TEXT: STEVEN S. LONG
  
  Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system.
  Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Champions © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Fantasy Hero © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Dark Champions © 2004 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Pulp Hero © 2005 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  The Ultimate Energy Projector © 2007 by DOJ, Inc. d/b/a Hero Games. All rights reserved.
  Star Hero, Justice Inc., Danger International, Western Hero © 2002 by DOJ, Inc. 
  d/b/a Hero Games. All rights reserved.
  No part of this book may be reproduced or transmitted in any form or by any means, 
  electronic or mechanical, including photocopying, recording, or computerization, or by 
  any information storage and retrieval system, without permission in writing from the 
  Publisher:  DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
  Printed in the Canada. First printing June 2007
  Produced and distributed by DOJ, Inc. d/b/a Hero Games.
  Stock Number:  DOJHERO117 • ISBN Number:  978-1-58366-103-1
  http://www.herogames.com
  Author:  Steven S. Long
  Additional Contributions:  Dave Mattingly,  
  Michael Surbrook, James Cambias
  Editing and Developing: Darren Watts
  Layout & Graphic Design: Andy Mathews
  Interior Illustration:  Nate Barnes, Storn Cook,  
  Jonathan Davenport, The Forge, Louis Frank, Nick  
  Ingeneri, Eric Lofgren, Bryce Nakawaga, Ben Overmyer, 
  Eric Radamaker, Scott Ruggles, Greg Smith, Chris  
  Stevens, William Winters
  SPECIAL THANKS
  First, Steve would like to thank his “Scientiﬁc Advisory 
  Board” who reviewed Chapter Two and provided useful 
  comments:  Rob Bartnik, Scott “Dr. Anomaly” Gray, 
  Dan Kassiday, L-kun, Dave Mattingly, Ron Miller, and 
  Andrew Utech
  Second, thanks also go to all the other fans who posted 
  a comment describing what they’d like in the book, or 
  oﬀering suggestions and ideas for things we should 
  include — the discussion on the UEP boards was unusu-
  ally extensive and fruitful. You’re all Heroes!
  An Ultimate Book For Hero System
  
  TABLE OF CONTENTS
  INTRODUCTION ............................................. 4
  CHAPTER ONE:  ENERGY  
  PROJECTOR CHARACTERS
  ENERGY PROJECTOR BASICS ........................ 6
  ENERGY PROJECTOR BACKGROUNDS ........... 6
  ENERGY PROJECTOR PERSONALITIES ........... 7
  ENERGY PROJECTOR ARCHETYPES ............... 8
  SKILLS ........................................................ 10
  TALENTS ..................................................... 11
  POWERS ...................................................... 12
  POWER ADVANTAGES .................................. 29
  POWER LIMITATIONS ................................... 34
  POWER FRAMEWORKS ............................... 36
  DISADVANTAGES ......................................... 37
  CHAPTER TWO:   
  THE ENERGY SPECTRUM
  ACID ............................................................ 45
  AIR/WIND .................................................... 51
  BIOLOGICAL ................................................. 56
  CHAOS/ENTROPY ........................................ 59
  CHEMICAL ................................................... 63
  COSMIC ENERGY ......................................... 67
  DARKNESS .................................................. 69
  DIMENSIONAL MANIPULATION .................... 73
  EARTH/STONE ............................................. 78
  ELECTRICITY ............................................... 83
  ELECTROMAGNETIC ENERGY ...................... 90
  ENERGY MANIPULATION ............................. 95
  FIRE/HEAT ................................................... 97
  FORCE MANIPULATION .............................. 106
  GRAVITY .................................................... 108
  HOLY/UNHOLY ........................................... 112
  ICE/COLD ................................................... 114
  KINETIC ENERGY ....................................... 120
  LIFE FORCE ENERGY ................................. 123
  LIGHT ........................................................ 126
  MAGIC ....................................................... 132
  MAGNETISM .............................................. 133
  MATTER MANIPULATION ........................... 137
  MENTAL/PSIONIC ...................................... 141
  PHYSICAL .................................................. 142
  PULSON ENERGY ....................................... 145
  RADIATION ................................................ 147
  SONIC ........................................................ 154
  TELEKINETIC ............................................. 160
  TIME .......................................................... 163
  VIBRATION ................................................. 165
  WATER ...................................................... 168
  CHAPTER THREE:  ENERGY  
  PROJECTORS GENRE BY GENRE
  CHAMPIONS .............................................. 174
  AURA ...................................................... 174
  EMP ........................................................ 176
  HOWLER .................................................. 178
  PULSON .................................................. 180
  HEROIC GENRES ....................................... 182
  DARK CHAMPIONS ................................... 182
   Voltaic ................................................ 182
  FANTASY HERO ........................................ 184
  Arkosh Stoneﬂame ................................ 184
  Galavandrian Twelveﬁres ........................ 186
  PULP HERO ............................................. 188
  Mordecai Brand, the Element Master ...... 188
  STAR HERO ................................................ 90
  Boss Saturn ............................................ 90
  CHAPTER FOUR:  ADVENTURING 
  WITH ENERGY PROJECTORS
  ENERGY PROJECTORS IN COMBAT ............ 194
  PERCEIVING ENERGY PROJECTORS .......... 194
  COMBAT MODIFIERS ................................ 194
  COMBAT MANEUVERS ............................... 196
  OTHER COMBAT EFFECTS ......................... 197
  INDEX ........................................................ 199
  
  4 
  Hero System 5th Edition Revised
  One of the most archetypical comic book 
  characters is the energy projector, sometimes called 
  a “blaster” — a character whose powers involve 
  projecting and controlling some form of energy, be 
  that ﬁre, electricity, sonics, or some vaguely-deﬁned 
  form of generic energy. Flying through the sky, his 
  body glowing with power, beams of energy lancing 
  out from his hands or eyes to strike his foes and 
  save the innocent, he embodies the collective con-
  cept of the “superhero” more than just about any 
  other character type.
  But while energy projectors are most common, 
  and most commonly associated, with the comics, 
  they exist in some form in many other genres as 
  well. In Fantasy you’ve got the stereotypical wizard, 
  whose powers often involve projecting blasts of ﬁre, 
  bolts of lightning, or pure arcane force for various 
  eﬀects. Some Fantasy settings even feature speciﬁc 
  types of “Elemental Magic” that involve controlling 
  and manipulating the four classical elements of Air, 
  Earth, Fire, and Water. In other genres, such as Pulp 
  and Science Fiction, energy projectors are more 
  likely to rely on gadgetry than personal power 
  — blaster pistols, ﬂamethrowers, and other devices 
  let a character project energy for various purposes. 
  But the possibility also exists of energy creatures 
  and similar beings whose powers resemble those of 
  the superheroic blaster or Fantasy wizard.
  The Ultimate Energy Projector is your guide 
  to creating and playing energy projector charac-
  ters (sometimes referred to as “EPs”) in the HERO 
  System. It deals with all facets of energy projection 
  powers in HERO System terms, from the “mechani-
  cal” aspects of creating them to using them in your 
  campaign properly.
  Chapter One, Energy Projector Characters, dis-
  cusses the broad topic of creating characters with 
  energy projection powers. After reviewing energy 
  projector archetypes and related topics, it reviews 
  various HERO System elements — Skills, Powers, 
  Disadvantages, and so on — and how they apply to 
  energy-manipulating characters.
  Chapter Two, The Energy Spectrum, is the 
  longest and most detailed in the book. It reviews 
  over two dozen types of energy (and related “spe-
  cial eﬀects,” in HERO System terms), discussing 
  how they work “realistically” and how to simulate 
  or represent them using the HERO System rules. 
  It includes optional rules on how they interact, so 
  that you know what happens if your ﬁre-projecting 
  character uses one of his attacks on a defense made 
  of ice.
  Chapter Three, Energy Projectors Genre By 
  Genre, brieﬂy reviews how energy projectors and 
  their powers tend to function in various major 
  genres, such as superheroes, Fantasy, and Science 
  Fiction. It includes one or more sample charac-
  ter for several major genres; you can use these as 
  sample PCs, NPCs to pit against your heroes, or just 
  colorful encounters for the heroes.
  Chapter Four, Combat And Adventuring With 
  Energy Projectors, provides advice and guidance 
  for the GM who has one or more energy projectors 
  in his campaign, and for the player who’s running 
  such a character. It’s got plenty of information 
  about Combat Maneuvers and other aspects of the 
  combat rules that might aﬀect, or be exploited by, 
  energy projectors.
  SCIENCE!
  Parts of this book, primarily Chapter Two, 
  present some (often simpliﬁed) real-world infor-
  mation about how various energy types work. Typi-
  cally this is done with an eye toward (a) providing 
  ideas for powers you could create with that energy 
  type, and (b) to oﬀer the GM guidance for how 
  to rule on interactions and other eﬀects. In some 
  cases real-world benchmarks are provided (like the 
  number of deciBels of noise created by street traf-
  ﬁc, or the number of volts in a bolt of lightning) to 
  help the GM. However, in general this book does 
  not provide speciﬁc links to quanitiﬁable real-
  world amounts of energy (joules, volts, degrees, or 
  the like) and HERO System rules for attacks and 
  damage. There’s no rule in here that says X joules 
  of energy equals 1 Damage Class of damage, or 
  what have you. That sort of information is often 
  diﬃcult to derive (at best), provides little (if any) 
  extra utility and enjoyment for the game, and leads 
  to inconsistencies and arguments that are best 
  avoided. After all, the HERO System is intended to 
  simulate dramatic reality, not “real reality,” and even 
  if Chapter Two of this book does verge a little more 
  toward the “realistic,” the overall goal of the game is 
  not “realism.”
  EXAMPLE POWERS
  Each section of Chapter Two includes some 
  sample powers, but not nearly as many overall 
  as are found in other Ultimate series books. The 
  number of types of energy and “special effects” 
  covered by this book is so large that including 
  a full set of example powers for each one would 
  mean reprinting most of The UNTIL Super-
  powers Database and The UNTIL Superpowers 
  Database II, which would make this book far 
  too large. Instead, you should just think of the 
  “USPDs” as the perfect companions for this book 
  which will help you create fun energy projector 
  characters quickly and easily.
  INTRODUCTION
  
  chapter one:
  ENERGY 
  PROJECTOR 
  CHARACTERS
  chapter one:
  
  6 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  For the purposes of this book, an “energy pro-
  jector” (or “EP”) is a character
  ■ whose abilities and powers primarily focus on 
  the projection, manipulation, or control of energy 
  (whether it’s a common form of energy, such as Fire 
  or Electricity, or something more exotic like the 
  “Cosmic Energy” that exists in many Champions 
  settings); or 
  ■ for whom abilities involving energy are a signiﬁ-
  cant part of his design.
  The classic example of an energy projector is 
  a comic book superhuman like the Marvel Comics 
  characters the Human Torch, Cyclops, the Living 
  Laser, Magneto, Electro, Banshee, the Mandarin, 
  and Quasar, or DC Comics characters such as 
  Green Lantern, Starﬁre, Cosmic Boy, Lightning 
  Lad, Doctor Light, and Firestorm. But although 
  energy projectors are most common in the Super-
  heroes genre, they exist in various forms in many 
  other genres. The ﬁrebolt-ﬂinging wizards of many 
  Fantasy settings, the blaster pistol-wielding, ﬁnned 
  helmet-wearing space explorers of the Pulps, and 
  the energy beings of Science Fiction tales all ﬁt into 
  this archetype to one degree or another.
  ENERGY PROJECTOR 
  BACKGROUNDS
  The ﬁrst way to add depth and breadth to your 
  energy projector character is to determine his back-
  ground (in Champions campaigns, his “origin”). In 
  short, you have to answer the question, “Where did 
  my character get his energy projection powers and 
  abilities?”. An energy projector’s background usually 
  relates to the special eﬀects or nature of his powers, 
  and may relate to his personality or archetype. Here 
  are some classic backgrounds for energy projectors:
  ALTERATION
  Some sort of process has permanently altered 
  the character’s physiology. This might have been 
  intentional (which means someone knows the 
  secret of inducing energy powers and can create 
  energy projectors at will), but more likely it was 
  accidental. In a Superheroes setting, getting struck 
  by lightning or exposed to bizarre forms of radia-
  tion often cause a character to develop energy 
  projection powers. The eﬀects of the alteration are 
  permanent (or at least as permanent as anything 
  can be in an adventure campaign).
  MAGIC
  The character has somehow discovered or 
  gained access to a magical power source that 
  gives him energy projection powers. In a Fan-
  tasy campaign, this usually means that a wizard 
  has studied magic so that he can cast spells that 
  manipulate or project energy, or a character has 
  acquired and enchanted item (such as a wand) 
  that involves energy projection somehow. In a 
  Superheroes campaign, a divine or cosmic entity 
  might grant a character energy powers for some 
  reason; for example, a god of fire might give a 
  character power over fire. Since it’s magic, no 
  more explanation may be required, though in 
  some games determining the precise origin or 
  nature of the magic could be important. And 
  don’t forget Clarke’s Law — any sufficiently-
  advanced technology can seem like magic....
  MUTATION
  The character is a step above mere humans 
  in the evolutionary chain. Mutants are born with 
  their powers, though their abilities may only start 
  to manifest under stressful circumstances (such as 
  puberty or being involved in a disaster). Mutation 
  is an origin found almost entirely in comic books, 
  and thus it’s a common feature of many Champions 
  campaigns. Since mutation involves changing the 
  body in some way, including augmenting its exist-
  ing capabilities, it’s perfectly logical for a mutation 
  to grant many types of energy projection powers. 
  Some of the best-known mutants in the comics, 
  such as Marvel Comics’s Cyclops and Iceman, are 
  energy projectors.
  The most important question for a Mutant 
  origin is:  when do the character’s energy projec-
  tion powers manifest? Typically they emerge in 
  adolescence or later, in which case the character 
  may have an easier time adjusting to his powers 
  (but the adjustment period may not have ended 
  by the time the campaign begins). On the other 
  hand, a child who develops energy projection 
  powers at an early age may suffer all kinds of 
  problems — he sets the house on fire, attracts 
  unwanted attention, causes accidents, and so 
  on — but by the time the campaign begins he’s 
  probably had years to get used to his abilities.
  Another important issue is whether the char-
  acter has any other mutant abilities. In many cases 
  mutant powers come with unusual side eﬀects or 
  restrictions, particularly early in the character’s 
  career. For example, a mutant’s energy projection 
  ENERGY  
  PROJECTOR 
  BASICS
  
  The Ultimate Energy Projectors ■ Chapter One 
  7
  powers may only work when he’s exposed to sun-
  light. Energy projection powers may be one aspect 
  of a broad suite of related powers.
  In the Champions Universe and many other 
  settings, a Mutant character has to take a Distinc-
  tive Feature, Mutant, to reﬂect the fact that others 
  can perceive his mutant nature with special scan-
  ners and the like. This is worth 10 points (Not 
  Concealable; Always Noticed; Detectable Only By 
  Unusual Senses). In many campaigns, people view 
  mutant characters (regardless of their powers or 
  actions) with suspicion or hatred, which may entitle 
  the character to take a Social Limitation.
  TECHNOLOGY AND OTHER  
  ENHANCEMENTS
  The character’s physiology isn’t any diﬀerent 
  than normal (or not radically diﬀerent), but he pos-
  sesses technology (or some other external force) 
  that gives him energy projection powers. This back-
  ground diﬀers from Alteration in that the eﬀects (a) 
  depend upon an external force or object that can 
  usually be taken away from the character (and pos-
  sibly used by other people), and (b) may be tempo-
  rary or heavily restricted.
  In the comics, the classic example of this 
  background tends to be “a device of power from 
  a benevolent alien civilization,” such as Green 
  Lantern’s power ring or Quasar’s wristbands, but it’s 
  also possible for a character to build his own gad-
  gets. In Heroic genres like Pulp Hero, Dark Cham-
  pions, and Star Hero, most energy projectors have 
  this background. Those genres feature few (if any) 
  innate superhuman abilities, so characters have to 
  rely on weapons like ﬂamethrowers and blaster pis-
  tols to accomplish what Fantasy wizards and Cham-
  pions superheroes can do with innate power.
  RACIAL
  The character is non-Human, and his species 
  possesses energy projection powers. Not everyone 
  from this species might be the same — for example, 
  each member might have a slightly diﬀerent suite 
  of powers, or his level of power (or skill at using 
  his powers) might diﬀer — but unlike Humans that 
  species naturally has energy projection powers in 
  some percentage of the population. This is most 
  common among energy beings in Science Fiction 
  settings, like the Az’arc’a from Terran Empire.
  ENERGY PROJECTOR  
  PERSONALITIES
  While energy projectors are often a diverse lot, 
  certain personality types tend to crop up frequently 
  as the result of having or using energy projection 
  powers. They include:
  DETACHED
  This energy projector’s powers somehow 
  cut him off from humanity, making it difficult 
  for him to relate to other people. Typically this 
  takes one of three forms. First, the character is 
  a being of pure energy, which makes it difficult 
  for him to have ordinary relationships with 
  ordinary flesh-and-blood humans (particularly 
  romantic relationships). Second, the character’s 
  energy powers are Always On, or otherwise 
  frequently active, in a way that keeps him from 
  having normal contact with other people. This is 
  a common motif with Fire-based characters, who 
  cannot touch other people because of the flames 
  and heat their bodies create. Third, an energy 
  projector may be so powerful that he loses per-
  spective and can no longer relate to ordinary 
  humans’ troubles, triumphs, and viewpoints.
  In any case, the energy projector’s condition 
  makes him detached from others. In the third case 
  described above this may not cause any distress, 
  but usually the inability to interact normally with 
  other people wears at the hero, possibly making 
  him short-tempered or causing other psychological 
  problems. He has to live vicariously through others, 
  through movies and music, or whatever other way 
  he ﬁnds to cope.
  THE ELEMENTAL ENERGY PERSONALITY
  Characters with some types of energy projec-
  tion powers, particularly those based on the clas-
  sical four elements (Air, Earth, Fire, Water), often 
  have personality traits that relate to the type of 
  energy they use or embody. The typical example 
  is the “hot”-headed or thrillseeking Fire-based 
  character, whose powers make him temperamental 
  or prone to anger. Other possibilities include Ice/
  Cold-manipulating characters (who may be “cool,” 
  in either sense of the word), stolid, consistent, and 
  loyal Earth-based characters, ﬂuid and ﬂexible 
  Water characters, and cruel-hearted or enigmatic 
  Darkness characters.
  THE GUARDIAN
  Energy projectors whose powers come from 
  a beneficent alien civilization, a mystic embodi-
  ment of some form or energy, or a similar source 
  may have obligations to his benefactor. Typically 
  this takes the form of guarding or preserving 
  something — a specified sector of Space, all 
  life on a particular planet (or throughout the 
  Galaxy), a special organization and its ideals, or 
  the like. Such characters often develop a strong 
  devotion or attachment to their duty, making it 
  the foremost thing in their lives... perhaps even 
  to the point of unhealthy obsession.
  
  8 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  THE LORD OF POWER
  Especially powerful energy projectors, 
  particularly ones who fall into the Cosmic Hero 
  archetype describe below, sometimes have a 
  tendency to be overconfident, lordly, and con-
  descending (whether consciously or subcon-
  sciously). They possess such awesome powers 
  that they have difficulty thinking of anyone 
  who’s not on the same level as any sort of threat... 
  or possibly even worthy of any significant 
  consideration at all. This attitude can become 
  outright arrogance when possessed by energy 
  projector villains.
  ENERGY PROJECTOR 
  ARCHETYPES
  As with any other character type, energy 
  projectors often ﬁt into one (or more) of several 
  “archetypes.” Players should use these archetypes as 
  inspiration when thinking of what type of energy 
  projector they want to play, and how they want to 
  portray the character. 
  Energy projector archetypes generally derive 
  either from the particular types of powers a energy 
  projector possesses, or how he tends to use them. 
  Players can pick and choose among these arche-
  types as they prefer; some characters are “pure” 
  examples of a particular archetype, while others 
  display aspects of several archetypes.
  THE ABSORBER
  This type of character doesn’t necessarily 
  possess energy projection powers that he can use 
  all the time. Instead his powers involve absorbing 
  energy from other sources — the attacks of enemy 
  energy projectors, electrical current from live wires, 
  the heat of burning candles and torches, or what 
  have you. Depending on how his powers work, 
  the character may have the power to project (or 
  redirect) energy after he absorbs it, or the absorbed 
  energy may aﬀect him personally, making him 
  stronger, faster, tougher, or the like. In game terms, 
  an Absorber typically has Powers like Absorption 
  (surprise, surprise), Adjustment Powers and/or 
  Defense Powers Linked to Absorption, Missile 
  Deﬂection, and possibly energy Telekinesis.
  Similar to the Absorber is the Energy Vam-
  pire, a character who somehow “feeds” off the 
  energy of others — be it the “life force energy” 
  that all living beings possess, or other energy 
  projectors’ powers. Energy Vampires are usually 
  villains, since using their powers requires them 
  to weaken or kill other people.
  THE BEING OF PURE ENERGY
  This character’s powers derive from the fact 
  that he’s made of energy. He may look like an 
  ordinary ﬂesh-and-blood being (though he might 
  glow, have eyes made of energy, “drip” energy 
  from his ﬁngertips or eyes, or the like), or the true 
  nature of his body may be obvious to everyone. 
  Since he doesn’t have a true physical form, he may 
  have trouble interacting with other characters (see 
  Detached, above), and in some cases he damages 
  things around himself just by touching them (i.e., 
  he has a Damage Shield that’s Always On). On the 
  other hand, it’s often diﬃcult to hurt him (espe-
  cially with physical attacks), and his energy state 
  may grant him other innate powers like the ability 
  to ﬂy or become intangible.
  THE COSMIC HERO
  Particularly common in Galactic Champions 
  games (see the book of the same name for more 
  information), the Cosmic Hero is an energy projector 
  whose powers are associated with outer space, aliens, 
  or similar cosmic forces. Typically he possesses great 
  
  The Ultimate Energy Projectors ■ Chapter One 
  9
  power of the “cosmic” variety (see page 67 for more 
  information), though it may manifest in ways resem-
  bling other archetypes (Cosmic characters are often 
  Bricks as much as they are Energy Projectors, for 
  example). He usually spends a lot of time in space, or 
  at least has the capability to exist there (i.e., total Life 
  Support, lots of Movement Powers).
  THE ELEMENTAL
  This energy projector’s powers focus on or 
  manifest as a particular form of energy. As the 
  name indicates, the forms of energy most frequently 
  involved are the classical four elements — Air, Earth, 
  Fire, and Water — with Fire being particularly 
  common (especially in Heroic genres). Other pos-
  sibilities include Ice/Cold, Darkness/Shadow, and 
  Light. Compared to other types of energy projectors, 
  the Elemental’s powers are more likely to have a 
  mystic origin, and to be linked together in ways that 
  both help and hinder the character (i.e., to be bought 
  through an Elemental Control).
  THE MANIPULATOR
  Rather than creating or projecting energy 
  himself, the Manipulator can control, alter, and oth-
  erwise manipulate energy in his environment. This 
  may severely restrict him at times, since the type of 
  energy he can control won’t always exist nearby (or 
  occur in useful amounts), but at other times he may 
  become nearly unstoppable.
  The most common type of Manipulator in 
  most campaigns is the pyrokinetic, who controls 
  ﬂame (the Marvel Comics supervillain Pyro is 
  a good example of this type of Manipulator). 
  Not only is ﬁre fairly common, but it’s possible 
  for a character to create some himself via ﬂint 
  and tinder, a cigarette lighter, or a ﬂamethrower. 
  In modern-day campaigns, electrokinetics (who 
  manipulate electricity) are also popular and power-
  ful; some have powers that verge into cyberkinesis 
  (control and manipulation of machines) in addi-
  tion to aﬀecting pure electricity. Other possibilities 
  include biokinetics (who control the biological 
  functions of themselves and/or other people) and 
  cryokinetics (who manipulate cold, ice, and frost; 
  they can lower temperatures, generate ice storms 
  and ice structures, and so forth).
  THE ONE-TRICK PONY
  Most energy projectors have a whole range of 
  powers involving energy — not just oﬀensive bolts 
  and blasts, but protective force-ﬁelds, ﬂight, and the 
  like. Not this archetype. He’s only got one power 
  — typically an attack of some sort — but he uses 
  it to the fullest extent possible. In a low-powered 
  campaign he may just buy a single power outright 
  and add a generous helping of Combat Skill Levels 
  (and/or an appropriate Power Skill) so he can more 
  easily perform “tricks” with it. In higher-powered 
  campaigns he typically buys the power through a 
  Power Framework (usually a Multipower) to repre-
  sent the ways he’s learned to use his one power. For 
  example, if his power is an Energy Blast (the most 
  common choice for a One-Trick Pony), his Multip-
  ower might have slots for a standard attack (Energy 
  Blast 12d6), an especially powerful but tiring attack 
  (Energy Blast 16d6, x2 END cost), a tightly-focused 
  beam (Energy Blast 10d6, Armor Piercing), a wide 
  beam (Energy Blast 8d8, Area Of Eﬀect (Cone), No 
  Range), and so on. But since he’s a One-Trick Pony, 
  he doesn’t also have an energy-based Force Field, 
  Flight, or the like — all he can do is project that one 
  energy bolt in various conﬁgurations.
  THE POWERED ARMOR  
  ENERGY PROJECTOR
  This character doesn’t possess innate energy 
  projection powers — his powers derive from a suit 
  of powered armor he’s built (or otherwise obtained). 
  This provides him with an excellent mix of oﬀense 
  and defense, since he can build all sorts of blaster 
  weapons into his armored suit. In most cases the 
  Powered Armor Energy Projector either (a) has a 
  large Multipower whose slots represent the various 
  energy projection weapons he has, (b) has an easily-
  reconﬁgured Variable Power Pool that does the same 
  thing, or (c) has Energy Blasts and other powers with 
  the Variable Advantage and/or Variable Special Eﬀects 
  Advantages. Any of these options let him switch from, 
  say, a Pulson Blaster built into his gauntlets, to a Laser 
  Cannon mounted in his chestpiece, to his Freon Ray 
  Projector, to a Force Beam Blaster on his helmet.
  THE TELEKINETIC
  Also known as the Psychokinetic, this character 
  has powers based around Telekinesis and related 
  eﬀects:  he can use his powers (which are often 
  mental/psionic in nature; see The Ultimate Mental-
  ist for more) to manipulate physical objects. (If he 
  controls energy instead, he falls into the Manipulator 
  archetype described above.) Telekinetics display a 
  broad range of powers in addition to simple Teleki-
  nesis:  they can, for example, create telekinetic force 
  blasts and force screens (Energy Blast, Force Field); 
  attack their enemies with telekinetic “spears” (Ranged 
  Killing Attack); rip them apart from the inside or kill 
  them by preventing their hearts or lungs from moving 
  (Ranged Killing Attack, NND, Does BODY); shatter 
  and break objects with telekinetic force (various forms 
  of Killing Attack, Dispel, and so forth); dissipate gases 
  and similar substances (Dispel gas-based attacks); and 
  so on. The list is practically endless; see the USPDs 
  and The Ultimate Mentalist for dozens of examples.
  THE WEAPONEER
  Most common in the Heroic genres, but also 
  found in Superheroic campaigns, the Weaponeer 
  is an energy projector whose powers depend on 
  a particular weapon or other gadget. While most 
  energy projectors have innate powers of some sort, 
  the Weaponeer built his (or had them built, or 
  otherwise acquired them). The typical weapon is 
  a blaster gun of some sort, whether it’s the ﬁnned 
  “electric pistol” of Pulp-era space explorers, the 
  comic book-tech pulson pistol used by a VIPER 
  agent, or a Star Hero adventurer’s everyday laser 
  riﬂe. Other possibilities include ﬂamethrowers, a 
  Star*Guard’s Star-Staﬀ (which can project energy 
  for all sorts of eﬀects), a magic wand that can hurl 
  lightning bolts, and the like.
  
  10 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  F
  or the most part, energy projectors use Skills 
  the same way, and with about the same fre-
  quency, as other types of characters. Here 
  are some additional rules and notes about 
  how speciﬁc Skills interact with energy projectors 
  and their powers. See The Ultimate Skill for detailed 
  rules about all the Skills, many of which may work 
  well with energy projector characters.
  AUTOFIRE SKILLS
  Although they’re usually associated with Auto-
  ﬁre weapons like submachine guns, Autoﬁre Skills 
  can also apply to innate powers and abilities. Thus, 
  if an energy projector has an Autoﬁre Energy Blast 
  (or the like), he could buy one or more Autoﬁre 
  Skills to represent his skill at using it.
  CONCEALMENT, STEALTH
  Energy projectors who try to hide themselves 
  may be betrayed by their own powers! It’s not 
  uncommon for energy projection powers to create 
  perceivable eﬀects — a glow, an energy bleed-oﬀ, 
  or even the heat they give oﬀ (which can be “seen” 
  with Infrared Perception). That in turn may make 
  it much easier for other characters to perceive an 
  energy projector; see Perceiving Energy Projectors in 
  Chapter Four for more information and rules.
  MARTIAL ARTS
  While the optional Ranged Martial Arts rules 
  from The Ultimate Martial Artist are most often 
  used with weapons, nothing in the rules forbids 
  characters to buy them for innate powers. An 
  energy projector who wants to be particularly 
  skilled with his powers could buy a Ranged Martial 
  Art with them, such as Energy Projection Attacks 
  (see accompanying text box).
  When a character buys a Ranged Martial Art 
  for an innate ability(ies), the GM has to determine 
  the default attack the Skill works with. Typically 
  this is either one speciﬁc attack (such as the char-
  acter’s Energy Blast 12d6, but not his Energy Blast 
  10d6, Penetrating) or one speciﬁc power (for exam-
  ple, any of his Energy Blasts but none of his RKAs 
  or Ranged Drains). To use his Ranged Martial 
  Arts with other attacks, the character has to buy an 
  appropriate Weapon Element (even if no “weapon” 
  is actually involved).
  POWER
  The Power Skill is ideal for many energy projec-
  tors, since it gives them a way to push the boundaries 
  of what they can do. Typically they buy it by special 
  eﬀect (Fire Powers, Ice Powers, Telekinetic Powers, 
  and so on), but at the GM’s option may be required 
  to buy it by Power (Energy Blast Tricks, Drain Tricks, 
  and so on) or in some other way.
  See The Ultimate Skill, pages 251-53, or The 
  UNTIL Superpowers Database, page 267, for more 
  information and detailed rules about the Power Skill.
  SCIENCE SKILL
  For energy projectors whose powers involve 
  some form of easily-studied and -analyzed energy 
  (such as ﬁre, anything from the electromagnetic 
  spectrum, or sonics), a Science Skill pertaining to 
  that type of energy (or physics in general) is deﬁ-
  nitely appropriate — even if the character doesn’t 
  have a general background in science, his experi-
  ence with his own form of energy might have given 
  him the equivalent of a true scientist’s knowledge.
  At the GM’s option, a character could use a 
  Science Skill that’s closely related to a particular 
  form of energy as Complementary to a Power Skill 
  roll when using or manipulating that type of energy 
  (for example, SS: Sonics for a sonic attack, or SS: 
  Fire with a ﬁre attack; SS: Physics or Chemistry 
  aren’t close enough). In some cases the SS might 
  even function as a junior version of Power, allow-
  ing for at most a ten percent gain in power and 
  eﬀectiveness. But of course, what works for the hero 
  can also work against him — enemies who are well-
  versed in science may use their knowledge of how 
  his powers function to weaken or harm him.
  See the individual energy type/special eﬀect 
  descriptions in Chapter Two for more information 
  about the “real world” science involved with various 
  forms of energy.
  TWO-WEAPON FIGHTING
  Characters cannot use Two-Weapon Fighting to, 
  for example, project one Energy Blast (or other innate 
  Ranged attack) from each hand unless the GM specif-
  ically permits them to — as the Skill’s name indicates, 
  it’s generally intended for use with weapons.
  SKILLS
  ENERGY PROJECTION ATTACKS
  Usable with Energy Blasts; Energy Blasts Weapon Element is Free
  Rng Maneuvers 
  Phs 
  Cost 
  OCV 
  DCV 
  Rng Damage/Effect
  Accurate Blast 
  ½ 
  4 
  +2 
   -2 
  +2 Energy Blast Strike
  Basic Blast 
  ½ 
  4 
  +0 
  +0 
  +2 Energy Blast +2 DC Strike
  Disarming Blast 
  ½ 
  4 
  +0 
  +0 
  +0 Disarm, +15 STR to roll
  Dodging Blast 
  ½ 
  3 
   -1 
  +2 
  +0 Energy Blast Strike
  Leg Blast 
  ½ 
  3 
  +0 
   -1 
  +0 Energy Blast +2 DC Strike, Throw
  Long-Range Blast I ½ 
  5 
  +0 
   -2 
  +6 Energy Blast Strike, +1 Segment
  Long-Range Blast II ½ 
  5 
  +1 
   -1 
  +4 Energy Blast Strike
  Power Blast 
  ½ 
  4 
   -1 
   -1 
  +0 Energy Blast +4 DC Strike
  Rapid Blast 
  ½ 
  4 
  +1 
  +0 
  +0 Energy Blast +2 DC Strike
  Elements
  RKAs 
  +1 Use Art with Ranged Killing Attacks
  Ranged Drains 
  +1 Use Art with Ranged Drains
  
  The Ultimate Energy Projectors ■ Chapter One 
  11
  M
  any Talents may be appropriate for various 
  types of energy projectors, depending on 
  the type of energy they control. For exam-
  ple, a Light-manipulating character might 
  have Absolute Range Sense (he can use his powers 
  to do what a laser rangeﬁnder does), while many a 
  Sonic-based character has Perfect Pitch. A character 
  who’s made of energy might have all sorts of Talents, 
  such as Lightsleep, Lightning Reﬂexes, Resistance, and 
  Simulate Death, to reﬂect his “inhuman” nature.
  COMBAT SENSE; DANGER SENSE
  Characters who can sense energy (of whatever 
  type) or who can use their energy powers for sensory 
  purposes (see Enhanced Senses, below) might also be 
  able to buy either or both of these Talents. Combat 
  Sense tends to be more common among energy pro-
  jectors than Danger Sense, but both have their place.
  ENVIRONMENTAL MOVEMENT
  This Talent is often ideal for energy projec-
  tors whose powers relate to some aspect of the 
  environment. The classic example is a water-
  manipulating character who has Aquatic Move-
  ment (either because he’s made of water himself, 
  or is so used to being in water). Other examples 
  include Ice/Cold-based characters with Icewalk-
  ing or an Earth-based character who buys Envi-
  ronmental Movement so he can move and fight 
  without difficulty in mud. In some cases the GM 
  might even consider letting a character have a 
  partial Environmental Movement benefit if the 
  character makes a Power Skill roll (for example, 
  an Ice/Cold-manipulating character could make 
  an Ice Powers roll to suffer only half the usual 
  penalties for walking on ice).
  TALENTS
  
