BODY RESISTANCE: This is the form of Body Armor most heroes want. CN 's body is composed of apparently normal flesh. However, the tissue of capable of withstanding major damage without showing any effects. The resistance covers physical and energy attacks only.
The Intensity rank number of the at-.
tack is reduced by this Power's rank number. The remaining Intensity is the actual damage the hero suffers.
While the hero's skin shows the effects of the tremendous abuse it suffers, at least it heals quickly. The Power enables the epidermis to heal at a tenfold rate.
HYPER-STRENGTH This is the iconic super power of a meta being, representing not only CN 's raw physical force, but also it is the physical manifestation of his/her ability to assert himself over another. As such, CN is capable of bench pressing a maximum of , or to put it another way, s/he could bench the Weight Example.
Diminution (Self): CN can temporarily increase his physical size by means of atomic deduction of their molecular form. CN’s primary and secondary abilities remain unaffected. Even Strength is undiminished, although it is much harder for a shrunken CN to gain enough leverage to perform tasks that would otherwise be simple to perform at stheir original size. For example, consider the act of sharpening a pencil if you are only ladybug-size. As CN Shrinks, H/She becomes harder to hit, and harder to harm as they become more molecularly dense.
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Enlargement (Self): CN can temporarily increase his physical size by means of accumulative atomic gain. As h/she grows in size, so to does h/she physical presence and prowess allowing Him/Her to add h/she enlargement rank both to his body and His/Her strength. CN grows by means of 'Atomic Gain' or to put it another way, by somehow spontaneousily producing new mass and incorporate said mass into his/her atomic structure. Of course, as h/she grows so to do the odds of others hitting him/her making CN an easier target.
DIMINUTION: CN can reduce the size of a target. The target must be in line of sight and within one area of the hero. Any material can be Diminished by this Power With the sole exception of material that has already been Diminished by an equal or higher rank of this Power. In such a case, the would-be target is assumed to already be Diminished to a further point than the hero could reach anyway.
The level to which the hero can Diminish a target is determined by the Power rank. Levels appropriate to this Power are:.
Resultant Size Rank (% of Original Size).
* FE 50%.
* PR 25%.
* TY 12.5%.
* GD 6.25%.
* EX 3%.
* RE 1%.
* IN.5%.
* AM.25%.
* MN.1%.
* UN.01%.
* X.001%.
* Y.00001%.
* Z.0000001%.
* CL1000.00000000001%.
* CL3000.00000000000000001%.
* CL5000.000000000000000000000 000000000001%.
In practical terms, a Diminishment rank of Shift X, Y, or Z is sufficient to reduce a normal-sized human to the size of a cell. Either CL1000 or CL3000 will reduce him to atomic scale. CL5000 reduces a human to such a point where s/he can enter a Microverse such as Jarella's world of Kaa.
A note on Microverses: These are miniature dimensions that can be reached by a person undergoing extreme size reduction. The act of Shrinking causes the person to breach the Dimensional Barriers and reach a chosen Microverse. The worlds within a Microverse roughly correspond to but are not actually atoms or molecules. Once within a Microverse, the Dimension traveler finds him/herself in an environment that approximates conditions in the larger, outer world. Microverses may themselves contain even smaller Microverses. Even our own world may in fact be a Microverse to some inconceivably larger Macroverse.
The duration of Diminution on a target is determined by a Reason FEAT made at the time the Power is used on the target. A green Reason FEAT gives a duration of the Reason rank number times 100 turns. A yellow FEAT increase this to 10,000 turns times the Reason rank number. A red FEAT makes the diminution permanent; in such a case the only way the target can return to its original size is through use of Enlargement, Magic, or Power Negation.
There are three very different ways to create the effect of Diminution. Each has its own mechanism and peculiar properties as a result of that mechanism. The player can either choose for him/herself or let a random die roll determine which form.
Atomic Collapse– CN decreases the distance between the target's atoms and subatomic particles. The target does not lose weight as it shrinks. Rather, it becomes increasingly dense and could eventually collapse into neutronium (CL3000 Diminution) or even a black hole (CL5000 Diminution). Strength is unaffected by the change in size but leverage becomes increasingly difficult at smaller sizes.
Atomic Reduction– CN decreases the number of atoms in the target's body.
The lost matter is either disintegrated (if the Diminution is permanent) or temporarily removed from the target's plane of existence and stored on another plane until it is needed to return the target to its original size. Mass and strength both decrease as the target Shrinks; the lower ranks are proportional to the target's new size. The target becomes increasingly simple in structure and reach a stage where the remaining structure is too simple to sustain the lifeforce of a living target. This occurs at Shift X rank. If the Diminution is temporary, the target's lifeforce is stored on the same plane as the displaced matter that normally forms his/her body. At Shift Z Diminution, the target consists of only a single molecule which immediately vanishes when the next rank is reached.
