subatomic particles (bosons, leptons, and quarks). In magnetic materials, sources of magnetization are the electrons' orbital angular motion around the atomic nucleus, and the electrons' intrinsic magnetic moment (a quantity that determines the force the magnet can exert on electric currents and the torque that a magnetic field will exert on it) caused by the spin of the electrons themselves. (The neutrons and protons in the nucleus of the atom have their own "nuclear" magnetic moments; these are so much smaller than the electron's magnetic moments that they are negligible in the context of the magnetization of materials, but these nuclear magnetic moments are important in other contexts, particularly in nuclear magnetic resonance [NMR] and magnetic resonance imaging [MRI]). Ordinarily, the enormous number of electrons in a material are arranged such that their magnetic moments (both orbital and intrinsic) cancel out. This is due, to some extent, to electrons combining into pairs with opposite intrinsic magnetic moments (as a result of the Pauli exclusion principle), or combining into filled subshells (electron "orbits") with zero net orbital motion. However, sometimes -- either spontaneously, or owing to an applied external electric or magnetic field -- each of the electron magnetic moments will be, on average, lined up. Then the material can produce a net total magnetic field, which can potentially be quite strong. The magnetic behavior of a material depends on its structure, particularly its electron configuration, and also on the temperature: at high temperatures, random thermal motion makes it more difficult for the electrons to maintain alignment. A very common source of magnetic field shown in nature is a dipole, with a "South pole" and a "North pole", terms dating back to the use of magnets as compasses, interacting with the Earth's magnetic field to indicate North and South on the globe. (Since opposite ends of magnets are attracted, the north pole of a magnet is attracted to the south pole of another magnet. The Earth's North Magnetic Pole -- currently in the Arctic Ocean, north of Canada -- is physically a south pole, as it attracts the north pole of a compass.) A magnetic field contains energy, and physical systems (being lazy) move toward configurations with lower energy. When diamagnetic material is placed in a magnetic field, a magnetic dipole tends to align itself in opposed polarity to that field, thereby lowering the net field strength; when ferromagnetic material is placed within a magnetic field, the magnetic dipoles align to the applied field, thus expanding the magnetic domain. Diamagnetism appears in all materials, and is the tendency of a material to oppose an applied magnetic field, and therefore, to be repelled by a magnetic field. However, in a material with paramagnetic properties (that is, with a tendency to enhance an external magnetic field), the paramagnetic behavior dominates. Thus, despite its universal occurrence, diamagnetic behavior is observed only in a purely diamagnetic material. In a diamagnetic material, there are no unpaired electrons, so the intrinsic electron magnetic moments cannot produce any bulk effect. In these cases, the magnetization arises solely from the electrons' orbital motions. Notable diamagnetic materials (from least to strongest diamagnetic) include water, Copper, graphite (Carbon), Lead, diamond (Carbon), Silver, Mercury, Gold, and Bismuth. Superconducting materials are also diamagnetic. In a paramagnetic materials, there are unpaired electrons, i.e. atomic or molecular orbitals with exactly one electron in them. While paired electrons are required by the Pauli exclusion principle to have their intrinsic ("spin") magnetic moments pointing in opposite directions, causing their magnetic fields to cancel out, an unpaired electron is free to align its magnetic moment in any direction. When an external magnetic field is applied, these magnetic moments will tend to align themselves in the same direction as the applied field, thus reinforcing it. (In other words, paramagnetic materials are only magnetic when in the presence of an externally applied magnetic field.) Notable paramagnetic materials include Sodium, Magnesium, Lithium, Aluminum, Cesium, and Tungsten. Ferromagnetic materials, like a paramagnetic substance, have unpaired electrons. However, in addition to the electrons' intrinsic magnetic moment's tendency to be parallel to an applied field, there is also in these materials a tendency for these magnetic moments to orient parallel to each other to maintain a lowered energy state. Thus, even when the applied field is removed, the electrons in the material maintain a parallel orientation, and the material remains magnetic. (These small regions of more or less uniform alignment are called magnetic domains.) Ferromagnetism is a property not just of the chemical makeup of a material, but of its crystalline structure and microscopic organization: there are ferromagnetic metal alloys whose constituents are not themselves ferromagnetic, and nonmagnetic alloys (such as some types of stainless steel) composed almost exclusively of ferromagnetic metals. Notable ferromagnetic materials include Nickel, Iron, Cobalt, and Gadolinium. In antiferromagnetic materials, unlike a ferromagnet, there is a tendency for the intrinsic magnetic moments of neighboring valence electrons to point in opposite directions. When all atoms are arranged in a substance so that each neighbor is 'anti-aligned', the substance is antiferromagnetic. Antiferromagnets have a zero net magnetic moment, meaning no field is produced by them. Antiferromagnets are less common compared to the other types of behaviors, and are mostly observed at low temperatures. In varying temperatures, antiferromagnets can be seen to exhibit diamagnetic and ferrimagnetic properties. Ferrimagnetic materials, like ferromagnetic ones, retain their magnetization in the absence of an external magnetic field. However, like antiferromagnets, neighboring pairs of electron spins like to point in opposite directions. These two properties are not contradictory, because in the optimal geometrical arrangement, there is more magnetic moment from the sublattice of electrons that point in one direction, than from the sublattice that points in the opposite direction. The oldest-known magnetic substance, magnetite (iron(II,III) oxide; Fe3O4), is actually a ferrimagnet; other ferrimagnetic materials are YIG (yttrium iron garnet) and ferrites composed of iron oxides and other elements such as Aluminum, Cobalt, Nickel, Manganese and Zinc. As mentioned earlier, all moving charged particles produce magnetic fields. Moving point charges, such as electrons, produce complicated but well known magnetic fields that depend on the charge, velocity, and acceleration of the particles. Magnetic field lines form in concentric circles around a cylindrical current-carrying conductor, such as a length of wire. Bending a current-carrying wire into a loop concentrates the magnetic field inside the loop while weakening it outside, and ending a wire into multiple closely-spaced loops to form a coil or helix (or solenoid) enhances this effect. A device so formed around an iron core (called an armature) may act as an electromagnet, generating a strong, well-controlled magnetic field. Similarly, moving metal through a magnetic field creates an electric charge, a property used in dynamos (which produces direct current with the use of a commutator) and alternators (which convert mechanical energy to electrical energy in the form of alternating current). A dynamo consists of a stationary structure, called the stator, which provides a constant magnetic field, and a set of rotating windings (called the armature) which turn within that field. The motion of the wire within the magnetic field causes the field to push on the electrons in the metal, creating an electric current in the wire. On small machines the constant magnetic field may be provided by one or more permanent magnets; larger machines have the constant magnetic field provided by one or more electromagnets, which are usually called field coils. The first dynamos actually produced alternating current -- when a loop of wire rotates in a magnetic field, the potential induced in it reverses with each half turn, generating AC power -- but in those early days AC power had no known uses. Thus was developed the commutator, essentially a rotary switch consisting of a set of contacts mounted on the machine's shaft, combined with graphite-block stationary contacts (called "brushes", because the earliest such fixed contacts were metal brushes). The commutator reverses the connection of the windings to the external circuit when the potential reverses, so instead of alternating current, a pulsing direct current is produced. An alternator generates electricity using the same principle as DC generators: when the magnetic field around a conductor changes, a current is induced in the conductor. Typically, a rotating magnet (called the rotor) turns within a stationary set of conductors wound in coils on an iron core (the stator), the field cuts across the conductors, generating an induced emf (electromotive force) as the mechanical input causes the rotor to turn. The rotating magnetic field induces an AC voltage in the stator windings. Often there are three sets of stator windings, physically offset so that the rotating magnetic field produces a three phase current, displaced by one-third of a period with respect to each other; a three-phase system transmits 73% more power than a single-phase system, but uses only 50% more wire. Alternators are used in modern automobiles to charge the battery and to power the electrical system when its engine is running. Early cars used DC generators to recharge the batteries (which store/convert chemical energy into DC electrical energy), but alternators are simpler, lighter, less costly and more rugged than a DC generator. (A set of rectifiers is used to convert the AC power generated by the alternator to DC power for the battery.) Speaking of motors, many simple electric motors use magnetic torque in their operation. In one simple motor design, a magnet is fixed to a freely rotating shaft and subjected to a magnetic field from an array of electromagnets; by continuously switching the electric current through each of the electromagnets, thereby flipping the polarity of their magnetic fields, like poles are kept next to the rotor, and the resultant torque is transferred to the shaft. The Earth's magnetic field, also called the geomagnetic field, which effectively extends several tens of thousands of kilometres into space, forms the Earth's magnetosphere. The Earth is largely protected from the solar wind (a stream of energetic charged particles emanating from the Sun) by its magnetic field, which deflects most of the charged particles. Some of the charged particles from the solar wind are trapped in the Van Allen radiation belt, but a smaller number of particles from the solar wind manage to travel, as though on an electromagnetic energy transmission line, to the Earth's upper atmosphere and ionosphere in the auroral zones. The only time the solar wind is observable on the Earth is when it is strong enough to produce phenomena such as the aurora: bright auroras strongly heat the ionosphere, causing its plasma to expand into the magnetosphere, increasing the size of the plasma geosphere, and causing escape of atmospheric matter into the solar wind. The Earth's magnetic field is mostly caused by electric currents in the liquid iron-nickel outer core. Convection of molten iron within the outer liquid core, along with a Coriolis effect caused by the overall planetary rotation, tends to organize these "electric currents" in rolls aligned along the north-south polar axis. When conducting fluid flows across an existing magnetic field, electric currents are induced, which in turn creates another magnetic field. When this magnetic field reinforces the original magnetic field, a dynamo is created, and it sustains itself. The human body contains as much as 3-4 grams of iron, a substance that's necessary for life but toxic in high concentrations. (A poorly-nourished person might have significantly less than 3-4 grams.) About 2.5 of those grams are in hemoglobin, which allows blood to carry oxygen throughout the body; another 400 milligrams are used by cellular proteins for various biological processes like storing oxygen or performing redox reactions. Iron is crucial for oxygen transportation; anemia (iron deficiency) can become severe enough to cause death or organ damage. "Realistically," a Magnetic Manipulator should only be able to affect ferromagnetic (and paramagnetic and ferrimagnetic) materials, but most Magnetic Manipulators in comics have been shown to use their powers to equal effect on any metal, even diamagnetic ones. Magnetism, being an invisible force, is a prime candidate for the Subtle power feat. A sufficiently broad definition of Magnetism powers, even ones restricted to only ferrous materials, would allow a Magnetism-based character to manipulate aspects of the human body by affecting the iron in the body. At the simplest level the iron would let a Magnetism character magnetokinetically pick up or affect someone even if that person wasn't wearing/carrying any ferrous metal. More sophisticated or delicate uses could include: altering the blood flow to the brain to cause unconsciousness, hallucinations, loss of memories, or even outright Mind Control cause aneurysms, heart attacks, strokes, and similar medical conditions (note: heroes should not do this!) killing someone by removing all the iron from his body, inducing fatal anemia, or the like (heroes should not do this, either!) Ferromagnetic Object Weight Girder/I-beam 22 pounds per foot; a 10-foot I-beam weighs 220 lbs. Lamp post 100-250 lbs. Manhole cover 100-400 lbs. AIM-9 Sidewinder Air-to-Air Missile 200 lbs. M61A1 Vulcan 20mm Multibarrel Cannon 250 lbs., plus 150 lbs.of ammo Compact car 3,000 lbs. Mid-sized car 3,500 lbs. Compact truck or SUV 3,500 lbs. Mid-size truck or SUV 4,250 lbs. Large car 4,400 lbs. Shipping container (20 ft. long, 8'6” high, 8' wide) 4,750 lbs., plus up to 62,400 lbs. of cargo Large truck or SUV 5,400 lbs. Shipping container (40 ft. long, 8'6” high, 8' wide) 8,250 lbs., plus up to 59,000 lbs. of cargo F-16 Fighter 9.85 tons without fuel or armaments; carries 3.5 tons of fuel, 2 tons of bombs, and half a ton of Air-to-Air missiles Boeing 737 airplane 45 tons (plus up to 20 tons of fuel, and up to 22.5 tons of passengers & cargo) Los Angeles-class nuclear submarine 6,000 tons (plus up to 800 tons ballast) Virginia-class nuclear submarine 8,800 tons (includes ballast) Typhoon-class nuclear submarine 25,000 tons (plus up to 23,000 tons ballast) Golden Gate Bridge 887,000 tons Related Abilities Cyberkinesis/Cyberpathy: Given how many machines feature metallic parts, and how modern information systems often uses magnetic technology to store data and the like, Magnetism powers may allow a character to control machinery in Cyberkinesis-like ways. Electricity Manipulation: Technically speaking, Electricity and Magnetism are closely related (hence the term "electromagnetic force"). Moving