  12 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  A
  t the heart of most energy projector char-
  acters lie not Skills or Talents, but Powers. 
  It is with their Energy Blasts, Flashes, 
  RKAs, and Transfers that these characters 
  ﬁght (or perpetrate) crime, destroy evil monsters, 
  and wage war.
  POINT OF ORIGIN
  As discussed on page 98 of The HERO System 
  5th Edition, Revised, a character can deﬁne his 
  power as originating from any point on his body. 
  For energy projection powers (particularly attacks), 
  the most common point of origin is the hands, 
  followed roughly in order by the eyes, chest, and 
  forehead. Each has its beneﬁts and drawbacks (and 
  others are certainly possible).
  The hands make the most sense as a point of 
  origin for a typical energy bolt or similar power, 
  whether the beam comes from the palm, the back 
  of the hand, the clenched ﬁst, the base of the wrist, 
  or the ﬁngertip. It’s a natural extension of the idea 
  of using the hands to wield a weapon, throw a rock, 
  or ﬁre a gun. Using the hands makes the attack 
  easy to aim and ﬁre in just about any direction — a 
  character can point his hands in front of him, to 
  the side, up or down, and to a limited extent even 
  behind him to project a bolt of energy without 
  having to move his body at all. As a point of origin, 
  the hands receive no Power Modiﬁer, though if the 
  character has to use both his hands at once to ﬁre a 
  power, this may qualify for the Gestures Limitation 
  (though not the “both hands” modiﬁer).
  The eyes are another common point of origin 
  for energy attacks, with some beneﬁts and some 
  drawbacks. The main advantage is that the eyes 
  make it easy to aim an attack — the character 
  simply looks at his target and ﬁres. In game terms, 
  you can simulate this with the Line Of Sight Advan-
  tage, by buying 2-point Combat Skill Levels with 
  the attack, or both. At the GM’s option, a character 
  with an eye-based Ranged attack can receive a +1 
  OCV bonus if he takes a Half Phase Action to “aim” 
  and succeeds with an appropriate Power Skill roll 
  (at the usual penalty of -1 per 10 Active Points in 
  the power). (This is in addition to bonuses from 
  Brace, Set, and other Combat/Martial Maneu-
  vers.) On the other hand, it’s not as easy to direct 
  an attack with the eyes. The character has no way 
  to ﬁre behind himself without turning his body 
  — a real dilemma if, for example, his hands are 
  tied behind his back. As a point of origin, the eyes 
  receive no Power Modiﬁer.
  Some characters project energy beams from 
  their chest. This features all the drawbacks of 
  using the eyes without any of the potential ben-
  efits (though chest-based energy bolts do tend 
  to be larger and more powerful than beams fired 
  from the hands or eyes). At the GM’s option, a 
  character with a chest-based Ranged attack may 
  take a -¼ Limitation on his power.
  A few characters project energy blasts from 
  their foreheads rather than their eyes. In general 
  this works the same as an eye-based attack, though 
  it may not be quite so easy to aim.
  Changing The Point Of Origin
  Typically a character chooses a point of origin 
  for a power when he buys that power, and cannot 
  change it thereafter. However, there are two possible 
  ways to vary a power’s point of origin.
  First, the character can buy a form of Indirect 
  (+¼) that lets him change a power’s point of origin 
  as an Action that takes no time. For example, his 
  Energy Blast could come from his eyes one Phase, 
  his hands another Phase, and his chest some other 
  Phase. If the GM thinks that a +¼ Advantage is too 
  costly for this eﬀect, he can change it to a +5 or +10 
  Character Point Adder.
  Second, at the GM’s option a character can 
  change the point of origin of a power if he succeeds 
  with an appropriate Power Skill roll (at the usual 
  penalty of -1 per 10 Active Points in the power). 
  The GM might even allow this repeatedly, rather 
  than restricting it to a rare or one-time thing as 
  with most “power tricks.”
  ADJUSTMENT POWERS
  While energy projectors are best known for 
  ﬁring devastating bolts of destructive energy, many 
  of them can manipulate energy in more subtle ways 
  that are often best represented with Adjustment 
  Powers. Here are some additional or expanded 
  rules to help you use Adjustment Powers when cre-
  ating characters.
  Adjusting Compound Powers
  Some characters have “compound” powers 
  — abilities built with two or more Powers, such 
  as a lightning bolt spell defined as an RKA + 
  Linked Flash. Adjustment Powers affect a com-
  pound power as two powers. Using the lightning 
  bolt spell as an example, a character with Drain 
  Magic 3d6, any one Magic power at a time (+¼), 
  has to choose whether to Drain the RKA or the 
  Flash — he can’t affect both at once. If his power 
  could affect “any two Magic powers at once 
  (+½)”, then he could Drain both powers at the 
  same time. A GM who wants to deal with the 
  additional complication could split the Drain 
  effect between the two powers if desired.
  POWERS
  
  The Ultimate Energy Projectors ■ Chapter One 
  13
  Adjusting Multiple Versions Of The Same Power; 
  Awareness Of Adjusted Powers
  In some cases a character deﬁnes an Adjust-
  ment Power as working against a particular type 
  of Power — Drain Energy Blast, Aid Force Field 
  — rather than a special eﬀect (Drain Fire Powers, 
  Aid Energy Powers). In this case, it may happen 
  that the target of such a power has two or more 
  powers built with the Power in question. In that 
  case, only one of the powers is Adjusted (unless 
  the Adjustment Power has a Variable Eﬀect 
  Advantage so it can aﬀect more than one such 
  power at once), and the character with the Adjust-
  ment Power chooses which one. But this assumes 
  he knows what powers the target has that use that 
  Power — if he only knows about one, that’s the 
  one he has to aﬀect (see page 105 of The HERO 
  System 5th Edition, Revised for more information 
  on this). Having the Adjustment Power does not 
  automatically grant him knowledge of the target’s 
  powers built with that Power.
  Similarly, a character may try to use an 
  Adjustment Power on a target, but the target 
  doesn’t have the type of power(s) the Adjustment 
  Power is built to affect. If the character doesn’t 
  know the target’s powers, he can take a “shot in 
  the dark” and hope that a particular power fits 
  into the category of things he can Adjust. If he’s 
  wrong, the attack fails and is wasted, and the 
  character’s used up that particular Phase with-
  out accomplishing anything. It’s up to the GM 
  to inform him of what happens in whatever way 
  the GM sees fit. The character might learn that 
  his target doesn’t have that type of powers, or the 
  GM may simply say “Your attack had no effect” 
  and leave the character to wonder whether his 
  opponent has Power Defense, is secretly Deso-
  lidified with Invisible Power Effects, or the like.
  If an Adjustment Power has a secondary eﬀect 
  (for example, it has the Does Knockback Advantage 
  so that it causes Knockback), the secondary eﬀect 
  does not apply if the target doesn’t have the Char-
  acteristic or power(s) the Adjustment Power is built 
  to aﬀect.
  Deﬁning The Target Of An Adjustment Power
  When a character buys an Adjustment Power 
  deﬁned as aﬀecting a speciﬁc Power (such as Drain 
  Energy Blast or Aid Growth), the Adjustment 
  Power only works on that Power, not on similar 
  Powers or aspects of other Powers which are simi-
  lar. For example, a character cannot buy Drain 
  Killing Attack and use it against either HKA or 
  RKA; he has to buy Drain HKA or Drain RKA. A 
  character with Drain Density Increase can’t use it to 
  aﬀect Knockback Resistance even though Density 
  Increase has a similar eﬀect. (Of course, a character 
  could use the Variable Eﬀect Advantage to create an 
  Adjustment Power that could aﬀect more than one 
  speciﬁed Power at once.)
  A character cannot Adjust a target’s CV, or 
  PER Roll, or other “secondary” aspects of a Char-
  acteristic, rather than the Characteristic itself. 
  Combat Value and the like cannot be directly 
  aﬀected with Adjustment Powers; the character 
  must aﬀect the actual Characteristic, not the things 
  deriving from it. It would, however, be possible 
  to buy, say, an Aid DEX with the Limitation Only 
  Increases DEX For Purposes Of Calculating OCV, 
  with the GM setting the value of the Limitation.
  A positive Adjustment Power (such as Aid) 
  cannot be used to enhance the “internal” qualities 
  of a Power, such as making Nonresistant Damage 
  Reduction into Resistant Damage Reduction.
  Healing Via Adjustment
  In genre ﬁction it’s not uncommon for some 
  energy projectors — particularly ones with “bodies 
  of energy” or similar powers — to “heal” themselves 
  by absorbing energy from outside sources. For 
  example, an electricity elemental who’s been injured 
  by an attack (or perhaps by using his powers too 
  much) could touch a wall socket and draw electric-
  ity from it into himself to “heal” himself or replen-
  ish his spent energy.
  In game terms, powers such as this are typi-
  cally built with Absorption or Transfer as the base 
  Power, plus a Linked Healing of some sort. But that 
  can be a little tricky to use at times and clutters up 
  the character sheet. At the GM’s option, a character 
  can take the new +0 Advantage, Healing Eﬀect, for 
  those Powers. Absorption or Transfer with Healing 
  Eﬀect must be deﬁned to aﬀect only the Character-
  istic or Power the character wants to “heal” (typi-
  cally BODY, STUN, or both at once), only works 
  when that Characteristic or Power is below its 
  ordinary starting total, and can only increase that 
  Characteristic or Power up to its ordinary starting 
  total... but the eﬀect of the Power is permanent, just 
  like Healing is. Unlike Healing, a character can use 
  Absorption or Transfer with Healing Eﬀect again 
  and again on himself without restriction, though 
  the GM may choose to impose restrictions on it 
  similar to those on Healing if players use a Healing 
  Eﬀect power improperly.
  Example:  Kasdrevan (a wizard with 10 BODY) 
  has a spell, the Incantation of the Healing Blow, 
  which causes attacks made against him to heal 
  him! He deﬁnes this as Absorption 6d6 (physi-
  cal, to BODY), Healing Eﬀect (+0). Because he’s 
  applied the Healing Eﬀect Advantage, he can’t 
  split the Absorption between, say, BODY and 
  PD — it can only aﬀect BODY, the Characteris-
  tic he wants to “heal.” Furthermore, the Absorp-
  tion only works when his BODY is below 10 due 
  to injuries or other factors, and cannot increase 
  his BODY beyond 10. However, any BODY 
  gained from the Absorption remains with him 
  permanently (until lost to another injury or the 
  like); the points gained don’t fade away as they 
  would with an ordinary Absorption power.
  Multiple Adjustment Powers
  Sometimes a character gets aﬀected by two or 
  more Adjustment Powers at once — for example, 
  two diﬀerent enemies might both use Drain STUN 
  on him, or two diﬀerent allies might Aid his DEX. 
  For Absorption, Aid, and Transfer, the “maximum 
  eﬀect” rules on page 106 of The HERO System 5th 
  Edition, Revised rulebook apply.
  In the case of negative Adjustment Powers, 
  each one aﬀects a character separately for purposes 
  
  14 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  of determining when the character recovers lost 
  points — they don’t all lump together. Regardless 
  of whether, for example, two Drains come from a 
  single or multiple attackers, track each use of Drain 
  separately. The character recovers 5 points per Turn 
  from each Drain separately either in Post-Segment 
  12 (standard method) or 12 Segments after a given 
  Drain aﬀected him (optional method). You should 
  also apply this rule to positive Adjustment Powers, 
  though the GM may want to grant an exception 
  in the case of Absorption, since a single Absorp-
  tion roll might “boost” the character from multiple 
  attacks. In that case it might make more sense to 
  lump all the points gained from a single Adjust-
  ment roll into one unit, and have that unit lose 
  points at the rate of 5 per Turn (or whatever).
  Negatively Adjusting Elemental Controls
  When a slot in an Elemental Control is 
  negatively Adjusted (subjected to a Drain, for 
  example), it recovers at the specified rate for the 
  Adjustment Power (typically 5 Character Points 
  per Turn). The base cost regains the lost points 
  first, then the slot(s).
  Example:  Firewing’s Flight 30” (a slot in his 
  Elemental Control) is Drained for 10 Charac-
  ter Points’ worth of eﬀect. That means the slot 
  and the base points lose 10 Character Points of 
  power, so his Flight loses a total of 20 points, 
  reducing it to Flight 20”. The Drain has the 
  standard return rate of 5 Character Points per 
  Turn. In the next Post-Segment 12, the base 
  cost of the EC regains 5 Character Points of 
  eﬀect, so he gets back 2” of Flight that he lost. 
  One Turn later, the base cost gets back 5 more 
  points and is now at full; Firewing has 5” of his 
  Flight back. It will take two more Turns for the 
  slot to regain its 10 lost points and his Flight to 
  be back to its normal 30”.
  Negatively Adjusting Power Defense
  If a character attempts to Drain (or otherwise 
  negatively Adjust) a target’s Power Defense, the 
  Power Defense applies ﬁrst, and anything that gets 
  past the Power Defense is then halved when deter-
  mining how much the negative Adjustment Power 
  reduces the Power Defense.
  Variable Eﬀect
  If an Adjustment Power has the +¼ Variable 
  Eﬀect Advantage (any Characteristic or Power 
  of a given special eﬀect, one at a time), there’s no 
  restriction on the number of Characteristics or 
  Powers it can apply to — it’s just that it can only 
  aﬀect them one at a time. For example, if a char-
  acter has Drain Fire Powers 3d6 and his opponent 
  has 37 Fire powers, the character can aﬀect all 37 
  of them... one at a time. But the GM may impose a 
  numerical limit if he chooses.
  DEFENSE POWERS
  The most common Defense Powers for energy 
  projectors are Force Field and Force Wall (see 
  below), though others are certainly possible. For 
  example, a character might have a particularly 
  strong “force shield” surrounding him that func-
  tions as Damage Reduction.
  Only Works Against Limited Type Of Attack
  The Only Works Against Limited Type Of 
  Attack Limitation is particularly useful for energy 
  projectors who want extra defenses that only apply 
  to a speciﬁc type of energy (typically the type they 
  control or use). However, the basic -½ and -1 cost 
  structure may not be precise enough for some 
  campaigns. The accompanying table expands the 
  Limitation. The listed examples come from the 
  Champions Universe and similar Champions cam-
  paigns; the GM should adjust the values for his own 
  campaign if necessary.
  Uniﬁed Defense Against A Special Eﬀect
  Some special eﬀects might do either Physical 
  or Energy damage, depending on exactly how the 
  special eﬀect is deﬁned. For example, an Ice/Cold 
  beam of intense cold would be an Energy attack, 
  but projecting a block or dart of ice at someone 
  might be considered a Physical attack.
  At the GM’s option, characters can buy 
  Unified Defense that applies to all attacks of a 
  given special effect, regardless of whether they’re 
  defined as Physical or Energy. (Unified Defense 
  has no effect on Mental attacks, Drains, Flashes, 
  Transforms, or the like, regardless of their special 
  effect.) It costs 1 Character Point per point, and 
  must be defined as working against a particular 
  special effect (it does not receive a Limitation for 
  this). It is not Resistant, but characters can pur-
  chase Damage Resistance for it.
  ABSORPTION
  The optional rule on page 131 of the main 
  rulebook about Absorbing from attacks that don’t 
  directly “damage” a character (such as Dispel, 
  Entangle, Flash, or Transform) is one worth 
  considering for energy projectors. If anyone 
  can Absorb that sort of “energy,” it’s likely to be 
  an energy projector. The GM may even want to 
  create a separate category other than Physical 
  and Energy (call it “Alternate Attacks”) to cover 
  those types of attacks regardless of whether they 
  take physical or energy form.
  Unless the GM permits otherwise, characters 
  cannot use their own attacks on themselves so 
  they can Absorb from the damage. Similarly, they 
  generally cannot Absorb from their own attacks if a 
  target Missile Reﬂects an attack back at them, they 
  get caught in their own Area Of Eﬀect, or the like.
  ONLY WORKS AGAINST  
  LIMITED TYPE OF ATTACK
  Value Frequency Of Attack 
  Example
  -0 
  Very Common 
  Physical attacks (any)
  -¼ 
  Common 
  Energy attacks (any)
  -½ 
  Uncommon 
  Electricity, Fire, 
  Magic, Sonics, Teleki-
  netic, blaster pistols
  -¾ 
  Rare 
  Ice/Cold, Light
  -1 
  Very Rare 
  Gravity, Magnetism, 
  Time, Vibration
  
  The Ultimate Energy Projectors ■ Chapter One 
  15
  Absorption And Force Wall
  Typically, BODY prevented from aﬀecting 
  the character by a Force Wall cannot be Absorbed. 
  However, if the Force Wall has the Feedback Limita-
  tion, or the GM rules otherwise based on special 
  eﬀects or other factors, it can.
  CHANGE ENVIRONMENT
  Energy projectors often use this Power to 
  represent either (a) primary abilities that aren’t usu-
  ally overwhelmingly powerful but are useful when 
  applied to everyone in an area, and/or (b) second-
  ary eﬀects of their main powers that may have tac-
  tical applications. Some examples include:
  Gravity Field (Telekinetic STR, Only To Pull People 
  Toward The Ground):  A great way for gravity-
  manipulating characters to interfere with others’ 
  ability to move. Every 5 STR represents 1 G of 
  force; see the Gravity section in Chapter Two for 
  more information.
  Ice Sheet (-4 to DEX Rolls to remain standing, 
  Only Aﬀects Characters Who Are Moving On The 
  Ground):  Many ice-manipulating characters can 
  coat the ground with ice, making it diﬃcult to 
  move or remain standing.
  Intense (Electro-)Magnetic Field:  Many energy 
  powers could create an electromagnetic ﬁeld. This 
  may have no combat eﬀect (other than triggering 
  an opponent’s Limitations and/or Susceptibility), 
  but could impose a -1 to PER Rolls with sensory 
  and communications equipment (or a higher pen-
  alty, if paid for).
  Weather Control:  Weather-manipulating characters 
  can achieve many diﬀerent eﬀects with Change Envi-
  ronment. See pages 251-52 of The UNTIL Superpow-
  ers Database for a detailed example and rules.
  Typically, the defense against the eﬀects of a 
  Change Environment is “stay out of the aﬀected area” 
  (or “get out of the aﬀected area,” if the character’s 
  already in it), though Change Environments that 
  directly cause damage apply against the standard 
  defenses for such attacks. However, the GM may in his 
  discretion rule that certain defenses, or actions by the 
  aﬀected character, constitute protection against the 
  Change Environment’s eﬀects. For example, having 
  certain Enhanced Senses might act as a “defense” 
  against gloom-based Change Environments that 
  inhibit vision, and putting on snowshoes or spiked 
  boots would protect a character against the DEX 
  Roll penalty imposed by an ice sheet. As always, you 
  should consider the special eﬀects involved, common 
  sense, and dramatic sense.
  DARKNESS
  This Power is the deﬁnitional power for char-
  acters who use Darkness/Shadow energy, but it 
  doesn’t necessarily have to represent black, impen-
  etrable darkness. Any phenomena that could totally 
  “blind” people perceiving into, out of, or through 
  it can qualify as Darkness. For example, a Light-
  manipulating character could create a ﬁeld of light 
  so bright that it functions as Darkness to Sight 
  Group, while an Air/Wind or Fire/Heat character 
  could generate a cloud of smoke so dense that it 
  accomplishes the same goal. And don’t forget the 
  possibility of Darkness to other Sense Groups; a 
  Chemical-manipulating character might create a 
  cloud of vapors that make using Smell/Taste impos-
  sible, for example.
  
  16 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  DESOLIDIFICATION
  This power is common among energy projec-
  tors who can transform their bodies to pure energy, 
  or who are energy beings. Depending on the 
  character’s form of energy, the power may require 
  certain Limitations. For example, a character who 
  can transform into light may have the Limitation 
  that he cannot move through opaque objects (-½), 
  while one who can become air would have Cannot 
  Pass Through Solid Objects (-½).
  Additionally, an energy form may imply cer-
  tain other powers. A Damage Shield with Affects 
  Physical World (+2) is the most common; touch-
  ing pure energy can cause serious injury. Flight 
  and FTL Travel are just two of many other possi-
  bilities. See the various “Body Of” powers in the 
  USPDs for examples.
  Being Desolidiﬁed does not protect a character 
  from being harmed by the Side Eﬀects of his own 
  powers, or by the eﬀects of Disadvantages such as 
  Dependence and Susceptibility.
  ENDURANCE RESERVE
  Having vast energy powers doesn’t necessar-
  ily imply that one has great personal stamina (i.e., 
  END, in game terms). For many energy projectors, 
  buying an Endurance Reserve for their energy powers 
  makes more sense conceptually than buying a lot of 
  CON and/or END. An Endurance Reserve works 
  particularly well when there’s some restriction on the 
  character’s ability to take Recoveries (in other words, 
  when there’s a Limitation on the REC of the Reserve). 
  For example, the character Sunspot (Villains, Vandals, 
  And Vermin, page 123) can only Recover spent END 
  in direct sunlight. Some other possible Limitations for 
  energy projectors’ REC include:
  Can Only Use REC In Direct Sunlight (-1)
  Can Only Use REC In Moonlight (-¾)
  Can Only Use REC In Sunlight (-½)
  Can Only Use REC In Sunlight, Starlight, Or 
  Moonlight (-¼)
  Can Only Use REC When Can Touch A Source Of 
  Electricity (-½)
  Can Only Use REC In The Presence Of Sound (-¼)
  Can Only Use REC In The Presence Of External 
  Sound (sound not created by the character; -½)
  Can Only Use REC When In Contact With Earth/
  Stone (-¼, possibly more)
  In some cases the GM may even rule that the 
  character’s REC is proportional to the intensity of 
  the phenomenon or amount of substance required 
  for taking Recoveries. For example, if a character 
  Can Only Use REC In Sunlight (-½), on a cloudy 
  day or when he’s in the shade he might only get to 
  use 50-75% of his REC, exposure to direct sunlight 
  is 100% of REC, and being able to stop and sun-
  bathe in direct sunlight is 120% of REC.
  A character can Push powers that draw END 
  from an Endurance Reserve, but the GM may 
  forbid him to do so if allowing this would be inap-
  propriate or seems abusive.
  ENERGY BLAST
  This Power more than any other tends to 
  deﬁne the energy projector as an archetype — after 
  all, it’s the main Power with which characters 
  project energy as an attack. It’s not uncommon for 
  an energy projector to have a Power Framework 
  whose slots are all variations on a standard Energy 
  Blast (one basic EB, one with Armor Piercing, one 
  with Double Knockback, one that does STUN Only, 
  and so on).
  Increased Damage Diﬀerentiation
  The GM can, if he wishes, allow for greater 
  diﬀerentiation of dice of damage than just whole 
  and half dice. This provides more incentive for 
  characters to buy odd values of Energy Blast, and 
  also allows for greater variation among characters 
  in Heroic genres.
  Using this system, values for Energy Blast 
  ending in 0 or 5 remain whole dice, and values 
  ending in 3 or 8 remain the half-die breakpoint. 
  Additionally, values ending in 2 or 7 add +1 point 
  of damage, and values ending in 4 or 9 use the next 
  highest die and subtract 1 point of damage. For 
  example, here’s what 10-20 points of Energy Blast 
  look like using this system:
  STUN Damage
  Page 160 of the main rulebook notes that 
  “STUN Only” is a -0 Limitation for Energy Blast, 
  because in the average campaign the drawbacks 
  of STUN-only damage (no BODY damage, no 
  Knockback) more or less evenly balance with 
  the beneﬁts (no risk of harming unintended tar-
  gets or causing property damage). But not every 
  campaign is “average.” In some cases the GM may 
  prefer to alter the Modiﬁer’s value to better reﬂect 
  his setting and the nature of the adventures the 
  PCs have. For example, in a campaign that mostly 
  takes place in wilderness areas, the odds of unin-
  tended property damage or injury being an issue 
  are less than for campaigns set in urban environ-
  ments, so STUN Only might be more restrictive 
  and thus deserve a -¼ value. In a game where the 
  PCs often have to destroy inanimate objects and 
  smash through walls, not being able to do BODY 
  damage is a real hindrance, possibly meriting an 
  increase to -¼ or -½ for the Limitation.
  ENERGY BLAST 
  DIFFERENTIATION
   
  Points
   
  In EB 
  Damage
   
  10 
  2d6 
   
  11 
  2d6
   
  12 
  2d6+1 
   
  13 
  2½d6 
   
  14 
  3d6-1 
   
  15 
  3d6 
   
  16 
  3d6
   
  17 
  3d6+1 
   
  18 
  3½d6 
   
  19 
  4d6-1
   
  20 
  4d6
  
  The Ultimate Energy Projectors ■ Chapter One 
  17
  In some cases characters may want to have 
  Energy Blasts that do greater STUN damage than 
  normal (just like an RKA with the Increased STUN 
  Multiplier can). At the GM’s option, characters can 
  buy a new Advantage, Increased STUN Damage, 
  for Energy Blast. For a +¼ Advantage, the char-
  acter increases the STUN damage rolled for his 
  Energy Blast by an amount equal to the dice (not 
  DCs) in the attack, thus improving his chances 
  of doing STUN damage to the target, Stunning 
  the target, and so forth. For example, an Energy 
  Blast 6d6, Increased STUN Damage would add 
  +6 STUN to every roll. Characters may buy this 
  Advantage multiple times for a single attack, 
  adding the dice in the attack as STUN for each 
  purchase (thus doing 2x dice in extra STUN for a 
  +½ Advantage, 3x dice in extra STUN for +¾, and 
  so forth). The GM may establish a limit on how 
  many times a character can purchase this Advan-
  tage for a single attack, if desired.
  ENHANCED SENSES
  Many energy projectors have Enhanced 
  Senses, typically of one or more of two types. 
  First, they may have the ability to sense the type of 
  energy they can control/manipulate/project, such 
  as a Fire-based character with Infrared Perception 
  (Sight Group) because he can see heat patterns or a 
  Magnetism-based character with Detect Magnetic 
  Fields (no Sense Group). Characters whose powers 
  involve the electromagnetic spectrum in any way 
  might buy various Radio Group Senses. Second, 
  they may be able to use their control over energy 
  to give themselves enhanced sensory capacity. 
  The most common example here is emitting some 
  sort of “energy pulse” that functions like Radar or 
  Active Sonar, but a character with suﬃcient power 
  and control could probably justify buying Spatial 
  Awareness with various Sense Modiﬁers. Similarly, 
  a Light-based character might control the move-
  ment of light to eﬀectively give himself N-Ray Per-
  ception (Sight Group).
  Enhanced Senses also aﬀect energy projec-
  tors by allowing other characters to perceive them 
  more easily (such as using Infrared Perception to 
  perceive the heat given oﬀ by an energy projector’s 
  force-ﬁeld). See Perceiving Energy Projectors in 
  Chapter Four for more information.
  ENTANGLE
  Entangle is a common power for energy pro-
  jectors whose energy can have any sort of physical 
  force or eﬀect, such as those with Earth/Stone and 
  Telekinetic powers. Characters who manipulate 
  pure energy can create “cages” with somewhat 
  similar eﬀects (see Fiery Prison, page 104, for an 
  example), though their purpose is less to absolutely 
  restrain someone than to keep them from physi-
  cally leaving a certain area.
  Entangle Barriers
  Besides its oﬀensive value, Entangle has defen-
  sive potential in that a character can use it to create 
  walls. (See the sidebar for a discussion of the rela-
  tive merits of Entangle walls versus Force Walls.) 
  Typically, an Entangle wall is 1” (three hex sides) 
  long for every 1 BODY in the Entangle, and 1” 
  tall. At the GM’s option, a character may construct 
  a longer or larger wall by paying for an Adder, 
  Larger Wall. Each +2 Character Points adds +1” to 
  the length or height of the wall. Whether the GM 
  allows this Adder or not, a character does not have 
  to create a wall of his maximum length and height 
  if he does not want to; he can voluntarily choose to 
  make it smaller, though it still has the full BODY 
  rolled on the dice. (The lack of ability to reduce the 
  size of an Entangle barrier is a -0 Limitation.)
  An Entangle barrier must touch the ground, 
  but need not touch any other surface unless the 
  GM rules otherwise. Depending on the setting, cir-
  cumstances, power, special eﬀects, and the like, “the 
  ground” may not necessarily be the literal ground; 
  it might be, say, a building rooftop, a really large 
  tree branch, or on top of some other horizontal 
  surface, but it must be horizontal and the Entangle 
  has to be on top of it — it can’t be attached just to 
  a vertical surface or a ceiling. The requirement that 
  an Entangle “touch” more than a single surface is a 
  -0 Limitation.
  Similarly, an Entangle barrier must be 
  “attached” to the ground, in that no one can freely 
  move it without overcoming its BODY and DEF 
  in a “push” or “shove” intended to break it free and 
  move it (rather than simply breaking it altogether). 
  Once it’s detached, the ability to move it depends 
  on its weight (as determined by the GM), the push-
  ing character’s STR, the surfaces involved, and 
  similar factors.
  FLASH
  Flash is another common oﬀensive power 
  for energy projectors, particularly those who can 
  control/manipulate/project Light. Many forms of 
  energy can be tuned to be bright enough to blind 
  someone, either as the only eﬀect of an attack or as 
  a Linked attack to one that causes damage.
  Long-Term Flashes 
  In the “real world,” some disabling or harass-
  ing weapons, such as tear gas and pepper spray, 
  are bought a Sight Group Flashes, but their eﬀects 
  can last several minutes or more, not the few 
  seconds common to Flashes in the game. Some 
  energy projectors might likewise be able to blind 
  targets for long periods of time. At the GM’s 
  option, characters can build long-term Flash 
  attacks by applying the Advantage Delayed Recov-
  ery (+2) to Flash. For a Flash with this Advantage, 
  each “Normal Damage BODY” rolled on the Flash 
  dice represents 1 Turn of sensory deprivation, 
  rather than 1 Segment. The GM may adjust the 
  recovery rate based upon curative measures the 
  characters take, for the sake of drama, or for any 
  other appropriate reason — after all, it’s not always 
  conducive to enjoyable game play to have PCs and 
  NPCs incapacitated for long periods of time.
  Alternate Flash Rules
  For some campaigns or characters, the abso-
  lute nature of Flash — that it totally “blinds” the 
  target — may not seem appropriate. In that situ-
  ation, consider using the following optional rule:  
  CREATING WALLS
  In the HERO System, 
  there are generally two 
  ways for a character to 
  create a wall quickly:  
  Entangle and Force Wall. 
  Each method has its 
  beneﬁts and drawbacks.
  The main beneﬁt to an 
  Entangle is that it’s an 
  Instant Power — “ﬁre 
  and forget,” so to speak. 
  The character doesn’t 
  have to spend any END 
  or eﬀort maintaining 
  it once it’s up, and in 
  theory it could remain 
  in existence for years if 
  no one destroys it. But 
  on the downside, an 
  Entangle wall can’t be 
  reshaped or moved like 
  a Force Wall can, and 
  cannot have its top or 
  bottom closed over to 
  form a “bubble” around 
  a target. Thus, it’s always 
  possible to climb over or 
  go around an Entangle 
  wall, given time and 
  the proper abilities or 
  resources.
  A Force Wall doesn’t 
  have those restrictions 
  — a character can 
  reshape or move a Force 
  Wall after creating it, use 
  it to totally encapsulate 
  a target, and so forth. 
  But the price of this ﬂex-
  ibility is that Force Wall 
  is a Constant Power 
  requiring Phase-by-
  Phase END expenditure 
  to maintain. That makes 
  it a poor choice for cre-
  ating walls that should 
  exist for a long time, or 
  for characters who have 
  to closely monitor their 
  END usage.
  
