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(EE10) Plasma Generation (73-75) Plasma
refers to here to a field of highly-charged particles. Common examples include
the aurora borealis, the glow in a fluorescent tube, the Van Allen Belt, and the
heart of a nuclear blast. Plasmas may be of any nature: fiery, magnetic,
electrical, radioactive, or be of a previously unknown form of energy. This last
group includes many super-powers, living energy fields, and beings who can
transform themselves into pure energy. The
hero can project Plasma fields at Power rank range. Due to the unique nature of
this Power, it does damage on two levels. The primary level is brute force; the
field does Power rank damage There are also side-effects based on the nature of
each Plasma bolt. Plasma fields have two of the following side effects:
The
hero initially possesses a single type of Plasma with two set side-effects that
occur each time he uses his Power. Later he can develop other Plasmas with
different side-effects as Power Stunts. |