metal through a magnetic field creates an electric charge -- the technology behind metal detectors works on this principle -- and running an electric current through a wire creates a magnetic field around that wire. Magnetism and Other Descriptors Cold/Ice: Typically Magnetism has no special interaction with Cold/Ice; it neither gains nor loses against this special effect. But extreme cold might actually enhance Magnetism powers by making the Magnetism-based character into a sort of "living superconductor" or the like. A character might buy this as a power (such as a Self-Only Boost, or Enhanced Magnetic Control), or the interaction could arise spontaneously in combat. In the latter case, as a rule of thumb, when a Magnetism-based character is exposed to Cold/Ice powers in a way that would make him extremely cold, all his Magnetism powers gain a Boost equal to 1/5 the power point cost of the Cold/Ice power. (Ex.: hit by a cold Blast 10 [20pp], Magnetic powers increase by 4pp.) The gained points do not fade as long as the character remains exposed to the extreme cold; for Instant effects (like Blast), the Boost lasts for one full round, then starts to fade. Earth/Stone: In general, Earth/Stone has no special interaction with Magnetism; it neither gains nor loses against this special effect. However, if the Ref rules that a mass of soil or rock contains a high concentration of ferrous material or particles, that soil/rock may be more susceptible to Magnetism powers. Fire/Heat: Just as cold temperatures can enhance magnetism, high temperatures can reduce them. Heating a ferromagnetic and ferrimagnetic material beyond its Curie point makes it become paramagnetic, and lose its magnetism; heating an antiferromagnetic material beyond its Néel temperature will have a similar effect. (Heat-induced ferromagnetic-paramagnetic transitions is used in magneto-optical storage media, such as the Sony Minidisc format, for erasing and writing of new data.) ~~~OFFENSIVE/ATTACK EFFECT/POWERS~~~ Atomic Discorporation, Offensive: Atoms are held together by the attraction of the negatively charged electrons in orbits to the positively charged protons in the nucleus. By disrupting that attraction, you disrupt matter. Disintegration [5pp/rank] Electromagnetic Pulse: You can generate a burst of electromagnetic energy, and the resulting rapidly changing electric & magnetic fields couple with electrical/electronic systems to produce damaging current and voltage surges. Nullify (all effects of an electronic circuit descriptor at once; Extra: Area [burst, General]; Flaw: Range [Touch]) [2pp/rank] Normal equipment doesn't function until it's repaired, requiring a Craft (electronics) skill check. Variant: EMP v2: A different version of an electronics-destroying effect. Drain Toughness (Extras: Affects Objects, Area [General, Burst], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Strike (Extras: Area [General, Burst], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank] Variant: EMP Blast: You project a blast of concentrated EM radiation, frying the circuits of any devices and equipment on the target. Nullify (all effects of an electronic circuit descriptor at once) [2pp/rank] Variant: EMP Blast, v2: It's like Disintegration, but for electronics! Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Blast (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank] Metallic Disruption: Your powers allows you to disintegrate or rip apart objects made of (ferrous) metals. In the case of characters who have powers based on metals (such as metahumans or robots with metal bodies [Protection], or characters with metal claws ), you can 'turn them off' (by disrupting their physical manifestation). Nullify Metal Powers (one power at a time) [1pp/rank] Variant: Enhanced Disruption: You can disrupt all the metal on a person. Nullify Metal Powers (all at once) [2pp/rank] Variant: Metallic Weakening: You disrupt a target's metal in a slightly different way; rather than an all-or-nothing effect, this is a weakening of their metal. Drain Ferrous Metal Powers (one power at a time; Extra: Range [Ranged]) [3pp/rank] Gauss Blast: You use your control over magnetism to pick up small metal objects and "throw" them at a target with tremendous force. Since FC PbP is primarily an urban game, requiring metal objects of opportunity is a Complication. Blast (PF: Variable Descriptor [metal, bludgeoning/piercing/edged]) [1PP + 2pp/rank] Variant: Rapid Fire Gauss Blast: If you have enough small metal objects available, you can quickly shoot several of them at one target, or one each at multiple targets. add Autofire extra [+1pp/rank] Intense Magnetic Field: You create a field of intense magnetic energy that interferes with the use of radar, the transmission or reception of radio waves, and the functioning of other Radio Group senses. Obscure (radio) [1pp/rank] Ionize: You can electrically charge an opponent's body, making him easier to hit with electrical, magnetic, or metal-based attacks. Aid Another (descriptor) ~or~ Combined Attack (descriptor) ~or~ Drain Defense (Extra: Range [Ranged]; Flaw: Limited [only applies to electrical, magnetic, and metallic attacks]) [cost 1pp/rank] Magnetic Blast: You can project a bolt of pure, concentrated magnetic energy to damage your foes. Blast [2pp/rank] Variant: Metal-Shredding Magnetic Blast: Your bolt of magnetic force is particularly effective against metal targets, or targets protected by metallic armor. add Linked Drain Toughness (Extras: Affects Objects, Link [blast], Range [Ranged]; Flaw: Limited [metal and metal-protected targets]) [+2pp/rank; 4pp/rank total] Variant: Radio-Interfering Magnetic Blast: The energies of your magnetic blast creates static that blocks the use of Radio sense group senses for a short time. add Linked Dazzle (radio; Extra: Linked [blast]) [+1pp/rank; 3pp/rank total] Magnetokinesis: The most basic of Magnetism powers, the one from which all others typically derive, is the ability to move and manipulate ferrous metal objects without touching them. Move Object (Flaw: Limited [metals]) [1pp/rank] Variant: Diamagnetokinesis: Your control over magnetic fields is so great you can affect the minute fields present in all matter. Remove Limited flaw. [+1pp/rank; 2pp/rank total] Variant: Invisible Magnetokinesis: With the basic Magnetokinesis power, there is a noticeable side-effect when you use your power, typically glow or aura around you and the items you are manipulating. But you do not generate such a side-effect. add Subtle power feat [+1PP] Variant: Magnetic Attraction: You can attract all metal objects nearby towards you, or repel them away from you. Move Object (Extra: Area [burst, General]; Flaws: Limited [metals], Limited [towards or away from you]) [1pp/rank] Variant: Line-of-Sight Magnetokinesis: If you can see (or otherwise accurately sense) a ferrous metallic object, you can affect it. add Range [Perception] extra [+1pp/rank; 2pp/rank total] Variant: Precise Magnetokinesis: Your control over magnetic energy is so well-developed that you can perform tasks requiring a high degree of dexterity. add Precise power feat [+1PP] Metallic Wrap-Up: If you have a sufficient supply of metals available -- a length of chain-link fence, girders from a construction site, railroad tracks, chains, scrap metal, car bodies, or the like -- you can wrap them around someone, preventing that person from moving or attacking. Since FC PbP is primarily an urban setting, Medium is a Drawback for this Snare, not a flaw. Snare (Drawback: Power Loss [requires sufficient supply of metals]) [2pp/rank, -1pp] A particularly low rank in this power could represent how process of moving and bending the metals weakens them, making them more brittle and thus easier to break out of. A particularly high rank could represent magnetically strengthening and enhancing the metal used, making it even harder for the target to escape. Thrombosis: Your control of magnetic energy is so precise that you can disrupt the flow of blood within the human body, causing intense headaches and pain. Blast (Extra: Alt Save [Fort]) [3pp/rank] Variant: Migraine: Your disruption is incredibly painful, but has little chance of doing any lasting harm. Stun (Extra: Range [Ranged]) [3pp/rank] ~~~DEFENSIVE EFFECT/POWERS~~~ Atomic Discorporation, Defensive: By manipulating the attraction of the electron and neutrons of your own body, you can become incorporeal. Insubstantial 4 (incorporeal, affected by electrical and magnetic effects) [20PP] Magnetic Repulsion: Your control over magnetism allows you to repel metal missiles fired at you, and even to re-direct such missiles at the person who fired them or any other convenient target. Deflect (all physical; Extras: Redirection, Reflection; Flaw: Limited [only works against ferrous attacks]) [3pp/rank] ~or~ Force Field and/or Shield, and Blast (PF: Variable Descriptor [any ferrous]; Drawback: Power Loss [must be targeted by metal attack first]) [2pp/rank] Magnetic Shield: You can manipulate magnetic energy to create a protective field around yourself. Force Field [1pp/rank] ~~~MOVEMENT EFFECT/POWERS~~~ Magnetic Bonding: You can cling to any metal object like a fly clings to a wall. You could, for example, walk right up the side of a steel-frame skyscraper (provided the steel "skeleton" were near the building's surface), or attach yourself to the hull of a steel-framed vehicle and ride along. Since FC PbP is primarily an urban game, Limited (can only cling to ferrous metals) is a Complication. Super-Movement 2 (wall-crawling 2) [4PP] Magnetic Force Riding: By manipulating the Earth's magnetic field, you can pick yourself up and fly through the air! At the Ref's option, a character using this power moves slightly faster (+1 rank) when flying north or south (parallel to the magnetic lines of the Earth), and slightly slower (-1 rank) when flying east or west (perpendicular to Earth's magnetic field). Flight [2pp/rank] ~~~SENSORY EFFECT/POWERS~~~ Electromagnetic Radar: You emit pulses of electromagnetic energy, then "read" the pulses as they bounce off objects and return to you to perceive the world around you without having to use your eyes. The presence of large amounts of physical matter around you -- such as when you''re in a sandstorm, rainstorm, or blizzard -- may create "static" that hinders or blinds this radar. Also, it does not work in an intense magnetic field or other conditions which hinder Radio Group senses. Super-Senses 3 (radio sense; Enhancement: accurate 2) [3PP] Variant: Magnetic Field Awareness: Your innate awareness of magnetic fields, and how the presence of objects alters those fields, allows you to perceive things the naked eye cannot. add the Analytical enhancement. [+1PP] Living Compass: You always know which way is magnetic north. Super-Senses 1 (direction sense) [1PP] Magnetic Resonance Imaging: Using a powerful magnetic field to align the magnetization of the protons of the hydrogen atoms in the water molecules in a body, and then systematically alter the alignment of this magnetization, you can causes the nuclei to produce a rotating magnetic field detectable by you, which you can use to 'see' inside the scanned area of the body. Super-Senses 4 (vision penetrates concealment; Flaw: Limited [only vs. targets that are 60% or more water, like human bodies]) [2PP] Variant: Expanded MRI: You can affect the protons of any atoms, and thus 'see' inside anything. Remove Limited Flaw, increasing total cost to 4PP Variant: Functional MRI: You can cause measures signal changes in the brain that are due to changing neural activity. This opens up a host of effects: reading emotions, reading surface thoughts, detecting the use of psionic powers, and so on. Mind Reading (Flaw: Limited [surface Thoughts] or Limited [Emotional States]) Super-Senses 1 (mental awareness) ~~~MISCELLANEOUS EFFECT/POWERS~~~ Computer Manipulation: Your control over magnetism allows him to work with magnetic and digital storage media without the need for a keyboard or monitor. Datalink [1pp/rank] Erase/Alter Records: Your control over magnetism is so precise that you can add, alter, or remove software and files to or from a computer with your mind. Against sentient & sapient machines (i.e., technological Constructs), this is effectively a Mental Transform power. Transform (add, alter, or remove computer Mental Traits, programs, or records [4pp/rank]; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data], Mental; Flaw: Range [Touch]) [5pp/rank] Variant: Distant Erasure: You don't need to touch a computer to alter or erase its records, merely be able to accurately perceive it. remove Range [Touch] Flaw, add Range [Perception] Extra. 6pp/rank. Variant: Scrambling The Electrons: This form of Erase/ Alter Records doesn't function like a Mental Power, so the character cannot use it to alter a sentient machine's Mental Traits. Transform (add, alter, or remove computer programs or records [4pp/rank]; Extras: Affects Objects, Duration [Continuous; undone through application of the same power, reprogramming, and/or re-entering the data]; Flaws: Limited [Objects Only], Range [Touch]) [4pp/rank] Shape Metal: You can shape and mold any ferrous metallic objects you can see (or otherwise accurately sense) like clay. Transform (shape of ferrous metal objects [4/rank]; Extras: Duration [Continuous], Range [Perception]) [6pp/rank]
  7. Skimming over the crunchy bits... Please put his powers in the proper format. That means bolding their names, and listing them by effect name (Healing first, not "Repair Systems"). The "only works for him" thing on his Suit would be the Restricted 2 power feat. Which you've not paid for. His Immunities rank should be the total rank of effect, not the pp cost. It should be listed as Immunity 19 (life support, mental effects; Flaw: Limited [1/2 effect] on mental effects) [14PP] His Super-Senses are off. I think what you'd want (Shaen can correct me if I'm wrong) is Super-Senses 7 (darkvision [enhancement: radius], infravision, radio [enhancement: accurate]) [7PP] Main Energy System: For his Enhanced/Super-Str line, please list his total effective/lifting Str. Secondary Defense System: The Protection should be Force Field, since Protection (a Permanent power) cannot be in Arrays. Tertiary Energy System: The "takes extra time" Flaw listed for Healing is invalid. Healing's already a Full Action to use, so increasing the time to use it would not take the Action Flaw, it would take the Action drawback (and make it take 1 full minute to use, but save you only 1 pp). I'm also a bit leery of having Persistent on an always-available Healing power (moreso than having an always-available Total Healing power, since that can remove the sense of threat/drama quite quickly). IMO, being severely injured (hit by an Incurable Damage effect) by some nasty, and overcoming it via heroic determination (Extra Effort to power stunt a Persistent Healing effect, or using an HP to get the Persistant power feat for a round) makes for better drama. Super-Senses in an array are also dodgy. But, good news! You don't need to get Acute or Accurate for his Darkvision or Infravision, since (being tied to his normal vision) they already have those enhancements! And his radar is already acute, since all radio senses are acute by default!