  18 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  each Normal Damage BODY rolled on the Flash 
  dice counts as a -1 PER Roll penalty with the 
  aﬀected Sense. As each Segment of the Flash eﬀect 
  wears oﬀ, the Flash penalty diminishes by 1, so that 
  when the duration ends, so does the penalty. While 
  aﬀected by the Flash, the victim may make PER 
  Rolls at the current penalty to use the Sense. If he 
  succeeds, he suﬀers no eﬀect that Phase; if he fails, 
  he suﬀers the usual penalties for lack of a Sense.
  Example:  Photon’s in a campaign that uses 
  the alternate Flash rules. On her Phase in Seg-
  ment 6 she uses her Sight Group Flash 12d6 on 
  Brawler and rolls 14 BODY. For the next 14 
  Segments, Brawler’s Sight is aﬀected. In the ﬁrst 
  Segment — Segment 6, the one he was Flashed 
  in — he suﬀers a -14 to Sight Group PER Rolls. 
  In Segment 7, it becomes a -13; in Segment 8, 
  a -12, and so forth. Thus, if he tries to make 
  a Sight PER Roll in Segment 12, he suﬀers a 
  -9 penalty. If he succeeds, he can see normally 
  that Segment; if he fails he’s subject to the usual 
  penalties for lack of Sight.
  FORCE FIELD
  Force Field is a stereotypical energy projector 
  Power, and in the average campaign it’s likely to 
  be the most common form of defense among the 
  archetype. Here are some additional rules for it.
  Impermeability
  Force Field isn’t necessarily impermeable to liq-
  uids, gases, or the like. Force Field is a Defense Power, 
  and thus provides protection against things that 
  damage or injure the character. If a liquid is deﬁned as 
  a form of attack, or a dangerous substance that could 
  inﬂict injury, then the Force Field’s defense applies to 
  reduce or eliminate the damage it causes. Whether it 
  literally prevents the liquid from contacting the char-
  acter depends on the special eﬀects of the Force Field 
  and the circumstances. For instance, if a character’s 
  Force Field is deﬁned as “a screen of energy sur-
  rounding the character’s body,” the Force Field might 
  only prevent contact if it counteracts all damage the 
  liquid would do — otherwise some “gets through” and 
  hurts the character somehow. On the other hand, if 
  the Force Field is deﬁned as “the character has super-
  tough skin,” then it’s deﬁnitely not going to prevent 
  the liquid from contacting the character — but it may 
  prevent the liquid from hurting him when it contacts 
  him. The same rationale applies to picking up dan-
  gerous objects, like a red-hot piece of metal. As for 
  non-damaging substances, such as ordinary rainfall, 
  whether a Force Field can prevent them from touch-
  ing the character depends on special eﬀects, the cir-
  cumstances, and the GM’s judgment. Since that has no 
  real game eﬀect at all, most GMs probably won’t care 
  if a player wants to deﬁne his character’s Force Field as 
  keeping him dry in the rain.
  The Flash Defense, Mental Defense, and Power 
  Defense provided by a Force Field are automatically 
  considered Resistant.
  Protects Carried Items
  The Protects Carried Items Adder doesn’t make 
  it impossible, or more diﬃcult, for an attacker to 
  Grab the character’s Focus, or some other object 
  he’s holding. Nothing about that Adder negates the 
  eﬀects of the Focus Limitation, except insofar as it 
  allows an Accessible Focus to be protected by the 
  
  The Ultimate Energy Projectors ■ Chapter One 
  19
  Force Field where it otherwise would not be. This 
  applies even if the Accessible Focus is what’s gener-
  ating the Force Field.
  Adjustable Force Field
  Standard Force Fields are bought with a 
  deﬁned amount of Physical and Energy defense, 
  and the deﬁned amounts can’t be changed after the 
  power’s bought. A character with Force Field (20 
  PD/20 ED) always has Force Field (20 PD/20 ED); 
  he can’t alter it to  Force Field (10 PD/30 ED) or 
  any other combination.
  At the GM’s option, characters can alter their 
  Force Fields that way if they buy a new Advan-
  tage, Adjustable (+1). An Adjustable Force Field 
  can have its points of defense re-allocated in any 
  way, without changing its maximum or adding 
  new categories of defense. Thus, a Force Field (20 
  PD/20 ED) could become (40 PD/0 ED), (15 PD/25 
  ED), or any other combination that adds up to 40 
  (though it can’t put any points into Mental Defense, 
  Power Defense, or any other defense not originally 
  bought for it). A Force Field (15 PD/15 ED/10 
  Mental Defense/10 Power Defense) could become 
  (5 PD/5 ED/10 Mental Defense/30 Power Defense) 
  or any other combination that adds up to 50 among 
  the four types of defense. Re-allocating the points 
  of defense in a Force Field requires a Half Phase 
  Action and can only be done once per Phase.
  The GM can also allow Adjustable for Force 
  Walls if desired, though this may cause more prob-
  lems with game balance. Standard rules about the 
  “transparency” of Force Walls apply, even if a Force 
  Wall’s allocation puts 0 points in a particular type 
  of defense.
  FORCE WALL
  Force Wall is another common Defense Power 
  for energy projectors. In addition to its defensive 
  capabilities, it has some oﬀensive potential (it can 
  be used to englobe an opponent, block oﬀ avenues 
  of escape, and so forth). Here are some additional 
  rules for it.
  Altering Shape And Size
  As noted on page 179 of The HERO System 5th 
  Edition, Revised rulebook, a character can alter the 
  size of his Force Wall as a Half Phase Action 
  (+/-1” of height for -/+1” of length). Similarly, 
  can can alter the shape of the wall as a Half Phase 
  Action — for example, he could cause a straight 
  Force Wall to curve around and englobe someone 
  standing next to it. The GM can restrict how much 
  of a change in shape a character can make at once; 
  a radical change might require a Full Phase Action, 
  or even longer, or require a successful roll with 
  an appropriate Power Skill. Standard rules about 
  moving things with Force Walls apply, if a person 
  or object is in the way of the shape-change.
  Attacking Through A Force Wall
  Erecting a Force Wall between an attacker 
  and the victim of his Constant attack does not 
  stop the Constant attack from ceasing to aﬀect the 
  victim — the attack continues to aﬀect the victim 
  as normal, unless the GM rules otherwise based on 
  special eﬀects, game balance, common/dramatic 
  sense, or other considerations. However, if the 
  Force Wall is Opaque and blocks Line Of Sight, it 
  will cause the Constant Power to stop working as 
  speciﬁed in the rules.
  If a character makes an attack using an Area 
  Of Eﬀect/Explosion attack against a hex that’s 
  inside (or on the other side of) a Force Wall, the 
  “intervening” Force Wall does not automatically 
  convert the hex where the attack “contacts” the 
  Force Wall into the “target hex.” The target hex is 
  the target hex chosen by the attacker — the Force 
  Wall doesn’t change that. The GM might explain 
  the special eﬀect of the character’s Force Wall pro-
  tecting him as “it kept the grenade from exploding 
  right next to you,” but in rules terms having a Force 
  Wall up doesn’t alter the target hex of an attack. 
  As always, the GM is free to rule otherwise based 
  on special eﬀects, game balance, common and 
  dramatic sense, and other factors. In some cases, 
  such as when the attack involves a Focus such as a 
  grenade, having the Force Wall change which hex 
  constitutes the “target hex” may make sense.
  Despite the fact that it has Range, ﬁrst and fore-
  most a Force Wall provides defense for the character 
  who created it (and for the other persons “behind” 
  it). If a character wants to use a Move By/Through 
  against a target who’s protected by a Force Wall, con-
  sider the Force Wall + character as a single target. The 
  character performs his Move By/Through as normal. 
  If his Attack Roll fails, he stops dead at the edge of the 
  Force Wall but takes no damage from “hitting” it. If the 
  Attack Roll succeeds, roll the damage as usual. If the 
  damage is enough to break through the Force Wall, 
  the character “continues” moving, ends his movement 
  where planned, and applies the attack’s damage to 
  the target (who, of course, subtracts the Force Wall’s 
  defense from it along with his other defenses). If the 
  damage fails to break through the Force Wall, the 
  attacker stops dead at the edge of the Force Wall and 
  takes the damage he normally would as if he failed to 
  do any Knockback to the target.
  Regarding velocity, the velocity a character 
  can use in this situation depends on the velocity he 
  can build up, per the standard rules, before hitting 
  the Force Wall. The velocity he might have built up 
  beyond that, in the area between the Wall and the 
  target, does not matter.
  If a character attacks a character who’s 
  englobed in a Force Wall and misses, as a default 
  rule the attack misses completely; it doesn’t have a 
  chance to hit just the Force Wall. The GM can make 
  an exception if he feels that would be appropriate.
  Coordinated Attacks
    The BODY from Coordinated attacks does 
  not add together for purposes of destroying a Force 
  Wall, or any other purpose. If one Coordinated 
  attack knocks down a Force Wall, then all attacks 
  can “get through,” but the Force Wall’s defenses still 
  subtract from both as normal before the STUN’s 
  added together for Stunning purposes. If neither 
  attack penetrates the Force Wall, then neither attack 
  aﬀects the target at all.
  Englobing Energy Beings
  A Force Wall with PD but no ED can englobe 
  a character who’s made of energy. Just because the 
  character’s special eﬀect is that he’s made of energy 
  
  20 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  doesn’t mean he has no physical presence for game 
  purposes (unless he’s bought Desolidiﬁcation, in 
  which case he can just walk right through the Force 
  Wall unless it has the Aﬀects Desolidiﬁed Advan-
  tage).
  Exotic Attacks And NNDs
  An attack with the No Normal Defense Advan-
  tage does not necessarily qualify as an “exotic” 
  attack for purposes of determining whether it 
  can pass through a Force Wall. In general, “exotic 
  attacks” include any attack that targets Mental 
  Defense, Flash Defense, or Power Defense... but 
  the GM must take common sense, dramatic sense, 
  special eﬀects, and considerations of game balance 
  into account. For example, an attack deﬁned as a 
  “knockout dart” and built as a Drain STUN won’t 
  penetrate a Force Wall that provides PD protec-
  tion, regardless of what defense works against it. 
  If an NND is subject to a defense that’s not one of 
  the “standards” (such as Armor, Force Field/Wall, 
  Mental Defense, Power Defense, Flash Defense, and 
  so on), then the GM should resolve the situation 
  based on special eﬀects, common sense, dramatic 
  sense, and considerations of game balance.
  Exotic Defenses Are Resistant
  The Flash Defense, Mental Defense, and Power 
  Defense provided by a Force Wall are automatically 
  considered Resistant.
  Hit Locations
  If the Hit Location rules are in use, and an 
  attacker ﬁres at a target who’s protected by a Force 
  Wall (or an ordinary wall or some other barrier), 
  here’s how you resolve the damage if the attack 
  penetrates the barrier and aﬀects the target:
  For Killing Attacks, do this:
  1.  First, ﬁnd out if the KA does enough BODY to 
  penetrate the FW. If not, the issue of the STUN is 
  moot.
  2.  If the KA gets through the FW, subtract the FW’s 
  defenses from the BODY done.
  3.  Apply the remaining BODY to the target nor-
  mally using the Hit Location rules, and calculate 
  STUN from it.
  For a Normal Damage attack, subtract the 
  Force Wall’s defenses (and the character’s other 
  defenses) from the STUN rolled, then apply the 
  NSTUN multiplier to the STUN damage the char-
  acter actually takes after defenses.
  Knockback
  Force Walls, even ones shaped like globes 
  or similar shapes, do not take Knockback or get 
  moved by attacks.
  If an attack doesn’t do enough BODY damage 
  to get through a Force Wall, it does not do Knock-
  back to the character who created the Force Wall. 
  If the character wants to take Knockback from 
  any attack that could do Knockback regardless of 
  whether it penetrates the Force Wall or not, he can 
  take that as a -½ form of the Feedback Limitation.
  Moving A Force Wall Globe
  Unless the GM has some objection, any char-
  acter can pick up and move a Force Wall “bubble,” 
  either with ordinary STR or Telekinesis. A Force 
  Wall globe is an object that’s not attached to any-
  thing (as opposed to ordinary Force Walls, which 
  are “anchored” and can’t be moved unless they 
  move with their creator as described in the rules). A 
  character trying to move another character’s Force 
  Wall bubble has to make an Attack Roll (either 
  against DCV 3 or the DCV of the character gener-
  ating it, at the GM’s discretion), but the character 
  generating the Force Wall can “hit” it automatically 
  (though he must still use an Attack Action to do 
  so). Despite this, Force Wall bubbles do not take 
  Knockback from attacks.
  For game purposes, anything in the bubble 
  moves along with it and does not take damage from 
  being moved, unless the GM rules otherwise. At 
  the GM’s discretion, a character inside a Force Wall 
  bubble can move the bubble, sort of like a hamster 
  in a ball, assuming special eﬀects, common sense, 
  and dramatic sense don’t indicate otherwise. Typi-
  cally the character gets his full inches of Running 
  when doing this. However, the GM must take into 
  account all the weight inside the ball and use the 
  Encumbrance rules to see if the character is slowed 
  down. Even if that doesn’t happen, the GM may 
  want to restrict the number of inches of movement 
  the character can apply.
  Opacity And Transparency
  A Force Wall can be Opaque to a given 
  Sense or Sense Group, but also Transparent 
  to Flash attacks. Transparent is just a game 
  mechanic that describes how Force Walls react 
  to different types of attacks; it has nothing to do 
  with whether a Force Wall can be seen through. 
  Similarly, a Flash is a form of attack that tempo-
  rarily “blinds” Senses; despite the name it doesn’t 
  necessarily have anything to do with visible light. 
  If a wall is Opaque, it’s going to block visible 
  light, whether that light is a special effect of a 
  Sight Group Flash, ordinary sunlight, a flashlight 
  bought as Images, or something else. Opaque 
  is opaque. But being Opaque does not make a 
  Force Wall immune to the standard rules about 
  an exotic attack penetrating and “destroying” 
  a Force Wall that offers no protection against 
  it — that’s what the Transparent does. A Force 
  Wall can be Opaque and still get destroyed by a 
  Flash if the Force Wall offers exotic defenses but 
  no Flash Defense — the mere fact that it blocks 
  visible light (which means it stops some types of 
  Flashes automatically) does not mean it “takes no 
  damage” from Flashes.
  Personal Force Walls
  Some characters have “personal Force Walls” 
  — ones with the Self Only and No Range Limi-
  tations so the Wall only protects the character 
  himself. This is a good way for an energy being to 
  represent his general resilience to attacks, or with 
  an appropriate Only Works Against Limited Type Of 
  Attack Limitation for an energy projector to protect 
  himself from the type of energy he controls. But 
  even a personal Force Wall is still a Force Wall, and 
  that means a character can’t make attacks through 
  it without an appropriately-deﬁned Indirect attack, 
  
  The Ultimate Energy Projectors ■ Chapter One 
  21
  by smashing through it, or because he’s applied the 
  appropriate form of the Transparent Advantage. In 
  fact, he’d need Indirect on his STR just to punch 
  people or touch things through the Force Wall! 
  However, at the GM’s option, the character can 
  ignore these restrictions if he buys a +1 Advantage, 
  Personal Force Wall, for his Force Wall; this allows 
  all his attacks to ignore it as if it were a Force Field. 
  (Characters cannot purchase this Advantage for 
  other Force Walls, just “personal Force Walls.”)
  Personal Immunity
  Applying the Personal Immunity Advantage 
  to a Force Wall does not allow a character to attack 
  through the Force Wall without having to break 
  through it. All it does is prevent him from being 
  englobed with it when he tries to englobe some-
  one else and the attack is Missile Reﬂected (or the 
  like)... but since Force Wall is a Constant Power, the 
  character could just turn oﬀ the globe.
  Transparency
  A character cannot make a Force Wall Trans-
  parent to both types of damage, only to one (“regu-
  lar” or “exotic” attacks).
  KILLING ATTACK, RANGED
  Many energy projectors have at least one RKA 
  to represent more powerful, intense, or focused 
  uses of their basic energy bolt. (Additionally, some 
  energy types, such as Fire, are more “realistically” 
  simulated with RKA than Energy Blast.)
  As with Energy Blast, the GM can adjust the 
  cost structure of RKA (and HKA) to allow for 
  greater diﬀerentiation of dice of damage than just 
  whole and half dice. Basically this method assigns 
  a deﬁned, slightly lower or higher, cost for the “-1” 
  and “+1” increments of Killing Damage, as shown 
  in the following table:
  LIFE SUPPORT
  Life Support is a common power for energy 
  projectors who are beings of energy or have energy 
  bodies — after all, someone made of energy proba-
  bly doesn’t need to breathe, eat, or sleep like normal 
  people, and can withstand the eﬀects of many a 
  hostile environment. (And if he does eat, it might 
  not be the usual sort of food; perhaps he “eats” sun-
  light or electricity, for example.) Beyond that, this 
  Power has some implications and options that can 
  apply to energy projectors and their powers.
  Life Support As A Defense
  Many energy NNDs and AVLDs have one or 
  more forms of Life Support, typically a Safe Envi-
  ronment, as the defense against them — indeed, 
  the defense is pretty much mandatory, given the 
  special eﬀects in question. For example, a Radiation 
  Pulse NND would have Safe Environment (High 
  Radiation) as the defense, and a Bitter Cold NND 
  would have Safe Environment (Intense Cold). To 
  not choose those forms of Life Support as a defense 
  removes some of the utility Life Support provides, 
  so GMs should be very cautious about allowing it.
  Gamers interested in greater variation among 
  characters can extend the concept of Life Support 
  as a defense in two ways. First, they can reduce the 
  eﬀectiveness of all of the Safe Environments that 
  cost 2 Character Points. With this option, charac-
  ters can buy 1-point versions of those four Safe 
  Environments. The 1-point version is half as eﬀec-
  tive as the regular 2-point version:
  ■ when used as a defense against an NND, AVLD, 
  or similar attack, a 1-point Safe Environment 
  doesn’t provide an absolute defense; it reduces the 
  damage done by half.
  ■ the Safe Environment is otherwise roughly half 
  as eﬀective (with the GM determining exactly 
  what this entails). For example, a character with 
  1-point Safe Environment (Intense Cold) can stay 
  in extreme cold longer than other characters before 
  he feels uncomfortable or develops frostbite, but 
  eventually he will suﬀer problems. One with  Safe 
  Environment (High Radiation) can take a lot more 
  rads than other characters, but after enough expo-
  sure he’ll begin suﬀering radiation poisoning.
  Second, the GM can allow Safe Environments 
  to have some eﬀect against attacks of the appropri-
  ate special eﬀect that aren’t NNDs/AVLDs. This 
  may either be a part of how those types of energy 
  work in the campaign (i.e., characters get no Limi-
  tation for it), or it might constitute a -¼ (at most) 
  Limitation on the attacks. Here’s how this works:
  Safe Environment (High Pressure):  reduces the 
  damage caused by Gravity attacks (and similar 
  attacks) that squeeze or crush the character by 10%
  Safe Environment (High Radiation):  reduces the 
  damage caused by Radiation attacks by 25%
  Safe Environment (Intense Cold):  reduces the 
  damage caused by Ice/Cold attacks by 25%, pro-
  vided the attack does Energy damage (it has no 
  eﬀect against, for example, crushing blocks of Ice 
  that do Physical damage)
  Safe Environment (Intense Heat):  reduces the 
  damage caused by Fire/Heat attacks by 25% (alter-
  nately, it might reduce pure Fire attacks by 25%, 
  and pure Heat attacks by 50%)
  The GM can also apply this to other forms 
  of Life Support if he wishes, such as using Life 
  Support (Longevity) to reduce the eﬀects of Time-
  KILLING ATTACK 
  DIFFERENTIATION
   
  Points
   
  In RKA 
  Damage
   
  5 
  1 point
   
  10 
  ½d6
   
  12 
  1d6-1
   
  15 
  1d6
   
  20 
  1d6+1
   
  25 
  1½d6
   
  27 
  2d6-1
   
  30 
  2d6
   
  35 
  2d6+1
   
  40 
  2½d6
   
  42 
  3d6-1
   
  45 
  3d6
   
  ... and so on
  
  22 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  based attacks. In all cases, the reduction of damage 
  applies after the character uses his defenses to 
  reduce the attack’s damage, just like the Damage 
  Reduction Power.
  If the GM prefers, he can even scale this eﬀect 
  based on the value of a Limitation, Expanded 
  Defensive Eﬀect, taken on the attack. For a -0 Lim-
  itation, the appropriate Safe Environment reduces 
  damage by 10% (or this may be the campaign 
  default, worth no Limitation at all). For a -¼ Limi-
  tation, it reduces the damage by 25%. For a -½ 
  Limitation, it reduces the damage by 50%. For a -1 
  Limitation, it reduces the damage by 75%. In some 
  cases, the GM may require that characters always 
  take a Limitation of a minimum value for attacks 
  of a particular special eﬀect; for example, Ice/Cold 
  attacks might always have to take the Limitation at 
  the -¼ value.
  MISSILE DEFLECTION AND REFLECTION
  Missile Deﬂection is an appropriate Power 
  for many energy projectors (especially if Limited 
  so it only applies to the types of energy they con-
  trol/use). It often works best if bought to function 
  at Range or with Reﬂection — otherwise, Combat 
  Skill Levels with DCV may be a better purchase.
  Here are some additional rules, suggestions, 
  and options for Missile Deﬂection and Reﬂection:
  Active Points Instead Of Special Eﬀects
  Currently, Missile Deflection and Reflec-
  tion is defined as working against certain special 
  effects — at its lowest level it affects thrown 
  objects, and it scales upward through “non-gun-
  powder projectiles” and “any physical projectile” 
  to all Ranged attacks. This is unusual for the 
  HERO System, where special effects don’t usu-
  ally determine how two Powers interact (Chap-
  ter Two of this book notwithstanding). After 
  all, depending on how characters define their 
  attacks, it’s possible to have a thrown object or a 
  non-gunpowder projectile that’s as powerful, or 
  more powerful, as a bullet or energy beam.
  Addressing this concern requires some fun-
  damental changes to the way Missile Deﬂection 
  works. For this “revised” Missile Deﬂection, a char-
  acter pays 10 Character Points and can Deﬂect any 
  Ranged attack — but he suﬀers an OCV penalty 
  equal to -1 per 10 Active Points in the attack. To 
  counteract this, typically a character buys lots of 2-
  point Combat Skill Levels to improve his OCV. (At 
  the GM’s option characters can buy 1-point Penalty 
  Skill Levels that only improve the character’s OCV 
  for purposes of counteracting the Active Point 
  penalty.) If a character only wants to Deﬂect attacks 
  of a given special eﬀect, he can represent that with 
  a Restricted Deﬂection Limitation:  only thrown 
  attacks is a -2; non-gunpowder projectiles is a -1, 
  and any physical projectile is a -½.
  The Attacker’s OCV
  When a character uses his Missile Deﬂection, 
  it functions against the OCV the attacker uses 
  to make his Attack Roll. If the attacker’s OCV is 
  modiﬁed by the Range Modiﬁer, the application of 
  Combat Skill Levels, or anything else, that all fac-
  tors in, and thus may make the Deﬂecting charac-
  ter’s roll easier or harder.
  Enhanced Missile Deﬂection
  At the GM’s option, Missile Deﬂection auto-
  matically works at Range at the current +½ level 
  — characters can use it to Deﬂect Ranged attacks 
  directed at themselves or any adjacent hex. By 
  applying the Ranged (+½) Advantage, a character 
  can make his Missile Deﬂection work at any Range 
  up to 5” x Active Points. This makes the Power a 
  more attractive purchase for many characters, since 
  it gives Missile Deﬂection functionality that sets it 
  apart from DCV Levels.
  Expanded Deﬂection
  Standard Missile Deﬂection doesn’t work 
  against Entangles or any area-aﬀecting attack. At 
  the GM’s option, a character can purchase a new 
  Advantage, Expanded Deﬂection, to allow the power 
  to do that. For a +¼ Advantage, a character can 
  Deﬂect Entangles (unless they’re bought with Area 
  Of Eﬀect/Explosion). For an additional +¼ Advan-
  tage (total of +½), the character can also Deﬂect 
  Selective/Nonselective Area Of Eﬀect attacks. 
  For an additional +½ Advantage (total of +1), 
  the character can also Deﬂect any Area Of Eﬀect, 
  Explosion, or area-aﬀecting attack. Unless the GM 
  permits otherwise, characters cannot Reﬂect any of 
  these attacks.
  Indirect Attacks
  Indirect attacks are not inherently non-
  Deﬂectable. It’s a question of common sense and 
  dramatic eﬀect. For example, if a character’s set 
  up and ready for an attack from the front, the 
  GM might not allow him to Deﬂect an attack that 
  strikes him from behind due to Indirect. And as 
  noted in the rules, a character must be able to per-
  ceive an attack to Deﬂect it; in some cases, he may 
  not be able to perceive an Indirect attack.
  Missed Attacks
  As noted in the rules, Missile Deﬂection works 
  against “incoming” attacks or attacks “made against” 
  a target. What this means is that an attack doesn’t 
  necessarily have to hit a character for that character 
  to be able to Deﬂect or Reﬂect it. However, the GM 
  could rule that an attack that misses by a consider-
  able margin (say, 5 or more) doesn’t even come 
  close to the character and therefore is not Deﬂect-
  able/Reﬂectable. In any event, the standard rules on 
  the timing of Deﬂection/Reﬂection (it’s an Attack 
  Action, it must be declared before the attacker rolls 
  his Attack Roll, and so forth) apply.
  Ranged Deﬂection
  Unless the GM rules otherwise, a character 
  with full Range (+1) for his Missile Deﬂection can 
  Deﬂect multiple attacks, using the standard rules 
  for doing so, anywhere within his potential range 
  of eﬀect, regardless of where the “targets” are. For 
  example, in one Phase he could Deﬂect an attack 
  from a target 10” away (-0), then one for a target 2” 
  away (-2), then one for someone standing next to 
  him (-4), then one for someone 57.5” away (-6), and 
  so on — but once he misses a Deﬂection, he can’t 
  make any more that Phase.
  
  The Ultimate Energy Projectors ■ Chapter One 
  23
  Reﬂection And Force Walls
  A Reﬂected attack always “comes from” or 
  “originates with” the character using Reﬂection, for 
  purposes of determining the eﬀect of Force Walls, 
  Concealment, and other such defenses and modiﬁ-
  ers. The character can apply the Indirect Advantage 
  to make the attacks come from some other angle.
  Telekinesis
  A character who has both Telekinesis and 
  Missile Deflection cannot automatically use his 
  Missile Deflection at Range — if he wants that 
  ability, he has to buy the Range Advantage for his 
  Missile Deflection.
  Telekinesis can be Missile Deﬂected, since it’s 
  a Ranged attack. It’s usually going to require the 
  20-point form of Missile Deﬂection, but ultimately 
  that depends on the special eﬀect of the Telekinesis.
  POWER DEFENSE
  Power Defense is more common for energy 
  projectors than just about any archetype (except 
  perhaps mystics). Since they often deﬁne their abili-
  ties using Drain and other Adjustment Powers, it 
  stands to reason that they’d have some resistance to 
  similar attacks.
  A character can choose to use his Power 
  Defense to resist Aid/Succcor or Healing, if for 
  some reason he doesn’t want another character to 
  use those powers on him.
  SUPPRESS
  Energy projectors often create powers using Sup-
  press. Here are a few additional rules for that Power.
  Continuous Suppresses
  With most powers, applying Continuous con-
  verts a Power into a Constant Power that the char-
  acter can maintain Phase after Phase by continuing 
  to pay END. Since Suppress is already Constant, 
  the eﬀect of applying Continuous to it is to let the 
  attacker use it to aﬀect the target again and again 
  and again, without having to make an Attack Roll 
  or use an Attack Action. That means each subse-
  quent “use” of Suppress is a new attack — just one 
  the character gets to make without the need for 
  roll or Action. He still has to pay END separately 
  to make/maintain each Phase’s Suppress eﬀect. 
  While the overall END cost can be decreased using 
  Reduced Endurance, there’s no way to stop the 
  “accumulation” from occurring.
  Example:  Technique has a Suppress Machine 
  Powers 2d6, all Machine Powers simultane-
  ously (+2), Continuous (+1) (40 Active Points; 
  costs 4 END per use) power that she uses to 
  shut down devices. The ﬁrst Phase she uses it, 
  it costs her 4 END. The next Phase it costs her 
  4 END (to maintain the ﬁrst Phase’s eﬀect) + 4 
  END (for the second Phase’s “new” attack). The 
  third Phase it increases to 12 END (4+4+4), 
  and so on.
  Suppress With Charges
  If a character buys Suppress with Charges, the 
  Suppress eﬀect lasts for the one Phase the Charge 
  is active, then it ends and the Suppressed points 
  immediately return to the victim. If the Charges 
  
  24 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  are Continuing Charges, the eﬀect lasts until the 
  duration of the Charge expires, then the points 
  immediately return. If the Charges are Continuing 
  Fuel Charges, the character has to keep expending 
  1 second’s worth of fuel per Phase to maintain the 
  Suppress; as soon as he stops doing this, the points 
  immediately return.
  If a character buys a Suppress that’s Continu-
  ous, and has Continuing Charges, the power con-
  sumes one Continuing Charge per Phase (regard-
  less of the Charge’s duration), or 1 second’s worth 
  of a Fuel Charge, unless the GM rules otherwise. In 
  particular, the GM may sometimes wish to charge 
  a character more than 1 second’s worth of a Fuel 
  Charge to maintain game balance.
  Characters cannot apply the Costs Endurance 
  Only To Activate (+¼) Advantage to Suppress.
  Suppressing BODY
  If a character’s suﬀering from the eﬀects of a 
  Suppress BODY, he can Heal or Regenerate the lost 
  BODY. Healing (either the normal or Regenera-
  tion form) restores BODY lost to a Suppress BODY 
  while the Suppress remains in eﬀect — though 
  of course the character maintaining the Suppress 
  could hit the victim with another use of the Sup-
  press BODY, forcing the victim to start Healing/
  Regenerating the additional lost BODY (if desired). 
  However, if a character suﬀers a Suppress BODY 
  that reduces him to negative his BODY (or lower), 
  Healing Resurrection will not restore him to “life,” 
  because (a) the condition that “killed” the character 
  remains in full eﬀect, and (b) he’s not truly dead, so 
  Resurrection isn’t applicable.
  If a character Suppresses the BODY of an 
  inanimate or unliving object, such as a Vehicle, a 
  Base, a mailbox, or a rock, to 0, it crumbles to its 
  component pieces or dust, just like with a Drain 
  — but when the Suppress eﬀect ceases to function, 
  the object instantly re-assembles into its intact, 
  working self. If someone takes part of the object 
  away while the BODY is Suppressed, the GM has 
  to determine the eﬀects based on what’s taken, how 
  far away it’s taken, and so forth.
  TELEKINESIS
  Telekinesis is the power to move physical 
  objects at a distance without physically touching 
  them. Although it’s often deﬁned as a psionic power 
  (see The Ultimate Mentalist), it’s nearly as common 
  among energy projectors (in fact, “Telekinetic 
  energy” is one of the special eﬀects sometimes 
  chosen by energy projectors; see Chapter Two). 
  Some energy projectors can even telekinetically 
  “grasp” and “move” energy; for example, a pyroki-
  netic can control ﬂame this way. (See Liquids, Gases, 
  And Energy, below, for how to do this.) Here’s some 
  additional information about the Power as it per-
  tains to energy projectors.
  Characters As Weapons 
  Telekinetic characters sometimes like to pick 
  up an enemy and use him hit another enemy. This 
  works the same for them as for characters using 
  ordinary STR; see page 99 of The Ultimate Brick for 
  more information and rules.
  Combat Skill Levels
  The type of Combat Skill Levels a character 
  should buy for Telekinesis depends on what he 
  wants to do with them. If he just wants to improve 
  OCV, 2-point Levels suﬃce. If he wants to improve 
  OCV or DCV, he needs 3-point Levels. If he wants 
  to improve OCV or DCV with all his Ranged 
  attacks (including Telekinesis), he needs 5-point 
  CSLs. In short, he should buy CSLs for Telekinesis 
  normally; the Power’s versatility doesn’t change 
  how CSLs apply.
  Cumulative
  Characters cannot apply Cumulative to  
  Telekinesis.
  Fine Manipulation
  Ordinary Telekinesis is relatively crude. A 
  character can use it to pick things up, hit things, 
  and throw things, but not for delicate tasks or tasks 
  requiring precise movement. To use Telekinesis like 
  that, a character must pay for the +10 Character 
  Points Fine Manipulation Adder.
  A good basic test for whether Fine Manipula-
  tion is required to do something is this:  if a char-
  acter can pick up the object or perform the task 
  with a large, inﬁnitely thin paddle, then he doesn’t 
  need Fine Manipulation. For example, he could 
  slide the imaginary paddle underneath just about 
  any object (no matter how small or delicate) to pick 
  that object up; therefore, Fine Manipulation isn’t 
  ordinarily required just to pick up objects. He could 
  also use the edge of the paddle to ﬂip a lightswitch, 
  so Fine Manipulation isn’t required for that, either. 
  On the other hand he can’t type with the paddle; 
  that requires Fine Manipulation. For ﬁne work 
  that doesn’t necessarily require a Skill, like hitting 
  a single key on a keyboard, the GM may allow a 
  character to make a DEX Roll (or EGO Roll, for 
  Psychokinesis) to perform the task successfully. 
  Fine Manipulation is not required for most every-
  day tasks (for example, opening a jar, making a 
  sandwich, or turning a key).
  In noncombat situations, the GM may, if he 
  chooses, ignore the Fine Manipulation rules and 
  allow any telekinetic to type or perform other 
  delicate tasks. If there are no distractions or press-
  ing need for speed, the telekinetic can concentrate 
  on the task at hand and perform it without Fine 
  Manipulation (much in the same way a normal 
  person who cannot type can “hunt and peck” a 
  document, given enough time). If it would be par-
  ticularly heroic or dramatic, the GM might even 
  allow the telekinetic to do this in a combat situation 
  if he reduces his DCV to 0 to simulate how hard 
  he’s concentrating.
  The text of the Fine Manipulation Adder notes it 
  does not allow a character to manipulate objects on 
  the microscopic level. With the GM’s permission, a 
  character can do that by buying the Microscopic Sense 
  Modiﬁer for his Sight, with the Limitation that it only 
  works with Telekinesis, to allow him to “perceive” 
  things at the microscopic level so he can telekineti-
  cally manipulate them. The GM determines the eﬀects 
  of microscopic Telekinesis, but of course should not 
  allow it to unbalance the game.
  
  The Ultimate Energy Projectors ■ Chapter One 
  25
  Neither Fine Manipulation nor Microscopic 
  Sight counteract the penalty for Target Size when 
  a character tries to pick up small objects with his 
  Telekinesis. He could, however, buy Penalty Skill 
  Levels for his Telekinesis to partly or fully cancel 
  them out.
  Grab And Move
  If a character uses Telekinesis to Grab and 
  Move a character, he can perform the Move as a 
  “free” action immediately after the Grab, instead 
  of Squeeze or Throw. If he wants to try to hit 
  another character with whatever (or whoever) 
  he’s moving, he has to wait until his next Phase, 
  same as with Grabbing and Throwing someone 
  — a character’s not allowed to convert the “free” 
  action he gets with a Grab into a second attack 
  against a third party.
  Line Of Sight
  A character cannot Grab or Punch something 
  with Telekinesis beyond his Line Of Sight. However, 
  once he Grabs an object he can continue to manip-
  ulate it even if it passes out of his LOS. If he moves 
  an object behind something he cannot see through, 
  or if he moves it beyond the range of his eyesight, 
  his hold on the object continues (though he may 
  have diﬃculty knowing where to move it or what 
  he can do with it, of course). Characters who want 
  to have “sensory feedback” with their Telekinesis, so 
  that they know what’s happening near objects that 
  they are telekinetically manipulating beyond their 
  LOS, should Link the appropriate form of Clairsen-
  tience to their Telekinesis. 
  Liquids, Gases, And Energy
  Characters have to apply the Aﬀects Porous 
  Adder to pick up liquids with Telekinesis. Aﬀects 
  Porous Telekinesis can aﬀect gases, smokes, and 
  mists, but only if it also has the Advantage Area Of 
  Eﬀect. This may grant Telekinesis some Dispel-like 
  eﬀects, since characters usually build gases and 
  smokes with Powers (such as Change Environ-
  ment, Darkness, and NND Energy Blast). If the GM 
  considers this abusive, he should disallow this use 
  of Telekinesis, instead requiring characters to buy 
  Dispel (and similar Powers).
  Some telekinetics can actually use their 
  power to affect forms of energy. Usually this is 
  limited to a particular form of energy, such as a 
  pyrokinetic’s ability to move and shape masses 
  of fire. Since energy is weightless, the STR of 
  the Telekinesis reflects how much energy the 
  character can pick up in other terms:  1 Damage 
  Class worth of energy (usually Killing Damage) 
  for every 5 points of telekinetic STR. This also 
  provides a convenient method for determining 
  the damage done to characters touched with the 
  energy. Energy picked up with Telekinesis in 
  this fashion is self-sustaining (it does not “burn 
  out” or dissipate) until used to damage someone 
  (which “extinguishes” it). When let go, the energy 
  dissipates at once, unless it’s placed on something 
  it can “attach” itself to (i.e., fire placed on some-
  thing flammable, where it keeps burning until it 
  exhausts the fuel; electricity placed into an elec-
  trical outlet or cable, and so forth).
  Characters cannot use ordinary Telekinesis 
  to pick up energy; doing so requires a specialized 
  form of Telekinesis indicated by an appropriate 
  Limitation, such as Only Works On Fire or Only 
  Works On Electricity. Typically these are -1 Limita-
  tions, but the GM may adjust the value if neces-
  sary. A character with “energy Telekinesis” can also 
  use it to crudely shape the energy he can hold (to, 
  for example, create a ﬁery phoenix out of ﬂame). 
  On the other hand he loses most of the ordinary 
  uses of Telekinesis, such as grabbing, throwing, or 
  punching, since he can’t aﬀect physical objects.
  Puppeteering
  A character can use Telekinesis to “take con-
  trol” of a target’s body and make him do things he 
  doesn’t want to do — sort of an Entangle that forces 
  the target to move. Each Phase in which the teleki-
  netic retains control of the target, he may make that 
  target take one physical action — walk, run, pick 
  things up, pull a trigger, and so on. He cannot force 
  the target to take actions that are mental or which 
  are not based on physical movement (he could 
  not, for example, force the target to ﬁre an innate 
  Energy Blast or use a Mental Power). If he makes 
  the puppet attack another character (either HTH or 
  at Range), the puppet’s OCV is ½ of the energy pro-
  jector’s OCV (or OECV if using Psychokinesis); the 
  damage in HTH Combat depends on the energy 
  projector’s telekinetic STR, not by the puppet’s STR. 
  A puppet cannot perform ﬁne actions unless 
  the Telekinesis is bought with Fine Manipulation. 
  If two telekinetics try to use the same person as a 
  puppet at the same time, a STR Versus STR Contest 
  determines who wins control.
  Rapid Fire
  Assuming the GM allows the use of the Rapid 
  Fire maneuver in the campaign, a character can 
  Rapid Fire with his Telekinesis to Grab multiple 
  targets, “punch” multiple targets, or the like. He 
  must aﬀect all targets the same way; he can’t Grab 
  some and “punch” others. Having Grabbed multiple 
  targets, he has the following choices:
  ■ he can affect them all the same way (for 
  example, Squeeze all of them, Throw all of them, 
  continue to hold on to all of them, or turn them 
  all upside down). If he does this, he must pay 
  the END cost for his Telekinesis every Phase 
  he maintains it. If Attack Rolls or the like are 
  required, the character must make one roll per 
  victim he wants to affect, or use Rapid Fire again, 
  but making these multiple Attack Rolls counts as 
  a single Attack Action.
  ■ choose to affect one of the Grabbed victims in 
  whatever way the Grab rules or other rules allow 
  and let all the other victims go. If he does this, he 
  must pay the END cost for his Telekinesis every 
  Phase he maintains it. At the GM’s option, the 
  character can affect two or more persons in some 
  appropriate manner (such as smashing them into 
  each other) by again Rapid Firing his Telekinesis 
  against those persons while letting the others go 
  (normal rules for Rapid Fire and END expendi-
  ture apply).
  