Atomic Reduction–This is the most common form of Diminution and the only form that permits the target to enter a Microverse. CN can reduce the size of the atoms and subatomic particles themselves, thus reducing the overall size in a proportional manner.
Mass and physical strength are reduced a proportional amount. While this Power has more advantages than the other forms, it has a deadly disadvantage. As the target's atoms shrink, they are no longer able to interact with other, normal sized atoms. As a result, a living target is unable to breathe the air or consume food or water. Seen in this light, this form of Diminution is the equivalent of a Fatal attack. Fortunately, there is a 95% chance the Power envelopes the target in an energy field that shrinks anything within one foot (proportional to the target's current size) of the target to the same size as the target. This allows the target to breathe, drink, and eat. The existence of this field is randomly determined at the time the source of the Diminution is created. If the hero lacks such field, then any target must have its own supply of proportionally-sized consumables. Even non-living targets can be affected in that the Power effectively insulates them from electricity, since normal-sized electrons cannot flow into a Diminished conductor. Treat this as rank level Resistance to Electricity. If the field exists, electrons are automatically Shrunken to permit conductivity.
It is assumed that when the Power is used, the hero intends to Diminish the entire target. If the hero specifies, s/he can attempt to shrink only part of a target.
Since this is equivalent to tearing the target apart, a Power FEAT determined by the Material Strength of the target is required to do such an act.
Example: Sizemaster has possesses Remarkable Diminution. Seeing an uproar at his/her local bank, s/he wanders in to see what's up. S/He discovers The Shocker trying desperately to free people trapped in a safe and s/he decides to assist the rescue. S/He locates a section of the safe away from The Shocker and begins to manifest his/her Power. The safe is made of steel and reinforced concrete and has a Remarkable Material Strength.
Good, Sizemaster only needs to make a yellow FEAT to Diminish a hatch in the safe's wall. Within twelve seconds s/he has Diminished a six-foot-wide area into a one-inch-wide plug, which drops out of the wall and rolls around on the floor.
Sizemaster is helping the trapped people out of the safe when Shocker finally burns through the opposite wall. Later the two rivals seal the hole Sizemaster made by holding the plug in place as returned to its original size.
The Power can automatically effect a non-living, stationary, unprotected target.
Moving targets require the hero to make an Agility FEAT to hit the target with his/her Power. Living targets are allowed to resist the Power's effects in the same way they would resist any energy attack Targets can be protected from Diminution by such Powers as Force Field vs.
Energy, Resistance to Energy, True Invulnerability, certain Magics and Power Controls, and the simultaneous use of an opposing Enlargement Power. Atomic Dispersal opposes Atomic Collapse, Atomic Gain opposes Atomic Reduction, and Atomic Growth opposes Atomic Shrinkage. If the opponent lacks the matching form of Enlargement s/he can still try to negate the effects of Diminution with whatever form s/he possesses; the results can get a little weird, though.
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Enlargement: CN can increase the size of any target. The target can be of any nature and must be within both line-of-sight and one area of the hero's location. Any material can be enlarged with one exception; the Power cannot affect any target that has already been Enlarged by another Power of equal or greater rank. In such a case, the would-be target is assumed to already be Enlarged past any point the hero could have Enlarged it to anyway.
The amount the hero can Enlarge a target is determined by the Power rank.
The levels to which the hero can Enlarge a target are shown below:
Resultant size Rank (x original size)
* FE 1.5X
* PR 2X
* TY 3X
* GD 4X
* EX 6X
* RM 8X
* IN 10X
* AM 12X
* MN 15X
* UN 20X
* Shift-X 50X
* Shift-Y 100X
* Shift-Z 200X
* CL1000 500X
* CL3000 1,000X
* CL5000 10,000X
The duration of the Enlargement is determined by a Reason FEAT made at the time the Power is used. A green FEAT gives the Enlargement a duration of 100 turns times the hero's Reason rank number. A yellow FEAT increases that to 10,000 turns times the Reason number. A red FEAT makes the Enlargement permanent.
There are three different mechanisms by which Enlargement can occur. Each form has a different set of innate properties. When creating the character, the player must decide which form the hero has. The player can either select one or let the dice randomly determine it for him.
Die Roll Form 01-30 Atomic Dispersal 31-60 Atomic Growth 61-00 Atomic Gain Atomic Dispersal–The Power causes the spaces between the atoms and subatomic particles to increase, thus increasing overall size. Mass remains the same despite any increase in size, causing the target's density to drop.