  8. Mona heard no coughing from Archeville, but that was because he was not choking. His Belt's life support field kicked in automatically whenever it detected a hint of something wrong, so he was now breathing gravitically filtered air. He sprung to action, drawing his Electromagnetic Screwdriver and calculating the revised, post-explosion layout of the Bistro. Beams of bright red light shot out of the Screwdriver, first forming a corridor to contain the robot, Fulcrum and himself, then branching off to form glowing exit signs and handrails pointing to the fire exit at the side and the kitchen in the back. The Screwdriver kept pouring energy in, turning the holograms into 'hard light' constructs that, while not very strong, we solid enough to feel if you bumped into or grasped them. Another beam shot from the Screwdriver, towards Archeville himself, and formed a megaphone near his mouth. "Remain calm," his amplified voice commanded, reassuring Mona that he was at least not severely injured. "Follow the signs to the nearest exist in an orderly fashion. Those of you who are uninjured, help those who have been harmed by the blast out of the building. If you need assistance, call out, and I shall come to you! Stay clear of Fulcrum and the giant robot!"
  9. Two ways I reckon you can do that. A) Move Object, Area (Burst or Shapeable) & Selective Attack, Range [Touch], with enough Progression to cover the whole reception. Speed, Affect Others (Other + Self) & Area (Burst or Shapeable) & Selective Attack, with enough Progression to cover the whole reception.
  10. He's got his Electromagnetic Screwdriver on him, which he can use much like a Green Lantern Ring. So, using it to make glowing signs pointing to exits, and glowing walls to make a 'box' (lidless box) around robot and Fulcrum and himself. (If doing so would trap anyone else, leave doors/windows for them to get out.) And, heck, why not a bullhorn/megaphone, too, to shout at all to get the heck out. Effects: Create Object. Don't need much rank b/c he's not looking to make anything sturdy, just noticeable, and lots of it to make sure the civilians see it. And Communication (audio) to TALK LOUDLY. Reaction: Spend HP to nix stun from damage so he can act. Free Action: Quick Draw Electromagnetic Screwdriver Move Action: Reconfigure Gadgets Communication 2 (audio, 100 ft.; Extra: Area) {4} Create Objects 2 (Extra: Range [Perception]; PF: Progression ?) {4+} {4+4+ = 8+/15} Standard Action: Use Gadget
  11. Science!: Gravity Powers Comics Examples: Alex Power, Geo-Force, Graviton, Gravity, Light Lass, Star Boy, Starman (especially Ted Knight) FC Examples: Dark Star, Doktor Archeville's Gravimetric Belt. Tropes: Artificial Gravity, Gravity Is A Harsh Mistress, Gravity Master, Gravity Sucks, No Gravity For You, Selective Gravity "Gravity. It Isn't Just a Good Idea. It's the Law." Gravity is one of the fundamental forces of reality. It's responsible for the creation of the galaxies and their contents (and thus for the existence of life on Earth), and it affects everything: all matter, all energy. All objects have a gravitational field that exerts an attracting force on all other things. In other words, all objects constantly try to pull all other things to themselves (or, in more scientific terms, apply acceleration to them in the direction of the object). The strength of an object's gravitational field depends on the object's size & mass, is proportional to the target's size & mass, and varies inversely with the square of the distance from the object. The gravitational field is constant: it keeps applying and applying its acceleration to the target object. Thus, a person falling falls at increasing speed, every second (on Earth, 9.81 meters [32.2 feet] per second per second), until he reaches a "terminal velocity" dictated by wind resistance. Furthermore, according to Newton's Third Law ("to every action there is always an equal and opposite reaction"), the object doing the gravitational attracting experiences an equal and opposite force to the target. To put it another way, as gravity makes a person fall toward the Earth, Newton's Third Law makes the Earth fall toward that person. It's just that the Earth has so much mass that its actual movement in this situation is practically imperceptible. A note on mass and weight: In everyday usage, the mass of an object is often referred to as its weight, though these are in fact different concepts and quantities. In scientific contexts, mass refers loosely to the amount of "matter" in an object, whereas weight refers to the force experienced by an object due to gravity. In other words, an object with a mass of 1.0 kilograms will weigh 9.8 newtons (newton is the unit of force, while kilogram is the unit of mass) on Earth (its mass multiplied by the gravitational field strength). Its weight will be less on Mars (where gravity is weaker, ~38% of Earth's), more on Saturn (where gravity is stronger, 1.065 times that of Earth), and negligible in space when far from any significant source of gravity. While the weight of a mass is a function of the strength of gravity, the mass of an object is constant for any given observer, so long as no energy or matter is added to the object. A better scientific definition of mass describes it as having inertia, the resistance of an object to being accelerated when acted on by an external force. Gravitational "weight" is the force created when a mass is acted upon by a gravitational field and the object is not allowed to free-fall, but is supported or diminished by a mechanical force, such as the surface of a planet. Such a force confers weight. Modeling Gravity in game terms can prove tricky due to the fundamental and absolute nature of gravity as a force; if they affect a character, they do so to an extreme degree -- either normal gravity applies to him, or it doesn't. For many forms of gravity manipulation, the most applicable effect is Move Object. The gravity manipulator simply alters one or more gravitational fields to move the target around, hold him in place, or the like. This isn't an entirely accurate model of how gravity works -- among other things, it gives the victim a chance to break free from the gravity field(s), which technically is impossible -- but for most in-game circumstances it works perfectly well. Gravity-based defenses often involve moving physical objects (bullets, biological spores, clouds of gas, thrown rocks, etc.) to the side or dragging them to the ground. In this case, the substance in question isn't necessarily dissipated or neutralized; it may remain in the environment, still able to affect anyone who contacts it (at least until the substance fades way, "burns out," or is otherwise rendered ineffective). Related Abilities Density Alteration: You cannot affect the mass of a target, but you can alter its weight. On the other hand, if you're altering gravity by manipulating mass (instead of some exotic particle), then you are manipulating density! Electromagnetic/Light Control/Manipulation: Gravity affects everything, including energy -- sufficiently intense gravitational fields can even bend electromagnetic energy. Since a character's control over gravity usually allows for rather intense, focused uses, that could justify a wide range of primarily defensive powers, such as Force Field, Deflect and even Concealment (bending light and radio waves so they go around the character), and the ability to counter them. Telekinesis: Your manipulation of gravitic fields could allow you to do many of the tricks telekinetics can do. Gravity and Other Descriptors Dimensional: It's possible that opening dimensional portals and otherwise altering the "fabric of reality" will interfere with gravitational fields in ways that none of the characters involved can predict. Time: Since gravity can distort spacetime, the intense gravitic fluctuations caused by Gravity powers may weaken Time attacks and defenses. ~~~OFFENSIVE/ATTACK EFFECT/POWERS~~~ Black Hole Field: You create an area where gravity pulls in all electromagnetic radiation, including radio waves, microwaves, and visible light. Obscure (visual and radio) [3pp/rank] The Big Squeeze: Through Gravitic Manipulation, you squeeze the target throughout his body, disrupting many of his metabolic processes, driving the air from his lungs, and inflicting intense pain. Blast (Extra: Alt Save [Fort]) [3pp/rank] Gravitic Blast: You can project a blast of concentrated gravitic energy that hits the target like a sledgehammer. Blast [2pp/rank] Variant: Disabling Blast: The lingering gravitic effects of your blast make it difficult for the target to move his limbs. Blast (Extra: Linked [snare]) [2pp/rank] + Snare (Extra: Linked [blast]) [2pp/rank] [4pp/rank total] Variant: Tenpins Blast: The gravitic force of your blast has a much greater chance than normal of knocking the target head over heels. Blast (PF: Knockback) [1PP + 2pp/rank] Gravitic Drag: You manipulate gravity to interfere with another character's ability to move. In effect, you enhance the gravitic pull on the target to slow him down, perhaps even stopping him from moving altogether. Drain Movement Powers (any one Movement Power at a time; Extra: Range [Ranged]) [3pp/rank] Variant: Group Drag: You can make everyone in a wide area around you suffer the same diminished movement effect. Drain Movement Powers (any one Movement Power at a time; Extra: Area [burst, General]) [3pp/rank] Gravitic Manipulation: You can alter or manipulate gravitic forces to move objects without having to touch them. Move Object [2pp/rank] Variant: Attraction/Repulsion: You can only pull objects towards you (by increasing gravity's pull on targets towards you) or push them away (by generating 'anti-gravity' that repels them from you). Move Object (Extra: Range [Perception]; Flaw: Limited [Only to pull targets directly to or push away from self]) [2pp/rank] Variant: Damaging Move Object: You can squeeze or "punch" the targets you hold. Move Object (Extra: Damaging) [3pp/rank] Variant: Precise Gravitic Manipulation: Your control over gravity is very precise. Move Object (PF: Precise) [1PP + 2pp/rank] Variant: True Gravitic Manipulation: If you can see it (or sense it with some other accurate sense), you can affect it. Move Object (Extra: Range [Perception]) [3pp/rank] Gravitic Vertigo: You manipulate gravity to interfere with the bones and tissues in the target's inner ear so that he can't maintain his balance, doesn't know which way is "up" or "down," and otherwise loses control of his body. Alternately, you grab a target with Gravitic Manipulation and spin them like a top, inducing severe dizziness. Drain Dexterity (Extra: Range [Ranged]) [2pp/rank] Variant: Group Vertigo: You can make everyone in a wide area around him suffer the same disorienting effect. Drain Dexterity (Extra: Area [burst, General, Attached]) [2pp/rank] Variant: Vertigo Sickness: Your vertigo also makes targets sick and nauseous. Drain Dexterity (Extras: Linked [Nauseate], Range [Ranged]) [2pp/rank] + Nauseate (Extras: Linked [Drain], Range [Ranged]) [3pp/rank] [5pp/rank total] Gravity Alteration: You can create a field of altered gravity. You can either increase the gravity, pinning everyone inside the affected area to the ground, or you can cancel gravity and hold them all motionless off the ground. You must choose one or the other each time you use the power; you cannot pin some people down while holding others up in the air. Unlike the Gravity Control power in Ultimate Power, this power works the same way Move Object does: to pin someone or hold someone up, you make a Grapple check. Move Object (Extra: Area [burst, General, Stationary]; Flaw: Limited [Only To Pull Objects Straight Down To Earth Or Hold Them Off The Ground]) Variant: Gravitic Pressing: When you increase gravity to pull something down, you can increase the pull so much it damages them. Move Object (Extras: Area [burst, General, Stationary], Damaging; Flaw: Limited [Down/Up]) [3pp/rank] Variant: Selective Gravity Alteration: You can choose who to affect within the area covered; some people can walk through it freely, others cannot. Move Object (Extras: Area [burst, General, Stationary], Selective Attack; Flaw: Limited [Down/Up]) [3pp/rank] Selective Gravity Manipulation: You can cause parts of a target to become extremely heavy, while leaving other parts unaffected. As a result, the target tears itself apart. In a living target, this would cause grievous wounds. Disintegration [5pp/rank] Variant: Gadget Cracking: You create a tiny but immensely potent gravity field inside a technological device -- a suit of powered armor, a car, a lock, etc. -- which makes it collapse in upon itself. Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects]) [2pp/rank] + Blast (Extras: Linked [Drain]; Flaws: Limited [Objects]) [1pp/rank] [or 3pp/rank] Too Heavy To Move: You increase the effect of gravity of an opponent to the point where they, dragged down by their own weight, cannot move. Snare (Extras: Regenerating, Transparent) [4pp/rank] ~~~DEFENSIVE EFFECT/POWERS~~~ Gravitic Point Defense: You can instantly make any physical missile fired at you so heavy that it drops to the ground. Since gravity can also affect energy, this can protect you from energy attacks, too. Deflect (slow and fast projectiles, or all) [2 or 3pp/rank] ~or~ Feats (Defensive Attack, Improved Defense 2, Ultimate Save [Toughness]) and Luck Control 1 (force rerolls; Flaw: Limited 2 (Only Ranged Physical Projectile Attack Rolls Against You) ~or~ Force Field (descriptor) ~or~ Shield (descriptor) Gravitic Shield: You can manipulate gravitic energy to create a protective field around yourself. Force Field [1pp/rank] Gravitic Stabilization: If you do not want to move from a spot, you gravtically anchor yourself to the surrounding region of spacetime, and you do not move. Immovable [1pp/rank] Variant: Gravitic Destabilization: If you want others to move, you manipulate gravity to disconnect them from the surrounding region of spacetime. Immovable (Extra: Unstoppable) [2pp/rank] Lightbending: Your control over gravity allows you to bend light waves so they go around you. Concealment 2 (visual; PF: Close Range) [5PP] ~or~ Concealment 4 (all visual; PF: Close Range) [9PP] Variant: EM Bending: You can blend light and radio waves around yourself, making you invisible to both sight and radar. Concealment 3 (visual and radio; PF: Close Range) [7PP] ~or~ Concealment 6 (all visual and radio; PF: Close Range) [13PP] Variable Terminal Velocity: You can reduce the effect of gravity on your body to prevent damage from any fall. This power is reflexive, and will work even if you're unconscious. Immunity 5 (falling damage) [5PP] ~~~MOVEMENT EFFECT/POWERS~~~ Graviton Manipulation: Your control over the effects of gravity on your own body is so fine that you can fly! Flight [2pp/rank] Moonleaping: You minimizes the effect of gravity on yourself so that you can make prodigious leaps. Leaping [1pp/rank] Personal Gravity Bubble: You can create a gravity well in a thin field around yourself (or at least your hands and feet) that lets you walk up walls and along ceilings. Super-Movement 2 (wall-crawling 2) [4PP] Wormhole: You manipulate gravity to connect two points in spacetime, and move instantaneously between them. Teleport [2pp/rank] Variant: Wormhole Portal: You can create and maintain a wormhole, and allow other to go through it. Teleport (Extra: Portal) [4pp/rank] Variant: Transdimensional Wormhole: Your wormhole crosses more than space, it can cross dimensions! Super-Movement 2-3 (dimensional 2 [any of a group] or 3 [any]) [4 or 6PP] ~~~SENSORY EFFECT/POWERS~~~ Gravity Lens: You can use gravity to bend light so you can easily see things at a distance. ESP (visual) [2pp/rank] ~o~ Super-Senses (extended for all vision) [2pp/rank] Sense Gravitic Field: You have the innate ability to sense the local gravitic field. You can evaluate its strength, determine what (if anything) is manipulating it, and so on. Super-Senses 3 (detect gravity [tactile]; Enhancements: analytical, ranged) [3PP] ~~~MISCELLANEOUS EFFECT/POWERS~~~ Gravity Adaptation: Your innate sense for and ability to manipulate gravity allows you to function without hindrance in zero-gravity environments. Feat (Environmental Adaptation [zero g])
  12. Dok's going to focus on getting the civilians out, assuming that Fulcrum's focusing on taking on the robot. I'm thinking the best way to do that (aside from yelling at them to move, and for the non-choking to help any choking folks they can carry) is to set up a 'hard light' wall to steer folks away from the battle and towards the fire exit/kitchen/whatever exit is furthest from the 'bot. Is that do-able?