  26 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  ■ choose to aﬀect two or more Grabbed victims, 
  up to all of them, in diﬀerent ways — holding on 
  to some while Throwing others, Squeezing some 
  and Throwing others, turning some upside down 
  and lifting others 4” into the air, or what have you. 
  But to do this, he must pay the END cost for his 
  Telekinesis once per person or object aﬀected every 
  Phase he maintains it. If Attack Rolls or the like 
  are required, the character must make one roll per 
  victim he wants to aﬀect (but making these mul-
  tiple Attack Rolls count as a single Attack Action); 
  he cannot Rapid Fire because he’s doing diﬀerent 
  things to diﬀerent victims. (Nor is he allowed to, 
  say, Rapid Fire Squeeze three victims while Rapid 
  Fire Throwing four others.)
  Example:  Corporal Exeter of the Psi-Patrol has 
  Telekinesis (40 STR — 60 Active Points) and 
  uses it to Rapid Fire Grab six people. That costs 
  him 6 END. In his next Phase, he decides he 
  wants to keep holding on to them. Again, he 
  pays 6 END to do this — he only pays for his 
  Telekinesis once, since he’s doing the same thing 
  to every victim.
  In his next Phase, Exeter decides to Squeeze 
  four victims and Throw two of them. He can 
  do so, but must meet two requirements:  ﬁrst, 
  he has to succeed with an Attack Roll against 
  each one (not hard, since they’re at reduced 
  DCV due to being Grabbed); second, he has to 
  pay 36 END — one payment of END for each 
  victim aﬀected.
  Telekinesis Tricks
  In theory a character with Telekinesis could 
  do all sorts of things. For example, a telekinetic can 
  blind a character by throwing dust in his eyes or 
  holding his eyelids shut, mute him by holding his 
  mouth shut, choke him by squeezing his throat, or 
  kill him by squeezing and tearing important internal 
  organs. However, Telekinesis by itself usually won’t 
  let him do these things — he has to buy separate 
  abilities deﬁned as “Telekinesis tricks.” Chapter Two 
  has plenty of examples. When deciding what to let a 
  telekinetic do “for free” and what he has to pay points 
  for, the GM should compare Telekinesis to ordinary 
  STR. Would he let a character use his ordinary STR 
  to, for example, scoop up an armful of sand and dust 
  and throw it in an enemy’s eyes to blind him? If so, a 
  character using Telekinesis should be able to do the 
  same thing without having to pay Character Points 
  for the ability. Would he let a character use STR to 
  squeeze someone’s throat until he passed out? In 
  that case, the GM might require the character to buy 
  some form of NND deﬁned as a “choke hold,” so a 
  telekinetic would have to purchase the same sort of 
  power usable at Range.
  Telekinetic “Armspan”
  Telekinetic characters sometimes want to pick 
  up an entire layer of soil from a ﬁeld, or all of the 
  water out of a pool, or something similar. Even if they 
  have the STR to lift the object in question, ordinar-
  ily the GM shouldn’t allow this. The “armspan” of a 
  character’s Telekinesis should be the same as his regu-
  lar STR, i.e., about the span of his arms. A telekinetic 
  thus can pick up with his Telekinesis as much soil (or 
  whatever) as he could encompass with his arms. If the 
  character wants to use his Telekinesis over a broader 
  area, he should buy the Area Of Eﬀect Advantage for it.
  
  The Ultimate Energy Projectors ■ Chapter One 
  27
  However, the limited “span” of Telekinesis does 
  not necessarily limit its uses to those that could be 
  performed with the arms. Consider an automo-
  bile engine. A character with a normal armspan 
  can spread his arms and reach across most of the 
  engine. However, he cannot stop the pistons from 
  pumping or the belts from moving. A telekinetic, 
  on the other hand, usually can stop the parts of the 
  engine from moving (at least, the visible parts). This 
  is one of the many advantages Telekinesis has over 
  ordinary STR.
  Alternately, the GM can allow telekinetics to 
  Spread their Telekinesis. For every 5 points of STR 
  the character sacriﬁces, he may “spread” the reach 
  of his Telekinesis by +1”. The reach of Telekinesis is 
  assumed to be 1” at its base level, about the same as 
  a person’s armspan. However, characters should not 
  be allowed to Spread their Telekinesis when they 
  use it to “punch” targets.
  The “telekinetic armspan” rules do not allow 
  a character to pick up multiple people or diﬀering 
  objects by making a single Attack Roll — they don’t 
  grant any sort of Area Of Eﬀect for free. They apply 
  to attempts to pick up large masses of a speciﬁc 
  type of object. As always, the GM has the ﬁnal say 
  on what a character can do with his Telekinesis 
  based on special eﬀects, game balance, common 
  sense, dramatic sense, the circumstances, and other 
  appropriate considerations.
  A character can pick up multiple objects with 
  Telekinesis to roughly the same extent that he could 
  with his ordinary STR. Consider, for example, a 
  pile of bricks (assuming all the bricks together 
  don’t weigh more than the character’s telekinetic 
  lifting capacity). If the bricks are neatly stacked on 
  a pallet, the character can easily lift them all by lift-
  ing the pallet. If they’re in a big, jumbled pile, he 
  can pick up as many as he can “ﬁt” in his telekinetic 
  “armspan.” The GM should make a ﬁnal decision as 
  to how a character can telekinetically lift a particu-
  lar object, group of objects, or the like; obviously 
  the speciﬁcs of a situation have a lot of impact on 
  this issue.
  Wielding Weapons
  If a character uses Telekinesis to wield a 
  weapon to which he can add damage with STR, his 
  Telekinesis STR adds at the same rate and in the 
  same way as his personal STR. There’s no change 
  for the fact that Telekinesis costs more than STR. 
  See page 230 of The HERO System 5th Edition, 
  Revised for other rules about wielding weapons 
  telekinetically.
  TRANSFER
  This Power is ideal for energy projectors 
  who need to leech energy from other characters 
  to live or enhance their own powers. As defined 
  by the standard rules, it only allows a character 
  to Transfer points from the target to himself. 
  At the GM’s option, characters can buy a new 
  Advantage, Transfer To Other (+½), that lets the 
  character Transfer the Character Points removed 
  from the victim not to himself, but to another 
  person whom he touches (or who’s within range, 
  if the power has the Ranged Advantage). This 
  form of Transfer only works to Transfer to other 
  people; it cannot Transfer to the character him-
  self, and if there’s no one to whom the character 
  can Transfer the removed points, the power has 
  no effect. However, the GM can allow a character 
  to buy the Advantage with a +1 value instead; at 
  that level it can Transfer either to the character 
  or to another person, as the character chooses 
  (but not to both at once).
  Transfer And Defenses
  If a Transfer removes points from a non-
  defense Characteristic/ability and provides them to 
  a defense Characteristic/ability, it removes the full 
  value rolled on the dice but provides only half that 
  value to the recipient. For example, if a character 
  rolls 10 for a Transfer STR to PD, he removes 10 
  points of STR and adds 5 points of PD.
  If a Transfer removes points from a defense 
  Characteristic/ability and provides them to a non-
  defense Characteristic/ability, it removes half the 
  value rolled on the dice and provides that amount 
  to the recipient. For example, if a character rolls 10 
  for a Transfer PD to STR, he removes 5 points of 
  PD and adds 5 points of STR.
  If a Transfer removes points from a defense 
  Characteristic/ability and provides them to a 
  defense Characteristic/ability, it removes half the 
  value rolled on the dice and provides that amount 
  to the recipient. For example, if a character rolls 10 
  for a Transfer PD to ED, he removes 5 points of PD 
  and adds 5 points of ED. In other words, he’s not 
  subjected to the halving eﬀect twice.
  Negative Characteristics
  The rule allowing characters to Drain a Char-
  acteristic into the negatives also applies to Transfer.
  TRANSFORM
  Transform is a common power for energy pro-
  jectors whose abilities involve some type of control 
  over molecules or matter (though such characters 
  often blur the lines between energy projector, men-
  talist, and cosmic hero indistinguishably). Here are 
  some additional rules and guidelines for Transform.
  Healing Back
  In many cases, the condition for reversing a 
  Transform is that it “heals back normally” (i.e., that 
  the character heals the “Transform damage” the 
  same way he would ordinary BODY damage). If 
  the target of the Transform is an object (which has 
  no inherent REC), the GM decides how quickly it 
  un-Transforms. There’s no set standard. He could 
  base his decision on the object’s general cohesive-
  ness, resilience, and so on, or he might rule that all 
  objects have “REC 4” for these purposes (just like 
  typical people)
  If a Transform is deﬁned as “character must 
  heal the BODY back normally,” then generally 
  Healing (in either standard or Regeneration form) 
  counteracts the eﬀects quickly by allowing the 
  character to heal BODY “damage” at a much faster 
  rate than normal. However, a character can deﬁne 
  the reversal condition of a Transform as “character 
  must heal the BODY back at the standard REC/
  month rate,” in which case Healing has no eﬀect.
  
  28 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  Multiple Transforms
  It’s possible that, while Transformed, a charac-
  ter will get Transformed a second time, into some-
  thing else. For example, while Transformed into a 
  wolf, a character might then get Transformed into 
  a mouse. In this situation, both the “healing times” 
  continue to run normally. If the wolf form runs out 
  while the character is still in mouse form, when 
  the mouse form ends he reverts to man-shape. If 
  the mouse form runs out ﬁrst, he reverts to a wolf 
  — but the wolf form has been “on the clock” while 
  he was a mouse. The second Transform doesn’t put 
  the ﬁrst one “on hold.”
  Repeated Use Of Transform
  A character (most likely a villain) can use a 
  Transform on someone repeatedly to in eﬀect pre-
  vent them from un-Transforming over time. For 
  example, suppose Witchcraft Transforms Holocaust 
  into a frog on May 1. Based on Holocaust’s REC 
  he’ll heal back and un-Transform in a month. If she 
  wants to Witchcraft can Transform him again each 
  day. That way Holocaust heals back from the ﬁrst 
  Transform on June 1... but the one she applied on 
  May 2 remains in eﬀect, so he stays in frog form. Or 
  she could just wait until May 31 and re-Transform 
  him the day before he heals back so that he remains 
  a frog for another month.
  Transforming Energy
  It’s possible that some characters have the abil-
  ity “transform” energy (since, according to modern 
  physics, most forms of energy can be changed into 
  other forms without any loss of energy [heat being 
  one signiﬁcant exception]). For example, a charac-
  ter might have the power to transform Sonic energy 
  into Light energy, or Electricity into Magnetism, or 
  Ice/Cold into Fire/Heat.
  Despite referring to this as “transformation,” 
  this sort of ability doesn’t involve the Transform 
  power. Typically it’s just a Limitation on the 
  character’s powers. For example, the superhero 
  Mirrorball has various Light powers... but he has 
  to have sound (Sonic energy) to “fuel” his abilities. 
  He takes the Limitation Requires Suﬃcient Sound 
  (-¼) on nearly all of his Light powers (including 
  an Endurance Reserve for them) and works out 
  the details with the GM (e.g., every 5 deciBels of 
  sound that Mirrorball can hear provides 1 REC for 
  his Endurance Reserve). He might also buy one 
  or more Transfer abilities (any Sonic power to any 
  of his Light powers). Thus he “transforms” Sonic 
  into Light as part of the “special eﬀect” of his Light 
  powers; he doesn’t literally have a Minor Transform 
  (Sonic into Light).
  However, at the GM’s option characters can 
  buy Transform to work speciﬁcally on energy. This 
  would allow, for example, a character to intercept 
  an enemy’s Electricity-based Energy Blast and 
  convert it to, say, Pulson Energy (thus preventing 
  the target, who has a Vulnerability to Electricity, 
  from suﬀering the added eﬀect). This sort of “inter-
  ception” uses the same rules as for Dispelling an 
  incoming attack, but could work on attacks made 
  against other people, not just the character using 
  the Dispel. Typically a Transform Energy power is 
  a Minor Transform, but the GM may require char-
  acters to buy it as a Major Transform if necessary. 
  The target of this type of Transform is “any energy” 
  (which qualiﬁes for a -¼ Limited Target Limitation), 
  but the character can specify a more restricted class 
  of target energy for a larger Limitation value. The 
  result is a single, speciﬁed form of energy (such 
  as “any energy into Sonic energy” or “any energy 
  into Fire/Heat”). For a +¼ Improved Results Group 
  Advantage, the character can Transform the target 
  energy into up to four pre-deﬁned types of energy; 
  for a +1 Advantage, he can Transform it into any 
  type of energy.
  Every BODY rolled on a Transform Energy 
  attack converts 10 Active Points of energy into the 
  speciﬁed diﬀerent form of energy. If the Trans-
  form only partly aﬀects an energy attack, it hits the 
  target with both energy types but the target suﬀers 
  the worst sort of result he can from either type of 
  energy for the entire attack. For example, suppose 
  that the target of an Electricity attack has a Vulner-
  ability to Electricity and also has a Force Field with 
  the Limitation Does Not Protect Against Fire/Heat 
  (-½). Someone tries to shoot him with a Lightning 
  Bolt power (Energy Blast 12d6), and someone else 
  uses a Transform Energy that converts 25 Active 
  Points’ worth of the Electricity into a Fire/Heat 
  attack. The target not only still suﬀers from his Vul-
  nerability (since the attack remains partly Electric-
  ity), he doesn’t get to apply any of his Force Field 
  (because the attack is partly Fire/Heat).
  With the GM’s permission, characters can 
  “Coordinate” not to improve their chances to Stun 
  the target but to ensure that a Transform Energy 
  takes place. If both succeed with their Teamwork 
  rolls, the character using the Transform Energy gets 
  to do so before the attack hits the target; if either of 
  them fail, the Transform Energy has no eﬀect.
  The GM can adjust these rules as necessary in 
  light of special eﬀects, common and dramatic sense, 
  and the need to preserve game balance.
  
  The Ultimate Energy Projectors ■ Chapter One 
  29
  This section discusses Power Advantages 
  that have a special impact on or relationship to 
  energy projectors.
  AREA OF EFFECT; EXPLOSION
  Area Of Eﬀect (and to a lesser extent, Explo-
  sion) is a common way for energy projectors to 
  aﬀect more than one target at a time. The Radius, 
  Cone, and Line forms of the Advantage are all pop-
  ular (the latter two usually with the No Range Limi-
  tation, so that they “originate” with the character).
  New Areas Of Eﬀect
  Here are some additional Areas characters can 
  use with the GM’s permission:
  Area Of Effect (Cage):  A character can make an 
  Area Of Eﬀect (typically a Radius) into a “cage” — 
  in other words, with an area in the center that’s not 
  aﬀected by the power — by applying the Limitation 
  Targets Only Take Damage If They Touch Cage Or 
  Move Into/Out Of The Aﬀected Area (-½). In other 
  words, the boundaries of the Area form a “wall” that 
  aﬀects anyone who touches it (from either inside 
  or outside), but being in the interior of the Cage 
  doesn’t cause anyone harm. The Cage’s “walls” can 
  include a “ceiling” and a “ﬂoor” if the creator of the 
  Cage so chooses.
  Typically a Cage uses Area Of Eﬀect (One 
  Hex) so that the “walls” of the Cage conform to the 
  edges of the hex, leaving most of the interior of 
  the hex open — allowing enough space for three 
  or four people, at most, to remain comfortable. For 
  larger Cages, typically the “walls” of the Cage are 
  narrow ones along the outer edge of the Area, leav-
  ing a large interior unaﬀected. However, with the 
  GM’s permission a character can deﬁne his Cage as 
  having thicker walls and a smaller interior area; he 
  must make this choice when he buys the power, and 
  can’t alter the conﬁguration of his Cage thereafter. 
  (At the GM’s option, for an additional +¼ Advan-
  tage the character can change the conﬁguration of 
  his Cage’s walls, making them thicker or thinner 
  from use to use as desired.)
  A character trapped within a Cage isn’t inhib-
  ited in any way. He can move freely, and even leave 
  the Cage if he wants to — it’s just that moving 
  through the “walls” causes him damage. (By Link-
  ing the Cage with a Force Wall, a character could 
  give it a physical component that the victim has to 
  break through to get free.) He can perceive through 
  the “walls” of the Cage normally, and even ﬁre 
  Ranged attacks through them without diﬃculty. 
  (However, the GM may rule that any physical mis-
  siles passing through the “walls” suﬀer the Cage’s 
  damage.) If the GM permits, characters can buy 
  Adders and Advantages like Cannot Be Escaped 
  With Teleportation or Opaque for a Cage to further 
  incapacitate those trapped within.
  Because a Cage is made of “energy” (or what-
  ever the special eﬀects of the power indicate), 
  the Cage itself can’t be attacked (any more than a 
  standard Continuous Area Of Eﬀect could be). For 
  a ¼ reduction in the Advantage’s value, a Cage has 
  BODY equal to its Active Points divided by 10 (but 
  no DEF) and can be attacked; it has DCV 3, and is 
  destroyed when it reaches 0 BODY. For a -0 reduc-
  tion in the Advantage’s value, a Cage has BODY and 
  DEF equal to its Active Points divided by 10; it has 
  DCV 3, and is destroyed when it reaches 0 BODY.
  Area Of Effect (Fixed Shape):  Sometimes a character 
  wants an Area Of Eﬀect that covers an area with 
  a speciﬁc shape, such as a crescent moon or an X. 
  To create that, buy Area Of Eﬀect (Any Area) with 
  enough hexes to create the desired shape, then 
  reduce the Advantage’s value by ¼ to represent the 
  fact that the character can’t alter the shape.
  Area Of Effect (Sight Range):  Characters sometimes 
  use a combination of Area Of Eﬀect and Line Of 
  Sight to represent a power that only works if the 
  target of the power can see the character. This 
  assumes relatively normal sight conditions. As a 
  default, assume sight has a range of 50” if no visual 
  obstacles are present. If anything interferes with 
  a target’s ability to see — shadows, darkness, fog, 
  foliage, or the like — the GM should reduce the 
  eﬀective range of the power, remove some of its 
  Active Points of eﬀect, or rule that it cannot aﬀect 
  the target at all. If something blocks a target’s sight 
  completely (utter darkness, a wall that’s in the way, 
  or the like), then the power cannot aﬀect him.
  When you combine Area Of Eﬀect (Radius) 
  at the +1 level with Line Of Sight (+½) and the No 
  Range Limitation (which may also require Personal 
  Immunity), a “sight range” power allows a character 
  to aﬀect anyone who can see him. This simulates 
  abilities like a gorgon’s power to petrify anyone who 
  looks at her, or a light-manipulating supervillain’s 
  power to hypnotize anyone who sees the mesmer-
  izing light patterns surrounding him.
  Area Of Effect (Small Explosion):  For a +½ Advan-
  tage, a character can create an Area Of Eﬀect that’s 
  a sort of cross between a One Hex and an Explo-
  sion. The attack does its full damage to the target 
  hex, and half damage to all the hexes surrounding 
  the target hex, and no damage beyond that area.
  Area Of Effect (Voice Range):  Characters sometimes 
  use a combination of Area Of Eﬀect and Incanta-
  tions to represent a power that only works if the 
  POWER
  ADVANTAGES
  
  30 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  target of the power can hear the character speak-
  ing, singing, or the like. This assumes a relatively 
  normal volume of speech — the character may 
  increase his voice slightly to “project” better, but 
  cannot shout or scream. As a default, assume hear-
  ing has a range of 20” if no other noise is present. 
  If anything interferes with a target’s ability to hear 
  — such as other loud noises in the vicinity, wearing 
  headphones or heavy headgear, or plugging one’s 
  ears — the GM should reduce the eﬀective range 
  of the power, remove some of its Active Points of 
  eﬀect, or rule that it cannot aﬀect the target at all.
  When you combine Area Of Eﬀect (Radius) 
  at the +1 level with Incantations and the No Range 
  Limitation (which may also require Personal 
  Immunity), a “voice range” power allows a charac-
  ter to aﬀect anyone who can hear him. This simu-
  lates abilities like a siren’s seductive song, a faerie’s 
  power to make anyone who hears his music dance 
  uncontrollably, or a sonic-powered superhero’s 
  Mind Control.
  Area Of Eﬀect And Autoﬁre
  Sometimes an energy projector combines Area 
  Of Eﬀect and Autoﬁre for a particularly potent (if 
  expensive!) attack. Standard Autoﬁre and Area Of 
  Eﬀect rules apply. If a character wants to make an 
  attack against multiple targets, he does so against 
  DCV 3, with a -1 penalty for each “hex” in the line 
  (on which the center hex of the Area would be 
  placed). The character is not restricted to using 
  Autoﬁre just within some deﬁned “Area Of Eﬀect 
  target area.” The OCV penalty will quickly make it 
  diﬃcult for him to hit target hexes unless he has a 
  really high OCV.
  For multiple shots against a single target, the 
  Attack Roll determines how many shots hit the 
  target. The rest are considered misses and have no 
  eﬀect on the target. You can randomly determine 
  the “scatter” for the missed shots, adapting the rules 
  on pages 375-76 of The HERO System 5th Edition, 
  Revised, if desired, but the target should not suﬀer 
  any additional damage. If attack misses entirely, 
  make one calculation for where the shots would 
  scatter to based on the normal rules, then apply the 
  damage from that one attack to the aﬀected area. 
  The rest, again, are considered misses and have no 
  eﬀect on the area hit (which may or may not over-
  lap to hit the target anyway). In either case, lots of 
  other things may get destroyed in the area from the 
  other “missed shots,” but they shouldn’t have any 
  eﬀect in game terms — it’s just a special eﬀect — 
  unless the GM wants to take the time and trouble 
  to come up with a more “realistic” result.
  For single shots against multiple targets, deter-
  mine whether each hits, and for any misses deter-
  mine the scatter normally.
  Filling The Area
  Generally Area of Eﬀect/Explosion attacks 
  completely ﬁll the aﬀected area. There are no “shad-
  ows” created by obstacles that a target could take 
  shelter behind. If a GM wants to be more “realistic” 
  and come up with rules for taking cover from Areas 
  Of Eﬀect/Explosions that way, he can.
  No Range Areas Of Eﬀect
  If a character has a No Range Area Of Eﬀect 
  attack, he still must make an Attack Roll (against 
  DCV 3) to hit the target hex, unless the GM rules 
  otherwise. If he misses, the attack has no eﬀect 
  on anyone whatsoever — since the power has No 
  Range, the normal rules for determining the “loca-
  tion” of a missed Area-aﬀecting attack don’t apply. 
  The GM can interpret this in whatever way he sees 
  ﬁt. For example, it could be that the power failed 
  to work somehow, that something protected the 
  potential targets, or the like.
  DAMAGE SHIELD
  Damage Shield is a highly appropriate Advan-
  tage for energy projectors, who can often surround 
  themselves with a “mantle” of the energy they 
  control that can hurt anyone who touches them. As 
  noted in the rules, at the +½ level a Damage Shield 
  aﬀects anyone who deliberately touches the charac-
  ter. That might mean Grabbing him, punching him, 
  or just making casual contact, but the other person 
  has to deliberately intend to touch the character 
  somehow. Casual or unintended contact — being 
  Knocked Back into him, accidentally brushing 
  up against him, the character hitting or touching 
  someone, or the like — doesn’t trigger the Damage 
  Shield (unless the GM rules otherwise). At the +¾ 
  level, any contact, intentional or unintentional, and 
  whether initiated by the character with the Damage 
  Shield or someone else, triggers the Damage Shield.
  Area Of Eﬀect Damage Shields
  Characters can make Area Of Effect attacks 
  into Damage Shields (this usually requires the 
  Mobile Advantage as well, but the GM may 
  waive that). Typically this means that anyone 
  who enters the Area, or who is brought into the 
  Area by the character moving, takes the Shield’s 
  damage automatically. The character himself 
  doesn’t suffer any damage; he doesn’t have to 
  buy Personal Immunity for his Damage Shield. 
  The rules don’t require Area Of Effect Damage 
  Shields to be purchased with the additional +¼ 
  Advantage for “offensive use,” but a GM can cer-
  tainly impose that requirement if he so chooses.
  Autoﬁre Damage Shields
  If a character applies Autoﬁre to a Damage 
  Shield, he must pay for the additional +1 Advan-
  tage, since Damage Shield doesn’t involve a normal 
  Attack Roll. To determine how many “shots” hit, 
  either the GM establishes a standard, or he rolls 
  randomly (1d6-1, minimum of 1).
  Damage Shield And Entangle
  Although the rules note that Damage Shield 
  doesn’t act as a defense (in other words, it doesn’t 
  reduce the damage caused by any attack made 
  against the character), that doesn’t mean it can’t 
  have defensive consequences or uses. For example, 
  if a character using a Damage Shield is captured 
  in an Entangle, the Damage Shield aﬀects the 
  Entangle every Phase (unless some Advantage on 
  the Entangle, or Limitation on the Damage Shield, 
  indicates otherwise). Similarly, a Damage Shield 
  aﬀects a person Grabbing the character.
  
  The Ultimate Energy Projectors ■ Chapter One 
  31
  Damage Shield With Persistent Powers
  If a character wants to have a Persistent 
  Damage Shield, he still has to make it Continuous if 
  the power’s not inherently Constant. However, the 
  GM may waive this rule if he thinks doing so won’t 
  cause game balance problems.
  DOES KNOCKBACK
  Sometimes energy projectors may want to buy 
  this Advantage for a power that doesn’t roll damage 
  (such as Darkness). The GM can use whatever 
  method he feels is appropriate to determine the 
  “Normal Damage BODY” for purposes of calculat-
  ing Knockback. Possibilities include:  rolling 1d6 
  per 5 or 10 Active Points and counting the “Normal 
  Damage BODY”; using a ﬂat 1 BODY per 5 or 10 
  Active Points; or using a deﬁned number of dice or 
  BODY per increment of the power (such as, say, 2 
  BODY per 1” of Darkness).
  DOUBLE KNOCKBACK
  At the GM’s option, characters can buy 
  this Advantage multiple times, with each +¾ 
  purchase doubling the BODY for purposes of 
  determining Knockback. For example, for a +2¼ 
  Advantage a character would multiply the BODY 
  by 8 to calculate Knockback. This should be con-
  sidered a “Stop Sign” option.
  HARDENED
  Some energy projectors want to make their 
  defenses Hardened, but only against a particular 
  type of energy (typically the one they use them-
  selves). To do this, buy the Hardened as a naked 
  Advantage and apply the Only Works Against Lim-
  ited Type Of Attack Limitation.
  INDIRECT
  The Indirect Advantage is an excellent way to 
  simulate how various types of energy work, or to 
  represent an energy projector’s control over the 
  energy he creates/manipulates. Here are some addi-
  tional rules and options for this Advantage.
  Indirect Versus Barriers
  With the GM’s permission, characters can 
  take a +½ form of Indirect to create attacks that 
  bypass intervening barriers. The attack always 
  originates with the character, and always fires 
  straight from him, but passes right through bar-
  riers such as walls that are between him and the 
  target. Of course, unless the character has some 
  way to perceive his target through those barriers, 
  this may not do him much good.
  Indirect And Area-Aﬀecting Attacks
  An area-aﬀecting attack with either of the 
  standard forms of Indirect does not inherently 
  pass through barriers. For example, an Indirect 
  Area Of Eﬀect/Explosion attack that has its target 
  hex on one side of a wall (or Force Wall) does 
  not ignore that barrier and pass through to aﬀect 
  targets on the other side. (It might be powerful 
  enough to break through the wall and hurt some-
  one on the other side, but that’s a diﬀerent matter.) 
  The purpose of Indirect is to get the target hex of 
  the attack on the other side of the barrier; once 
  the character with the Attack Power chooses that 
  target hex, the barrier functions normally to pro-
  tect people on the other side.
  However, at the GM’s option, a character using 
  the optional +½ form of Indirect described above 
  could create an area-aﬀecting attack that would 
  ignore barriers, thus applying with equal force to 
  targets on either side of a wall.
  
  32 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  MULTIPLE SPECIAL EFFECTS
  This new Advantage represents a power that 
  manifests with two special eﬀects simultaneously. 
  Unless the GM rules otherwise, it’s not required for 
  powers that have diﬀerent “origin” and “manifesta-
  tion” special eﬀects (see page 43), such as a Fire 
  blast that’s a Magic spell (it originates as Magic, but 
  manifests as Fire). This Advantage is for a power 
  that has two manifestation special eﬀects at once 
  — for example, a “Solar Flare Blast” that manifests 
  as both Fire and Radiation simultaneously.
  Refer to the Vulnerability Frequencies table 
  (page 37) to determine the frequency with which 
  the power’s two special eﬀects appear in the cam-
  paign (and check with the GM to make sure he 
  hasn’t altered the table for his campaign setting). 
  The most common of the two (if they diﬀer) is the 
  base special eﬀect, and the character pays for the 
  other based on its frequency:  +¼ for an Uncom-
  mon special eﬀect; +½ for a Common special eﬀect; 
  and +¾ for a Very Common special eﬀect. The GM 
  may rule that some special eﬀects are incompatible 
  and cannot be “combined” into one attack with this 
  Advantage (for example, Fire/Heat and Ice/Cold, 
  Holy and Unholy, Darkness and Light).
  If a power with Multiple Special Eﬀects has one 
  special eﬀect that works against Energy Defense, and 
  one that works against Physical Defense, the attack 
  applies against the lower (or worse) of the target’s 
  two categories of defense. However, at the GM’s 
  option a character can take Multiple Special Eﬀects 
  at the +¼ level for a single special eﬀect to represent 
  the fact that it can work against either Physical or 
  Energy defenses (for example, an Ice/Cold attack 
  that could be a dart made of ice (Physical) or a beam 
  of pure Cold [Energy]). In that case the character 
  chooses, from Phase to Phase, which defense applies 
  against his attack.
  If the GM uses the optional and expanded 
  rules for various special eﬀects described in Chap-
  ter Two, a power with Multiple Special Eﬀects 
  gets all the possible beneﬁts or penalties for all 
  of its special eﬀects, unless those “modiﬁers” are 
  incompatible; in that case the GM decides how 
  things work. For example, a Sonic-and-Dimen-
  sional Manipulation attack would work better than 
  normal underwater and function more eﬀectively 
  against most Physical defenses. With a Sonic-and-
  Fire attack, if it’s used underwater the GM has to 
  decide if the beneﬁts for using Sonic apply, the 
  penalties for using Fire underwater apply, the two 
  cancel each other out and the attack works nor-
  mally, or something else happens.
  If a target has a Limited form of defense that 
  only applies to one of the special eﬀects in a Mul-
  tiple Special Eﬀects attack (such as Damage Reduc-
  tion that Only Works Against Fire when hit by an 
  Electricity-and-Fire/Heat attack), then that defense 
  applies to the Multiple Special Eﬀects attack in its 
  entirety, as if the attack were just the one special 
  eﬀect. This remains true even if a target has two 
  Limited defenses, one of which only works against 
  Special Eﬀect A and one only against Special Eﬀect 
  B — the target gets to apply them all against the 
  Multiple Special Eﬀects attack.
  A power with Multiple Special Eﬀects can 
  trigger Vulnerabilities, Susceptibilities, or Limita-
  tions as if it were either of its manifestation special 
  eﬀects. In the event that a target is somehow unusu-
  ally aﬀected by both special eﬀects, he suﬀers the 
  worst of the two. For example, if a character with 2 
  x BODY from Fire/Heat attacks and 1½ x BODY 
  from Radiation attacks is hit with a Fire-and-Radi-
  ation attack, he takes 2 x BODY damage.
  At the GM’s option, a character can take this 
  Advantage more than once, thus giving a power 
  three, four, or more manifestation special effects 
  simultaneously. The cost remains the same; for 
  example, if a character has a Very Common spe-
  cial effect that also manifests as a Common, an 
  Uncommon, and another Uncommon special 
  effect, he pays a total of a (+½ + +¼ + +¼ =) +1 
  Advantage. The GM can also decide to “cap” the 
  value of Multiple Special Effects at some level 
  (such as +2), at which point it functions as all 
  special effects (or some large subset of all special 
  effects, such as “All Magic,” “All Energy,” or “All 
  Technology”) simultaneously.
  Multiple Special Eﬀects And Powers
  An attack with Multiple Special Effects is 
  still only one attack, not two. Thus, it can only 
  be Absorbed from once (even if the target has 
  multiple Absorption powers), works normally 
  with Find Weakness, can be used as one part of 
  a multiple-power attack, and so forth. In situa-
  tions where the two special effects in a Multiple 
  Special Effect attack would interact with a Power 
  or game element differently, the GM should 
  interpret the situation in the best way for the 
  target and the worst way for the character using 
  the Multiple Special Effect attack. For example, 
  suppose a character has a Physical-and-Pulson 
  Energy attack defined as a thrown metal disk 
  imbued with pulson energy. A target using Mis-
  sile Deflection can Deflect that as a thrown 
  attack (thus requiring only the 5 Character Point 
  level of Missile Deflection); he doesn’t need the 
  20-point form of Missile Deflection normally 
  required to Deflect energy beams.
  Multiple Special Eﬀects And NND/AVLD
  If a character has a Multiple Special Eﬀects 
  attack that’s also an NND or AVLD, he must 
  specify a diﬀerent defense for each of the special 
  eﬀects involved. If a target has any of the speciﬁed 
  defenses, he takes no damage from the attack.
  Multiple Special Eﬀects And Variable Advantage
  Characters cannot take Multiple Special Eﬀects 
  for a power via the Variable Advantage Advantage 
  unless the GM speciﬁcally permits them to.
  Multiple Special Eﬀects And Variable Special 
  Eﬀects
  If a power with Multiple Special Eﬀects has the 
  Variable Special Eﬀects Advantage at the +½ level, 
  the character can switch the two (or more) special 
  eﬀects of the power using the standard rules for 
  Variable Special Eﬀects.
  
