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Power Profile - Kinetic Powers PDF
Power Profile - Kinetic Powers PDF
Even where the most peaceful and reasoned heroes are glowing beams or “limbs” of energy to something like
concerned, sometimes conflicts come down to force, and a glow around the character’s head or hands and a
kinetic powers are all about different kinds of force and corresponding glow around the affected object. The
different ways to apply it. From telekinesis to projected Subtle modifier is necessary for Move Object effects
force fields, or more exotic powers like control over fric- where only the result (the object moving) is visible,
tion, inertia, or raw kinetic energy, kinetic powers can set and not the effect itself.
things in motion, or bring them to a very sudden stop.
• Range Modifiers: Since Move Object allows a char-
acter to manipulate objects remotely, the GM may
The Move Object Effect wish to apply a circumstance modifier when per-
forming traditionally close range tasks at a distance.
Kinetic powers are all about motion, the application of Typically the modifier should be the greater of the
force at a distance, so the Move Object effect (Hero’s Hand- character’s range modifier or Perception modifier (to
book, page 119) is key to many kinetic powers. be able to accurately perceive the task).
While Move Object can be thought of as Strength with the Example: A hero with Precise Move Object 8 is
modifiers Ranged and No Damage (combining for a net +0 working to remotely disarm a bomb from what
modifier), the effect does not necessarily have to be that of she hopes is a safe distance, 100 feet away. This
reaching out with intangible “limbs” to grasp or move things. is within her power’s short range (8 x 25 or 200
It can also be thought of as imparting or removing momen- feet), so no range modifier applies, but there is
tum, inertia, or friction to objects, causing them to move, ac- a –10 Perception penalty (–1 per 10 feet). Unless
celerate, decelerate, or stop, as seen in some of the examples the hero has some Senses effect to overcome
in this profile. See Kinetic Descriptors for more on this. it (even a pair of binoculars), she’ll take a –10
• Damaging: The Damaging extra “restores” the penalty on her Technology check to disarm the
Damage aspect of Move Object’s Strength. In par- bomb. Good thing she’s some distance away!
ticular, it allows the effect to both move and damage • Area: Area Move Object effects work on individual
things, since an either/or ability could be handled objects in the area equally—a Burst Area Move Object
by Damage as an Alternate Effect. Damaging Move effect exerts the same force (Strength) against all
Object can, for example, grab a target, and then objects and moves them all in the same fashion, such
crush or break it while still holding on to it, just like as away from the user or up into the air. Burst Area
an ordinary grab using Strength. Move Object 4 can pick up and move every object
• Noticeability: Note that Move Object is notice- within a 30-foot radius, provided the individual object
able by default, involving some manifestation from has a mass rank of 4 or less. Objects with a higher
Kinetic Descriptors auras and Kinetic Constructs are formed out of the
same visible energy. More “realistic” kinetic powers
The following are some of the key descriptors associated have 1 or 2 ranks of the Subtle modifier to reflect
with kinetic powers. that they cannot be detected, except with exotic
senses, creating invisible blasts, shields, and con-
• Force: Force is defined as energy capable of produc- structs.
ing motion or “work”. In game terms, powers with a
force descriptor are differentiated from other types
of energy in that force is more akin to the “energy” of
sheer physical Strength. Thus, a force blast or similar
Kinetic Features
Some potential Feature effects associated with Kinetic
offensive power shares more in common with a
Powers include the following:
punch (or getting hit by a runaway train) than it does
with energy attacks like electricity or fire. Force is • You can determine the kinetic energy of an object
also energy capable of stopping motion, particularly (essentially how fast it is moving and its mass) simply
when applied to defensive powers like force fields. by looking at it.
• Friction: Friction is the force resisting the motion • You have kinetic “remote control” over a particular
of objects or materials against each other. It creates device or vehicle responsive to your powers and
“drag” and converts kinetic energy into heat. Air fric- mental commands.
tion causes fast-moving objects to heat up on en-
• You have a very limited version of Move Object, only
tering the Earth’s atmosphere, for example. Some
able to move mass rank –5 (about 24 oz.). On the
kinetic powers make use of friction to speed up or
upside, it is effectively Subtle 1.
slow down objects.
You can fling a small object with enough speed that it Immovable: Immunity 10 (Being Moved), Sustained • 10 points.
hits like a bullet fired from a gun. If you can “fire” multiple
small objects at once, apply the Multiattack modifier to
the power for +1 point per rank. Kinetic Absorption
Kinetic Bullet: Ranged Damage (projectile), Quirk (requires
You soak up incoming kinetic energy, transforming it
objects as ammo, –1 point) • 1 point for rank 1 + 2 points per into energy you can redirect and use for your own pur-
rank. poses. When hit with a kinetic attack, you gain a trait, from
Strength or Agility to particular advantages or powers,
such as Kinetic Blast. You can even take multiple traits
Kinetic Burst as Alternate Effects, allowing you to choose from a set of
traits each time you absorb kinetic energy. Channeling
You create a “bubble” of force that bursts outwards like an energy to the same trait “resets” the Fades flaw, bringing
explosion or creates a blast of debris or small objects in the trait back up to its full normal value.
the same area.