Material Strength decreases -1CS with each doubling in size. Eventually, at Shift X Enlargement a solid target reaches a stage where it is less dense than air and can drift off. At Class 1000 rank and beyond, the target becomes effectively intangible to contact with normal matter.
Atomic Gain–The Power causes the target to gain additional atoms. These are automatically incorporated into the target to duplicate and augment existing molecular structures. As the targets gains new atoms, the size and mass of the target increase proportionally.
Where do the new atoms come from? There are three possibilities. One theory holds that Molecular Creation creates them from the hero's force of will. A second theory suggests Molecular and Elemental Conversion are responsible; the new atoms are simply Converted air molecules. The third explanation is that the hero somehow taps into another dimension, one that contains nothing but the raw material for this Power and the Matter Creation Powers and also provides a storage place for the matter displaced by Shrinking, Diminution, and Disintegration. This last idea could lead to a Plot Complication wherein the hero accidentally draws something More than raw material from that unknown dimension.
I'll leave it to you to decide which explanation you accept as the truth.
As the target expands, it gains real strength sufficient to move its new mass.
Real strength increases +1CS for each +2CS of Enlargement the target is exposed to.
Example: The Power is used on a normal adult six feet in height, 200 pounds in weight, and possessing Typical Strength:
* Enlargement Strength/ Rank Weight Max. Lift
* FE 300 lb. TY/200 lb.
* PR 400 lb. GD/400 lb.
* TY 600 lb GD/600 lb.
* GD 800 lb. EX/800 lb.
* EX 1200 lb. EX/1200
* RE 1600 lb. RE/2000 IN 2000 RE/4000
* AM 2400 IN/3 tons
* MN 3000 IN/10 "
* UN 2 tons AM/25 "
* Shift-X 5 " AM/50 "
* Shift-Y 10 " MN/65 "
* Shift-Z 20 " MN/80 "
* CL1000 50 " UN/80 "
* CL3000 100 " UN/100 "
* CL5000 1000 " X/l000 "
The target's other Primary and Secondary Abilities remain unaffected. The disadvantages of great size negate the advantages. However, Health seems to increase because physical attacks do less relative damage. For example, a single bullet could kill a normal sized person but would be little more than a high-velocity grain of sand to a giant. The damage done by Physical Attacks decreases -1CS for each +2CS of Enlargement. Note:
the damage that didn't affect the giant might be fatal when s/he reverts to normal size. Wounds shrink but bullets do not.
Atomic Growth–The target's atoms and subatomic particles actually increase in size, thus increasing the target's overall size. Mass increases proportionally. The target's Strength increases only enough to match his/her greater weight; Lifting Strength does not increase. There is a dangerous drawback to this form of Enlargement. As the target's atoms grow, they become unable to interact with normal atoms. The result is that the target is unable to breathe, drink, or eat. Fortunately there is a 95% chance that the Power envelops the target in an energy field that enlarges any atoms within its effect to the same scale as the target. The existence of this field must be determined at the time the hero is created. If the field is not present, the target must have a proportionallysized supply of consumables or this Power is considered a Fatal attack. The lack of the field has one advantage in that Electricity cannot flow between normalsized and Enlarged conductors. The Power thus provides rank level Resistance to Electricity.
It is always assumed that the hero intends to Enlarge the entire target's body. If the hero intends to Enlarge a specific area of a target, s/he must make a special effort to do so. Since this has the effect of tearing the target apart, the hero must make a Power FEAT based on the Material Strength of the target. For example, a brick wall has Good Material Strength. A hero with Typical Enlargement would need to make a red FEAT to enlarge a specific section of the wall, while a hero with an Incredible rank would only have to make a green FEAT.
The effects-on the entire target if only a section of it is Enlarged vary by case and by degree of Enlargement. The most common result of a section of Enlarged matter surrounded by normal matter is that one of the two sections shattered, depending on which is the weaker section. Atomic Dispersal weakens Material Strength, Atomic Growth doesn't alter it, and Atomic Gain increases it.
Judges should use this guide and their imagination to decide the results of specific Enlargement.
The Power automatically affects stationary, non-living, unprotected targets. Moving targets require the hero to make an Agility FEAT to hit. Living targets are allowed to Resist this Power just as they could any Energy Attack.
Targets can be protected from Enlargement by the use of such Powers as Force Field vs. Energy, Resistance to Energy, True Invulnerability, Certain Magics and Power Controls, and any of the Shrinking or Diminution Powers used simultaneously to the Enlarging attack.
The opposing forms of these are Collapse vs. Dispersal, Reduction vs.
Gain, and Shrinkage vs. Growth. Only the matching form can completely protect a target from unwanted Enlargement; while the other two will apparently work, the final result can be a little weird if extreme ranks of Power are employed.
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