  The Ultimate Energy Projectors ■ Chapter One 
  33
  NO NORMAL DEFENSE; ATTACK AGAINST 
  LIMITED DEFENSE
  These two Advantages are popular with energy 
  projectors who are concerned about hurting 
  their opponents (or just want to Knock them Out 
  quickly for some reason).
  NND/AVLD attacks cannot ignore barriers 
  (such as walls or Force Walls) that don’t have the 
  defense against them. Typically they get stopped by 
  such barriers altogether, since they can’t do BODY 
  damage to break through them.
  VARIABLE ADVANTAGE
  This Advantage is a popular one for energy 
  projectors, who use it to “tailor” their energy bolts 
  (and other attacks) for maximum eﬀectiveness. 
  Here are a few additional rules for it.
  If a character has Variable Advantage (+½ 
  Advantages; +1) and has separately bought Reduced 
  Endurance (0 END; +½) for his power, and he uses 
  Variable Advantage for Autoﬁre (5 shots; +½), the 
  END cost for the power is half the normal END cost 
  per shot. A +½ Reduced Endurance Advantage for an 
  Autoﬁre power is the equivalent of the +¼ Reduced 
  Endurance Advantage for a normal power.
  A character can allot part or all of his Variable 
  Advantage to the Variable Special Eﬀects Advantage. 
  However, he must always choose the +½ level of 
  Variable Special Eﬀects unless the GM permits oth-
  erwise. If a character wants to maintain the change 
  of special eﬀect, he has to keep part of his Variable 
  Advantage assigned to Variable Special Eﬀects 
  — otherwise, the power reverts to its normal spe-
  cial eﬀect, whatever that may be, when the Variable 
  Advantage changes.
  If a character has Variable Advantage with 
  the “Limited Group of Advantages” option, one 
  (or more) of his four possible “settings” can be a 
  combination of Advantages (such as Autofire [3 
  shots; +¼] and +1 Increased STUN Multiplier 
  [+¼] to fill a +½ Variable Advantage), unless the 
  GM rules otherwise.
  A character cannot choose an Advantage via 
  Variable Advantage that counteracts, contradicts, 
  or compensates for a Limitation on the power. For 
  example, if a character has a Ranged attack with 
  the Limitation No Range, he cannnot choose the 
  Ranged Advantage for his attack.
  A character using Variable Advantage cannot 
  put an Advantage with a value of +0 on a power 
  unless the GM speciﬁcally permits him to. The 
  Advantages chosen for Variable Advantages should 
  have a +¼ or greater value.
  If a character has Variable Advantage and 
  uses that to apply Area Of Effect to a power, 
  calculate the size of the Area using the Active 
  Points of the power not including the Variable 
  Advantage.
  VARIABLE SPECIAL EFFECTS
  Variable Special Eﬀects is another common 
  Advantage for energy projectors’ powers, especially 
  in conjunction with Variable Advantage.
  If a character has a Variable Special Effect 
  attack, and he makes two attacks with it using 
  Rapid Fire, he cannot vary the special effect of 
  the two attacks — all attacks made with Variable 
  Special Effects via Rapid Fire in a Phase must 
  have the same special effect.
  
  34 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  H
  ere are a few notes about Limitations 
  that have special applications for energy 
  projectors and their powers. Compared 
  to many archetypes, energy projectors 
  use relatively few Limitations; their powers tend 
  to be innate or inherent and thus subject to fewer 
  restrictions than average.
  ALWAYS ON
  This Limitation works perfectly for simulat-
  ing a character who doesn’t have full control over 
  his powers, in that he can’t shut them oﬀ. The 
  classic examples are superheroes like Cyclops of 
  the X-Men (who can’t turn oﬀ his powerful eye-
  beams) or Blazer of the Justice Machine (whose 
  ﬁre powers could overload and cause tremendous 
  damage to everyone and everything around her). 
  However, typically in genre ﬁction characters with 
  such powers ﬁnd some way to control them arti-
  ﬁcially, which the Always On Limitation doesn’t 
  allow except through massive END expenditure. 
  At the GM’s option, characters can take a -¼ ver-
  sion of the Limitation, Always On Controllable. 
  This works just like the regular Always On, except 
  that the character has a deﬁned method of keeping 
  the power turned oﬀ. This method must be chosen 
  when he buys the power, and can’t be changed 
  thereafter. Furthermore, any power bought as 
  Always On Controllable must have a reasonably 
  common and obvious method or set of circum-
  stances that remove or negate the character’s con-
  trol over the power.
  Typically the control method for an Always 
  On Controllable power is some sort of Focus-like 
  device that keeps the character’s power in check 
  (like Cyclops’s ruby quartz visor or Blazer’s con-
  tainment suit). The fact that other people can take 
  the object away from him (use the Focus rules for 
  this) constitutes the removal method. The GM may 
  allow other control methods if desired.
  ENDURANCE LIMITATIONS
  Since energy projectors usually use END 
  to fuel their powers, Increased Endurance Cost 
  is a classic Limitation for them. It’s particularly 
  appropriate for “charged up” attacks that do 
  tremendous damage but require equally tremen-
  dous amounts of energy (see page 199), or for 
  last-ditch defenses that the character can use to 
  protect himself and others for the few seconds 
  necessary to escape from peril.
  With the GM’s permission, a character can 
  take Costs Half Endurance as a -¼ Limitation, 
  instead of the full -½ version of Costs Endurance.
  The Endurance Limitations are primar-
  ily intended for abilities that characters use in 
  combat, which is when END costs matter. It’s not 
  against the rules to apply them to non-combat 
  abilities, but the GM may wish to consider 
  reducing their value for such powers (even to 
  -0) because spending END isn’t very restrictive 
  when there’s plenty of time to recover it.
  LIMITED POWER
  At the GM’s option, in campaigns using the 
  energy types/special eﬀects interaction rules in 
  Chapter Two of this book, characters can take a 
  form of Limited Power for energy powers deﬁned 
  as Functions As Multiple Special Eﬀects. This means 
  the power works as the worst of two or more spe-
  cial eﬀects when it comes to judging interactions, 
  determining if Limited defenses apply, determining 
  if it triggers Susceptibilities and Vulnerabilities, and 
  so forth.
  To calculate the value of Functions As Multiple 
  Special Eﬀects, refer to the Vulnerability Frequen-
  cies table (page 37) to determine the frequency 
  with which the power’s special eﬀect, and the other 
  special eﬀect it can function as, appear in the cam-
  paign (and check with the GM to make sure he 
  hasn’t altered the table for his campaign setting). 
  The most frequent of them becomes the “base” 
  frequency for the power, and the Limitation’s value 
  depends on the frequency of the other energy type/
  special eﬀect:  -¼ for Uncommon; -½ for Common; 
  -¾ for Very Common.
  Example:  Alchemica has a pheromone-based 
  power that functions as both Biological and 
  Chemical. Since both special eﬀects are Uncom-
  mon, the Limitation is worth -¼. When she 
  uses the attack, it functions as the worse of the 
  two special eﬀects. For example, if she attacks 
  someone who has Vulnerability (2 x Eﬀect from 
  Chemical Powers) with it, it functions as a Bio-
  logical power and does not trigger the Vulner-
  ability. When it interacts with other energy 
  types/special eﬀects, the GM reviews both 
  Chemical and Biological and chooses which-
  ever interaction is worst for Alchemica.
  LINKED
  Energy projectors commonly use Linked to 
  create energy attacks and powers with multiple 
  eﬀects. The classic examples are an energy bolt so 
  bright it blinds the target as well as burning him 
  (Energy Blast + Linked Flash) and a wall of energy 
  that hurts anyone who touches it (Force Wall + 
  POWER
  LIMITATIONS
  
  The Ultimate Energy Projectors ■ Chapter One 
  35
  Linked Damage Shield), but there are many other 
  possibilities. Here are some additional rules and 
  guidelines for Linked:
  Jointly Linked Powers
  In some cases a character may want to have 
  a lesser power that he must use whenever he uses 
  the greater power. In other words the powers are 
  jointly Linked, because neither can be used without 
  the other (as compared to the usual arrangement, 
  where the character can use the greater power 
  without activating the lesser power). Typically this 
  doesn’t aﬀect the value of Linked; it’s a -0 addition 
  to the Limitation’s value. But if the lesser power 
  costs a lot of END or otherwise inconveniences 
  the character signiﬁcantly, the GM might grant an 
  additional ¼ more Limitation. Alternately, the GM 
  may give the lesser power the standard -½ Linked 
  value, and let the greater power take a -¼ Linked.
  Multiple Linked Powers
  A character can Link multiple powers together 
  so that the lesser power in the ﬁrst greater + lesser 
  combination serves as the greater power for a 
  second combination. For example, a character 
  could have an Energy Blast 10d6 plus a Linked 
  Drain 3d6. He could then Link a Flash 4d6 to the 
  Drain. He can use the Energy Blast + Drain without 
  using the Flash, but he has to use the Drain to use 
  the Flash, and he can’t use either of them without 
  using the Energy Blast.
  Linked Autoﬁre Attacks
  If a character Links two attacks that both 
  have the Autoﬁre Advantage, when he uses them 
  together both must ﬁre the same number of shots 
  at the same targets.
  NO KNOCKBACK
  No Knockback is a highly appropriate Limita-
  tion for many forms of energy that have little or no 
  physical impact, such as Light, Fire, and Radiation. 
  In some campaigns the GM may even impose No 
  Knockback on them as part of the ground rules 
  deﬁning each energy type; see the individual sec-
  tions of Chapter Two for details.
  PHYSICAL MANIFESTATION
  Generally speaking, Physical Limitation is 
  restricted to Constant Powers whose loss would 
  inconvenience the character in some way. For 
  example, having Ice Slides (Running) destroyed 
  stops the character from moving temporarily 
  (and may cause him to tumble and fall); having 
  a Hand of Stone (Telekinesis) destroyed makes a 
  character free or drop whatever he’s holding. He 
  can “re-create” the Physical Manifestation when 
  he re-activates the power, but in the meantime he 
  can’t use it.
  With that in mind, the GM may allow char-
  acters to take Physical Manifestation for Instant 
  Powers that have a “lingering” or long-term effect 
  of some sort. Examples include Mind Control 
  (which can continue to affect the target long 
  after the Attack Roll was made) and Telepathy 
  (which characters can use to conduct long con-
  versations). It might even apply to a Power like 
  Hand-To-Hand Killing Attack if it’s defined as 
  creating claws or a weapon — the claws “remain 
  in existence” between Phases even if the charac-
  ter can’t use them. As long as the temporary loss 
  of the power might restrict or hinder the charac-
  ter in some way (for example, if re-activating it 
  takes a lot of time and effort), Physical Manifes-
  tation is probably a valid Limitation. If the char-
  acter can instantly re-activate the power and not 
  having it for a few seconds doesn’t hinder him 
  at all, the GM shouldn’t allow the Limitation (or 
  should give it a maximum value of -0).
  VARIABLE LIMITATION
  A character using Variable Limitations cannot 
  put a Limitation with a value of -0 on a power 
  unless the GM speciﬁcally permits him to. The 
  Limitations chosen for Variable Limitations should 
  have a -¼ or greater value.
  
  36 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  P
  ower Frameworks are a key element of 
  most energy projectors’ character design. 
  Typically the character uses one of three 
  approaches, each with its own benefits 
  and drawbacks:
  1.  A Multipower for various attacks, plus an Ele-
  mental Control for defenses, movement abilities, 
  and miscellaneous related powers.
  2.  A Multipower with a reserve at least 50% larger 
  than any slot, with a large number of Flexible slots 
  featuring all sorts of abilities (primarily attacks, 
  but also defenses, movement powers, and the like). 
  (More rarely, a character with relatively few powers 
  might buy them as an Elemental Control instead.)
  3.  A large Variable Power Pool, preferably with the 
  Cosmic (+2) Advantage.
  MULTIPOWER + ELEMENTAL CONTROL
  The ﬁrst choice, Multipower + Elemental Con-
  trol, is the most popular for several reasons. First, 
  it’s easy to conceive and use. It compartmentalizes 
  attacks neatly, separating them from other abili-
  ties and making it a simple matter to look down 
  the list and decide which one to use in any given 
  Phase. Nor does the character have to worry about 
  proportioning his power between attacks, defenses, 
  and movement. Second, it lets the character buy 
  a large number of attacks (even if many of them 
  are the same Energy Blast or RKA with diﬀerent 
  Advantages), which many characters like because it 
  increases tactical ﬂexibility. Third, while often more 
  expensive than the “Large Multipower” option, it’s 
  not signiﬁcantly more costly, and is usually cheaper 
  than the VPP route.
  But it has some drawbacks as well. First, 
  buying two Power Frameworks isn’t cheap, 
  especially if the character should also have high 
  Characteristics. Even the Large Multipower, with 
  its many Flexible slots, sometimes ends up cost-
  ing fewer points. Second, conceptually it may 
  cause difficulty for some GMs. Specifically, why 
  are the character’s defenses, movement, and util-
  ity powers so intertwined that they’re subject to 
  the Elemental Control rules (such as heightened 
  effect from Drains), but the character’s attacks 
  are distinct? There are explanations that would 
  justify the dichotomy (such as “the character’s 
  defenses and movement come from a field of 
  energy that surrounds his body, but his attacks 
  don’t use that field”), but the GM should moni-
  tor the situation to make sure the character isn’t 
  taking advantage of the rules.
  Alternately, the GM might allow a character to 
  use a Limitation to “link” a power or Power Frame-
  work to an Elemental Control so that the other 
  ability is aﬀected just as if it were in the EC. The 
  Limitation Aﬀected By Negative Adjustment Powers 
  Used On [Name] Elemental Control (-¼) means the 
  power is subject to all the EC drawbacks pertain-
  ing to Adjustment Powers, including the “doubling” 
  eﬀect and the “Adjust one, Adjust them all” eﬀect.
  LARGE MULTIPOWER
  The “Large Multipower” approach oﬀers char-
  acters the beneﬁt of power and ﬂexibility. Typically 
  the Flexible slots in the Multipower (particularly 
  the attacks) have at least slightly more Active Points 
  than the comparative slots in the Multipower + EC 
  method. Since all the slots are Flexible, the charac-
  ter can switch things around as needed, emphasiz-
  ing oﬀense, defense, or movement depending on 
  the needs of the situation. In eﬀect it’s like a Cosmic 
  VPP with a restricted number of slots.
  On the downside, this method can get very 
  expensive, since the Multipower reserve and slots 
  are (a) often large (in a typical Champions cam-
  paign, the reserve tends to be around 90-120 points 
  and the slots 60-80), and (b) subject to few (if any) 
  Limitations. The higher cost of Flexible versus 
  Fixed slots also factors in. Thus, a Large Multipower 
  with a 90-point reserve and ten 60-point slots will 
  cost 210 Character Points, over half of a starting 
  Standard Superhero’s total points. Second, taking 
  advantage of the tactical ﬂexibility requires atten-
  tion and thought during combats. The character has 
  to be careful to allow enough points for defenses 
  and movement while still keeping his attacks pow-
  erful enough to be eﬀective. Some characters ﬁnd 
  this challenging and fun, but it’s not for everyone.
  VARIABLE POWER POOL
  For the ultimate in ﬂexibility, an energy pro-
  jector can buy a Variable Power Pool with Advan-
  tages that make it easy to change slots. This is most 
  appropriate for a character whose powers are so 
  cosmic or vast that there are few restrictions on 
  what he can do. But all that power comes at a price 
  — this approach is the most expensive of the three, 
  even assuming the GM allows it at all. Even if the 
  character has a signiﬁcant Limitation on the VPP, 
  such as a Focus, the VPP still ends up being costly.
  POWER
  FRAMEWORKS
  
  The Ultimate Energy Projectors ■ Chapter One 
  37
  F
  or the most part, energy projectors take the 
  same sorts of Disadvantages as other char-
  acters in the campaign. Here are a few notes 
  on Disadvantages that have special applica-
  tions for them.
  SUSCEPTIBILITY
  This Disadvantage is a common and popu-
  lar one for energy projectors, particularly in the 
  Superheroes genre — aliens living on Earth suﬀer 
  injury and weakness when exposed to chunks of 
  their home planet, energy beings who can’t stand 
  exposure to an “opposite” form of energy, and so 
  on. In some campaigns, GMs may want to take one 
  factor into account that the standard rules do not:  
  whether the substance triggering the Susceptibility 
  is merely in the vicinity of, in direct contact with, or 
  internalized within the character.
  With this optional rule, the default for Suscep-
  tibility is “character suﬀers eﬀect when exposed to 
  the substance.” This means the Susceptibility aﬀects 
  the character if he’s within 4” of the substance and 
  the substance isn’t contained within an object that 
  suppresses or insulates its unusual properties. (In 
  your discretion, at ranges beyond 4”, the substance 
  still aﬀects the character, but at one-half its listed 
  eﬀect per 2x the distance. Thus, a substance that 
  normally does 2d6 damage instead does 1d6 at 
  5”-8”, ½d6 at 9”-16”, 1 point at 17”-32”, and no 
  damage at 33” and beyond.) If the substance must 
  be brought into direct contact with the character’s 
  skin, reduce the value of the Susceptibility by 5 
  points. If the character must ingest the substance, 
  reduce the value by 10 points.
  Alternate Susceptibility Eﬀects
  With the GM’s permission, you can adapt 
  the rules for the Dependence Disadvantage to 
  Susceptibility so that a character can suffer some 
  effect other than damage from being Susceptible. 
  For example, instead of taking damage when in 
  the presence of the dangerous substance, a char-
  acter could suffer incompetence, weakness, or 
  loss of powers.
  DISADVANTAGES
  SUSCEPTIBILITY:   
  PROXIMITY OF SUBSTANCE
   
  Value 
  Proximity Is
   
  -0 
  Substance Aﬀects Character Within 4”
   
  -5 
  Substance Must Touch Character’s Skin
   
  -10 
  Substance Must Be Ingested/Injected
  VULNERABILITY FREQUENCY TABLE
  Special Effect(s) 
  Frequency
  Acid Attacks 
  Uncommon
  Air/Wind Attacks 
  Uncommon
  Attacks (All), Physical/Normal or Energy 
  Very Common
  Biological Attacks 
  Uncommon
  Blasters (same as Particle Beam Attacks) 
  Very Common
  Bullets 
  Very Common
  Celestial/Solar Attacks 
  Uncommon
  Chaos/Entropy Attacks 
  Uncommon
  Chemical Attacks (same as Gas/Poison) 
  Common
  Chemical Attacks, Air-Based 
  Uncommon
  Cold/Ice Attacks 
  Uncommon
  Cyberkinesis Attacks 
  Uncommon
  Darkness Attacks 
  Uncommon
  Dimensional Manipulation Attacks 
  Uncommon
  Earth + Fire + Water Attacks 
  Very Common
  Earth/Stone Attacks 
  Uncommon
  Electrical + Magnetic Attacks 
  Very Common
  Electrical Attacks 
  Very Common
  Electromagnetic Pulses 
  Uncommon
  Electromagnetic Radiation Attacks 
  Uncommon
  Energy Attacks (All) 
  Very Common
  Explosives 
  Very Common
  Fiery Explosions 
  Uncommon
  Fire Attacks 
  Common
  Fire Attacks + Heat Attacks 
  Common
  Force Attacks 
  Uncommon
  Gas + Poison Attacks (same as Chemical) 
  Common
  Gas Attacks 
  Common
  Gravity Attacks 
  Uncommon
  Gravity Attacks + Magnetic Attacks 
  Uncommon
  Heat Attacks 
  Uncommon
  Heat Attacks + Fire Attacks 
  Common
  High-Tech Attacks 
  Very Common
  Holy Attacks 
  Uncommon
  Ice/Cold Attacks 
  Uncommon
  Ice/Cold Attacks + Water Attacks  
  Common
  Iron Attacks + Steel Attacks 
  Very Common
  Kinetic Energy Attacks 
  Uncommon
  Life Force Attacks 
  Uncommon
  Light-Based Attacks 
  Uncommon
  Magic, all types 
  Common
  Magic, speciﬁc type 
  Uncommon
  Magnetic Attacks 
  Uncommon
  Magnetic Attacks + Gravity Attacks 
  Uncommon
  Matter Manipulation Attacks 
  Uncommon
  Melee Attacks, Physical/Normal 
  Very Common
  Mental Powers, generally 
  Common
  Particle Beam Attacks (same as Blasters) 
  Very Common
  
  38 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  Related Eﬀects
  A character can apply Limitations to Powers 
  and Characteristics to represent additional eﬀects 
  of his Susceptibility. For example, a character could 
  buy his STR so that it doesn’t work in the pres-
  ence of the substance to which he’s Susceptible. 
  The Limitation value depends primarily on how 
  common the substance is (-¼ for Uncommon, 
  -½ for Common, -1 for Very Common), but you 
  may want to take proximity and other factors into 
  account and adjust the value accordingly.
  It’s also appropriate for a character to have 
  other Disadvantages associated with his Suscep-
  tibilities. If the substance is supposed to do more 
  than simply damage him, he can take other Disad-
  vantages associated with it. For instance, Psycho-
  logical Limitations such as Freezes When Seeing 
  Substance (Total Intensity; frequency varies with 
  substance) and Physical Limitations like Blind In 
  The Presence of Substance (Impairs Greatly; fre-
  quency varies with substance) add new and inter-
  esting dimensions to the character’s weakness.
  VULNERABILITY
  Energy projectors often take Vulnerabilities. The 
  classic example is a Vulnerability to a substance or 
  energy type that’s the “opposite” of the one the charac-
  ter uses/controls (such as a Fire-based character being 
  Vulnerable to Ice/Cold or Water powers). Similarly, 
  beings with energy bodies often take Vulnerabilities to 
  attacks that pierce or disrupt their “energy matrix” (or 
  the like), since that causes them greater harm than an 
  ordinary wound (for example, the Champions villain 
  Pulsar is Vulnerable to Physical Killing Attacks).
  Vulnerability is particularly appropriate for 
  Superheroes campaigns, since superpowered char-
  acters are exposed to so many more powers than 
  characters in other genres. The accompanying text 
  box lists suggested Frequencies for various special 
  eﬀects, energy types, Powers, and the like for the 
  “typical” Champions camapign (including Hero 
  Games’s Champions Universe setting). The GM 
  should review this list, then modify it to reﬂect his 
  perspective and predictions on how common these 
  elements are in his campaign, add to it and con-
  tinue to change it as the campaign develops, and 
  regularly make it available to your players.
  Note that the frequency of a Vulnerability may 
  also depend on common campaign knowledge. Silver-
  Based Attacks are typically Uncommon, but if they’re 
  widely known to be especially eﬀective against were-
  wolves, a werewolf character could justify labelling 
  them as “Common” for Vulnerability purposes, since 
  most of his enemies know to use them against him.
  Other Vulnerability Rules
  A character may have two or more Vulnerabil-
  ities that are aﬀected by a single attack — for exam-
  ple, a character who’s Vulnerable to Ice/Cold and 
  Vulnerable to Magic could get hit by a Frost Bolt 
  Spell. In that situation, multiply the larger multi-
  plier by the smaller multiplier to get an overall mul-
  tiplier. Thus, two x1.5 multipliers become a x2.25 
  multiplier, a x1.5 and x2 become a x3 multiplier, 
  and two x2 multipliers become a x4 multiplier.
  If a character has a Vulnerability to both the 
  VULNERABILITY FREQUENCY TABLE (CONT’D)
  Special Effect(s) 
  Frequency
  Physical Attacks (All) 
  Very Common
  Plasma Beams 
  Uncommon
  Pleasurable Attacks 
  Uncommon
  Poisons 
  Uncommon
  Radiation Attacks 
  Uncommon
  Shadow Attacks 
  Uncommon
  Silver-Based Attacks 
  Uncommon
  Solar/Celestial Attacks 
  Uncommon
  Sonic Attacks 
  Uncommon
  Spirit Attacks 
  Uncommon
  Stone/Earth Attacks 
  Uncommon
  Technology Attacks 
  Very Common
  Telekinetic Attacks 
  Uncommon
  Time Attacks 
  Uncommon
  Undead or Unholy Attacks 
  Uncommon
  Vibration Attacks 
  Uncommon
  Water Attacks 
  Uncommon
  Water Attacks + Cold Attacks 
  Common
  Wind/Air Attacks 
  Uncommon
  Wood-Based + Silver-Based Attacks 
  Uncommon
  Wood-Based Attacks 
  Uncommon
  Special Situations
  Ambushes + Treacherous Attacks 
  Very Common
  Attacks When Obviously Outclassed 
  Common
  Electrically Grounded —
  If a Flyer 
  Very Common
  If a Non-Flyer 
  Common
  Falling/Knockback Damage —
  If a Normal Character 
  Very Common
  If a Predominantly High-Altitude Character 
  Common
  Struck in HTH Combat 
  Very Common
  Speciﬁc Powers/Game Mechanics
  Armor-Piercing Attacks 
  Common
  Aﬀects Desolidiﬁed Attacks 
  Uncommon
  Dispel 
  Uncommon
  Drains 
  Common
  Ego Attack 
  Common
  Energy Blast 
  Very Common
  Entangles, standard 
  Common
  Entangles, EGO-Based (Mental Paralysis) 
  Uncommon
  Find Weakness-Aided Attacks 
  Uncommon
  Flash Attacks, Sight Group 
  Common
  Flash Attacks, all Sense Groups 
  Very Common
  Images, Sight Group 
  Uncommon
  Images, all Sense Groups 
  Uncommon
  Killing Attacks, Energy 
  Very Common
  Killing Attacks, Physical 
  Very Common
  Knockback 
  Very Common
  Mental Illusions 
  Uncommon
  Mind Control 
  Common
  Mind Scan 
  Uncommon
  Presence Attacks, generally 
  Very Common
  Presence Attacks From Desirable Opponents 
  Common
  Transform 
  Uncommon
  
  The Ultimate Energy Projectors ■ Chapter One 
  39
  STUN and BODY of a particular special eﬀect 
  or type of attack, and is hit by a Killing Attack 
  that exploits the Vulnerability, ﬁrst determine the 
  BODY and STUN of the Killing Attack normally. 
  After that’s done, apply the Vulnerability multiplier. 
  For example, suppose a character who’s Vulnerable 
  to Fire (2 x STUN and 2 x BODY) is hit by a ﬁre 
  RKA 3d6 (a ﬁreball). The attacker rolls his damage, 
  getting 10 BODY and a x4 STUN Multiplier for 40 
  STUN. The Vulnerability now applies, doubling that 
  to 20 BODY and 80 STUN.
  In campaigns that use the Hit Location rules, 
  apply both the Vulnerability modiﬁer and the 
  Hit Location modiﬁer before taking the target’s 
  defenses into account. For example, a character hit 
  in the Head with a Killing Attack to which he had a 
  2 x STUN Vulnerability would apply the x5 STUN 
  Multiplier for the Head location, and then the x2 
  Vulnerability modiﬁer.
  Vulnerability damage multipliers do not apply 
  to damage from Susceptibilities, Dependences, or 
  other Disadvantages involving the same power/spe-
  cial eﬀect.
  Expanded Vulnerability
  For some campaigns, the three categories of 
  frequency — Uncommon, Common, and Very 
  Common — may not oﬀer enough options. The 
  accompanying Optional Vulnerability Table and 
  Optional Vulnerability Frequency Table present an 
  expanded, ﬁve-category system for Vulnerability. 
  Under this system, characters tend to get more 
  points for Vulnerability than they do with the stan-
  dard rules.
  Expanded Multiples
  At the GM’s option, a character can take a Vul-
  nerability that’s even more dangerous than normal 
  — one that does x3, x4, or more damage. For each 
  additional point of multiple above x2 (x3, x4, x5, x6, 
  and so forth), multiply the base value of the Vulner-
  ability by that number (thus, a Common Vulner-
  ability with a x3 multiplier is worth 30 points, one 
  with x5 is worth 50 points, and so on).
  OPTIONAL  
  VULNERABILITY TABLE
   
  Value 
  The Attack is
   
  5 
  Rare
   
  10 
  Uncommon
   
  15 
  Common (a group of Uncommon attacks, 
  or a single Common attack)
   
  20 
  Very Common (a group of Common attacks)
   
  25 
  Extremely Common (a group of Very 
  Common and Common attacks)
   
  Value 
  Vulnerability Multiplier
   
  +0 
  x 1½ (Target takes 1½x damage)
   
  x2 
  x2 (Target takes 2x damage)
  OPTIONAL VULNERABILITY FREQUENCY TABLE
  Special Effect(s) 
  Frequency
  Acid Attacks 
  Rare
  Air/Wind Attacks 
  Uncommon
  Attacks (All), Physical/Normal 
  Extremely Common
  Biological Attacks 
  Rare
  Blasters (same as Particle Beam Attacks) 
  Extremely Common
  Bullets 
  Extremely Common
  Celestial/Solar Attacks 
  Rare
  Chaos/Entropy Attacks 
  Rare
  Chemical Attacks (same as Gas/Poison) 
  Common
  Chemical Attacks, Air-Based 
  Uncommon
  Cold/Ice Attacks 
  Common
  Cyberkinesis Attacks 
  Uncommon
  Darkness Attacks 
  Uncommon
  Dimensional Manipulation Attacks 
  Rare
  Earth + Fire + Water Attacks 
  Very Common
  Earth/Stone Attacks 
  Common
  Electrical + Magnetic Attacks 
  Very Common
  Electrical Attacks 
  Very Common
  Electromagnetic Pulses 
  Uncommon
  Electromagnetic Radiation Attacks 
  Uncommon
  Energy Attacks (All) 
  Extremely Common
  Explosives 
  Very Common
  Fiery Explosions 
  Uncommon
  Fire Attacks 
  Common
  Fire Attacks + Heat Attacks 
  Common
  Force Attacks 
  Uncommon
  Gas + Poison Attacks (same as Chemical) 
  Common
  Gas Attacks 
  Common
  Gravity Attacks 
  Uncommon
  Gravity Attacks + Magnetic Attacks 
  Uncommon
  Heat Attacks 
  Uncommon
  Heat Attacks + Fire Attacks 
  Common
  High-Tech Attacks 
  Extremely Common
  Holy Attacks 
  Uncommon
  Ice/Cold Attacks 
  Common
  Ice/Cold Attacks + Water Attacks  
  Common
  Iron Attacks + Steel Attacks 
  Very Common
  Kinetic Energy Attacks 
  Rare
  Life Force Attacks 
  Rare
  Light-Based Attacks 
  Uncommon
  Magic, all types 
  Very Common
  Magic, speciﬁc type 
  Uncommon
  Magnetic Attacks 
  Uncommon
  Magnetic Attacks + Gravity Attacks 
  Uncommon
  Matter Manipulation Attacks 
  Rare
  Melee Attacks, Physical/Normal 
  Extremely Common
  Mental Powers, generally 
  Common
  Particle Beam Attacks (same as Blasters) 
  Extremely Common
  Physical Attacks (All) 
  Extremely Common
  Plasma Beams 
  Uncommon
  Pleasurable Attacks 
  Uncommon
  Poisons 
  Common
  Radiation Attacks 
  Uncommon
  Shadow Attacks 
  Uncommon
  Silver-Based Attacks 
  Uncommon
  Solar/Celestial Attacks 
  Rare
  Sonic Attacks 
  Uncommon
  Spirit Attacks 
  Rare
  