  13. I know you've mentioned your dislike of using Variable Powers for Immunities, but you have allowed Blue Shift to whip up an Immunity to Electrical Damage. And Dok's Electromagnetic Screwdriver (Gadgets 3) is all about manipulating electrical/electromagnetic/magnetic energy. So, I presume there is no problem with him making a similar immunity for him & the bomb?
  14. "Well, yes, I had no intention of simply throwing my implosive down into the crevasse," the Doktor replied dryly. "Once you two were done scouting, I was going to come down there and place it, while Victory sets the ones in orbit. Once it is set, we will need to trek to the other side of the rock and find a spot for its mate, and once everything is in place, we get back to the Pegasus, take off, and I activate the devices from safe distance." "My force field should protect me and the device from the electrical arcs," he said confidently as her peered down the shaft. "Once I am down, you two can start scouting a location for the second device." Archeville clutched the device in its case close to him, and headed down.
  15. Later that Evening... Doktor Archeville and Supercape had made a habit of meeting with each other, about once a month, to share and to brag and boast and commiserate on all they had done, both as scientists and as science-heroes (and as non-Americans). More often than not the talks were pleasant, held over a game of chess and tea and coffee (or, occasionally, snifters of brandy), and more often than not were on the roof of some building. That was one of the great things about Freedom City: so many fliers meant that there were a lot of nice spots for them to meet, prepared and maintained in part by some civic-minded citizens, and in part by the mysterious Doctor Metropolis and other heroes who liked to have a nice spot to perch. "So," he said at last, after quietly studying the board for some time, "find anything interesting this month?"
  16. The strange golden robot had spent the entire time looking back and forth between the young man and the gift he had given it. By the time it snapped out of its thoughts, Ferros was on his way out. "Thank you for this gift, Friend-Ferros, it said in its flat, toneless, electronic voice. "I hope you have a pleasant day." The strange robot even waved back at him.
  17. Dok's initiative (1d20+7=27) awww yeah
  18. CoH going free to play.
  19. "Ah, yes, Thrude, I do have a slight confession to make," Archeville said, Dynamo's appearance and Jack's words reminding him of his most recent shame. "You were right the first time -- I am the one who assembled these fine heroes, and who provide them shelter and sustenance, and I offer it to you. I could not tell you earlier because my patronage of them is not known to the world at large, and I was not sure you would take up my offer, or that they would be accepting of you. Well," he lightly tapped Jack on the shoulder, "I had a strong feeling this one would, at the very least." His smile quickly faded, and he turned to face Thrude fully. "But I swear to you now, Thrude Thorsdottir," he intoned, holding up his right hand, "Daughter of Storms, Chooser of The Slain, and Princess of Asgard, that that," he glanced over to the others, "is the one and only time I shall ever mislead you."
  20. Elaine's words had caught Archeville off guard -- he knew Lynn had come from a troubled home, but she had never divulged any specifics. Fortunately, his inhumanly fast mind allowed him to come up with a constructive reply, as he offered some counsel based on his own study of (and vast personal experience) with therapy for social adjustment issues and child abuse. He advised communication, and reconcilement, and forgiveness, and looked up the names of several counselors in her area that would be qualified to provide long-term assistance. He also emphasized that seeking outside assistance was nothing to be ashamed of, as everyone needed help from time to time. And as he spoke, an idea for a new charity popped began forming in his mind. Once Billy and Lynn began to dance, Archeville prepared to excuse himself from the table and make his way to Mona, but by the time an opening in the conversation came up he saw she was heading over towards him. The Doktor certainly enjoyed the mood the festivities had put his lover in (and looked forward to seeing just how much of a mood she was in later, sooner if he could find a big enough coat closet), but then one of Colt's foes had to show up and put a damper on things. "I was hoping this would be like Derick and Stesha's," he commented, just loud enough for Mona to hear, "and less like Jack and Taylor's. Ah, well." He studied the man, his tech and his body language, "definitely from Colt's section of the multiverse. But it does look like he is here just to say his piece, some parting words before leaving this dimension. Not that I expect Dragonfly to allow that," he nodded towards his table-mate, "assuming Jack and Thrude do not break him first." He did not sit idly by as he assessed the situation, of course: one hand drew his Electromagnetic Screwdriver, the other to the concealed controls of his Gravimetric Cummerbund. In his jacket pocket, the contents of a small box pulsed faster.
  21. Science!: Electromagnetic Radiation/Spectrum (i.e., Light) Powers Comics Examples: Doctor Light (Arthur Light and Kimiyo Hoshi), Doctor Spectrum, Firestar, Green Lanterns (and most of the other Lanterns), Halo, Quasar, Rainbow Raider, Monica Rambeau FC Examples: Lady Liberty (magical), Tesla Atom. Doktor Archeville's Electromagnetic Screwdriver, Supercape Tropes: Frickin' Laser Beams, Hard Light, Hologram, Light The Way. And, yes, Green Lantern Ring. I already covered some aspects of light in my section on Light Magic, but for completeness I will be repeating some of that here. And some of my information on X-rays and gamma ray will be repeated in my Science! section on Radiation. I'm also going to be using a lot of SI (Système International) prefixes; refer back to the first post in this thread for their definitions. Radio waves -- which you use to listen to music in your car or to control RC models -- have the shortest frequency, ranging from 3 Hz (hertz, or cycles/second) 300 GHz (Gigahertz), and the longest wavelength, ranging from 100 Mm (Megameters) to 1 dm (Decimeter). Radio wave are further divided into "bands": ELF: Extreme Low Frequency, the band from about 3-30 Hz (100-10 Megameters wavelength), used to transmit signals to submerged submarines because those frequencies penetrate water well. However, the low frequency means messages take longer than normal to send, so they’re usually restricted to short phrases and/or codes. VLF: Very Low Frequency, from about 6,000 Hz (or 6 kHz/kilohertz) to 30 kHz (100-10 km wavelength), used primarily for maritime communication and navigation signals, and wireless heart monitors. LF: Low Frequency, from 30-300 kHz (10-1 km wavelength), also used primarily for maritime communication and navigation signals, and RFID tags. MF: Medium Frequency, from 300 kHz to 3 megahertz (MHz; 1 km-100 m wavelength). AM broadcasting uses this band, as do avalanche beacons. HF: High Frequency, from 3-30 MHz (100-10 m wavelength). Ham radios, CB (citizen's band) radios, law enforcement radios, international shortwave broadcasts, most alarm systems, over-the-horizon radar and radio, garage door openers, most cordless phones, walkie-talkies, baby monitors, and RC (radio-controlled) toys use this band. (Some versions of some of these technologies use the VHF band instead.) VHF: Very High Frequency, from 30-300 MHz (10-1 m wavelength). Most bugs (listening devices) use the VHF band, as does FM radio and most television stations. For example, FM radio is assigned the band of frequencies between 88 and 108 MHz. UHF: Ultra-High Frequency, from 300 MHz to 3 GHz (1m-100 mm wavelength). UHF television broadcasters, police repeaters, and cell phones use this band, as do radio telescopes, wireless LANs, and Bluetooth. SHF: Super High Frequency, from 3-30 GHz (100-10mm wavelength), is a microwave band used for various high-end communications and navigation purposes, satellite transmissions, the GPS system, and the like. EHF: Extreme High Frequency, from 30-300 GHz (10-1 mm wavelength), approaching the realm of infrared light, is also used in high-end communications and satellites.Lower frequency radio waves are "ground waves," meaning they follow the curvature of the Earth and so tend to have limited range (though shortwave signals, such as in ham radio, can go all around the world). However, they can bounce off the "Heaviside layer" in the ionosphere ("skywave") and thus travel further, especially at night. (The seasons and sunspot activity also affect how far a radio transmission can travel.) In the upper bands used with satellite transmissions and the like, a radio broadcast can reach anywhere in the world. Radio waves can be made to carry information by varying a combination of the amplitude, frequency and phase of the wave within a frequency band. When EM radiation impinges upon a conductor (like an antenna), it couples to the conductor, travels along it, and induces an electric current on the surface of that conductor by exciting the electrons of the conducting material. EM radiation may also cause certain molecules to absorb energy and thus to heat up, causing thermal effects and sometimes burns. This is exploited in microwave ovens. Microwaves are typically defined as electromagnetic energy with frequencies ranging from 1 to 1,000 GHz (Gigahertz), though alternate definitions exist and there's some overlap with Radio waves (SHF and EHF, 3-300 GHz) and infrared light (300+ GHz). The most common uses for microwaves are in the 1-40 GHz range, well-known to modern humans because of microwave ovens, which pass microwaves through food to heat the water, fat, and sugar molecules in them. (Volumetric heating, as used by microwaves, transfers energy through the material electromagnetically, not as a thermal heat flux; the benefit of this is a more uniform heating and reduced heating time.) Other uses include broadcasting and communications (mobile phone networks use 1.8-1.9 GHz, satellites use 4-40 GHz), some radar applications, some wireless and networking technology (mobile broadband uses 1.6-2.3 GHz range, and wireless LAN protocols such as Bluetooth use microwaves in the 2.4-5 GHz range), radio astronomy, masers (which are like lasers, but operate at microwave frequencies), long-range power transmission (at least experimentally), and cable television/Internet access. Terahertz radiation (sometimes called Tremendously High Frequency, or THF, radiation) is a region of the spectrum between far infrared and microwaves, with frequencies from 300-3,000 GHz (or 3 Terahertz, THz) and wavelength from 1 mm-100 μm. Until recently, the range was rarely studied and few sources existed for microwave energy at the high end of the band, but applications such as imaging (especially medical imaging, as this radiation does not damage living tissues as X-rays do but penetrates almost as well) and communications are now appearing. Scientists are also looking to apply terahertz technology in the armed forces, where high frequency waves might be directed at enemy troops to incapacitate their electronic equipment. Infrared light/radiation is the part of the electromagnetic spectrum covers the range from roughly 300 GHz (1 mm wavelength) to 400 THz (750 nm wavelength), and includes most of the thermal radiation emitted by objects near room temperature. It can be divided into three parts: Far-infrared, from 300 GHz (1 mm) to 30 THz (10 μm). The lower part of this range may also be called microwaves. This radiation is typically absorbed by gas-phase molecules, by molecular motions in liquids, and by phonons (a collective excitation in a periodic, elastic arrangement of atoms or molecules in condensed matter) in solids. The water in the Earth's atmosphere absorbs so strongly in this range that it renders the atmosphere effectively opaque. However, there are certain wavelength ranges ("windows") within the opaque range which allow partial transmission, and can be used for astronomy. The wavelength range from approximately 200 μm up to a few mm is often referred to as "sub-millimetre" in astronomy, reserving far infrared for wavelengths below 200 μm. Humans at normal body temperature radiate chiefly at wavelengths around 12μm. Mid-infrared, from 30 to 120 THz (10 to 2.5 μm). Hot objects (black-body radiators) can radiate strongly in this range. It is absorbed by molecular vibrations, where the different atoms in a molecule vibrate around their equilibrium positions. In guided missile technology, the 3-5 µm portion of this band is the atmospheric window in which the homing heads of passive IR 'heat seeking' missiles are designed to work, homing on to the infrared signature of the target aircraft (typically the jet engine exhaust plume). This range is sometimes called the fingerprint region since the mid-infrared absorption spectrum of a compound is very specific for that compound. Near-infrared, from 120 to 400 THz (2,500 to 750 nm). Physical processes that are relevant for this range are similar to those for visible light. CD players focus a 780 nm wavelength laser through the bottom of the polycarbonate layer of the disc, which as a spiral track of "pits" molded into it, each 100 nm deep, 500 nm wide, and 850 nm - 3.5 μm long. The change in height between pits and "lands" (the space between the pits) results in a difference in the way the light is reflected; by measuring the intensity change with a photodiode, the data can be read from the disc. Infrared radiation is popularly known as "heat" or sometimes known as "heat radiation", since many people attribute all radiant heating to infrared light and/or all infrared radiation to heating. This is a widespread misconception, since light and electromagnetic waves of any frequency will heat surfaces that absorb them. Infrared light from the Sun only accounts for ~50% of the heating of the Earth, with the rest being caused by visible light that is absorbed then re-radiated at longer wavelengths. Visible light or ultraviolet-emitting lasers can char paper and incandescently hot objects emit visible radiation. Objects at room temperature will emit radiation mostly concentrated in the 8 to 25 micrometer (μm) band, but this is not distinct from the emission of visible light by incandescent objects and ultraviolet by even hotter objects. Heat is energy in transient form that flows due to temperature difference. Unlike heat transmitted by thermal conduction or thermal convection, radiation can propagate through a vacuum. The concept of emissivity (how its thermal emissions deviate from that of an ideal black body) is important in understanding the infrared emissions of objects: two objects at the same physical temperature will not "appear" the same temperature in an infrared image if they have differing emissivities. Visible light, with a frequency of 400-790 THz (wavelength 760-380 nm), is the range in which the sun and stars similar to it emit most of their radiation, and the range to which the human eye is most sensitive. Visible light (and near-infrared light) is typically absorbed and emitted by electrons in molecules and atoms that move from one energy level to another. The light we see with our eyes is really a very small portion of the electromagnetic spectrum. A rainbow shows the optical (visible) part of the electromagnetic spectrum; infrared (if you could see it) would be located just beyond the red side of the rainbow with ultraviolet appearing just beyond the violet end. Color Frequency Wavelength red 400-484 THz 620-750 nm orange 484-508 THz 590-620 nm yellow 508-526 THz 570-590 nm green 526-606 THz 495-570 nm cyan 606-630 THz 476-495 nm blue 631-668 THz 450-475 nm violet 668-789 THz 380-450 nm Indigo was in the 420-450 nm range, but modern color scientists do not usually recognize indigo as a separate division and generally classify wavelengths shorter than about 450 nm as violet.If radiation having a frequency in the visible region of the EM spectrum reflects off an object -- say, a bowl of fruit -- and then strikes our eyes, this results in our visual perception of the scene. Our brain's visual system processes the multitude of reflected frequencies into different shades and hues, and through this (not-entirely-understood) psychophysical phenomenon, most people perceive a bowl of fruit. At most wavelengths, however, the information carried by electromagnetic radiation is not directly detected by human senses. Natural sources produce EM radiation across the spectrum, and our technology can also manipulate a broad range of wavelengths. Optical fiber transmits light which, although not suitable for direct viewing, can carry data that can be translated into sound or an image. The coding used in such data is similar to that used with radio waves. DVD players use a 650 nm red laser to read discs, and Blu-ray machines use a 405 nm "blue" (really violet) laser to read its discs. Ultraviolet (UV) light comes next, at 800 THz -30 PHz (400-10 nm wavelength). This is radiation whose wavelength is shorter than the violet end of the visible spectrum, and longer than that of an X-ray. It can be further broken down into UVA: Ultraviolet A, aka long wave UV, aka black light, in the 400-315 nm wavelength range. NUV: Near Ultraviolet, in the 400-300 nm wavelength range. UVB: Ultraviolet B, aka medium wave UV, in the 315-280 nm wavelength range. MUV: Middle Ultraviolet, in the 300-200 nm wavelength range. UVC: Ultraviolet C, aka short wave UV, in the 280-100 nm wavelength range. FUV: Far Ultraviolet, in the 200-122 nm wavelength range. VUV: Vacuum Ultraviolet, in the 200-100 nm wavelength range. LUV: Low Ultraviolet, in the 100-88 nm wavelength range. SUV: Super Ultraviolet, in the 150-10 nm wavelength range. EUV/XUV: Extreme Ultraviolet, in the 121-10 nm wavelength range. Although ultraviolet is invisible to the human eye, most people are aware of the effects of UV through the painful condition of sunburn (caused by the disruptive effects of UV radiation on skin cells) and skin cancer (caused when the radiation irreparably damages the complex DNA molecules in the cells; UV radiation is a proven mutagen). However, the UV spectrum has many other effects, both beneficial and damaging, to human health. It can cause chemical reactions (being very energetic, UV can break chemical bonds, making molecules unusually reactive or ionizing them), and causes many substances to glow or fluoresce. Most ultraviolet is classified as non-ionizing radiation. The sun emits ultraviolet radiation in the UVA-UVC bands. The Earth's ozone layer blocks 97-99% of this UV radiation from penetrating through the atmosphere. Of the ultraviolet radiation that reaches the Earth's surface, 98.7% is UVA. Ordinary glass is partially transparent to UVA but is opaque to shorter wavelengths, whereas Silica or quartz glass, can be transparent even to vacuum UV wavelengths. Ordinary window glass passes about 90% of the light above 350 nm, but blocks over 90% of the light below 300 nm. UVB exposure induces the production of vitamin D in the skin. Vitamin D has regulatory roles in calcium metabolism (vital for normal functioning of the nervous system, as well as for bone growth and maintenance of bone density), immunity, cell proliferation, insulin secretion, and blood pressure. An appropriate amount of UVB (which varies according to skin color) leads to a limited amount of direct DNA damage; this is recognized and repaired by the body, then melanin production is increased, which leads to a long-lasting tan. UVA and UVB have also been used in treatment of skin conditions such as psoriasis and vitiligo. Too little UVB radiation may lead to a lack of vitamin D, but too much UVB radiation may lead to direct DNA damage, sunburn, and skin cancer; UVA, UVB, and UVC can all damage collagen fibers and therefore accelerate aging of the skin, and both UVA and UVB destroy vitamin A in skin, which may cause further damage. High intensities of UVB light are hazardous to the eyes, and exposure can cause photokeratitis ("wleder's flash", or "arc eye"; a corneal sunburn) and may lead to cataracts, conjunctival pterygium, and pinguecula formation. (Note: images of eye trauma may be NSFW.) "Vacuum UV" is so named because it is absorbed strongly by air and is, therefore, used in a vacuum. In the long-wave limit of this region, roughly 150–200 nm, the principal absorber is the oxygen in air. Work in this region can be performed in an oxygen-free atmosphere, pure nitrogen being commonly used, which avoids the need for a vacuum chamber. Technology for VUV instrumentation has been largely driven by solar physics for many decades, and more recently used in some photolithography applications for semiconductors. Extreme UV is characterized by a transition in the physics of interaction with matter. Wavelengths longer than about 30 nm interact mainly with the chemical valence electrons (the electrons of an atom that can participate in the formation of chemical bonds with other atoms) of matter, whereas wavelengths shorter than that interact mainly with inner shell electrons and nuclei. EUV/XUV is strongly absorbed by most known materials, but it is possible to synthesize multilayer optics that reflect up to about 50% of XUV radiation; this technology has been used to make telescopes for solar imaging and for nanolithography (printing of traces and devices on microchips). X-rays (or Roentgen rays, after the German physicist generally credited with discovering them) are a form of electromagnetic radiation with frequencies ranging from 30 PHz (petahertz) to 30 EHz (exahertz), and a wavelength in the range of 0.01 to 10 nm (nanometers). X-rays from about 10 to 0.10 nm wavelength are classified as "soft" X-rays, and from about 0.10 to 0.01 nm wavelength as "hard" X-rays, due to their penetrating abilities. (Hard X-rays can penetrate solid objects, soft X-rays hardly penetrate matter at all.) X-Rays are also measured in rems, measuring the absorbed dose of the radiation. Because they can pass through solid matter and make images of it on a medium behind that matter, "hard" X-rays are often used for medical and dental imaging. Exposure to X-rays, which are a form of ionizing radiation, can be dangerous, though the average person is exposed to about 360 millirems of X-rays every year from various background sources. Neutron stars and accretion disks around black holes emit X-rays, which enable us to study them. X-rays are given off by stars and are strongly emitted by some types of nebulae. X-rays can be seen by a dark-adapted eye under certain conditions, and when broadcast with sufficient intensity ionize the air with a white glow. The distinction between X-rays and gamma rays has changed in recent decades. Originally, the electromagnetic radiation emitted by X-ray tubes had a longer wavelength than the radiation emitted by radioactive nuclei (gamma rays). Older literature distinguished between X- and gamma radiation on the basis of wavelength, with radiation shorter than some arbitrary wavelength, such as 10−11 m, defined as gamma rays. However, as shorter wavelength continuous spectrum "X-ray" sources such as linear accelerators and longer wavelength "gamma ray" emitters were discovered, the wavelength bands largely overlapped. The two types of radiation are now usually distinguished by their origin: X-rays are emitted by electrons outside the nucleus, while gamma rays are emitted by the nucleus. Gamma rays, famed among comic book fans for having created the Hulk and many of his foes, have the shortest wavelength (1 picometer) and the highest frequency (300+ EHz, or exahertz) and energy (300+ keV, or kiloelectronvolts), of any part of the electromagnetic spectrum. This also makes them the most dangerous: as a form of ionizing radiation, exposure to them can lead to leukemia and many other forms of cancer. People are exposed to low amounts of gamma radiation normally; shielding people from higher doses usually requires lots of mass (such as soil, concrete, or lead). Gamma rays are used commercially to sterilize equipment, for some types of medical imaging, astronomy and astrophysics, and similar purposes. Gamma rays are produced by high energy sub-atomic particle interactions in natural processes and man made mechanisms, including electron-positron annihilation (i.e., matter/antimatter interactions), neutral pion decay (pions are the lightest mesons [subatomic particles] and play an important role in the low-energy properties of the strong nuclear force), nuclear fusion and fission, lightning strikes, and synchrotrons. Gamma ray production events range from production of a single gamma photon to explosive bursts that are the most powerful observed in the visible universe. All forms of electromagnetic energy have several properties in common. All save visible light are invisible to the human eye, which could justify the Subtle power feat. All penetrate most physical barriers easily (and the higher the frequency of the Electromagnetic Energy, the better the penetration), which can justify the Penetrating extra or the Indirect power feat. However, it can be relatively easy to shield oneself against them: conductive metal surrounding the target can block harmful EM radiation, even if it's just a metal mesh like the ones in microwave oven doors -- the mesh's openings just have to be smaller than the radiation's wavelength (12 mm for a 2.45 GHz microwave oven). The effects of exposure to electromagnetic radiation usually follow a spectrum based on the intensity of the energy, the length of the exposure, and similar factors; these effects result from the Electromagnetic Energy heating up tissue (i.e., depositing energy into it). From least to worst harmful, they can include the following: temporary sterility; erythema (redness of the skin, i.e., minor burning); burns (potentially very bad ones from ionizing radiation like x-rays and gamma rays, relatively mild ones from radio waves or microwaves); cataracts; permanent sterility; cancer. Obviously, in the real world most of these effects don't manifest themselves right away, taking days, months, or years to show themselves. But in a setting like FC PbP, where characters can manipulate EM radiation in ultra-intense amounts, they might show up within seconds -- in other words, they might be combat-effective Electromagnetic Energy powers, bought as Drains, Transforms, and so on. Related Abilities Electrical Control: Compton scattering is a type of scattering that X-rays and gamma rays undergo in matter. The inelastic scattering of photons in matter results in a decrease in energy (increase in wavelength) of an X-ray or gamma ray photon, called the Compton effect. Part of the energy of the X/gamma ray is transferred to a scattering electron, which recoils and is ejected from its atom (which becomes ionized). Bombarding an object with X/gamma rays can generate an electric current. Light Control/Manipulation Microwave Control/Manipulation Radiation Control/Manipulation Electromagnetic Energy and Other Descriptors Biological: UV and higher frequency energies are known mutagens, so can be used to counter certain biokinetic powers. Chemical: Many natural and synthetic polymers are attacked by ultraviolet radiation and products made using these materials may crack or disintegrate (that is, if they are not UV-stable). The problem is known as UV degradation, and is a common problem in products exposed to sunlight. Many pigments and dyes can also be affected, and organic fibres and textiles lose strength and flexibility when exposed to UV light, a phenomenon known as phototendering. Darkness: Darkness/Visual Obscures are totally impenetrable to sight, and thus to light. Characters can't see into, out of, or through it, light generated inside it by Illusions or other sources cannot be seen at all, a Dazzle that affects sight can't penetrate it, and so forth. However, that doesn't mean Darkness/Obscure stops all powers with a Light descriptor; just because it blocks ordinary light doesn't convert it into a "Drain/Nullify/stop all Light-based powers" ability. A Light-based attack, such as a Blast, will penetrate a Visual Obscure to affect a target inside it. The GM can rule otherwise if desired, but Darkness is not an absolute defense to Light powers (particularly those that can cause physical damage). Similarly, just putting something opaque -- be it a shield, a wall, an opaque Created Object, a piece of thick cloth, or something else -- does not automatically stop a Light-based power. That could easily constitute shielding one's eyes from a