This power is typically linked with something that blunts
Kinetic Burst: Ranged Burst Area Damage (kinetic) • 3 points per the actual effects of the kinetic energy absorbed, such as
rank. Kinetic Deflection, Kinetic Immunity, or Kinetic Shield.
Kinetic Shield: Impervious Protection, Sustained • 2 points Force Constructs: Create Force Constructs • 2 points per rank.
per rank.
Momentum Boost
Movement Powers You can add to a subject’s momentum, accelerating them
to even greater speeds. The power is normally Sustained.
The energy of motion itself, kinetic powers can provide all If you provide a single burst of speed, apply the Fades
kinds of movement abilities, including standard versions modifier as well.
of the Burrowing, Flight, and Leaping effects (Hero’s Hand-
book, pages 99, 109, and 115). Momentum Boost: Enhanced Speed, Affects Others,
Ranged, Variable Descriptor (movement effects) • 2 points
Friction Cling +3 points per rank.
You absorb or dissipate the kinetic energy from falls (often Tactile Telekinesis: Enhanced Strength, Limited to Lifting
linked with Kinetic Absorption) allowing you to fall any and Moving (No Damage), Feature 1 (Able to Exert Strength
distance without harm. Without Moving) • 1 point + 1 point per rank.
Psychokinesis: Perception Ranged Move Object • 3 points per rank. Power Loss
Other than specific exceptions like Kinetic Absorption,
Telekinetic Touch the powers in this profile are assumed to generate their
own kinetic energy, essentially out of nowhere. A charac-
Your telekinetic powers have a sense of touch, allowing
ter might be dependent on a source of energy in order to
you to “feel” things at a distance with a kind of kinetic
use kinetic powers, however. This could be as simple as
echolocation.
drawing on minute amounts of kinetic energy from the
Telekinetic characters with this power may have the environment: in areas where things are especially still, the
Feedback flaw (Hero’s Handbook, page 148) on powers character’s power could diminish. Or the kinetic controller
like Force Constructs or Telekinesis; they “feel” impacts might draw on a different power source, converting it into
and energy through their connection, enough to cause kinetic energy. Cut off from that source, there’s no power.
mental strain and psychosomatic reactions.
Other Kinetic Powers effects which constitute complications when they come
into play.
Focused on motion, kinetic powers are connected to many For example, if a kinetic controller draws upon ambient
Speed Powers, which can also involve channeling or ma- molecular motion to gain a kinetic “charge,” then when
nipulating kinetic energy in different ways. Similarly, a focus the character uses kinetic powers, the temperature drops.
on force connects kinetic powers to Strength Powers, Likewise, if the character absorbs and “sheds” kinetic
many of which may represent the power to channel and energy by transforming it into heat, the temperature rises.
control kinetic energy rather than sheer muscle power. This can cause changes in the environment and potential
In some cases, telekinetic manipulation of objects extends problems.
down to the micro-scale, perhaps even to the discrete ma- A character with Kinetic Immunity may be literally immov-
nipulation of molecules or atoms. The simple slowing and able by any outside force. No one can carry the character,
speeding of molecular motion may be connected to Cold nor can any vehicle, which can certainly cause problems.
Powers and Fire Powers, while the ability to rearrange
molecules and atoms can provide powers of transmuta-
tion and transformation far beyond what can be catego-
Weakness
rized as “kinetic” powers, even if they have a telekinetic
The prime weaknesses of kinetic powers are a focus solely
element to them.
on kinetic energy and the potential of too much kinetic
energy.
Kinetic Complications In the first case, characters immune to things like impacts
Kinetic powers can make a character into a powerhouse, but or physical force might suffer a greater sensitivity to
they can also complicate matters. The following are some effects able to bypass their defenses. A juggernaut with
complications associated with kinetic powers and their use. Kinetic Immunity could literally be “stopped cold” by a
paralyzing ice Affliction, for example, or have his Strength
sapped quickly by a chilling Weaken effect.
Accident There’s also the potential for kinetic powers to “overload”
Flinging powerful blasts of kinetic force, or playing with when channeling or exposed to too much energy at once.
the forces of friction, inertia, and momentum, can wreak A character might have Kinetic Immunity, but still suffer
havoc if a character isn’t careful. Kinetic powers can cause the occasional setback where a massive kinetic impact
various sorts of accidents in the heat of combat or simply temporarily stuns him, for example.
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