  40 ■ Energy Projector Characters 
  Hero System 5th Edition Revised
  OPTIONAL VULNERABILITY FREQUENCY 
  TABLE (CONT’D)
  Special Effect(s) 
  Frequency
  Stone/Earth Attacks 
  Common
  Technology Attacks 
  Very Common
  Telekinetic Attacks 
  Common
  Time Attacks 
  Rare
  Undead or Unholy Attacks 
  Uncommon
  Vibration Attacks 
  Uncommon
  Water Attacks 
  Uncommon
  Water Attacks + Cold Attacks 
  Common
  Wind/Air Attacks 
  Uncommon
  Wood-Based + Silver-Based Attacks 
  Uncommon
  Wood-Based Attacks 
  Uncommon
  Special Situations
  Ambushes + Treacherous Attacks 
  Very Common
  Attacks When Obviously Outclassed 
  Common
  Electrically Grounded —
  If a Flyer 
  Extremely Common
  If a Non-Flyer 
  Very Common
  Falling/Knockback Damage —
  If a Normal Character 
  Extremely Common
  If a Predominantly High-Altitude Character 
  Common
  Struck in HTH Combat 
  Extremely Common
  Speciﬁc Powers/Game Mechanics
  Armor-Piercing Attacks 
  Common
  Aﬀects Desolidiﬁed Attacks 
  Rare
  Dispel 
  Uncommon
  Drains 
  Common
  Ego Attack 
  Common
  Energy Blast 
  Extremely Common
  Entangles, standard 
  Very Common
  Entangles, EGO-Based (Mental Paralysis) 
  Uncommon
  Find Weakness-Aided Attacks 
  Rare
  Flash Attacks, Sight Group 
  Very Common
  Flash Attacks, all Sense Groups 
  Extremely Common
  Images, Sight Group 
  Common
  Images, all Sense Groups 
  Common
  Killing Attacks, Energy 
  Extremely Common
  Killing Attacks, Physical 
  Extremely Common
  Knockback 
  Extremely Common
  Mental Illusions 
  Uncommon
  Mind Control 
  Common
  Mind Scan 
  Uncommon
  Presence Attacks, generally 
  Extremely Common
  Presence Attacks From Desirable Opponents 
  Common
  Transform 
  Uncommon
  
  chapter two:
  chapter two:
  THE ENERGY 
  SPECTRUM
  
  42 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  A
  t the heart of any energy projector char-
  acter design is the issue of what type of 
  energy he uses, controls, and/or manipu-
  lates. In HERO System terms, this means 
  what special eﬀect he chooses for his powers, spells, 
  or abilities.
  In the standard HERO System rules, one spe-
  cial eﬀect is pretty much just like another, except 
  where characters spend or save Character Points 
  to simulate a special eﬀect by taking Advantages or 
  Limitations for a power. An Energy Blast deﬁned as 
  “electricity” works just the same, in game terms, as 
  one deﬁned as “ﬁre” or “sonics” or “water” — it does 
  a deﬁned amount of Normal Damage, regardless 
  of the type of target or other circumstances. This is 
  a deliberate design decision to maintain character 
  balance and ensure faster, smoother game play. It’s 
  also a part of the HERO System’s philosophy of 
  character creation and design freedom. Characters 
  aren’t restricted to some predeﬁned set of special 
  eﬀects with speciﬁc game eﬀects; they can create 
  what they want, how they want.
  Nevertheless, some gamers want more detail. 
  They want to know if Sonics have a greater effect 
  against rigid physical defenses made of Stone, 
  or whether Magic is universally more effective 
  against “mundane” objects and energies. In short, 
  they want to consider some of the potential “real-
  istic” aspects of energies and special effects and 
  how they interact.
  This chapter addresses those concerns by 
  providing more detailed rules for nearly three 
  dozen energy types/special effects, ranging from 
  the common (Air, Earth, Fire, Water...) to the 
  more obscure or abstract (Matter Manipulation, 
  Mental/Psionic). As always, trying to address 
  “realism” in a gaming context is an exercise 
  fraught with peril (particularly when one con-
  siders obviously fictional forms of energy, such 
  as Cosmic, Magic, or Mental/Psionic, which can 
  function differently from campaign setting to 
  campaign setting). It can lead to discussions, 
  arguments, and excessive character designing 
  that detract from your game far more than they 
  add to it. So you should consider the informa-
  tion and rules in this chapter as guidelines, not as 
  rigid rules to be applied in every game. In many 
  campaigns the standard rules that don’t differen-
  tiate between special effects work perfectly well, 
  and others may require less (or more) informa-
  tion than you’ll find here. If you think you know 
  more about how Electromagnetic Energy, Holy 
  energy, or Sonics should work in your game than 
  this book does, by all means alter the rules to suit 
  your own ideas and preferences.
  To put it another way, The Ultimate Energy 
  Projector is not a science textbook. It contains 
  some real-world scientific information to help 
  you evaluate how different energies/special 
  effects work in your campaign, but at a layman’s 
  level that should help most people enhance their 
  games without bogging them down in extensive 
  scientific data. But if you want a lot of scientific 
  data and want to spend a lot of time discuss-
  ing and debating how different energies/special 
  effects interact, go for it! After all, in the end the 
  only unalterable rule of the HERO System (and 
  roleplaying games in general) is “play them to 
  have fun” — however you define “fun.”
  THE SPECIAL EFFECT TEMPLATE
  Each energy/special effect covered in this 
  chapter (some of which are not actually “ener-
  gies” at all, but physical phenomena) is addressed 
  in roughly the same fashion. First there’s an 
  introductory section that discusses the energy/
  special effect in real world terms, complete with 
  any necessary rules or related information. For 
  example, the Air/Wind section has rules about 
  suffocation.
  The next section is a type-by-type review of 
  how that energy/special eﬀect interacts with the 
  others described in this book, primarily from the 
  viewpoint of how an attack of Energy X aﬀects 
  a defense of Energy Y, and vice-versa. All energy 
  types/special eﬀects are assumed to be “neutral” as 
  to themselves (for example, a Fire/Heat attack gains 
  no beneﬁts and suﬀers no penalties when opposed 
  to a Fire/Heat defense), but see the rules for the 
  Interference Combat Maneuver in Chapter Four. 
  This section concludes with a suggested Special 
  Eﬀect Power Modiﬁer (see below). 
  The third and ﬁnal section of each energy 
  type/special eﬀect is a selection of sample powers. 
  Some of these are the same as powers from the 
  USPDs, but rewritten as necessary to include the 
  Special Eﬀect Power Modiﬁer and other appropriate 
  changes; some are entirely new.
  THE SPECIAL EFFECT POWER MODIFIER
  After determining whether a given energy type/
  special eﬀect tends to be more or less eﬀective than 
  average, each section in this chapter includes a sug-
  gested Special Eﬀect Power Modiﬁer for it. This may 
  be an Advantage, Adder, or Limitation, depending on 
  the circumstances. The Modiﬁer values suggested are 
  defaults; the GM can alter them based on the speciﬁcs 
  of his campaign and setting.
  The GM also determines which powers can 
  appropriately take the Modifier. Since the Modi-
  THE ENERGY 
  SPECTRUM
  ENERGY
  BASICS
  For each energy type/
  special eﬀect in this 
  chapter, there’s a sidebar 
  as a quick reference 
  source listing:
  Defense:  the type of 
  defense (PD or ED) that 
  typically applies against 
  that energy type’s/spe-
  cial eﬀect’s attacks. 
  Knockback:  Whether 
  attacks involving that 
  energy type/special 
  eﬀect typically do 
  Knockback in cam-
  paigns using the KB 
  rules. A “No” answer 
  indicates either that 
  characters should typi-
  cally take the No Knock-
  back Limitation for 
  attacks that would ordi-
  narily do KB, or that the 
  GM rules that attacks 
  involving that energy 
  type/special eﬀect auto-
  matically don’t do KB by 
  default, as a campaign 
  ground rule.
  Of course, it’s possible 
  for the GM to redeﬁne 
  either of these things, or 
  for a character to build 
  an attack that works 
  diﬀerently.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  43
  fier’s value is mostly based on the interaction of 
  direct (damaging) attacks and defenses, those are 
  the sort of powers for which it works best. Indi-
  rect attacks — Mind Control, Flash, Entangle, 
  Transform, and the like — may not really be 
  affected by the interaction rules, and thus not 
  deserving of the Modifier. Similarly, No Normal 
  Defense attacks don’t generally qualify for the 
  Modifier given their “all or nothing” nature.
  Customizing The Modiﬁer
  Some GMs and players who want to change 
  the values for some or all of the energy types/
  special eﬀects, or even to customize a particular 
  power regardless of what the rules in this chapter 
  say. (“Your Fire Blast may work like normal... but 
  my Fire Blast is extra-eﬀective against Unholy 
  defenses!”) To help you do that, here’s a simpliﬁed 
  version of the rules used to determine the Special 
  Eﬀect Power Modiﬁer values.
  Determining the value of a Special Eﬀect 
  Power Modiﬁer involves three steps:
  1.  Go through the list of interactions for that 
  energy type/special eﬀect and assign points from 
  the Interactions Value table for positive and nega-
  tive interactions:  when the energy type/special 
  eﬀect is better than average against another energy 
  type/special eﬀect, it receives positive points; when 
  it’s worse than average against energy type/spe-
  cial eﬀect, it receives negative points. The more 
  common the other energy type/special eﬀect 
  is (using the Uncommon, Common, and Very 
  Common categories from the Vulnerability Fre-
  quency Table on page 37), the more points its inter-
  actions can provide. (If the type of beneﬁt/penalty 
  involved isn’t speciﬁcally listed on the Interactions 
  Value table, the GM should use the entries in the 
  table as guidelines to determine an appropriate 
  value.)
  In the end you have a positive number (indi-
  cating that the energy type/special eﬀect is, overall, 
  better than average), a total of 0 (indicating that the 
  energy type/special eﬀect is average, or “neutral”); 
  or a negative number (indicating that the energy 
  type/special eﬀect is, overall, worse than average).
  2.  Compare the ﬁnal number you derived to the 
  Modiﬁer Value table. That tells you whether the 
  energy type/special eﬀect you’re working with 
  deserves an Adder, an Advantage, or a Limitation 
  based on the interactions you chose for it.
  3.  If necessary, consult with the GM and adjust the 
  value from the Modiﬁer Value table to account for 
  other factors, such as how the energy type/special 
  eﬀect functions underwater.
  ORIGIN SPECIAL EFFECT AND  
  MANIFESTATION SPECIAL EFFECT
  In evaluating how powers of diﬀerent spe-
  cial eﬀects interact, you should keep in mind the 
  diﬀerence between the origin special eﬀect of a 
  power and the manifestation special eﬀect of the 
  power. The former refers to the source of the power 
  — how it’s created, where it comes from, and so on. 
  The latter refers to how it manifests or exists when 
  the character uses it.
  Usually a power’s origin special eﬀect and 
  manifestation special eﬀect are one and the same. 
  For example, a Fire-controlling character has a 
  Fire blast that originates as Fire and manifests as 
  Fire. But in some cases they diﬀer. For example, a 
  wizard’s Fire Bolt spell originates as the Magic spe-
  cial eﬀect, but manifests as the Fire special eﬀect. A 
  demon’s Hellﬁre Bolt originates as both the Magic 
  INTERACTIONS VALUE
   
   
  Defense Is...
  Attack Beneﬁts 
  V Common 
  Common 
  Uncommon
  Signiﬁcant 
  4 
  3 
  2
  +3 or more DCs damage
  AP or Penetrating eﬀect
  -4 or more points of defense
  Major 
  3 
  2 
  1
  +1-2 DCs damage
  -2 to -3 points of defense
  Average 
  2 
  1 
  0
  -1 point of defense
  Minor 
  1 
  0 
  0
  +1 point of damage
   
   
  Attack Is...
  Defense Beneﬁts 
  V Common 
  Common 
  Uncommon
  Signiﬁcant 
  4 
  3 
  2
  -3 or more DCs damage
  +4 or more points of defense
  Major 
  3 
  2 
  1
  -1 to -2 DCs damage
  +2 to +3 points of defense
  Average 
  2 
  1 
  0
  +1 point of defense
  Minor 
  1 
  0 
  0
  -1 point of damage
  To use this table, determine ﬁrst whether of the two energy types/special eﬀects 
  involved, it’s the attack or the defense that beneﬁts. (Sometimes the interactions 
  diﬀer, based on which power is the attack and which the defense; see Example 2 
  below.) Then go to the appropriate part of the table and use the indicated values for 
  both energy types/special eﬀects. The energy type/special eﬀect that beneﬁts gets 
  positive points, while the one that suﬀers gets negative points... and due to diﬀer-
  ences in commonality they may get diﬀerent amounts of points as well.
  Example 1:  Brad wants to create a new category of attacks for his campaign 
  — Alkahests, deﬁned as certain hyper-eﬀective acid-like magical chemicals and 
  poisons. According to his conception, Alkahest attacks (Uncommon) work well 
  against Physical defenses (Very Common) — they gain +3 DCs of damage before 
  the defense is applied. That means Alkahest beneﬁts (gain positive points) and 
  Physical suﬀers (gains negative points). +3 DCs is a “Signiﬁcant” eﬀect. Con-
  sulting he “Attack Beneﬁts” section of the table, Brad sees that since the defense 
  (Physical) is Very Common, Alkahest receives 4 points (+4 points, since it ben-
  eﬁts). On the other hand, since Alkahest is Uncommon, Physical gets 2 points (-2 
  points, since it suﬀers) for the interaction.
  Assuming Alkahest has no other noteworthy interactions, it ends with a total value of 
  +4. According to the Modiﬁer Value table, that means Alkahest requires a +10 Char-
  acter Point Adder. Similarly, if -2 is Physical’s overall total, it receives a -¼ Limitation.
  Example 2:  Air/Wind (Uncommon) defenses tend to blow away or disperse the 
  brunt of Acid (Uncommon) attacks, reducing their eﬀectiveness — they suﬀer a 
  -2 DC reduction in damage before the defense is applied. That means the Air/
  Wind defense gets a Major beneﬁt, entitling it to +1 point and Acid to -1 point. 
  Similarly, an Acid defense poses less of an obstacle to an Air/Wind attack; reduce 
  the Acid’s ED by 1 point before applying the damage. That means the Air/Wind 
  attack gets an Average beneﬁt, entitling to +0 points and Acid to -0 points. Thus, 
  the total value for Air/Wind-Acid interaction for Air/Wind is (+1 + +0 =) +1, 
  and for Acid it’s (-1 + -0 =) -1.
  
  44 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  and Unholy special eﬀects, and manifests as Fire. 
  A cosmic hero’s energy bolt originates as Cosmic 
  Energy, but can manifest as Fire, Light, Sound, or 
  just about anything else he can conceive of.
  The diﬀerence between origin and manifesta-
  tion special eﬀect can have game consequences. 
  First, there’s this chapter’s rules for how diﬀerent 
  special eﬀects interact. Those rules typically depend 
  on the manifestation special eﬀect entirely, or at 
  least to a much greater degree than the origin spe-
  cial eﬀect. Second, a power that has two (or more) 
  diﬀerent special eﬀects for its origin and manifes-
  tation is subject to Adjustment Powers that aﬀect 
  any of its special eﬀects. For example, both a Drain 
  Magic and Drain Fire power work against the 
  wizard’s Fire Bolt described above. Usually this is 
  just a -0 Limitation not worth noting on the char-
  acter sheet, since the power is as likely to beneﬁt 
  from access to multiple positive Adjustment Powers 
  as it is to suﬀer from the eﬀect of multiple negative 
  Adjustment Powers. However, in some circum-
  stances the GM may wish to grant a -¼ Limitation 
  to represent the power’s greater “vulnerability” to 
  being negatively Adjusted.
  MODIFIER VALUE
   
  Total 
  Modiﬁer
   +13 or more 
  +25 (or greater) point Adder  
   
   
  (or +½ Advantage)
   +8 to +12 
  +20 point Adder (or +¼ Advantage)
   +4 to +7 
  +15 point Adder
   +2 to +3 
  +10 point Adder
   
  +1 
  +5 point Adder
   
  0 
  +0 Advantage
   
  -1 
  -0 Limitation
   
  -2 to -3 
  -¼ Limitation
   
  -4 to -6 
  -½ Limitation
   
  -7 to -9 
  -¾ Limitation
   -10 or more 
  -1 Limitation
  CREATING OBJECTS
  Many energy types/special effects, such as Earth/
  Stone, Ice/Cold, and Matter Manipulation, allow 
  characters to create physical objects out of various 
  substances — everything from simple blocks and 
  walls to sculptures and complex structures. There 
  are several ways to approach this using the HERO 
  System rules.
  To create walls, you can use Entangle (either Lim-
  ited to do just that, or not) or Force Wall (see side-
  bar, page 37). Typically Entangle works better for 
  walls intended to last a long time without any need 
  for the character to “maintain” them.
  If the object in question can easily be defined using 
  HERO System Powers and Power Modifiers — such 
  as a sword (an HKA) or a bridge (a horizontal 
  Force Wall) — just build it using those rules.
  For complex objects not easily deﬁned using Powers 
  and Power Modiﬁers, a Major Transform — air into X 
  object made of Y substance — works ﬁne.
  For simple objects that aren’t worth the trouble to 
  define in rules terms — utensils and tools, tables 
  and other furniture, ornamental sculptures, and 
  the like — the GM can simply allow characters to 
  create them, provided they have no effect in combat 
  or similar situations. This may require a successful 
  roll with a Power Skill or other relevant Skill (such 
  as PS: Sculptor), or the GM can simply allow it 
  automatically.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  45
  A
  cid Powers represent a character’s use of or 
  control over acid or some acidic substance; 
  in some respects they’re a subset of Chem-
  ical powers (see later in this chapter) that 
  deserve their own section due to commonality and 
  rules issues. If appropriate you can also use Acid 
  powers to represent any fast-acting attack with few 
  defenses against it, such as napalm, an alkaline or a 
  strong base (both of which are caustic, rather than 
  corrosive like acid), superheated plasma, or bio-
  chemical attacks.
  ACID IN GAME TERMS
  The basic Acid power is RKA 1d6, Penetrating, 
  Continuous, and Uncontrolled, and works against 
  Energy Defense.
  The Continuous and Uncontrolled eﬀect 
  of acid means the substance keeps damaging an 
  aﬀected target for a speciﬁc period of time. This 
  lasts until one of either two things happens:  the 
  END allocated to the power runs out (or 1d6 
  Phases, if it costs 0 END); or the power reaches 
  a deﬁned damage threshold. The latter condition 
  means the acid keeps damaging the target until the 
  BODY damage rolled on the dice equals twice the 
  BODY damage possible on a single attack. So, a 
  basic Acid RKA 1d6 keeps attacking until the END 
  allocated for it runs out, or until it inﬂicts a total of 
  (2 x 6 =) 12 BODY. (This means the damage rolled 
  on the dice, regardless of how the target’s defenses 
  apply.) Against a target with no Hardened rED, the 
  maximum BODY typically occurs ﬁrst.
  At the GM’s option, if a character exposed 
  to acid is wearing heavy clothing, physical armor, 
  or the like, the acid may have to “eat” its way 
  through those materials, damaging them until 
  they’re destroyed, before it aﬀects the character 
  himself. This may give the character a Phase or 
  two of “breathing room” to shed the acid-aﬀected 
  garments before the acid aﬀects his ﬂesh. But of 
  course, that may leave him without any defenses 
  against other attacks....
  An Acid attack that misses its target may still 
  hit something and aﬀect it, or remain nearby on the 
  ground as a “puddle” that a character could step in 
  until it gets used up eating at the ground. Similarly, 
  some defenses (such as Air/Wind) may cause drops 
  of Acid to scatter or spray around the target, doing 
  some minor collateral damage to the environment. 
  NEUTRALIZING ACID
  A victim can stop an Uncontrolled acid attack 
  by applying the appropriate base (see below), or by 
  immersing himself in water. Immersion in water 
  puts out the acid on the victim’s next Phase — the 
  immersion actually gets rid of the acid immediately, 
  but the reaction also inﬂicts an additional immedi-
  ate attack on the victim.
  Example:  The Lord of Acid (SPD 4) hits Witch-
  craft (10 rED, not Hardened) with an Acid Cloud 
  (RKA 1d6, Penetrating, Continuous, Uncon-
  trolled). On Segments 3, 6, 9, and 12 (her attack-
  er’s Phases), Witchcraft takes 1d6 Killing damage. 
  On Segment 3, when she ﬁrst gets hit, The Lord of 
  Acid rolls 4 BODY and 12 STUN. Since the attack 
  is Penetrating, she takes 1 BODY and 1 STUN 
  from the attack. On Segment 6, the attack con-
  tinues, and this time rolls 6 BODY and 24 STUN. 
  Witchcraft takes 2 BODY from that one (since 
  the 6 that was rolled had two “BODY pips,” and 
  got them through her defenses as a minimum). If 
  Witchcraft were to do nothing, the attack would 
  keep whittling her down until 12 BODY was 
  rolled on the acid’s damage dice (or until the 
  attacker’s Uncontrolled END pool ran dry, but 
  she doesn’t know how much longer that might be). 
  On Segment 8, however, she casts a Create Water 
  spell directly over herself. That removes the acid, 
  but the explosive reaction caused by dousing the 
  acid also triggers one ﬁnal attack on the Lord of 
  Acid’s next Phase. He rolls another 2 BODY and 
  10 STUN, which does 1 BODY and 1 STUN after 
  she applies her defenses.
  Acids And Bases
  An acid can be neutralized by a base (a substance 
  that accepts protons, whereas an acid donates them). 
  A base raises the pH of a substance toward 14 (an 
  acid being roughly deﬁned as a substance with a pH 
  less than 7.0). Typically a weak base, for example egg 
  whites or baking soda, is used to counteract an acid, 
  since strong bases (like alkali or many hydroxides) are 
  caustic (and thus as likely to damage ﬂesh or objects 
  as acid) and can react exothermically (i.e., generate 
  heat and thus ﬁre) when mixed with a strong acid.
  In game terms, applying a base to an acid acts 
  as a Suppress against the attack (though unlike an 
  ordinary Suppress, the points “lost” to the Suppress 
  don’t return, they’re permanently removed from 
  the acid’s eﬀect). A weak base in equal amounts 
  to the acid involved acts as a Suppress 8d6; lesser 
  amounts have proportionately fewer dice of eﬀect, 
  greater amounts have no greater eﬀect. A strong 
  base in equal amounts to the acid involved acts as 
  a Suppress 12d6; lesser amounts have proportion-
  ately fewer dice of eﬀect, greater amounts have no 
  greater eﬀect. However, strong bases may them-
  selves aﬀect a character just like an acid does, and 
  using them to stop acid has an 11- chance to cause 
  an exothermic reaction that generates extreme heat. 
  ACID
  ACID BASICS
  Defense:  ED 
  Knockback:  No
  
  46 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  This heat does ½d6+1 Damage Classes of Killing 
  Damage to whatever was aﬀected by the acid, and 
  may set ﬂammable materials on ﬁre.
  Blood is slightly basic, so creatures that lack it 
  (like most undead) may suﬀer a slightly increased 
  eﬀect from Acid attacks.
  SIMPLIFIED ACID GUIDELINES
  Gamemasters who don’t want to worry about 
  the more complex rules above concerning Acid can 
  use these simpliﬁed rules.
  Characters might ﬁnd caustic and corrosive 
  chemicals — Acids, in game terms — in factories, 
  the laboratories of alchemists and scientists, the 
  blood of aliens or demons, and many other places. 
  The number of dangerous chemicals of this type 
  is nearly inﬁnite, but their basic combat eﬀects — 
  which depend on whether the chemicals are weak 
  or strong, diluted or undiluted — are simple.
  The damage listed in the Acids Table assumes 
  the character has been splashed with or exposed to 
  about one quart of the substance. For much larger 
  quantities, add 1-2d6; if the character is immersed 
  in the chemicals, add 2 or more dice.
  The damage indicated on the table is Normal 
  Damage, NND, Does BODY. The defenses are to 
  be covered by a substance the chemicals cannot 
  aﬀect (like a chemical-proof sealed suit) or to have 
  a Force Field (or other Power that keeps the chemi-
  cals from touching the character). At the GM’s 
  discretion, chemical damage may be Penetrating. 
  Some Acids also cause or emit fumes; these do 2d6 
  NND damage (STUN only); the defense is appro-
  priate Life Support.
  A character takes damage from Acids for 
  every Segment of exposure until the chemicals 
  are washed oﬀ of him or otherwise removed. 
  Sometimes a chemical can only be removed with 
  special chemicals designed to neutralize it; in such 
  cases, exposing the chemical to water may actu-
  ally worsen the problem (an explosion of 2-12d6 
  Normal Damage can sometimes result). Appropri-
  ate safety measures are usually located near where 
  dangerous chemicals are stored.
  Damage from chemicals may result in scars 
  and disﬁgurement (permanent reduction of COM). 
  Consider this a Transform whose results can only 
  be reversed via plastic surgery, some types of heal-
  ing magic, or similar methods.
  SECONDARY EFFECTS
  Acid can have several secondary eﬀects 
  beyond simply damaging an object or injuring a 
  character.
  First, depending on the type of object(s) an 
  Acid eﬀects, the interaction may create noxious 
  or dangerous fumes. Outdoors or in a large area 
  this probably doesn’t matter unless a character 
  suﬀers an intense exposure, but in an enclosed 
  space it may be a diﬀerent matter. The GM decides 
  what type of fumes, if any, an Acid attack creates, 
  ACIDS TABLE
  Type Of Chemicals 
  Damage
  Diluted, Weak 
  ½d6 per Segment
  Diluted, Strong 
  2d6 per Segment
  Concentrated, Weak 
  1d6 per Segment
  Concentrated, Strong 
  4d6 per Segment
  
  The Ultimate Energy Projectors ■ Chapter Two 
  47
  what eﬀect they have in game terms (you can use 
  the Acids Table as a guideline, then decide if the 
  damage is Normal Damage, NND damage [STUN 
  only], or an NND Killing Attack), and how large 
  the cloud of fumes is (typically no more than 2” 
  radius at most, but possibly much larger depend-
  ing on the amount of Acid and the strength of the 
  interaction).
  Second, Acid damage is more prone to caus-
  ing horriﬁc scarring than most types of attacks. In 
  game terms this may constitute a Major Transform 
  that reduces the victim’s COM until he “heals” it 
  with plastic surgery or the like. As a rough guide-
  line, the base chance of scarring from an Acid 
  attack that does actual BODY damage after the 
  character’s defenses are applied is 3-. Add +1 to the 
  roll for every Damage Class in the attack. If the roll 
  succeeds, the character suﬀers a Major Transform 
  (lose 1d6 points of COM, with a maximum loss 
  equal to the points of BODY damage done by the 
  attack after defenses were applied). The Transform 
  has Active Points equal to the Active Points in the 
  Acid attack plus 5 Active Points for each 1 point of 
  BODY damage caused by the attack after the ﬁrst 
  point of BODY. (The GM can establish a minimum 
  eﬀect for the Transform if desired, such as 3d6.)
  Containing Acid
  Even the strongest acids can be contained 
  by something; they don’t just keep on eating 
  through everything around them. The GM may 
  decide that some substances or aspects of some 
  special effects (such as Earth/Stone) may thus be 
  dramatically more effective at protecting against 
  Acid attacks... or even immunize a character 
  from them completely.
  Denaturing Acid
  Exposure to intense energy (such as Light or 
  Radiation) can “denature” Acid, potentially causing 
  an explosion or the release of noxious fumes. When 
  such energies interact with Acid, the GM may, if 
  he wishes, use the Fire/Heat-Chemical Interaction 
  table on page 64 to determine what happens.
  Acid Underwater
  Most manifestations of Acid-based powers 
  are liquid in form and dissipate easily in water. 
  Indeed, many Acid attacks are neutralized 
  entirely by contact with water, or may even have 
  a single reaction immediately upon contact. 
  This might be a dangerous surprise to the user, 
  if the effect goes off directly in front of him, or 
  involves acid on his skin! 
  As a general rules, it’s easiest for the GM to 
  assume that water neutralizes and dissipates dan-
  gerous acids. When characters use Acid attacks 
  underwater, reduce the attacks to half effect. 
  Similarly, acid-based defenses usually provide 
  only half as much protection as normal when 
  used underwater. This is accounted for by the 
  Special Effect:  Acid Limitation.
  ACID AND OTHER  
  SPECIAL EFFECTS
  Here’s how Acid interacts with other ener-
  gies/special eﬀects. In general, Acid attacks tend 
  to be more eﬀective against physical defenses than 
  energy defenses; in fact, the GM may rule that an 
  energy defense that’s considered largely imperme-
  able to liquid can prevent Acid from touching a 
  character at all, and thus not damage him in any 
  way (though it may run oﬀ the energy defense 
  and aﬀect whatever the character’s standing on). 
  Similarly, Acid defenses tend to be more eﬀective 
  against physical attacks than energy, and should 
  be bought accordingly (with more PD than ED). 
  As always, these rules are optional; the GM may 
  change or ignore them as he sees ﬁt.
  AIR/WIND
  Air/Wind defenses tend to blow away or 
  disperse the brunt of Acid attacks, reducing their 
  eﬀectiveness — they suﬀer a -2 DC reduction in 
  damage before the defense is applied. Similarly, an 
  Acid defense poses less of an obstacle to an Air/
  Wind attack; reduce the Acid’s ED by 1 point before 
  applying the damage.
  BIOLOGICAL
  Biological defenses don’t resist Acid well; Acid 
  attacks do +2 DCs of damage against them before 
  the defense is applied. (Alternately, the GM could 
  treat Acid attacks as reducing Biological defenses 
  by 1 point of eﬀect against all attacks for each 
  Acid attack they suﬀer in a given combat, but that 
  may quickly make Acid far too eﬀective against 
  some targets.) Acid defenses also tend to work well 
  against Biological attacks, since Acid interferes with 
  many biological processes and functions; give them 
  +2 defense before applying them to reduce the 
  damage caused by a Biological attack.
  CHAOS/ENTROPY
  Acid has no special interaction with Chaos/
  Entropy; it neither gains nor loses against this spe-
  cial eﬀect.
  CHEMICAL
  Acid is eﬀectively a specialized type of Chemi-
  cal power, as discussed above. It has no special 
  interaction with Chemical powers; in general it 
  neither gains nor loses against this special eﬀect. 
  However, if a Chemical power involves a base, con-
  tact between the Acid and the base may result in 
  the Acid being neutralized, possibly with a resulting 
  exothermic reaction.
  COSMIC ENERGY
  Acid has no special interaction with pure 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted above 
  regarding its interaction with energy in general). 
  However, if the Cosmic Energy manifests with 
  some other special eﬀect (such as Fire or Sonics), 
  use that special eﬀect for determining the results of 
  the interaction.
  
  48 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  DARKNESS
  Acid has no special interaction with Darkness; 
  it neither gains nor loses against this special eﬀect 
  (except perhaps as noted above regarding its inter-
  action with energy in general).
  DIMENSIONAL MANIPULATION
  Acid attacks tend to have trouble getting through 
  Dimensional Manipulation defenses, which by their 
  very nature interfere with physical reality on some 
  level. Subtract 1 DC from the Acid attack before 
  applying it to defenses. Similarly, Dimensional Manip-
  ulation attacks gain +1 DC versus Acid defenses.
  EARTH/STONE
  Acid tends to have a hard time eating through 
  durable Earth and Stone defenses; its attacks lose 
  -2 DCs before the defense is applied. Earth/Stone 
  attacks are similarly more eﬀective than average 
  against Acid defenses; the Acid defense is at -2 
  points of PD.
  ELECTRICITY
  Acid attacks aﬀect Electricity defenses nor-
  mally. Acid conducts electricity as well as water 
  does. Reduce an Acid defense by 33% (one-third) 
  of its Active Points before applying it to reduce the 
  damage from an Electricity attack.
  Alternately, Electricity might break down an 
  Acid through electrolysis, so that an Electricity 
  attack causes an Acid defense to lose -1 defense (or 
  more) until the Acid-using character can “repair” 
  it by re-activating the power. Or an Electricity 
  defense might reduce the END allocated to keep an 
  Acid attack functioning.
  Some types of batteries generate electrical 
  power from the chemical interaction between 
  an acid and another chemical substance (such as 
  lead). Depending on how an Acid-using character’s 
  powers work, their interaction with other sub-
  stances might generate electrical energy that an 
  Electricity-based character could use somehow.
  ELECTROMAGNETIC ENERGY
  Acid has no special interaction with Electro-
  magnetic Energy; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted above 
  regarding its interaction with energy in general).
  ENERGY MANIPULATION
  Acid has no special interaction with Energy 
  Manipulation; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted above 
  regarding its interaction with energy in general).
  FIRE/HEAT
  The intense heat of Fire defenses tends to burn 
  away some of the power of Acid attacks (which 
  may cause unintended chemical reactions or create 
  gases with unpleasant or unhealthy eﬀects); reduce 
  the attacks by -1 DC before the defense is applied. 
  Fire/Heat attacks interact with Acid defenses nor-
  mally (though again, the possibility of a dangerous 
  chemical reaction exists). If appropriate, you can 
  use the rules under Chemical, below, for Fire-Acid 
  interactions as well.
  To some extent, the dangers posed by Acid 
  mixing with Fire may also occur whenever Acid 
  encounters any form of energy that might “burn” it 
  rapidly (such as Electricity or Pulson Energy).
  FORCE MANIPULATION
  Acid has no special interaction with Force 
  Manipulation; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted above 
  regarding its interaction with energy in general).
  GRAVITY
  Gravity defenses work better than average 
  against Acid attacks for two reasons. First, as noted 
  above, Acid tends to be more eﬀective against phys-
  ical defenses than ones made of energy. Second, the 
  gravitic energy inherent in a Gravity defense tends 
  to pull projected or thrown Acid to the ground, or 
  otherwise skew its accuracy. As a result, Gravity 
  defenses are at +1 ED against Acid attacks before 
  being applied to reduce the damage. Gravity attacks 
  interact with Acid defenses normally.
  HOLY/UNHOLY
  Acid has no special interaction with Holy/
  Unholy power; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted above 
  regarding its interaction with energy in general).
  ICE/COLD
  Ice/Cold defenses tend to take physical form 
  (ice shields, walls, armor, and the like) which are 
  made of water, which neutralizes Acid. As the 
  Acid melts through the defense, the resulting 
  water counteracts it. In game terms, this reduces 
  the Acid attack’s damage by -2 DC, but it weak-
  ens the Ice/Cold defense by -2 points of PD and 
  ED until the character with that defense uses a 
  Zero Phase Action to “renew” and strengthen 
  the defense. Ice/Cold attacks interact with Acid 
  defenses normally.
  In some cases Acid may become totally inert 
  when exposed to Ice/Cold... but when thawed go on 
  to have their usual eﬀect. The GM can handle this 
  as he sees ﬁt.
  KINETIC ENERGY
  Acid has no special interaction with Kinetic 
  Energy defenses; it neither gains nor loses against 
  this special eﬀect. Kinetic Energy attacks interact 
  with Acid defenses normally (though as noted 
  under Kinetic Energy, below, Kinetic Energy attacks 
  are often treated as Physical attacks).
  LIFE FORCE ENERGY
  Acid has no special interaction with Life Force 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect (except perhaps as noted above regarding 
  its interaction with energy in general).
  LIGHT
  Acid has no special interaction with Light; it 
  neither gains nor loses against this special eﬀect 
  (except perhaps as noted above regarding its inter-
  action with energy in general, and denaturing).
  
  The Ultimate Energy Projectors ■ Chapter Two 
  49
  MAGIC
  Acid has no special interaction with Magic; 
  it neither gains nor loses against this special 
  effect. However, if Magic manifests with some 
  other special effect (such as Fire or Darkness), 
  use that special effect for determining the results 
  of the interaction.
  MAGNETISM
  Acid has no special interaction with Magne-
  tism; it neither gains nor loses against this special 
  eﬀect (except perhaps as noted above regarding its 
  interaction with energy in general).
  MATTER MANIPULATION
  Since Acid is a physical substance, Matter Manip-
  ulation may be unusually eﬀective against it; see the 
  Matter Manipulation section, below, for information.
  MENTAL/PSIONIC
  Acid has no special interaction with Mental/
  Psionic powers; it neither gains nor loses against 
  this special eﬀect.
  PHYSICAL
  Acid attacks tend to be slightly more eﬀective 
  against Physical defenses; add +1 BODY before apply-
  ing defenses (or rolling a STUN Multiplier). Physical 
  attacks interact with Acid defenses normally.
  PULSON ENERGY
  Acid has no special interaction with Pulson 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect (except perhaps as noted above regarding 
  its interaction with energy in general).
  RADIATION
  Acid has no special interaction with Radiation; 
  it neither gains nor loses against this special eﬀect 
  (except perhaps as noted above regarding its inter-
  action with energy in general, and denaturing).
  SONIC
  Acid conducts sound as well as water does, 
  making Sonic powers more effective. An Acid 
  defense is at -3 ED before being applied to 
  reduce a Sonic attack. Acid attacks and Sonic 
  defenses interact normally.
  TELEKINETIC
  Acid has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted above 
  regarding its interaction with energy in general).
  TIME
  Acid has no special interaction with Time 
  powers; it neither gains nor loses against this 
  special effect.
  VIBRATION
  Acid has no special interaction with Vibration; 
  it neither gains nor loses against this special eﬀect.
  WATER
  As discussed above, water neutralizes Acid; 
  immersion in water quickly stops an Acid attack from 
  harming its victim. In terms of comparing an Acid 
  attack to a Water defense, reduce the Acid attack’s 
  damage by 25% before applying defenses. Similarly, 
  Water attacks are at +1 DC against Acid defenses.
  The typical laboratory safety rule when mixing 
  water and acid is to add acid to water, never the 
  other way around. At the GM’s option, an Acid attack 
  against a Water defense may generate a lot of heat 
  (which has potential eﬀects described in the Fire/Heat 
  section of this chapter); a Water attack against an Acid 
  defense may cause a lot of splattering and boiling.
  CONCLUSION:  THE SPECIAL EFFECT:   
  ACID POWER MODIFIER
  Overall, Acid has more drawbacks than it 
  has benefits. Therefore, Special Effect:  Acid con-
  stitutes a -½ Limitation.
  EXAMPLE ACID POWERS
  Here are some example Acid powers:
  Offensive Powers
  ACID CLOUD
  Effect: 
  RKA 1d6, Penetrating
  Target: 
  One Hex
  Duration: 
  Uncontrolled
  Range: 
  260”
  END Cost: 5
  Description:  The character can create a cloud of 
  acidic vapors. He might breathe them from his 
  mouth, shoot them from his hands, or exude them 
  from his body. The cloud’s damage functions as 
  normal acid damage.
  Game Information:  RKA 1d6, Area Of Effect 
  (One Hex; +½), Continuous (+1), Penetrat-
  ing (+½), Uncontrolled (see text; +½) (52 
  Active Points); Special Effect: Acid (-½). 
  Total cost:  35 points.
  ACID PROJECTION
  Effect: 
  RKA 1d6, Penetrating
  Target: 
  One character
  Duration: 
  Uncontrolled
  Range: 
  8”
  END Cost: 4
  Description:  The character has the ability to project 
  acid from his body, typically by spitting or squirting 
  it. In most cases, this means the acid has a limited 
  range, though some large creatures and other char-
  acters may not suﬀer from this restriction.
  Game Information:  RKA 1d6, Continuous (+1), 
  Penetrating (+½), Uncontrolled (see text; +½) 
  (45 Active Points); Limited Range (8”; -¼), Spe-
  cial Eﬀect: Acid (-½). Total cost:  26 points.
  