Light-based Sensory power (like a Visual Flash), but if a Light attack has physical effects and can cause actual injury, it's not going to be stopped just because ordinary light can't pass through some obstacle; damaging Light is a far cry from normal illumination. On the other hand, just because a defense is transparent to light doesn't mean it offers no protection against Light-based attacks. Most Force Fields are not opaque, but they still stop Light-based Damage attacks. Electricity: Electricity has no special interaction with Electromagnetic Energy. In fact, in a technical sense it's simply a subset of Electromagnetism. Light: Electromagnetic Energy has no special interaction with Light (which, as discussed above, is a form of electromagnetic radiation itself). Radiation: Electromagnetic Energy has no special interaction with Radiation; technically speaking they're all basically the same thing. ~~~OFFENSIVE/ATTACK EFFECT/POWERS~~~ Aiming Pulse: You can emit a short, extremely low-power laser pulse microseconds before firing your Laser Beam (or any other attack you choose) so that you can adjust you aim for maximum accuracy. Add Accurate power feat to attacks Electromagnetic Pulse: You can generate a burst of electromagnetic radiation, and the resulting rapidly changing electric & magnetic fields couple with electrical/electronic systems to produce damaging current and voltage surges. Nullify (all effects of an electronic circuit descriptor at once; Extra: Area [burst, General]; Flaw: Range [Touch]) [2pp/rank] Normal equipment doesn't function until it's repaired, requiring a Craft (electronics) skill check. Variant: EMP v2: A different version of an electronics-destroying effect. Drain Toughness (Extras: Affects Objects, Area [General, Burst], Linked ; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Strike (Extras: Area [General, Burst], Linked [Drain]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank] Variant: EMP Blast: You project a blast of concentrated EM radiation, frying the circuits of any devices and equipment on the target. Nullify (all effects of an electronic circuit descriptor at once) [2pp/rank] Variant: EMP Blast, v2: It's like Disintegration, but for electronics! Drain Toughness (Extras: Affects Objects, Linked [blast], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/rank] + Blast (Extras: Linked [Drain], Range [Ranged]; Flaws: Limited [Objects], Limited [Electronics]) [1pp/2 ranks] [or 1.5pp/rank] Flare Blast: You project a beam of concentrated light so bright that it temporarily blinds the target. Dazzle Visual [2pp/rank] Variant: Flare Burst: You can project a short-range burst of blinding light. Dazzle Visual (Extras: Area [burst, General], Range [Perception]) [4pp/rank] Variant: Flare Cone: You can project a short-range cone of blinding light. Dazzle Visual (Extras: Area [Cone, General], Range [Perception]) [4pp/rank] Variant: Strobe Blast: You can fire multiple beams of blinding light. Dazzle Visual (Extra: Autofire) [3pp/rank] Variant: Stunning Flare: This beam of light is so intense that it overloads the victim's optic nerves, causing pain as well as temporary blindness. Dazzle Visual (Extra: Linked [stun]) [2pp/rank] + Stun (Extras: Linked [Dazzle], Range [Ranged]) [3pp/rank] [5pp/rank total] Gamma Blast: You can project a powerful blast of deadly gamma rays. Disintegration (PF: Indirect [always originates with character and projects in a straight line from him, but passes through intervening barriers]) [1pp + 5pp/rank] Hard Light Constructs: You can create constructs of 'solid light' energy. Create Object [2pp/rank] Variant: Mobile Constructs: You can move the constructs you create. Create Objects (Extra: Movable) [3pp/rank] Holograms: You control over light allows you to create holograms so real that they fool most people. However, they're not tangible and emit neither odors nor sounds, which may give them away if you aren't careful. Illusion (visual) [2pp/rank] Variant: Holodisguise: You can generate a hologram over yourself that can make you look like someone else. Morph (any humanoid) [2pp/rank] Ionize: You can bombard a target with high frequency UV rays/X-rays/Gamma rays to ionize them, making him easier to hit them with electrical, magnetic, or metal-based attacks. Aid Another (descriptor) ~or~ Combined Attack (descriptor) ~or~ Drain Defense (Extra: Range [Ranged]; Flaw: Limited [only applies to electrical, magnetic, and metallic attacks]) [cost 1pp/rank] Laser Beam: A laser (an acronym for "light amplification by stimulated emission of radiation") is a specially-generated beam of light. Using a gain medium and an optical cavity, a laser device emits a beam of coherent light, one in which all the light waves are in phase with one another. This makes the "laser beam" perfectly straight, allows it to remain tightly concentrated over long distances, and gives it a defined color (based on the medium) and significant burning power. Higher-powered lasers use more energetic photons, like ultraviolet light, x-rays, or gamma rays. As weapons, lasers do damage by suddenly superheating the surface of whatever they hit. The energies are modest, but concentrated into so tiny an area that they cause significant damage. Solid materials melt and shatter, living tissue burns. More powerful lasers pierce better, and x-rays do additional damage from radiation effects. A sufficiently powerful laser can "cut" through almost anything, leaving a tiny hole the size of the beam; move the beam slowly across an object and it will cut through that object. Alternately, it could be a bolt of 'densely packed' light energy, like a Hard Light Construct, that hits with Physical force. Blast [2pp/rank] Variant: Blinding Laser: You have trained to aim your laser blasts at/near the eyes of a target, inflicting blindness as well as damage. Blast (Extra: Linked [Dazzle]) [2pp/rank] + Dazzle Visual (Extra: Linked [blast]) [2pp/rank] [4pp/rank total] Variant: Invisible Laser: Contrary to what's seen in the movies, laser beams aren't visible to the naked eye. A spot of light can be seen where they're generated, and a spot of light where the light impacts a solid object, but there's no "beam" connecting the two points; they only show up in the air if smoke or other particulates render them visible. The Laser Beams of metahumans and super-science devices often are visible, but you can make one that is not. Blast (PF: Subtle) [1pp + 2pp/rank] Variant: Pulse Laser: You can fire a series of laser beam blasts. Blast (Extra: Autofire) [3pp/rank] Variant: Reflected Laser: You can "bounce" your Laser Beam off highly reflective surfaces (such as mirrors, polished metal, or calm bodies of water) to strike at a foe from any angle. Blast (PF: Ricochet) [1pp + 2pp/rank] Laser Sword: You can generate a blade of laser light (or hard light). Strike [1pp/rank] Variant: Blazing Sword: Your light-blade is potent indeed. Corrosion [3pp/rank] Lightfield: You can generate a field of light so brilliant and blinding that no one can see into, out of, or through it. Obscure (Visual) [2pp/rank] Mesmerizing Lights: You can create a pattern of swirling, hypnotic lights that weakens the will of anyone who looks at it, making that person more susceptible to Mental Powers (by lowering their Will save) and other forms of suggestion (by lowering both their Will and Sense Motive). Drain Wisdom (Extra: Area [Cone, General], Range 2 [Perception]; Flaw: Sense-Dependent [Visual]) [4pp/rank] Microwave Blast: You can project a powerful blast of microwave radiation. Blast (Extra: Penetrating; PF: Indirect [always originates with character and projects in a straight line from him, but passes through intervening barriers]) [1pp + 3pp/rank] Variant: Microwave Beam: Your microwave beam bypasses any armor and cooks the target from the inside out. Blast (Extras: Affects Objects, Alt Save [Fort]; PF: Indirect) [1pp + 4pp/rank] Radar Ghosts: You can generate false images on radar screens. Illusion (Radio) [1pp/rank] Radiation Accident: You can project a blast of radiation that can mutate a target, changing their mutation-derived powers. You have no control over what their powers will change to, and their body's self-repair mechanisms will eventually reverse the change, but it can be a great too for sowing chaos and confusion! Transform (living being to living being with new/different superpowers; Flaw: Uncontrolled [can control activation of power, but has no control over the result]) [4pp/rank] Radio Static: You project a beam radio frequency static at a target, temporarily 'blinding' their radio senses. Dazzle Radio (PF: Subtle) [1PP + 1pp/rank] Variant: Radio Jamming: You create radio static in an area, 'blinding' all radio senses in the area. Obscure Radio [1pp/rank] Variant: Radio Static Burst: You emit a burst of radio frequency static, temporarily 'blinding' the radio senses of all in the area. Dazzle Radio (Extras: Area [burst, General], Range [Perception]; PF: Subtle) [1PP + 3pp/rank] ~~~DEFENSIVE EFFECT/POWERS~~~ Electromangetic/Photonic Shield: You can surround yourself with a "shield" of electromagnetic force/glowing light that protects you from attacks. Force Field [1pp/rank] Eyes of Light: Because you have a body (including eyes) made of or sheathed in light, or simply due to long exposure to bright lights, you are less vulnerable to the effects of bright lights than others. Sensory Shield (vision; Flaw: Limited [only vs. light-based effects]) [cost 1pp/2 ranks] Laser Point Defense: You use laser beams to destroy incoming projectiles. Deflect (slow and fast projectiles) [2pp/rank] ~or~ Feats (Defensive Attack, Improved Defense 2, Ultimate Save [Toughness]) and Luck Control 1 (force rerolls; Flaw: Limited 2 [Only Ranged Physical Projectile Attack Rolls Against You]) ~or~ Force Field (descriptor) ~or~ Shield (descriptor) Lightbending: You can conceal yourself by bending light waves around his body. Unless someone hears you or happens to bump into you accidentally, no one will ever know you're there. Concealment 2 (visual; PF: Close Range) [5PP] ~or~ Concealment 4 (all visual; PF: Close Range) [9PP] Variant: EM Bending: You can blend light and radio waves around yourself, making you invisible to both sight and radar. Concealment 3 (visual and radio; PF: Close Range) [7PP] ~or~ Concealment 6 (all visual and radio; PF: Close Range) [13PP] ~~~MOVEMENT EFFECT/POWERS~~~ Electromagnetic Flight: By either transforming your body into EM energy, or sheathing it in a field of EM energy that heats the air to provide lift and propulsion, you can soar through the air! Flight [2pp/rank] Electromagnetic Teleportation: You transform you body to pure electromagnetic energy, nigh-instantaneously travels to any location, and then rematerialize. Teleport [2pp/rank] Lightspeed Travel: You transform our body into vacuum UV radiation (or some form of EM energy of a higher frequency/shorter wavelength), and can move at the speed of light! But only when in the vacuum of space, not in a planetary atmosphere. Space Travel 1 (1c) [1PP] ~~~SENSORY EFFECT/POWERS~~~ Detect Invisibility: Your innate awareness of light and its properties allows you to detect when someone is bending light to become invisible. Super-Senses 2 (vision counters concealment) [2PP] Electromagnetic Sense: You can naturally perceive all sorts of electromagnetic waves, allowing you to receive radio and television broadcasts, sense radar emissions, and so forth. You cannot yourself broadcast, only receive. Super-Sense 1 (radio) [1PP] Light Manipulation: This ability represents a suite of powers; Light-based characters can purchase as many of them as they wish, in whatever order they wish. All involve bending and manipulating light waves to carry visual information to the character. Th e Far-Off Light power is particularly useful for characters who can travel at lightspeed. Distant Light: Super-Senses 2 (extended for all vision) [2PP] Enhanced Light: Super-Senses 1 (low-light vision) [1PP] Enhanced Light, Improved: Super-Senses 2 (darkvision) [1PP] Far-Off Light: ESP (visual) [2pp/rank] Starlight Eyes: Super-Senses 1 (ultravision) [2PP] Surrounding Light: Super-Senses 2 (radius for all vision) [2PP] Thermal Vision: Super-Senses 1 (infravision) [1PP] X-Ray Vision: Super-Senses 4 (vision Penetrates Concealment; Drawback: Power Loss [cannot see through more than 1 inch of metal, 1 foot of stone, or 3 feet of dirt or wood]) [3PP] X-Ray Vision, Improved: Super-Senses 4 (vision Penetrates Concealment) [4PP] Radar: By sending out radiowave emissions that bounce off solid surfaces, you can build an accurate picture of your surroundings. Super-Senses 3 (radio sense; Enhancement: accurate 2) [3PP] Radio Communication: The ability to emit and control radio waves gives you the ability to broadcast and receive like a living radio. Communication (radio) [1pp/rank] ~~~MISCELLANEOUS EFFECT/POWERS~~~ Body of Light: You can convert your body into pure light, thus allowing you to pass through solid objects that aren't opaque (like glass or plexiglass) as well as through tiny spaces of air (such as through a pipe or between the bars of a jail cell). A character with this power should also buy several other powers Linked to or otherwise dependent on it, such as the assorted Movement power (and Immunities such as Life Support), but he could buy just about any other power in this section. The Affects Corporeal extra may be required. Insubstantial 3 (light energy) [15PP] Hot Zone: You can create a field of intense ionizing radiation, equal to standing next to a poorly-shielded nuclear reactor. Environmental Control (radiation 2) [2pp/rank] In Brightest Day: You can generate light equal to sunlight. Environmental Control (light 2) [2pp/rank] Nuclear Transmutation: Though manipulation of ionizing radiation, you can convert one chemical element or isotope into another. Transform (inanimate to inanimate) [5pp/rank]
  22. "Ah, well, in that case," he reached into his desk and pulled out a thick manilla envelope, "you had best start reading this, so you will be prepared for orientation when you start the first Monday after graduation!" He stood, smiling broadly, and offered his hand to her to shake, "I have already run every background check on you I would need to, and your heroic record speaks for itself. The only question I still had was whether or not you wanted the job, and I see that you do! So welcome aboard!"
