| ||||||
MCo5 - Ionization (71-80) The
hero has the ability to change the state of energy in a target. This can have a
variety of effects on the target. A target can be electrified by this Power; the
target's atoms begin to change into electrically-charged particles. The initial
effect this has is to charge the target with static electricity. Next the target
actually emits Electricity at -1CS Intensity. At this point the target will
itself suffer an equal amount of damage, provided it is electrically grounded in
some way. Finally, the charged atoms begin to fly off in an ionized cloud.
Nonliving targets can be destroyed in this manner as the molecular bonds break
down. Used this way, the Power does damage equal to -2CS Disintegration. Okay,
what about beneficial uses for this Power? Well, electricity isn't the only
energy the hero can charge a target with when he uses this Power. The hero can
excite the atoms sufficiently to create warmth; this is treated as a -2CS form
of Heat. More interestingly, the hero can charge atoms in such a way that he can
make them temporarily ethereal. A target thus affected can Phase through solid
matter as easily as someone already in possession of that Power. This comes in
handy when the hero is trying to protect a target from any of the Matter
Conversion Powers. He can use this Power to Phase something threatened by the
other Power or made threatening because of it. The
range at which Ionization can occur and its duration are determined by the Power
rank. Range is shown on Column A on the Range Table. Duration is a maximum
number of rounds equal to the Power rank number. For example, a Feeble rank can
charge a target within reach for two turns. The amount of material affected is
generally limited to a man-sized continuous mass. If the target is a specific
area of a much larger mass, the Ionization will directly affect only the
man-sized area, although the rest of the mass can experience secondary effects
based on whatever the hero is trying to do. For
example, The Shocker has to Ionize a safe in which some people are trapped. He
plans to try to Disintegrate a section of the safe large enough to permit fresh
air to enter. There is a danger of electrocution to those trapped within, so
Shocker tells them to stand on something that can insulate them from the metal
walls and floor. They hurriedly cover themselves with stacks of $100 bills.
Outside, Shocker summons his Power. The safe is a 15-foot cube with walls two
feet thick. Selecting a section of the safe's wall with no essential mechanisms
inside, he begins. He has a Incredible rank. In the first turn, static
electricity crackles in the air; inside the safe, loose bills stand on end. In
the second turn, electricity of Remarkable Intensity begins to be generated by
the affected area. The safe's lock shorts out as the electricity flows
throughout the metal sections of the safe; inside the safe the air begins to
smell of ozone. In the third turn, Disintegration of Excellent Intensity begins
to occur. Shocker is bathed in a cloud that resembles a fluorescent lamp without
the tube. The safe walls are constructed of reinforced concrete and steel,
giving it Remarkable material strength. For Shocker to execute any meaningful
Disintegration, he needs to make a red FEAT based on the diminished
Disintegration rank, rather than his normal Ionization rank. Shocker's player
needs to roll a 95 or higher to burn through the safe. It takes him 11 turns or
over a minute to finally accomplish the deed. Hours later it occurred to The
Shocker that he could simply have used his Power to make part of the safe
temporarily out-of-Phase with the rest of the world. Had he done that, those
trapped inside could simply have walked through the temporarily ethereal wall. |