  50 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  ACID SHEEN
  Effect: 
  RKA ½d6, Penetrating, Damage Shield, 
  Trigger
  Target: 
  Self
  Duration: 
  Constant, Uncontrolled
  Range: 
  Touch
  END Cost: 5
  Description:  The character’s body can exude a thin 
  ﬁlm of acid, making it dangerous to touch him 
  — and causing him to damage objects he touches 
  or wears, unless they’re resistant to acid.
  This power has two eﬀects. The ﬁrst is the 
  Damage Shield; that allows the character to cause 
  damage when he touches or is touched by another 
  person. The second is a typical acid attack; this reﬂects 
  how the acid keeps damaging someone after they 
  break contact with the character’s acidid sheen.
  Game Information:  RKA ½d6, Continuous 
  (+1), Damage Shield (+½), Penetrating (+½) 
  (30 Active Points); Special Eﬀect: Acid (-½) 
  (total cost:  20 points) plus RKA ½d6, Con-
  tinuous (+1), Penetrating (+½), Uncontrolled 
  (see text; +½), Trigger (when Damage Shield 
  activates, Trigger immediately automatically 
  resets; +¾) (37 Active Points); No Range (-½), 
  Linked (victim must ﬁrst take damage from 
  Damage Shield; -¼), Special Eﬀect: Acid (-½) 
  (total cost:  16 points). Total cost:  36 points.
  Defensive Powers
  ACID SHIELD
  Effect: 
  Force Field (15 PD/5 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  The character can place a small “wall” 
  of acid in front of himself to destroy some incom-
  ing attacks before they even hit.
  Game Information:  Force Field (15 PD/5 ED) 
  (20 Active Points); Limited Arc Of Protection 
  (60 degrees in front; -1), Special Eﬀect: Acid 
  (-½). Total cost:  8 points.
  Movement Powers
  ACID TUNNELING
  Effect: 
  Tunneling 6” through 11 DEF material
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost:  4
  Description:  The character applies his acid to the 
  ground — be it earth, stone, ore, or some other sub-
  stance — to create a tunnel he can move through. 
  The tunnel remains open behind him, so his friends 
  (or enemies) can follow.
  Game Information:  Tunneling 6” through 11 
  DEF material. Total cost: 45 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  51
  A
  s one of the four classical elements Air 
  (or Wind) is a popular choice as a special 
  eﬀect for energy projectors, and like the 
  other “elemental” energies it oﬀers a great 
  deal of ﬂexibility and power. Most Air/Wind abili-
  ties involve either
  ■ controlling and projecting masses of air and 
  wind in diﬀerent conﬁgurations (straightforward 
  blasts, tornado-like cones, and so on) to attack one’s 
  enemies, propel the character through the air, and 
  so on; or
  ■ removing the air from an area for various pur-
  poses (see Suﬀocation As An Attack, below, for 
  example; see also pages 281-83 of Star Hero for 
  expanded information about and rules for vacuum)
  IMPLICATIONS AND SECONDARY EFFECTS
  Since wind results from changes in air pres-
  sure in the atmosphere, a character may manipulate 
  pressure as a direct or indirect result of his Air/
  Wind powers, which could lead to ideas for other 
  powers more closely related to “pressure manipula-
  tion.” On the other hand, anything that changes 
  the local pressure signiﬁcantly (the way, say, other 
  Air/Wind powers, a sudden, radical change in tem-
  perature, or Gravity powers, might) could enhance 
  or interfere with a character’s Air/Wind powers; the 
  GM should determine the exact results.
  Air/Wind powers often also include related 
  phenomena like weather and temperature control, 
  though these may be categories of their own in 
  some settings (and some weather phenomena, such 
  as lightning, fall under diﬀerent special eﬀects cat-
  egories; “Weather” tends to be a broad origination 
  special eﬀect).
  Some Air/Wind characters can create or gen-
  erate their own air to work with, but most are con-
  ceived of as manipulating the existing air all around 
  them. In that case, their powers may be entitled to 
  a -¼ Does Not Work In The Absence Of Air Limita-
  tion, which prevents them from functioning in 
  space or underwater. (If the character frequently 
  enters such environments, increase the Limitation 
  to at least -½).
  In areas with a lot of particulate matter, Air/
  Wind powers may “kick up a cloud of dust” when 
  used, making it harder to see (in game terms, think 
  of this as a Change Environment that imposes a -1 
  on Sight PER Rolls). The GM determines the size 
  of the cloud based on the type of particulate matter 
  involved and the strength of the power(s) in ques-
  tion; typically a 1” radius around the character for 
  every full 20 Active Points in the power(s) being 
  used works well.
  Air/Wind Underwater
  Depending on the exact special eﬀect of 
  an Air/Wind power, it may be completely use-
  less underwater. Air/Wind powers that involve 
  manipulating existing air have little or nothing to 
  work with, and so usually have no eﬀect at all. Air/
  Wind powers that involve creating air lose most 
  of their eﬀectiveness because they create bubbles 
  that harmlessly dissipate and ﬂoat to the surface 
  — at most, they have half eﬀect. The bubbles may 
  blind people in the water, similar to the dust clouds 
  described above.
  SUFFOCATION AS AN ATTACK
  Air/Wind-controlling characters can often 
  take air away from someone as a form of attack, 
  either to make the victim pass out or to kill him. 
  (Similarly, Water-using characters can drown their 
  foes, Force-manipulating characters can choke 
  oﬀ their breathing, and so on; these rules apply to 
  those abilities as well.)
  In game terms, here’s how suﬀocation and 
  drowning work according to the rules on page 424 
  of The HERO System 5th Edition, Revised rulebook:
  1. A character who can’t breathe spends a minimum 
  of 1 END per Phase. When the END runs out, he 
  expends STUN as END. When the STUN runs out, 
  he expends BODY, eventually dying.
  2. A character can voluntarily lower his SPD to 2 to 
  reduce the END/STUN/BODY loss. However, the 
  minimum SPD for drowning/suﬀocation purposes 
  is 2; even a SPD 1 character drowns at SPD 2 (2 
  END/STUN/BODY per Turn, in other words).
  3. A character who can’t breathe cannot make Recov-
  eries, including the Post-Segment 12 Recovery.
  Simple Suﬀocation
  If you’re not worried too much about “realism” 
  and precisely modeling the drowning/suﬀocation 
  rules, you can easily create a drowning/suﬀocation 
  attack as a Continuous NND Energy Blast or RKA 
  (the defense in either case being Life Support (Self-
  Contained Breathing)). See the Example Air/Wind 
  Powers section, below, or the USPD for examples.
  Complex Suﬀocation
  For an attack that works like the drowning/
  suﬀocation rules do, you have to use Drain with a 
  few special modiﬁers. First, the Drain has to aﬀect 
  one of three diﬀerent Characteristics, one at a time 
  (a common +¼ Advantage). Second, the Drain has 
  to switch between those Characteristics when spe-
  ciﬁc things happen, without the need for any con-
  trol from the character who started the attack. That 
  sounds like it should require an Advantage similar 
  to Trigger, but not a signiﬁcant one — a +¼.
  AIR/WIND
  AIR/WIND BASICS
  Defense:  Typically ED, 
  but some Air/Wind 
  attacks may be regarded 
  as having Physical 
  impact or eﬀects instead. 
  Knockback:  Yes
  
  52 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Third, the Drain has to remain in effect for 
  long periods of time, and has to affect the victim 
  on the victim’s Phases, not the attacker’s as usual. 
  Since the victim is just as likely to be slower as 
  his attacker than faster, and can voluntarily lower 
  his SPD to reduce the attack’s effectiveness, that’s 
  a +0 Advantage. (The GM can adjust the value if 
  he sees fit.)
  Fourth, the damage accrues at a speciﬁc rate 
  — no slower, no faster. That’s less eﬀective than 
  most attacks; it sounds vaguely like the Gradual 
  Eﬀect Limitation. So the power has a tailored form 
  of that as a Limitation, and another Limitation so 
  the eﬀect remains the same (-1 point of each Char-
  acteristic) despite the fact that they all have diﬀer-
  ent per-point costs.
  Here’s the basic attack:
  Drain END, STUN, or BODY 8d6 (standard 
  Eﬀect:  up to 24 points of eﬀect), one Character-
  istic at a time (+¼), Continuous (+1), Aﬀects 
  Victim On Victim’s Phases Not Attacker’s (with 
  a minimum SPD of 2 for these purposes; +0), 
  Ranged (+½), Reduced Endurance (0 END; 
  +½) (260 Active Points); Gradual Eﬀect (victim 
  loses 1 point of designated Characteristic per 
  each of his Phases; -¼), Set Eﬀect (victim only 
  loses 1 point from each Characteristic, in the 
  order speciﬁed in the text, regardless of per-
  point cost; -½). Total cost:  149 points.
  In addition to that, the power has to cancel 
  out the target’s ability to take Recoveries. There’s 
  no precise mechanism in the game for stopping 
  Recoveries in general, or Post-Segment 12 Recover-
  ies speciﬁcally. But you can accomplish that goal by 
  reducing the target’s REC to zero:
  Drain REC 8d6, Continuous (+1), Ranged 
  (+½), Reduced Endurance (0 END; +½) (240 
  Active Points); Linked (-½). Total cost:  160 
  points.
  This attack might not suﬃce to reduce all 
  characters’ REC to 0, at least not in one attack, but 
  by GM’s ﬁat the Absolute Eﬀect Rule can apply (see 
  Fantasy Hero, pages 250-51) to always reduce the a 
  target to 0 REC.
  The ﬁnal result is a 309-point power, which is 
  pretty expensive for nearly all campaigns. The GM 
  can reduce the cost if he thinks that’s appropriate.
  AIR/WIND AND OTHER 
  SPECIAL EFFECTS
  Here’s how Air/Wind interacts with other 
  energies/special eﬀects. These rules are optional; 
  the GM may change or ignore them as he sees ﬁt.
  ACID
  Air/Wind defenses tend to blow away or 
  disperse the brunt of Acid attacks, reducing their 
  eﬀectiveness — they suﬀer a -2 DC reduction in 
  damage before the defense is applied. Similarly, an 
  Acid defense poses less of an obstacle to an Air/
  Wind attack; reduce the Acid’s ED by 1 point before 
  applying the damage.
  BIOLOGICAL
  Air/Wind has no special interaction with 
  Biological powers; it neither gains nor loses against 
  this special eﬀect generally. However, in the case of 
  Biological powers that involve projecting spores, 
  viruses, or the like through the air, an Air/Wind 
  defense may gain signiﬁcant bonuses (+3 defense 
  or more) or, in the GM’s discretion, constitute an 
  absolute defense against the attack.
  CHAOS/ENTROPY
  Air/Wind has no special interaction with 
  Chaos/Entropy powers; it neither gains nor loses 
  against this special eﬀect.
  CHEMICAL
  Air/Wind attacks interact with Chemical 
  defenses normally. On the other hand, Air/Wind 
  defenses are often particularly effective against 
  Chemical attacks. They have ordinary effect 
  against Chemical attacks introduced by touch 
  (such as a venomous sting or a poisoned knife-
  blade), but against airborne Chemical attacks 
  (like many gases, mists, and pheromone powers) 
  they usually gain significant bonuses (+3 defense 
  or more). In the GM’s discretion, an Air/Wind 
  defense may provide absolute protection against 
  airborne Chemical attacks.
  COSMIC ENERGY
  Air/Wind has no special interaction with 
  Cosmic Energy powers; it neither gains nor loses 
  against this special eﬀect. However, if the Cosmic 
  Energy manifests with some other special eﬀect 
  (such as Fire or Sonics), use that special eﬀect for 
  determining the results of the interaction.
  DARKNESS
  Air/Wind has no special interaction with most 
  Darkness powers; in general it neither gains nor 
  loses against this special eﬀect. However, if a Dark-
  ness defense is deﬁned as a form of smoke or mist, 
  an Air/Wind attack tends to be more eﬀective than 
  normal against it (+2 Damage Classes or more).
  DIMENSIONAL MANIPULATION
  Air/Wind has no special interaction with 
  Dimensional Manipulation powers; it neither gains 
  nor loses against this special eﬀect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  53
  EARTH/STONE
  Even the most powerful and violent Air/Wind 
  attacks seem somewhat ephemeral against the 
  durability and solidity of Earth and Stone. Subtract 
  -2 Damage Classes from them before the defense 
  is applied. Earth/Stone attacks usually penetrate 
  Air/Wind defenses a little more eﬀectively, since 
  even the toughest force-ﬁeld of Air has diﬃculty 
  resisting the ponderousness of stone; reduce the 
  Air/Wind defense by -1 point of PD before apply-
  ing the defense to the damage. However, in the case 
  of Earth/Stone attacks involving sand, dust, tiny 
  chips of stone, or other small, relatively lightweight 
  objects, Air/Wind defenses are actually more eﬀec-
  tive than normal; add +2 PD before applying them 
  to the damage.
  ELECTRICITY
  Air/Wind has no special interaction with Elec-
  tricity powers; it neither gains nor loses against this 
  special eﬀect.
  ELECTROMAGNETIC ENERGY
  Air/Wind defenses are a little better against Elec-
  tromagnetic Energy than most forms of protection 
  again; increase them by +2 before applying them to 
  reduce Electromagnetic Energy damage. Air/Wind 
  attacks and Radiation defenses interact normally.
  ENERGY MANIPULATION
  Air/Wind has no special interaction with 
  Energy Manipulation powers; it neither gains nor 
  loses against this special eﬀect.
  FIRE/HEAT
  Air/Wind has an unusual relationship with 
  Fire/Heat. On the one hand, a fast-blowing wind 
  can easily put out a ﬂame, as anyone who’s ever 
  blown out a candle knows. However, depending on 
  the relative strength of the wind and the ﬁre, as well 
  as other environmental factors, Air/Wind can actu-
  ally spread or stoke a ﬁre, making it burn hotter or 
  over a larger area (hence the use of a bellows in a 
  smithy). The GM should keep this in mind when 
  adjudicating how the two special eﬀects interact on 
  a broad scale. (See Villainy Amok for rules about 
  how ﬁres spread and burn.)
  In terms of energy projectors’ powers, which 
  tend to involve intense uses of energy over a 
  tightly-conﬁned area, an Air/Wind attack tends to 
  be eﬀective against a Fire/Heat defense; add +1 DC 
  before applying the defense. Fire/Heat attacks inter-
  act normally with Air/Wind defenses.
  FORCE MANIPULATION
  Air/Wind has no special interaction with 
  Force powers; it neither gains nor loses against this 
  special eﬀect.
  GRAVITY
  Air/Wind has no special interaction with 
  Gravity powers; it neither gains nor loses against 
  this special eﬀect. (But see page 51 regarding how 
  Gravity-induced changes of pressure might aﬀect 
  Air/Wind powers.)
  HOLY/UNHOLY
  Air/Wind has no special interaction with 
  Holy and Unholy powers; it neither gains nor loses 
  against this special eﬀect.
  ICE/COLD
  Generally speaking, Air/Wind has no special 
  interaction with Ice/Cold powers; it neither gains nor 
  loses against this special eﬀect. However, some Ice 
  attacks involve large chunks of ice projected or hurled 
  at the target in some fashion; you can adjudicate these 
  using the rules for Air/Wind-Physical interaction 
  (or in the case of large amounts of tiny ice crystals or 
  shards, refer to Earth/Stone, above, for information).
  KINETIC ENERGY
  Air/Wind has no special interaction with 
  Kinetic Energy powers; it neither gains nor loses 
  against this special eﬀect (though as noted under 
  Kinetic Energy, below, Kinetic Energy attacks are 
  often treated as Physical attacks).
  LIFE FORCE ENERGY
  Air/Wind has no special interaction with Life 
  Force Energy powers; it neither gains nor loses 
  against this special eﬀect.
  LIGHT
  Air/Wind has no special interaction with 
  Light powers; it neither gains nor loses against 
  this special effect.
  MAGIC
  Air/Wind has no special interaction with Magic; 
  it neither gains nor loses against this special eﬀect. 
  However, if Magic manifests with some other special 
  eﬀect (such as Fire or Darkness), use that special eﬀect 
  for determining the results of the interaction.
  MAGNETISM
  Air/Wind has no special interaction with Magne-
  tism; it neither gains nor loses against this special eﬀect.
  MATTER MANIPULATION
  Air/Wind has no special interaction with 
  Matter Manipulation powers; it neither gains nor 
  loses against this special eﬀect.
  MENTAL/PSIONIC
  Air/Wind has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  Air/Wind attacks typically interact with Physi-
  cal defenses normally. The interaction of Air/Wind 
  defenses and Physical attacks depends on the 
  nature of the Physical attack — speciﬁcally, how 
  fast it moves, how heavy it is, and how aeordynamic 
  it is. The modiﬁers for these two factors are cumu-
  lative; thus, an Average object that takes 13 points 
  of “STR” less than what the defense has gives the 
  defense +3 PD.
  Speed Of The Physical Object
  Against Slow-moving Physical attacks (which 
  includes most thrown or hurled objects, dropped 
  
  54 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  objects, and the like), an Air/Wind defense gets +3 
  PD of eﬀect before it applies to the damage. In eﬀect 
  the defense blows the missile oﬀ-course, reducing the 
  likelihood it inﬂicts a serious hit on the target.
  Against an Average speed Physical attack 
  (which includes most physically-launched objects, 
  such as arrows, crossbow bolts, and sling-stones), 
  an Air/Wind defense gets +1 PD of eﬀect before it 
  applies to the damage.
  Against Fast Physical attacks (which includes 
  most bullets, rockets, and the like), an Air/Wind 
  defense gets no bonus; the two interact normally.
  (At the GM’s option, any of these PD bonuses 
  can instead become a negative modiﬁer to the 
  attacker’s OCV, representing how easily the defense 
  blows the attack oﬀ-course. Thus, an attack with a 
  Slow missile against an Air/Wind defense would be 
  at -3 OCV, rather than giving the defense +3 PD.)
  Weight Of The Physical Object
  To determine the eﬀect of a Physical attack’s 
  weight, convert the Active Points of the Air/Wind 
  defense into STR and compare it to the amount of 
  STR needed to lift the object. For every full 5 points 
  of STR above what’s needed to lift the object, the 
  Air/Wind defense gets +1 PD before it applies to 
  reduce damage; for every 5 full points of STR below 
  what’s needed to lift the object, the defense suﬀers a 
  -1 PD before it applies to damage.
  (Again, you can convert these modiﬁers into 
  OCV modiﬁers if preferred.)
  Aerodynamicity
  An aerodynamic Physical object (such as most 
  missile weapons) may have an easier time penetrat-
  ing an Air/Wind defense, giving it +1 (or more) 
  points of damage before the Air/Wind defense is 
  applied.
  PULSON ENERGY
  Air/Wind has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Air/Wind has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  SONIC
  Air/Wind has no special interaction with 
  Sonic powers; it neither gains nor loses against this 
  special eﬀect.
  TELEKINETIC
  Air/Wind has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect.
  TIME
  Air/Wind has no special interaction with Time 
  powers; it neither gains nor loses against this spe-
  cial eﬀect.
  VIBRATION
  Air/Wind has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Air/Wind has no special interaction with Water; 
  it neither gains nor loses against this special eﬀect.
  CONCLUSION:  THE SPECIAL EFFECT: 
  AIR/WIND POWER MODIFIER
  Overall, Air/Wind has more beneﬁts than 
  drawbacks. Therefore, Special Eﬀect:  Air/Wind 
  constitutes a +15 point Adder. In games involving 
  a lot of underwater adventuring, the GM may wish 
  to reduce this to +10 (or less) due to the problems 
  Air/Wind suﬀers in that environment.
  EXAMPLE AIR/ 
  WIND POWERS
  Here are some example Air/Wind powers. 
  Most of these assume the character can generate his 
  own air and so don’t include the Does Not Work In 
  The Absence Of Air (-¼) Limitation.
  Offensive Powers
  AIR BLAST
  Effect: 
  Energy Blast 7d6, Double Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  395”
  END Cost: 8
  Description: The character can project air from 
  his body, typically by blowing it, shooting it from 
  his hands, or by pushing the surrounding air. If 
  the character has no access to any air, he cannot 
  use this power.
  Game Information: Energy Blast 7d6, Special 
  Eﬀect: Air/Wind, Double Knockback (+¾) (87 
  Active Points); Does Not Work In The Absence 
  Of Air (-¼). Total cost:  70 points.
  SUFFOCATION
  Effect: 
  Energy Blast 4d6, NND
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 6
  Description:  Most characters need air to breathe. 
  Some air-controlling characters can “cut oﬀ” a 
  target’s supply of oxygen, removing the air from the 
  target’s lungs and preventing him from obtaining 
  any more. This quickly causes the victim to pass 
  out.
  Game Information:  Energy Blast 4d6, No 
  Normal Defense (defense is Life Support [Self-
  Contained Breathing]; +1), Continuous (+1). 
  Total cost:  60 points.
  WIND CONTROL
  Effect: 
  Telekinesis (30 STR)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  225”
  
  The Ultimate Energy Projectors ■ Chapter Two 
  55
  END Cost: 4
  Description:  The character exerts control over 
  winds and air, using them to pick up and move 
  objects, or even squeeze or “punch” them, without 
  having to touch them.
  Game Information:  Telekinesis (30 STR). Total 
  cost:  45 points.
  Defensive Powers
  AIR SHIELD
  Effect: 
  Force Field (20 PD/20 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Description:  The character protects himself with 
  swirling, compacted currents of air that block and 
  deﬂect incoming attacks.
  Game Information:  Force Field (20 PD/20 ED), 
  Special Eﬀect: Air/Wind. Total cost:  55 points.
  Movement Powers
  TRUE FLIGHT
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  Characters with Air powers are some 
  of the fastest, most maneuverable ﬂyers known. No 
  need for wings, jetpacks, or other props — this is 
  ﬂight in its purest form.
  Game Information:  Flight 20”. Total cost:   
  40 points.
  Miscellaneous Powers
  AIR BUBBLE
  Effect: 
  Life Support (Self-Contained Breathing)
  Target: 
  3” radius around self
  Duration: 
  Constant
  Range: 
  Self (see text)
  END Cost: 2
  Description:  This power lets the character create 
  a self-replenishing bubble of breathable air so he 
  and his comrades can enter areas without oxygen 
  (underwater, caverns ﬁlled with poisonous gas, 
  outer space, or the like). Anyone who wants to take 
  advantage of the bubble must remain within 3” of 
  the character.
  Ordinarily, characters shouldn’t apply Area Of 
  Eﬀect to a power like Life Support; instead, they 
  should apply Usable By Others if they want to aﬀect 
  multiple people. In this case, however, Area Of 
  Eﬀect is the best way to create the desired eﬀect and 
  shouldn’t pose signiﬁcant game balance problems.
  Game Information:  Life Support (Self-Con-
  tained Breathing), Area Of Eﬀect (3” Radius; 
  +1½) (25 Active Points); Costs Endurance 
  (-½). Total cost:  17 points.
  
  56 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  B
  iological powers are abilities that some-
  how involve or manipulate the character’s 
  body or other biological phenomena (such 
  as disease). This can include “biokinetic” 
  powers that boost the character’s physical capabili-
  ties or performance (or, more rarely, those of other 
  people), various forms of defense involving tough-
  ened skin, “ﬂeshwarping” powers that let a charac-
  ter literally mold ﬂesh and bone, disease inﬂiction 
  and control, and the like. For purposes of the spe-
  cial eﬀects interaction discussion in this chapter, 
  it also tends to include abilities involving control 
  over the density, size, or shape of one’s body, though 
  those powers have their own distinct categories in 
  the USPDs. Generally it does not include natural 
  weaponry (such as claws, fangs, and tentacles), 
  which fall into the Physical category.
  See pages 127-29 of The HERO System Equip-
  ment Guide for information on biological weapons 
  in game terms.
  BIOLOGICAL UNDERWATER
  Biological powers that involve projecting 
  spores, viruses, or the like through the air work 
  poorly, if at all, underwater — at most they have 
  25% eﬀectiveness. This is accounted for by the Spe-
  cial Eﬀect:  Biological Limitation.
  BIOLOGICAL POWERS AND 
  OTHER SPECIAL EFFECTS
  Here’s how Biological powers interact with 
  other energies/special effects. These rules are 
  optional; the GM may change or ignore them as 
  he sees fit.
  In the case of Biological powers that involve 
  projecting spores, viruses, or the like through the air, 
  an energy-based defense may be unusually eﬀective 
  because it “burns” or quickly destroys the tiny physical 
  objects. (In the GM’s judgment this might qualify the 
  Biological power for some form of the Physical Mani-
  festation Limitation.) Depending on how intense the 
  energy defense is, it may get +1 to +3 defense against 
  such attacks. Similarly, a power that can aﬀect physi-
  cal objects may be more eﬀective than normal against 
  that type of Biological attack.
  An airtight defense — in game terms, one 
  built with Life Support (Self-Contained Breathing) 
  — may totally prevent airborne Biological attacks 
  from aﬀecting the character. (Typically the way the 
  power’s built will make this plain, either because it’s 
  an NND with that defense or takes an appropriate 
  Limitation, but even if that’s not the case the GM 
  can rule that this occurs.)
  ACID
  Biological defenses don’t resist Acid well; Acid 
  attacks do +2 DCs of damage against them before 
  the defense is applied. (Alternately, the GM could 
  treat Acid attacks as reducing Biological defenses 
  by 1 point of eﬀect against all attacks for each 
  Acid attack they suﬀer in a given combat, but that 
  may quickly make Acid far too eﬀective against 
  some targets.) Acid defenses also tend to work well 
  against Biological attacks, since Acid interferes with 
  many biological processes and functions; give them 
  +2 defense before applying them to reduce the 
  damage caused by a Biological attack.
  AIR/WIND
  Air/Wind has no special interaction with 
  Biological powers; it neither gains nor loses against 
  this special eﬀect generally. However, in the case of 
  Biological powers that involve projecting spores, 
  viruses, or the like through the air, an Air/Wind 
  defense may gain signiﬁcant bonuses (+3 defense 
  or more) or, in the GM’s discretion, constitute an 
  absolute defense against the attack.
  CHAOS/ENTROPY
  The bonds of the ﬂesh do not well withstand 
  the forces of primal Chaos. Biological defenses 
  suﬀer a -2 point reduction before being applied to 
  Chaos/Entropy attacks. Similarly, Biological attacks 
  have diﬃculty penetrating Chaos defenses; they’re 
  at -1 DC before being applied to defenses.
  Alternately, Chaos/Entropy may have a muta-
  tive eﬀect on a Biological power when the two 
  come into contact. The GM can use the Chaos-
  Dimensional Manipulation Interaction table on 
  page 59 to determine the results (just substitute 
  “Biological” for “Dimensional Manipulation”), or 
  determine the results some other way.
  CHEMICAL
  Generally, Biological has no special interac-
  tion with Chemical powers; it neither gains nor 
  loses against this special eﬀect. However, Biological 
  powers such as certain disease-causing powers are 
  similar to many Chemical powers, and depending 
  on the exact nature of the Biological and Chemical 
  powers involved, the two may cancel each other 
  out, enhance one another, or cause unintended 
  “side eﬀects.” For example, a Chemical gas cloud 
  with medicinal properties might kill oﬀ a cloud of 
  Biological-produced viri.
  COSMIC ENERGY
  Biological has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect (except as discussed above for 
  BIOLOGICAL
  POWERS
  BIOLOGICAL
  BASICS
  Defense:  PD 
  Knockback:  No
  
  The Ultimate Energy Projectors ■ Chapter Two 
  57
  energy powers generally). However, if the Cosmic 
  Energy manifests with some other special eﬀect 
  (such as Fire or Sonics), use that special eﬀect for 
  determining the results of the interaction.
  DARKNESS
  Biological has no special interaction with 
  Darkness; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  DIMENSIONAL MANIPULATION
  Biological attacks tend to have trouble get-
  ting through Dimensional Manipulation defenses, 
  which by their very nature interfere with physical 
  reality on some level. Subtract 1 DC from the Bio-
  logical attack before applying it to defenses. Simi-
  larly, Dimensional Manipulation attacks gain +1 
  DC versus Biological defenses.
  EARTH/STONE
  Biological has no special interaction with 
  Earth/Stone; it neither gains nor loses against 
  this special effect.
  ELECTRICITY
  Biological has no special interaction with 
  Electricity; it neither gains nor loses against 
  this special effect (except as discussed above for 
  energy powers generally).
  ELECTROMAGNETIC ENERGY
  Biological attacks have no special interaction 
  with Electromagnetic Energy powers except as 
  discussed above for energy powers generally. As 
  discussed under Electromagnetic Energy, below, 
  various forms of EM radiation tend to penetrate 
  physical barriers well, so Biological defenses may 
  suﬀer a reduction of -3 (or more) points before 
  applying to Electromagnetic Energy attacks.
  ENERGY MANIPULATION
  Biological has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  FIRE/HEAT
  Due to their intense heat, Fire defenses are 
  particularly eﬀective against Biological powers that 
  involve projecting spores, viruses, or the like through 
  the air — they gain at least +3 defense, and possibly 
  more. Other types of Biological attacks have no spe-
  cial interaction with Fire/Heat powers. Fire attacks are 
  slightly more eﬀective against Biological defenses than 
  normal; reduce the Biological defenses by -1 point.
  FORCE MANIPULATION
  Biological has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  GRAVITY
  Biological has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect, except as discussed above for energy 
  powers generally. However, in the case of a Gravity 
  defense, the defense doesn’t burn or destroy the 
  physical manifestation of the power so much as it 
  uses gravitic energy to drag it to the ground or hold 
  it at bay. (See Gravity, below, for more details.)
  HOLY/UNHOLY
  Biological has no special interaction with 
  Holy or Unholy energies; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  ICE/COLD
  Biological has no special interaction with Ice/
  Cold powers; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  KINETIC ENERGY
  Biological has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (except as discussed above for 
  energy powers generally, and for powers that may 
  directly control physical objects).
  LIFE FORCE ENERGY
  Because Biological attacks typically aﬀect the 
  target’s life force on some level, Life Force Energy 
  defenses tend to be good at keeping them out (+1 
  or more points of defense). Biological defenses have 
  no special interaction with Life Force attacks.
  LIGHT
  Biological has no special interaction with 
  Light; it neither gains nor loses against this spe-
  cial effect (except as discussed above for energy 
  powers generally).
  MAGIC
  Biological has no special interaction with 
  Magic; it neither gains nor loses against this 
  special effect. However, if Magic manifests with 
  some other special effect (such as Fire or Dark-
  ness), use that special effect for determining the 
  results of the interaction.
  MAGNETISM
  Biological has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  MATTER MANIPULATION
  In general, Biological has no special interac-
  tion with Matter Manipulation; it neither gains nor 
  loses against this special eﬀect. But in the case of 
  Biological abilities with a physical manifestation 
  of some sort, Matter Manipulation may be unusu-
  ally eﬀective; see the Matter Manipulation section, 
  below, for information.
  