  23. "Yes, I am aware," he replied to Mona, under his breath, remembering the time that he was one. Archeville nodded, a small smile spreading across his face, "" he turned his head to towards Mona, and the look in his eyes made it clear theirs was no platonic or business relationship, "" He tuned back to face his counterpart, ""
  24. Science!: Electrical Powers Comics Examples: Black Lightning, Captain Marvel, Electro, Lightning Lad, Lightning Lass/Spark, Static, Surge, Thor, Zzzax FC Examples: Bolt, Captain Thunder. Citizen, Doktor Archeville's Electromagnetic Screwdriver, Dynamo (pre-Time Warp), Thrude, Voltage, Zap Tropes: Electric Torture, Harmless Electrocution, Lightning Can Do Anything, Lightning Gun, Psycho Electro, Ride the Lightning, Shock and Awe POWER! UNLIMITED POWER!!! Though your heroic PC should not be emulating the Dark Lord of the Sith. But it does illustrate a point: electrical powers are flashy, which is why they're so prevalent in the visual medium of comic books! (Not just comics, of course: throughout history, lightning has been associated with the gods, particularly the heads of pantheons [like Indra and Jupiter/Zeus and Perun] and thus with royalty.) Electricity is also a hallmark of development and progress, since it powers so much technology, so the ability to manipulate electricity is the ability to manipulate the things that make life so much easier and more pleasant that it was for our grandparents. Since electricity is so prevalent, there are a lot of terms used with it, many of which you may have heard. Amp / Ampere (A): Unit of measurement for electric current, or the amount of electric charge per second. Ohm (Ω): Unit of measurement for electrical impedance or resistance. If 1 volt of electricity causes a current of 1 ampere to flow in a device, that device has 1 ohm of resistance. Similarly, a device that uses 1 ampere of current to dissipate 1 watt of electric power has 1 ohm of resistance. Volt (V): Unit of measurement for electric potential difference, or electromotive force (the ability of electricity to "do stuff"). When a 1 ampere current releases 1 watt of power, you have 1 volt of electricity. (A bolt of lightning is about 100 megavolts, or 100 million volts.) Watt (W): Unit of measurement for the rate at which a device produces or uses electric power. A 60-watt light bulb converts electricity to light at the rate of 60 watts; power plants generate megawatts (millions of watts) of power. (The flux capacitor of Doc Brown's DeLorean time machine requires 1.21 gigawatts -- 1,210,000,000 watts -- of electrical power to operate.) Current also comes in two flavors, Alternating (AC) and Direct (DC). DC (the unidirectional flow of electric charge) is produced by such sources as batteries, thermocouples, solar cells, and commutator-type dynamos; it is used in some telephone and communications lines and in subway "third rails." In AC, the movement of electric charge periodically reverses direction, and is the form in which electric power is delivered to businesses and residences. When a person is hit with an AC charge, their muscles spasm and throw them away from the source of the attack; when a person touches a source of DC power, their muscles tend to lock themselves onto the source. Rectifiers are used to convert AC power to DC, and Inverters can change DC to AC. Electrical batteries are electrochemical cells (or, more often, a collection of electrochemical cells) that convert stored chemical energy into electrical energy. It consists of a number of voltaic cells; each voltaic cell consists of two half cells connected in series by a conductive electrolyte (a substance containing free ions that make the substance electrically conductive) containing anions (negatively charged ions) and cations (positively charged ions). One half-cell -- the anode -- includes electrolyte and the electrode to which anions migrate. The other half-cell -- the cathode -- includes electrolyte and the electrode to which cations migrate. In the redox reaction that powers the battery, cations are reduced (electrons are added) at the cathode, while anions are oxidized (electrons are removed) at the anode. The electrodes do not touch each other but are electrically connected by the electrolyte. A separator between half cells allows ions to flow, but prevents mixing of the electrolytes. Each half cell has an electromotive force (or emf), determined by its ability to drive electric current from the interior to the exterior of the cell. The net emf of the cell is the difference between the emfs of its half-cells. The electrical driving force across the terminals of a cell is known as the terminal voltage (difference) and is measured in volts. The voltage developed across a cell's terminals depends on the energy release of the chemical reactions of its electrodes and electrolyte: alkaline and carbon-zinc cells have different chemistries but approximately the same emf of 1.5 volts; likewise NiCd and NiMH cells have different chemistries, but approximately the same emf of 1.2 volts; the high electrochemical potential changes in the reactions of lithium compounds give lithium cells emfs of 3 volts or more. Batteries are classified into two broad categories, each type with advantages and disadvantages. Primary batteries irreversibly (within limits of practicality) transform chemical energy to electrical energy. When the initial supply of reactants is exhausted, energy cannot be readily restored to the battery by electrical means. Secondary batteries can be recharged; that is, they can have their chemical reactions reversed by supplying electrical energy to the cell, restoring their original composition. Secondary batteries cannot be recharged indefinitely, due to dissipation of the active materials, loss of electrolyte, and internal corrosion. Batteries can also be wet cell (with a liquid electrolyte) or dry cell (in which the electrolyte immobilized as a paste, with only enough moisture in the paste to allow current to flow). Three factors determine how bad an electric shock will hurt you: the volts, the amps, and how grounded you are. Electricity, being American by birth, prefers the lazy path of least resistance, with the end goal being to head down into the ground via the most conductive material. A grounded target (standing in a puddle, or in contact with a metal pole in the ground) is going to have more current flow through them than one who is insulated (flying, standing on a rubber mat, et cetera). Speaking of water, pure water is actually a very good insulator. But you'll only find pure water in certain laboratories; water from lakes, rivers, and your kitchen sink contain enough impurities to be excellent conductors, and sea/saltwater is even better. A GM could rule that any electrical attack used underwater adds the Area (Burst, General) Extra. Electricity also generates heat whenever it flows through something with resistance; incandescent light bulbs work by passing an electric current through a metal filament until it gets so hot it glows. A GM might rule that when an Electricity attack strikes something that’s potentially flammable, it catches fire (an excellent manifestation of the Accident Complication!). Electricity is bright due to its heat and thus can provide light to a character who can manipulate it; the passage of an electrical current through an appropriate electrolyte can also generate light (a phenomenon called galvanoluminescence). Electricity can interfere with nearby magnetic fields, which could possibly affect magnetic data storage and some types of sensitive electronic equipment. Rank Electricity Example 1 Automobile battery, Household current (Japan) 2 Household current (North America) 3 Electric vehicle battery, Household current (Africa, Asia, Australia, Europe) 4-5 Subway third rail 6 High-speed train overhead power lines 12-15 High-voltage electric power transmission lines 15+ Lightning bolt Related Abilities Cyberkinesis/Cyberpathy: Controlling machines by controlling the flow of electricity to and within them, reading and altering data by sensing/manipulating electrons. Magnetic Manipulation: Electricity and Magnetism are closely related, hence the term "electromagnetic force." Moving metal through a magnetic field creates an electric charge -- the technology behind metal detectors works on this principle -- and running an electric current through a wire creates a magnetic field around that wire. Radiation Control: Certain forms of radioactive decay/transmutation are initiated when an atom takes in or gives off an electron. By manipulating electrons, you can cause certain materials to become radioactive, or certain radioactive materials to become stable/nonradioactive. Electricity and Other Descriptors Chemical: Acids are excellent conductors of electricity. Electricity can break down certain compounds, via electrolysis. Some types of batteries generate electrical power from the chemical interaction between an acid and another chemical substance (such as lead). Depending on how an Acid-using character's powers work, their interaction with other substances might generate electrical energy that an Electricity Controller could use. Cold/Ice: Ice-based defenses are typically made of water ice, and water is a superb conductor. Additionally, for at least some conductive materials, such as some non-ferrous metals, cooling them reduces their resistance to electricity (drastically so, in the case of superconducting materials like tin, aluminum, and some ceramics). Earth/Stone: Earth & stone are excellent insulators. Light: Some Light-based attacks (such as lasers) may ionize the air, thus creating a "trail" for an Electricity attack to more easily travel down. Mental/Psionic: Nerve impulses are electrical, so Electricity Control could counter some mental effects. Metal: Metal is an excellent conductor of electricity. However, being wrapped in metal -- as in a Faraday Cage -- does offer better protection against electrical attacks. Water: As mentioned earlier, pure water is a good insulator, but pure water is something most character won't ever encounter. Impure water is an excellent conductor. ~~~OFFENSIVE/ATTACK EFFECT/POWERS~~~ Chemical Bond Breaking: Most molecules -- groups of two or more atoms -- are held together by covalent bonds or ionic bonds, both of which involve electrons. Electrons that you can control. Disintegration (PF: Reversible) [1PP + 5pp/rank] Conductivity Channeling: You can control the flow of your attacks involving Electricity so that they move through conductive materials (such as a metal floor or wall) to strike the target from an unusual angle. Add Indirect 3 (any direction, any angle) to your Electrical attack effects Direct Current Paralysis: With a touch, you can project direct current (DC) electricity into a target's body, causing their muscles (or wiring) to lock up and prevent them from moving. You must maintain this touch on the subject; as soon as you let go, the effect ends (hence the Limited flaw). Paralyze (Extra: Alt Save [Fort], Duration [Concentration {lasting}]; Flaw: Limited [must maintain contact with the victim with at least one hand; loss of contact immediately negates paralysis]) [cost 2pp/rank] Variant: Paralysis Field: Instead of having to touch your victim, you can project a field of direct current around yourself that paralyzes everyone nearby. Paralyze (Extras: Alt Save [Fort], Area [burst, General, Stationary], Duration [Concentration {lasting}]; Flaw: Limited [must maintain field; loss of field immediately negates paralysis]) [cost 3pp/rank] Electrical Arc: You can generate a blindingly bright arc of electricity between your hands, which can blind onlookers. Dazzle Visual (Extras: Area [Cone, General], Range [Perception]; Flaw: Sense-Dependent [Visual]) [3pp/rank] Electroconvulsive Therapy: Electroconvulsive therapy (ECT), formerly known as electroshock, is a psychiatric treatment in which seizures are electrically induced in anesthetized patients for therapeutic effect. ECT is most often recommended for use as a treatment for severe depression which has not responded to other treatment, and is also used in the treatment of mania and catatonia. Emotion Control (Flaws: Limited [Calm], Range 2 [Touch]) [1pp/3 ranks] Variant: Memory Mangling: One nasty side-effect of ECT is amnesia, both retrograde (for events occurring before the treatment) and anterograde (for events occurring after the treatment). The vast majority of these effects are short lived. Mental Transform (memories; Flaws: Limited [only to remove memories, not edit or add], Range 2 [Touch]) [1pp/3 ranks] Variant: Memory Mangling, Long-Term: The amnesia you create is more permanent. Mental Transform (memories; Extra: Duration [Continuous]; Flaws: Limited [only to