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(T2) Carrier Wave (03-06) The
hero can manipulate energy currents to support and propel his body, thus
attaining a form of Flight. The energy can be any type found in the hero's
environment, such as magnetism, sound, light, heat, and electricity. The hero
can use only one form; the player has to decide which one when he creates the
hero. The
Carrier Wave can support the hero and an additional load equal to its Power rank
in terms of Strength. For example, Magneto's Remarkable rank enables him to tow
up to a ton of material. The carrier wave is temporarily solid and visible. Flight
occurs at Power rank speed. The maximum speed is that of normal energy of the
type composing the wave. For example, a sonic carrier wave is limited to Shift-X
speed. It is limited to areas where that energy exists. As the limits of that
energy's domain are reached, it becomes weaker and finally fizzles out. The hero
continues to move in a ballistic arc before he finally crashes. Carrier
waves can be affected by the appropriate Energy Emission and Control Powers.
Emission can change the speed or direction of the hero's travel. The Intensity
of an opposing Energy Power decreases this Power's rank. A supporting Energy
Power adds its Intensity to the Power rank.
Example: Lodestone possesses Incredible Magnetic Manipulation. He tries to
stop Magneto from flying away. Lodestone's Incredible rank decreases Magneto's
Remarkable rank to -10. Magneto comes to an inaudibly screeching halt and begins
to fly in reverse at Good speed. The
Optional Power is Energy Detection and an Energy Control Power of the same type
as the Carrier Wave. |