remove memories, not edit or add], Range 2 [Touch]) [1pp/2 ranks] Electromyostimulation (EMS): You an use your control over electric impulses to elicit muscle contractions. In the short term, this can result in the ability to perform feats of strength beyond what you could normally do, while in the long term, it can lead to a permanent increase in muscle strength & tone. Enhanced Strength [1pp/rank] and/or Super-Strength [2pp/rank] Ionize: You can electrically charge an opponent's body, making him easier to hit with electrical, magnetic, or metal-based attacks. Aid Another (descriptor) ~or~ Combined Attack (descriptor) ~or~ Drain Defense (Extra: Range [Ranged]; Flaw: Limited [only applies to electrical, magnetic, and metallic attacks]) [cost 1pp/rank] Jangled Nerves: You can confuse a target by messing with the electrical impulses in their brain. Confuse [1pp/rank] Lightning Blast: A straightforward blast of electricity. Blast [cost 2pp/rank] Variant: Ball Lightning: A sphere or field of electrical energy, projected at your foes, big enough to hit many at once. Blast (Extra: Area [burst, General]) [3pp/rank] Variant: Bright Lightning: The flare of your Lightning Blast is powerful enough to blind your opponents. Blast (Extra: Linked Dazzle) + Dazzle Visual (Extra: Linked [blast]) [4pp/rank] Variant: Chain Lightning: You project a bolt of electricity that hits its target and then spreads outward, affecting other nearby targets. Blast (Extra: Area [burst, Targeted]) [3pp/rank] Variant: Chain Lightning, Controllable: You can project a bolt of lightning that hits multiple targets in a given area of effect one after the other. The bolt hits the first target, then the second, and so on, and in the process it travels over or around any obstacles or targets the character wishes it to ignore. Blast (Extra: Area [burst, Targeted], Selective Attack) [4pp/rank] Variant: Cutting Lightning: Your Lightning Blast is better able to overcome reinforced defenses. Blast (Extra: Penetrating) [3pp/rank] Variant: Lightning Barrage: You can fire several bolts of electrical energy at once. Blast (Extra: Autofire) [3pp/rank] Variant: Lightning Cone: You fill an area directly in front of you with blasts of lightning. Strike (Extra: Area [Cone, Targeted]) [2pp/rank] Variant: Thunderbolt: Your Lightning Blast is accompanied by a deafening clap of thunder. Blast (Extra: Linked Dazzle) + Dazzle Auditory (Extra: Linked [blast]) [3pp/rank] Lightning Touch: You have a shockingly powerful touch. Strike [1pp/rank] Variant: Lightsaber: You can generate an elegant blade of plasma (ionized gas), less clumsy and random than a ranged Lightning Blast. Corrosion (PFs: Accurate, Improved Critical 2) [3pp + 3pp/rank] Ozone Suffocation: Ozone (O3) is a triatomic molecule, consisting of three oxygen atoms. It has a vast range of industrial and consumer applications. It is also an air pollutant, with harmful effects on the respiratory systems of animals and will burn sensitive plants. By generating a high voltage alternating current charge around a target, you can split the diatomic oxygen (O2) and water vapor around them into single atoms, which recombine into ozone (and hydrogen gas). Note that the Suffocation power is not that good a power for what it's supposed to do, so I (and other RedNames) tend to use an Alt Save/.Fort Blast or Drain Con to represent the effect. Blast (Extras: Alt Save [Fort], Range [Perception]) [4pp/rank] ~or~ Drain Con (Extras: Range 2 [Perception]) [3pp/rank] Personal Electric Field: You can surround your body with a potent field of electrical energy that injures anyone who touches you, or with whom you Grapple. Strike (Extras: Aura, Duration 2 [sustained]) [4pp/rank] Power Down: You have such control over electricity that you can inhibit or shut off the flow of electrical power to a device, or do the same to another metahuman's electricity powers. Drain Electrical Powers (any electrical power, one at a time; Extra: Range [Ranged]) [3pp/rank] Variant: Long-Lasting Power Down: You can keep a device or power from receiving or using electricity for some time. Add Slow Fade power feat. Variant: Power Down Touch: You must touch a device or person to drain their electricity-based powers. Drain Electrical Powers (any electrical power, one at a time) [2pp/rank] Variant: Wide-Effect Power Down: You can affect all electrical powers simultaneously. Drain Electrical Powers (any electrical power, all at once; Extra: Range [Ranged]) [4pp/rank] Taser Blast: You can create high voltage, low amp electrical discharges that, while not strong enough to kill or seriously harm anyone, can knock someone out. Stun (Extra: Range [Ranged]) [3pp/rank] Variant: Taser Touch: You can generate such electrical discharges with a touch. Stun [2pp/rank] Thunder Boom: You can generate a deafening burst of thunder. Dazzle Auditory (Extra: Area [burst, General, Attached]; Flaw: Range [Touch]) [1pp/rank] ~~~DEFENSIVE EFFECT/POWERS~~~ Absorb Power: You can absorb electrical energy, using it to increase your own power and resilience. Typically you absorb the power from other metahumans' electricity attacks, but you can also absorb from things like ordinary household current if necessary. Healing (Extras: Action 4 [Reaction], Total; Flaws: Personal, Source [Electrical Attacks]) [5p/rank] Electric Shield: A shimmering field of electrical energy to protect you from attacks. Force Field [1pp/rank] Mental Static: Your mind is resistant to mental/psionic influence. Mind Shield [1pp/rank] Ohm Effect: It is impossible to hurt you with electricity. Immunity 5 (electricity/lightning damage) [5PP] Variant: Ohm Effect, Alternate: It is very difficult to hurt you with electricity. Impervious Toughness (Flaw: Limited 3 [only vs. electricity/lightning damage]) [1pp/3 ranks] Variant: Ohm Effect, Enhanced: It is impossible to effect you with electricity. Immunity 10 (electricity/lightning effects) [10PP] ~~~MOVEMENT EFFECT/POWERS~~~ Arc Travel: You can transform you body to electricity, arc over to another location, and re-form as your normal self. To do this, you'll need some sort of conductive material or wires to travel along or between. For example, you could Teleport from one room to another using the electric wiring in the walls, or from one metal pole to another as an arc of electricity, through a metal vault door, or along the metal floors of a supervillain's secret satellite headquarters. But you couldn't Teleport through a wooden door, along a wooden floor or ordinary ground, or through the open air unassisted, as none of those substances are sufficiently conductive. Teleport (Flaw: Medium [conductive surfaces/wires]) [1pp/rank] Lightning Bolt Form: You turn into a bolt of lightning, and go wherever you want! Teleport [2pp/rank] Ride the Lightning: You uses you control of electricity to "latch onto" the electricity in cables or wires and travel along with it. You can only fly where such cables and wires exist. This usually isn't too much of a problem in urban areas (though it may lead to some unusual flight paths), but it's often a significant problem in rural regions or unusual locales. (Since FC PbP is primarily an urban setting, these flaws are treated as a Complication.) Flight [2p/rank] ~~~SENSORY EFFECT/POWERS~~~ Detect Corpses: The chemicals given off by rotting bodies are electrically charged. This is why it's so hard to get the smell of rot & decay out of an area: the compounds stick to surfaces like lint to a balloon after you rub it against a carpet. Groundwater from the soil above a freshly-interred corpses is approximately 30 times more conductive than groundwater from non-corpse grounds, due to these compounds seeping into the soil. Some electrokinetics can sense electrically-charged compounds, and use this ability to find hidden bodies, or locate unmarked graves. Super-Senses 1 (detect corpses [radio]) [1PP] Electrosense: You have the innate ability to detect electrical fields, those given off by electrical current or technological devices, and those emitted by living bodies. This makes it difficult to "blind" you in combat or at night. Super-Senses 3 (detect electrical fields [radio]; Enhancement: accurate 2) [3PP] ~~~MISCELLANEOUS EFFECT/POWERS~~~ Arc Welding: The character can focus his control of electricity to generate a super-hot arc that welds two metal objects together. He has to know how to do it, though; the power takes the place of equipment, but doesn’t provide the necessary skill. Transform 1 (a narrow group of targets into one of a narrow group of results [two pieces of metal into one]; Extra: Duration [Continuous]; Flaw: Range [Touch]; PFs: Precise, Progression [mass] as needed) [5+ PP] Body of Electricity: You can convert your body to electricity, thus allowing you to pass through conductive materials. For example, you could "walk" right through a metal vault door, or the metal hull of a battleship, but not through a wooden door, a brick wall, or the rubber padding of an asylum cell. A character with this power should also buy several other powers Linked to or otherwise dependent on it. Examples include Lightning Touch, Personal Electric Field, and Electric Shield (and Immunities such as Life Support), but he could buy just about any other power in this section. The Affects Corporeal extra may be required. Insubstantial 3 (electricity) [15PP] Defibrillation: You've seen it at least once in some media: a character flatlines (technically speakings, 'goes into asystole'), medical professionals wheel out the shock cart, place two paddles on the patient, and shock him back to health. In reality, defibrillators are used only in certain cases -- and "flatlined" is generally not one of them. Defibrillators are used when a patient's heart is beating erratically; the shock (of direct current) 'resets' the heart to a standard rhythm. (Why two paddles? Because electricity flows in a circuit, and the two paddles make a circuit, with the heart in the middle.) These can be used as part of a treatment for a flatlined patient: administer epinephrine to the heart to get it beating again, but the patient then goes into ventricular tachycardia/fibrillation (an uncoordinated series of very rapid and ineffective heart beats/contractions), so a shock is administered to stop the fibrillation (hence 'de-fibrillator'). Healing 9 (Flaw: Limited [Others only], Limited 2 [Only to stabilize a dying character]) [cost 3PP] Electrolysis/Ozonolysis: Ozone (see Ozone Suffocation, above) has a vast array of uses and applications. It will oxidize most metals (causing iron to rust) and polymers, breaks carbon-carbon bonds, can combine with sulfur and water to form sulfuric acid (H2SO4), detoxify cyanide by turning it into cyanate (and eventually to carbon dioxide), deodorize air and objects, and more. By electrolytically creating ozone from the oxygen and water vapor in the atmosphere, you can do many of these things, too! Transform (inanimate to inanimate; Flaw: Limited [see above]) [4pp/rank] Variant: Chemical Bond Breaking & Making: your control over covalent & ionic bonds allows you to create a wide variety of substances. Transform (inanimate to inanimate) [5pp/rank] Mental Enhancement: Some Australian researchers have found that transcranial direct-current stimulation -- for example, applying electricity to left brain in order to suppress its "linear" style of thinking while applying a different kind of current sent to the right brain in order to increase cognitive flexibility -- has been shown to not only help people with certain forms of brain injuries, but also enhance language and mathematical ability, attention span, problem solving, memory, and coordination in otherwise healthy individuals. Enhanced Intelligence
  25. "Mine was less H.G. Wells and more Tim Powers," he began, then dropped his attempt at levity. "Yes, I have a time machine down here, or had one, as it has overloaded and exploded. I have no memory of switching it on, but the security feeds I have been reviewing show I did approach it last night, followed by a burst of static -- interference from the gate's activation, I would assume -- then showing it active all day. Another burst of static around midnight, then the footage shows the results of the overload, though not the explosion itself." He placed a hand over his chest, "as I said, I remember going to sleep last night, in my bed upstairs, hoping Mona would be back from her visit to her parents on time, but awoke in the medbay down here, and injured as if I had been caught in the explosion." "Which means that I must have activated it, and that I am responsible for... this... chaos," he confessed, eyes glazing over as the full realization of what uncontrolled tears in space & time could have done hit him.
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