  58 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  MENTAL/PSIONIC
  Biological has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  PHYSICAL
  Biological has no special interaction with 
  Physical; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally). However, an airtight Physi-
  cal defense (such as a hazmat suit) may keep out 
  Biological powers that involve projecting spores, 
  viruses, or the like through the air; typically the 
  attack itself reﬂects this with an Advantage like No 
  Normal Defense, but the GM may reduce the eﬀec-
  tiveness of such attacks (or negate them entirely) 
  even if that’s not the case.
  PULSON ENERGY
  Biological has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect (except as discussed above for 
  energy powers generally).
  RADIATION
  Biological has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  SONIC
  Biological has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect (except as discussed above for energy 
  powers generally).
  TELEKINETIC
  Biological has no special interaction with Tele-
  kinetic; it neither gains nor loses against this special 
  eﬀect (except as discussed above for energy powers 
  generally, and for powers that may directly control 
  physical objects).
  TIME
  Biological has no special interaction with 
  Time powers; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  VIBRATION
  Biological has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  WATER
  Biological has no special interaction with Water; 
  it neither gains nor loses against this special eﬀect.
  CONCLUSION:  THE SPECIAL EFFECT: 
  BIOLOGICAL POWER MODIFIER
  Overall, Biological has more drawbacks than it 
  has beneﬁts. Therefore, Special Eﬀect: Biological 
  constitutes a -¾ Limitation. The GM may increase 
  this to -1 for certain attacks in settings involving a 
  lot of underwater adventuring.
  EXAMPLE BIOLOGICAL 
  POWERS
  Here are some example Biological powers:
  Offensive Powers
  CONTAGION
  Effect: 
  Drain CON 2d6, NND plus RKA 1d6, NND
  Target: 
  One character
  Duration: 
  Instant (5 minutes onset time)
  Range: 
  Touch
  END Cost: 10
  Description:  The character can, by touching another 
  person, inﬂict a debilitating and possibly fatal dis-
  ease upon him.
  Game Information:  Drain CON 2d6, Delayed 
  Return Rate (points return at the rate of 5 
  per Hour; +1), NND (defense is appropriate 
  LS [Immunity]; +1) (60 Active Points); Extra 
  Time (onset time begins 5 Minutes after victim 
  is touched; -2), Special Eﬀect: Biological (-¾) 
  (total cost:  16 points) plus RKA 1d6, NND 
  (defense is appropriate LS [Immunity]; +1), 
  Does BODY (+1) (45 Active Points); No Range 
  (-½), Extra Time (onset time begins 5 Minutes 
  after victim is touched; -2), Linked (-½), Spe-
  cial Eﬀect: Biological (-¾) (total cost:  9 points). 
  Total cost:  25 points.
  FLESHWARPING
  Effect: 
  Drain STR, DEX, CON, and COM 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 6
  Description:  With his merest touch, the character can 
  warp and shape the ﬂesh of another living creature, 
  causing it to melt, meld, and reshape. The victim 
  becomes not only hideous to look at, but weaker and 
  less able to control and use his mis-shapen body.
  Game Information:  Drain STR, DEX, CON, and 
  COM 3d6, any four Characteristics simultane-
  ously (+1) (60 Active Points); Special Eﬀect: 
  Biological (-¾). Total cost:  34 points.
  Defensive Powers
  HARDENED FLESH
  Effect: 
  Damage Resistance (8 PD/8 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Description:  The character can toughen his skin 
  and ﬂesh so that he can resist attacks involving 
  blades, bullets, and the like
  Game Information:  Damage Resistance (8 PD/8 
  ED) (8 Active Points); Costs Endurance (-½), Spe-
  cial Eﬀect: Biological (-¾). Total cost:  3 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  59
  C
  haos/Entropy powers provide a charac-
  ter with control over the essential forces 
  of decay, disintegration, and disorder. In 
  many cases they have Magic as an origina-
  tion special eﬀect, but they can result from mutant 
  powers, “radiation accidents,” and other sources 
  appropriate to the genre and setting.
  Chaos/Entropy can have the unusual charac-
  teristic of being somewhat unpredictable. Since it 
  embodies chaos, change, and similar phenomena 
  in addition to death and decay, in some cam-
  paign settings it’s not an entirely reliable special 
  effect. The unpredictability makes it dangerous; 
  Chaos/Entropy powers often involve Required 
  Skill Rolls (even Luck rolls), Side Effects, and 
  similar Limitations.
  Typically Chaos/Entropy abilities involve 
  changing, warping, or “unmaking” (reducing to 
  its component parts) things to achieve a speciﬁc 
  eﬀect. They tend to be more eﬀective than normal 
  against physical powers, since they can cause them 
  to unravel or erode — after all, it’s a fundamental 
  physical law that everything decays. In many cases 
  you can represent this with Advantages like NND 
  Does BODY, but you can also (or instead) use the 
  rules in this section. Against energy powers they’re 
  of ordinary eﬀectiveness. On the other hand, 
  Chaos/Entropy powers may also be dangerous and 
  unpredictable, as discussed above.
  CHAOS/ENTROPY AND 
  OTHER SPECIAL EFFECTS
  Here’s how Chaos/Entropy interacts with other 
  energies/special eﬀects. These rules are optional; 
  the GM may change or ignore them as he sees ﬁt.
  ACID
  Acid has no special interaction with Chaos/
  Entropy; it neither gains nor loses against this 
  special effect.
  AIR/WIND
  Air/Wind has no special interaction with 
  Chaos/Entropy powers; it neither gains nor loses 
  against this special eﬀect.
  BIOLOGICAL
  The bonds of the ﬂesh do not well withstand 
  the forces of primal Chaos. Biological defenses 
  suﬀer a -2 point reduction before being applied to 
  Chaos/Entropy attacks. Similarly, Biological attacks 
  have diﬃculty penetrating Chaos defenses; they’re 
  at -1 DC before being applied to defenses.
  Alternately, Chaos/Entropy may have a muta-
  tive eﬀect on a Biological power when the two 
  come into contact. The GM can use the Chaos-
  Dimensional Manipulation Interaction table on 
  page 59 to determine the results (just substitute 
  “Biological” for “Dimensional Manipulation”), or 
  determine the results some other way.
  CHEMICAL
  Chemical powers fare only a little better 
  against Chaos/Entropy than Biological powers do. 
  Chemical attacks are a -1 DC before you apply 
  them to Chaos/Entropy defenses, and Chemical 
  defenses are reduced by 1 point before applying 
  them to Chaos/Entropy damage.
  COSMIC ENERGY
  Chaos/Entropy has no special interaction with 
  Cosmic Energy powers; it neither gains nor loses 
  against this special eﬀect. However, if the Cosmic 
  Energy manifests with some other special eﬀect 
  (such as Fire or Sonics), use that special eﬀect for 
  determining the results of the interaction.
  DARKNESS
  Chaos/Entropy has no special interaction with 
  Darkness; it neither gains nor loses against this 
  special eﬀect.
  DIMENSIONAL MANIPULATION
  Chaos/Entropy and Dimensional Manipula-
  tion interact in strange and dangerous ways. The 
  mix of primal Chaos energy with the dimen-
  sion-warping and altering powers of Dimensional 
  Manipulation creates the height of unpredictabil-
  ity. When the two powers come together (either 
  because a Chaos attack hits a Dimensional defense, 
  or a Dimensional Manipulation attack strikes a 
  Chaos/Entropy defense), the GM should roll on 
  the accompanying table. The GM can add in other 
  eﬀects or results as desired.
  CHAOS/ENTROPY
  CHAOS-DIMENSIONAL  
  MANIPULATION INTERACTION
   Roll (2d6) Effect
   
  2 
  Chaos attack loses -1d6-1 DCs; Chaos defense loses -1d6-1 points
   
  3-5 
  Chaos attack loses -½d6-1 DCs; Chaos defense loses -½d6-1 points
   
  6-8 
  No eﬀect; both powers function as normal
   9-11 
  Dimensional attack loses -½d6-1 DCs; Dimensional defense loses -½d6-1 points
   
  12 
  Dimensional attack loses -1d6-1 DCs; Dimensional defense loses -1d6-1 points
  For any roll, the minimum eﬀect is 0.
  CHAOS/ENTROPY
  BASICS
  Defense:  ED 
  Knockback:  Yes
  
  60 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EARTH/STONE
  Earth/Stone tends to be one of the most stable 
  and durable special eﬀects (particularly when 
  Magic is involved and powers can have symbolic as 
  well as literal meaning). As such it resists the unpre-
  dictability and change of Chaos/Entropy better 
  than most powers. A Chaos/Entropy attack suf-
  fers -1 DC before being applied to an Earth/Stone 
  defense; a Chaos/Entropy defense is at -1 point 
  before being applied to an Earth/Stone attack.
  ELECTRICITY
  Chaos/Entropy has no special interaction with 
  Electricity; it neither gains nor loses against this 
  special eﬀect.
  ELECTROMAGNETIC ENERGY
  Chaos/Entropy has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect.
  ENERGY MANIPULATION
  Chaos/Entropy has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FIRE/HEAT
  Chaos/Entropy has no special interaction with 
  Fire/Heat; it neither gains nor loses against this 
  special eﬀect.
  FORCE MANIPULATION
  Chaos/Entropy has no special interaction 
  with Force; it neither gains nor loses against this 
  special effect.
  GRAVITY
  Chaos/Entropy has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect.
  HOLY/UNHOLY
  In most settings, Chaos/Entropy has no special 
  interaction with Holy or Unholy powers; it neither 
  gains nor loses against this special eﬀect. However, 
  in Fantasy settings and other games where Magic 
  is an important force, Chaos/Entropy may be 
  regarded as a part of, aspect of, or “ally” of, Unholy 
  powers (and thus an “enemy” of Holy), which may 
  lead to one special eﬀect or the other gaining or 
  losing eﬀectiveness in some respects.
  ICE/COLD
  If an Ice/Cold defense involves some physical 
  object (ice armor, an ice shield/wall, or the like), that 
  defense is at -1 point before being applied to a Chaos/
  Entropy attack. Non-physical Ice/Cold defenses inter-
  act with Chaos/Entropy normally; Ice/Cold attacks 
  interact with Chaos/Entropy defenses normally.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  61
  KINETIC ENERGY
  Chaos/Entropy has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  The powers of Life Force aren’t as eﬀective 
  against the death, decay, and corruption of Chaos/
  Entropy. A Life Force defense is at -1 point before 
  being applied to a Chaos/Entropy attack, whereas 
  Chaos/Entropy defenses gain +1 point versus Life 
  Force attacks.
  LIGHT
  Chaos/Entropy has no special interaction 
  with Light; it neither gains nor loses against this 
  special effect.
  MAGIC
  The unpredictability of Chaos and the real-
  ity-altering power of Magic are a potentially even 
  more dangerous mixture than those of Chaos and 
  Dimensional Manipulation. Roll on the same table 
  used for Dimensional Manipulation, but don’t sub-
  tract -1 from any of the dice rolls.
  MAGNETISM
  Chaos/Entropy has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special eﬀect.
  MATTER MANIPULATION
  In some respects you might consider Chaos/
  Entropy powers as a subset of Matter Manipula-
  tion powers, which can affect matter in many 
  ways other than destroying it. But in certain 
  ways Chaos/Entropy is more powerful than its 
  “larger cousin.” Matter Manipulation defenses 
  involve altering or enhancing the physical prop-
  erties of objects (such as flesh or the skin), or 
  even creating physical barriers... and such things 
  do not withstand Chaos well. Add +1 DC to a 
  Chaos/Entropy attack before applying a Matter 
  Manipulation defense to it. Matter Manipulation 
  attacks that involve transmutation or alteration 
  of matter generally interact with Chaos/Entropy 
  defenses normally, while attacks that involve 
  actual physical objects (such as a “matter lance” 
  or animated piece of furniture) are less effective 
  — the Chaos/Entropy defense gains +1 point 
  before being applied to reduce the damage.
  MENTAL/PSIONIC
  Chaos/Entropy has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect. However, in some set-
  tings, psionically “touching” Chaos/Entropy energy 
  may pose risks for the mentalist, such as temporar-
  ily becoming insane.
  PHYSICAL
  Physical objects and abilities fare poorly when 
  they contact Chaos/Entropy. Chaos/Entropy attacks 
  gain +1 DC against Physical defenses; Physical 
  attacks are at -1 DC before being applied to Chaos/
  Entropy defenses.
  PULSON ENERGY
  Chaos/Entropy has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Chaos/Entropy has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  SONIC
  Chaos/Entropy has no special interaction 
  with Sonics; it neither gains nor loses against this 
  special effect.
  TELEKINETIC
  Chaos/Entropy has no special interaction 
  with Telekinetic powers; it neither gains nor loses 
  against this special eﬀect.
  TIME
  It’s said that in the long term, Chaos/Entropy 
  wins out over everything; all things decay and dis-
  solve. But Time defenses tend to involve very long 
  periods of time, or manipulation of time in ways 
  that thwart Chaos. Chaos/Entropy attacks are at -1 
  DC before being applied to Time defenses. Time 
  attacks aﬀect Chaos/Entropy defenses normally.
  VIBRATION
  Chaos/Entropy has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Chaos/Entropy has no special interaction 
  with Water. While it’s true that Water is physical, 
  and thus would normally suﬀer in comparison to 
  Chaos/Entropy, Water’s constantly ﬂowing, shifting, 
  and changing nature counteracts that eﬀect.
  CONCLUSION:  THE SPECIAL EFFECT: 
  CHAOS/ENTROPY POWER MODIFIER
  Overall, Chaos/Entropy has more ben-
  efits than it has drawbacks. Therefore, Special 
  Effect:  Chaos/Entropy constitutes a +15 Char-
  acter Point Adder.
  
  62 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EXAMPLE CHAOS/
  ENTROPY POWERS
  Here are some example Chaos/Entropy powers:
  Offensive Powers
  CHAOTIC BLAST
  Effect:  
  Energy Blast 9d6
  Target: 
  One character
  Duration: 
  Instant
  Range:  
  300”
  END Cost:  6
  Description: The character summons the force of 
  chaos to damage a target.
  Game Information:   Energy Blast 9d6, Special 
  Eﬀect: Chaos/Entropy (60 Active Points); No 
  Knockback (-¼). Total cost: 48 points.
  CHAOTIC DESTRUCTION
  Effect:  
  RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range:  
  300”
  END Cost:  6
  Description: The character imbues the target with 
  the essence of Chaos, causing it to discorporate, rip 
  apart, tear asunder, or the like.
  Game Information:   RKA 3d6, Special Eﬀect: 
  Chaos/Entropy (60 Active Points); No Knock-
  back (-¼). Total cost: 48 points.
  OBJECT RUINATION
  Effect:  
  Dispel Device/Object Powers 16d6
  Target: 
  One device/object
  Duration: 
  Instant
  Range:  
  360”
  END Cost:  7
  Description: The character can warp and mold 
  physical objects to break them, ruin their proper-
  ties and powers, and so forth.
  Game Information:   Dispel Device/Object 
  Powers 16d6, Special Eﬀect: Chaos/Entropy, 
  any one Device/Object power one at a time 
  (+¼). Total cost:  79 points.
  Defensive Powers
  SHIELD OF ENTROPY
  Effect:  
  Force Field (12 PD/12 ED/12 Mental 
  Defense/8 Sight Group Flash Defense/8 
  Power Defense)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost:  6
  Description: The character surrounds himself 
  with an entropy-generating field, causing any 
  incoming attacks to quickly deteriorate and have 
  reduced effect.
  Game Information:   Force Field (12 PD/12 
  ED/12 Mental Defense/8 Sight Group Flash 
  Defense/8 Power Defense), Special Eﬀect: 
  Chaos/Entropy. Total cost:  67 points.
  Movement Powers
  POINTS OF ENTROPY
  Effect:  
  Find Weakness 11-
  Target: 
  One character
  Duration: 
  Persistent
  Range: 
  Self
  END Cost:  0
  Description: The character’s sense of entropy reveals 
  points of weakness in a target’s defenses.
  Game Information:   Find Weakness 11- with all 
  Chaos/Entropy attacks. Total cost: 20 points.
  Miscellaneous Powers
  FORTUNE OF CHAOS
  Effect:  
  Luck 8d6
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost:  0
  Description: The principles of chance and chaos 
  seem to always work in the character’s favor.
  Game Information:   Luck 8d6. Total cost:  
  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  63
  F
  or purposes of The Ultimate Energy Projec-
  tor, Chemical powers are abilities involving 
  the use or manipulation of some Chemical 
  substance that don’t ﬁt into some other cate-
  gory. In most campaigns this typically means drugs, 
  poisons, gases and the like. Corrosive and caustic 
  chemicals are covered under Acid; powers involv-
  ing combustion reactions are generally listed under 
  Fire/Heat or the like, and so on. Matter Manipula-
  tion powers that allow a character to transmute 
  chemicals or alter their properties could also be 
  considered a part of this category, and Biological 
  and Chemical may also share some abilities.
  But even allowing for those restrictions, 
  the field of Chemical powers is vast. The proper 
  types of drugs, poisons, and other chemicals (or 
  combinations thereof) can kill, alter someone’s 
  mental state, weaken the physical form in various 
  ways, inhibit biological reactions, induce muta-
  tions, and so on. Attacks involving pheromones 
  can also be considered Chemical (and/or Biolog-
  ical). Chemical interactions and transmutations 
  could involve all sorts of effects — they can gen-
  erate Electricity or Fire/Heat, for example. The 
  subject is so broad that the details are beyond the 
  scope of this book. Players interested in learning 
  more can draw on many textbooks and related 
  resources for ideas and inspiration.
  In the typical campaign, the most common 
  Chemical powers are poisons and drugs. In HERO 
  System terms, lethal poisons are typically built as 
  RKAs, NND Does BODY (the defense being the 
  appropriate Life Support [Immunity]), OAF Fragile, 
  No Range, and Charges. Nonlethal poisons, such as 
  knockout drugs, are usually bought as Drains (often 
  with NND as well); many lethal poisons also have 
  a Linked Drain CON eﬀect (since even if someone 
  survives the poison, it makes him weak and ill). 
  Gradual Eﬀect is a common Limitation for either 
  type, but not necessarily required; so is Extra Time 
  (representing an onset time before the Gradual 
  Eﬀect starts to occur).
  See pages 128-30 of The HERO System Equip-
  ment Guide for information on chemical weapons 
  in game terms, and pages 136-44 of that book or 
  173-76 of Fantasy Hero for HERO System rules 
  and write-ups regarding poisons. (You can also 
  use those rules for drugs, which work similarly but 
  have diﬀerent types of eﬀects.)
  Chemical Underwater
  As with Acid, it’s easiest for the GM to 
  assume that Chemical powers used underwater 
  tend to get neutralized and/or dissipated (unless 
  they’re introduced by touch (such as a venomous 
  sting or a poisoned knife-blade). On the other 
  hand, some chemicals, like sodium and potta-
  sium, tend to react strongly to water, which may 
  have unintended side effects. Airborne Chemical 
  attacks (like many gases, mists, and pheromone 
  powers) may not work at all; at best they have 
  33% effectiveness. This is accounted for by the 
  Special Effect:  Chemical Limitation.
  CHEMICAL POWERS AND 
  OTHER SPECIAL EFFECTS
  Here’s how Chemical powers interact with 
  other energies/special effects. These rules are 
  optional; the GM may change or ignore them as 
  he sees fit.
  In the case of Chemical powers that involve 
  projecting liquids, gases, or the like through the 
  air, an energy-based defense may be unusually 
  effective because it “burns” or quickly destroys 
  the tiny physical objects. (In the GM’s judgment 
  this might qualify the Chemical power for some 
  form of the Physical Manifestation Limitation.) 
  Depending on how intense the energy defense is, 
  it may get +1 to +3 defense against such attacks. 
  Similarly, a power that can affect physical objects 
  may be more effective than normal against that 
  type of Chemical attack.
  An airtight defense — in game terms, one 
  built with Life Support (Self-Contained Breathing) 
  — may totally prevent airborne Chemical attacks 
  from aﬀecting the character. (Typically the way the 
  power’s built will make this plain, either because it’s 
  an NND with that defense or takes an appropriate 
  Limitation, but even if that’s not the case the GM 
  can rule that this occurs.)
  ACID
  Acid is eﬀectively a specialized type of Chemi-
  cal power, as discussed above. It has no special 
  interaction with Chemical powers; in general it 
  neither gains nor loses against this special eﬀect. 
  However, if a Chemical power involves a base, con-
  tact between the Acid and the base may result in 
  the Acid being neutralized, possibly with a resulting 
  exothermic reaction.
  AIR/WIND
  Air/Wind attacks interact with Chemical 
  defenses normally. On the other hand, Air/Wind 
  defenses are often particularly eﬀective against 
  Chemical attacks. They have ordinary eﬀect against 
  CHEMICAL 
  POWERS
  CHEMICAL BASICS
  Defense:  ED 
  Knockback:  No
  
  64 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Chemical attacks introduced by touch (such as a ven-
  omous sting or a poisoned knife-blade), but against 
  airborne Chemical attacks (like many gases, mists, 
  and pheromone powers) they usually gain signiﬁcant 
  bonuses (+3 defense or more). In the GM’s discretion, 
  an Air/Wind defense may provide absolute protection 
  against airborne Chemical attacks.
  BIOLOGICAL
  Generally, Biological has no special interac-
  tion with Chemical powers; it neither gains nor 
  loses against this special eﬀect. However, Biological 
  powers such as certain disease-causing powers are 
  similar to many Chemical powers, and depending 
  on the exact nature of the Biological and Chemical 
  powers involved, the two may cancel each other 
  out, enhance one another, or cause unintended 
  “side eﬀects.” For example, a Chemical gas cloud 
  with medicinal properties might kill oﬀ a cloud of 
  Biological-produced viri.
  CHAOS/ENTROPY
  Chemical powers fare poorly against Chaos/
  Entropy powers. Chemical attacks are a -1 DC 
  before you apply them to Chaos/Entropy defenses, 
  and Chemical defenses are reduced by 1 point 
  before applying them to Chaos/Entropy damage.
  CHEMICAL
  Chemicals often interact strangely with one 
  another, possibly causing dangerous reactions, 
  making an otherwise innocuous (or even beneﬁ-
  cial) substance harmful, or causing an overdose. 
  If appropriate,the GM can adapt the Fire/Heat-
  Chemical Interaction table to determine what hap-
  pens when two Chemical powers mix.
  COSMIC ENERGY
  Chemical has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect (except as discussed above for 
  energy powers generally). However, if the Cosmic 
  Energy manifests with some other special eﬀect 
  (such as Fire or Sonics), use that special eﬀect for 
  determining the results of the interaction.
  DARKNESS
  Chemical has no special interaction with 
  Darkness; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  DIMENSIONAL MANIPULATION
  Chemical attacks tend to have trouble get-
  ting through Dimensional Manipulation defenses, 
  which by their very nature interfere with physi-
  cal reality on some level. Subtract 1 DC from the 
  Chemical attack before applying it to defenses. 
  Similarly, Dimensional Manipulation attacks gain 
  +1 DC versus Chemical defenses.
  EARTH/STONE
  Earth/Stone tends to be resistant to Chemical 
  attacks (assuming, of course, that they’re not built 
  as NNDs or the like so that they bypass conven-
  tional protections) — they get +1 defense before 
  being applied to reduce the Chemical eﬀect. Chem-
  ical defenses aﬀect Earth/Stone attacks normally.
  ELECTRICITY
  Chemical has no special interaction with 
  Electricity; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally). However, exposure to strong 
  electrical current may alter chemicals, cause them 
  to combine, or work other changes in them. Since 
  a chemical-by-chemical review of the potential 
  reactions is beyond the scope of this book, the GM 
  can either determine what happens when Chemi-
  cal meets Electricity based on his own judgment, 
  or roll on the accompanying Chemical-Electricity 
  Interaction table.
  ELECTROMAGNETIC ENERGY
  Chemical has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect (except as discussed 
  above for energy powers generally). At the GM’s 
  option, exposing Chemical powers to intense Elec-
  tromagnetic Energy may have the same results as 
  for Electricity; use the same table to roll the eﬀects 
  randomly if desired.
  ENERGY MANIPULATION
  Chemical has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  FIRE/HEAT
  Fire (and to a lesser extent any other form of 
  energy that might generate intense heat) can react 
  with Chemical powers in many diﬀerent ways. It 
  CHEMICAL-ELECTRICITY INTERACTION
   
  Roll (2d6) Effect
   
  2 
  Roll 1d6. On a 1-3, Chemical power gains that many DCs of eﬀect 
  (or an equivalent “boost”); on a 4-6, it loses 1-3 DCs of eﬀect.
   
  3-4 
  Convert Chemical Normal Damage into equivalent DCs of Killing 
  Damage, or Killing Damage to Normal Damage; Drains become 
  Aids, Aids become Drains; and so on.
   
  5-9 
  No eﬀect
   
  10-11 
  Unintended side eﬀect — interaction causes a Normal Damage 
  Explosion with DCs based on half the Active Points in the Chemi-
  cal power; power turns victim’s skin blue; or the like.
   
  12 
  Change Power used for Chemical ability into diﬀerent Power 
  (usually one that’s in the same Power category)
  FIRE/HEAT-CHEMICAL INTERACTION
   
  Roll (2d6) Effect
   
  2 
  Fire/Heat enhances Chemical attack, adding +1d6 DCs of damage; 
  Chemical defense gains 1d6 points of eﬀect against Fire/Heat attack
   
  3-5 
  Normal Damage Explosion results, with DCs equal to half the 
  Active Points in the attack; both attack and defense are then at 
  half eﬀect.
   
  6-8 
  No eﬀect; both powers function as normal
   
  9-11 
  Poisonous fumes (RKA NND, Does BODY; defense is Life Sup-
  port [Self-Contained Breathing or appropriate Immunity]) result, 
  with DCs equal to half the Active Points in the attack, ﬁlls an area 
  of 1d6” radius around the hex where the two powers interacted; 
  both attack and defense are then at half eﬀect.
   
  12 
  Fire/Heat defense totally neutralizes Chemical attack; Chemical 
  defense has no eﬀect against Fire/Heat attack
  
  The Ultimate Energy Projectors ■ Chapter Two 
  65
  might simply burn them up, rendering them much 
  less eﬀective than normal... or it could cause an 
  explosion, a raging conﬂagration, the emission of 
  poisonous fumes, or other potentially disastrous 
  side eﬀects. The GM can either decide what hap-
  pens on his own, or roll on the accompanying Fire/
  Heat-Chemical Interaction table to determine the 
  results randomly.
  FORCE MANIPULATION
  Chemical has no special interaction with Force 
  Manipulation; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally).
  GRAVITY
  Chemical has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect, except as discussed above for energy 
  powers generally. However, in the case of a Gravity 
  defense, the defense doesn’t burn or destroy the 
  physical manifestation of the power so much as it 
  uses gravitic energy to drag it to the ground or hold 
  it at bay. (See Gravity, below, for more details.)
  HOLY/UNHOLY
  Chemical has no special interaction with 
  Holy/Unholy energy; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  ICE/COLD
  In general, Chemical has no special interac-
  tion with Ice/Cold powers; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally). However, exposure 
  to extreme cold may cause chemical reactions 
  that inhibit (or, less likely, enhance) the power of a 
  Chemical ability. At the GM’s option, when the two 
  interact, roll 2d6. On a 2 the Chemical power gains 
  +1 DC (or +1 point of defense); on a 12 it loses -1 
  DC (or -1 point of defense). For all other results the 
  two interact normally.
  KINETIC ENERGY
  Chemical has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (except as discussed above for 
  energy powers generally, and for powers that may 
  directly control physical objects).
  LIFE FORCE ENERGY
  Chemical has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally). Depending on how the GM con-
  ceives of Life Force Energy, it might be particularly 
  eﬀective against poisons.
  LIGHT
  Chemical has no special interaction with 
  Light; it neither gains nor loses against this spe-
  cial effect (except as discussed above for energy 
  powers generally).
  MAGIC
  Chemical has no special interaction with Magic; 
  it neither gains nor loses against this special eﬀect. 
  However, if Magic manifests with some other special 
  eﬀect (such as Fire or Darkness), use that special eﬀect 
  for determining the results of the interaction.
  MAGNETISM
  Chemical has no special interaction with 
  Magnetism; it neither gains nor loses against 
  this special effect (except as discussed above for 
  energy powers generally).
  MATTER MANIPULATION
  Since Chemical powers involve physical sub-
  stances, Matter Manipulation may be unusually 
  eﬀective against them; see the Matter Manipulation 
  section, below, for information.
  MENTAL/PSIONIC
  Chemical has no special interaction with 
  Mental/Psionic power; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally).
  PHYSICAL
  Chemical has no special interaction with Phys-
  ical; it neither gains nor loses against this special 
  eﬀect. However, an airtight Physical defense (such 
  as a hazmat suit) may keep out Chemical powers 
  that involve projecting gases or the like through 
  the air; typically the attack itself reﬂects this with 
  an Advantage like No Normal Defense, but the GM 
  may reduce the eﬀectiveness of such attacks (or 
  negate them entirely) even if that’s not the case.
  PULSON ENERGY
  Chemical has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect (except as discussed above for 
  energy powers generally).
  RADIATION
  Chemical has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special effect (except as discussed above for 
  energy powers generally).
  SONIC
  Chemical has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect (except as discussed above for energy 
  powers generally).
  TELEKINETIC
  Chemical has no special interaction with Tele-
  kinetic power; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally, and for powers that may directly 
  control physical objects).
  TIME
  Chemical has no special interaction with 
  Time power; it neither gains nor loses against 
  this special effect.
  
  66 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  VIBRATION
  Chemical has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Chemical powers tend to be weak when 
  compared to Water powers, since the Water easily 
  washes the Chemicals away (but see above regard-
  ing chemicals that react in water). Chemical attacks 
  are at -1 DC against Water defenses, while Water 
  attacks are at +1 DC against Chemical defenses.
  CONCLUSION:  THE SPECIAL EFFECT: 
  CHEMICAL POWER MODIFIER
  Overall, Chemical has more drawbacks than 
  it has beneﬁts. Therefore, Special Eﬀect: 
  Chemical constitutes a -¾ Limitation. The GM may 
  increase this to -1 in campaigns involving a lot of 
  underwater adventuring.
  EXAMPLE CHEMICAL 
  POWERS
  Here are some example Chemical powers:
  Offensive Powers
  PHEROMONIC CONTROL
  Effect: 
  Seduction PRE +5, Mind Control Based 
  On CON
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 0/4
  Description:  The character’s body emits enhanced 
  and augmented pheromones at his command. He 
  can use these pheromones to make himself more 
  desireable to other people, or in a more brute-force 
  fashion to take control of their minds.
  Game Information:
  Cost Power
  7 
  Pheromonic Control:  Seduction (PRE Roll 
  +5) (13 Active Points); Special Eﬀect: Chemi-
  cal (-¾)
  12 
  Pheromonic Control:  Mind Control 8d6 
  (40 Active Points); Based on CON (-1), No 
  Range (-½), Special Eﬀect: Chemical (-¾)
  Total cost:  19 points.
  STINKING VAPORS
  Effect: 
  Change Environment (-4 to CON Rolls plus 
  other effects if the CON Roll fails; see text)
  Target: 
  2” radius around character
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 5
  Description:  The character can emit foul-smelling 
  chemical vapors to weaken his foes. Anyone who 
  comes within 2” of him while the power’s active 
  must make a CON Roll at -4. If he fails, he suﬀers 
  a -2 penalty to CV and all Skill Rolls because of 
  gagging and retching. He may make another roll 
  each Phase; the -2 penalty remains in eﬀect until he 
  succeeds. The GM may lower the CON Roll penalty 
  over time (-3 the second roll, -2 on the fourth roll, 
  -1 on the eighth roll, and so on) to reﬂect how the 
  character becomes used to the odor. Additionally, 
  the smell makes it diﬃcult to perceive other smells 
  (on the other hand, it also reduces the character’s 
  ability to use Stealth).
  Game Information:  Change Environment 2” 
  radius (stench), -4 to CON Rolls (see text), -
  6 to Smell/Taste Group PER Rolls, Multiple 
  Combat Eﬀects, Personal Immunity (+¼) (52 
  Active Points); No Range (-½), Special Eﬀect: 
  Chemical (-¾) (total cost:  23 points) plus add 
  to Change Environment -2 CV, -2 to DEX-
  based Rolls, -2 to INT-based Rolls, and -2 to 
  PRE-based Rolls, Reduced Endurance (0 END; 
  +½) (51 Active Points); No Range (-½) Only 
  Applies If Victim Fails CON Roll (see text; -½), 
  Special Eﬀect: Chemical (-¾) (total cost:  18 
  points). Total cost:  41 points.
  VENOM TOUCH
  Effect: 
  Drain CON 3d6, NND plus RKA 2d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 4 Charges
  Description:  The character’s body produces a 
  poison that he can aﬀect people with by scratching 
  or biting them.
  This writeup uses a typical lethal poison such 
  as the ones described on pages 28-30 of the HERO 
  System Bestiary. You can use the other write-ups 
  there to increase or decrease the damage. The 
  writeup assumes the character has an HKA (claws, 
  fangs, or a sting) with which to deliver the venom 
  into a target’s body.
  Game Information:  Drain CON 3d6, Delayed 
  Return Rate (points return at the rate of 5 per 
  Hour; +1), NND (defense is appropriate LS 
  [Immunity]; +1) (90 Active Points); 4 Charges 
  (-1), HKA Must Do BODY (-½), Extra Time 
  (onset time begins 5 Minutes after victim is 
  bitten; -2), Gradual Eﬀect (15 Minutes; 1d6/5 
  Minutes; -¾), Special Eﬀect: Chemical (-¾) 
  (total cost:  15 points) plus RKA 2d6, NND 
  (defense is appropriate LS [Immunity]; +1), 
  Does BODY (+1) (90 Active Points); No Range 
  (-½), 4 Charges (-1), HKA Must Do BODY 
  (-½), Extra Time (onset time begins 5 Min-
  utes after victim is bitten; -2), Gradual Eﬀect 
  (10 Minutes; 1d6/5 minutes; -¾), Linked (-½), 
  Special Eﬀect: Chemical (-¾) (total cost:  14 
  points). Total cost:  29 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  67
  COSMIC  
  ENERGY
  ‘C
  osmic Energy” (or “Cosmic Power”) 
  refers to a mysterious type of energy 
  that permeates the Galaxy (and per-
  haps all Reality) in many Champions 
  campaigns and similar games. It’s most common 
  among characters whose origins have something to 
  do with outer space or ultra-powerful beings (i.e., 
  Galactic Champions characters, characters who 
  belong to the Cosmic archetype, and so on), but 
  that’s not always the case.
  COSMIC ENERGY IN GAME TERMS
  Cosmic Energy can manifest in virtually 
  any form or way (i.e., as nearly any special eﬀect, 
  with Cosmic Energy being the origination special 
  eﬀect) and allows a character who wields it to do 
  nearly anything — ﬁre powerful beams of any type 
  of energy, travel at speeds many times faster than 
  light, shield entire planets from dangerous eﬀects, 
  and on and on. The only limit tends to be the char-
  acter’s imagination.
  In game terms, you can represent Cosmic Energy 
  in several ways. First, the GM can allow a character 
  to deﬁne “Cosmic power” as the special eﬀect of all of 
  his abilities. In this case, Cosmic Energy can appear 
  as, or create, almost any thing or phenomena — Fire, 
  metal, gamma radiation, a swarm of stinging insects. 
  Depending on GM preference, either Cosmic Energy 
  can be the origination special eﬀect, or you can treat 
  the manifestation special eﬀect as the power’s only 
  special eﬀect. That way, Fire created by Cosmic Energy 
  won’t trigger a Vulnerability or Susceptibility to Fire, 
  nor would it be aﬀected by a Drain Fire Powers ability, 
  but a Drain Cosmic Power could aﬀect it, and so on.
  Second, the GM can require a character who 
  has “Cosmic Power” abilities to deﬁne his powers so 
  they can do nearly anything. His Attack Powers all 
  have to have the Variable Advantage and Variable 
  Special Eﬀects Advantages (and possiby Multiple 
  Special Eﬀects as well), or he has to have a large 
  Variable Power Pool, or the like. This way the char-
  acter can create ﬁre that would trigger a Vulnerabil-
  ity or Susceptibility to Fire, but he’s paying for the 
  privilege of being so ﬂexible. (On the other hand, 
  this leaves the character vulnerable to Adjustment 
  Powers that aﬀect either the special eﬀect he’s creat-
  ing [Fire, in this example] or Cosmic Energy.)
  Third, it’s not uncommon for characters with 
  Cosmic Energy powers to have a Variable Power 
  Pool with the appropriately-named Cosmic (+2) 
  Advantage described on page 325 of The HERO 
  System 5th Edition, Revised rulebook. That allows 
  a character to do or create nearly anything, of any 
  special eﬀect; the USPDs have thousands of exam-
  ples of potential powers for a Cosmic Energy VPP.
  COSMIC ENERGY AND 
  OTHER SPECIAL EFFECTS
  As a sort of “universal” energy, Cosmic Energy 
  in its raw form reacts neutrally with all other 
  special eﬀects; it neither gains nor beneﬁts from 
  interacting with them. What sets it apart is that (a) 
  its ﬂexibility lets it manifest in so many diﬀerent 
  forms, and (b) even in raw form it’s generally used 
  in “amounts” greater than those of other special 
  eﬀects. If Cosmic Energy manifests as some other 
  special eﬀect, see the appropriate section of this 
  chapter to determine how that type of energy/
  special eﬀect interacts with other energies/spe-
  cial eﬀects. These rules are optional; the GM may 
  change or ignore them as he sees ﬁt.
  CONCLUSION:  THE SPECIAL EFFECT: 
  COSMIC ENERGY POWER MODIFIER
  Since Cosmic Energy in its raw form is neu-
  tral as to all other special eﬀects, and its ﬂexibility 
  is accounted for in how characters buy Cosmic 
  Energy powers (see above), Special Eﬀect: Cosmic 
  Energy is a +0 Advantage.
  EXAMPLE COSMIC  
  ENERGY POWERS
  Here are some example Cosmic Energy powers:
  Offensive Powers
  COSMIC BLAST
  Effect: 
  Energy Blast 16d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  400”
  END Cost: 8
  Description:  The character can project a blast of 
  cosmic energy powerful enough to harm even 
  tough superhumans.
  Game Information:  Energy Blast 16d6, Special 
  Eﬀect: Cosmic Energy (+0). Total cost:  80 points.
  COSMIC ENERGY
  BASICS
  Defense:  ED for pure 
  Cosmic Energy; oth-
  erwise depends on the 
  special eﬀect/energy 
  type the power mani-
  fests as.
  Knockback:  Yes for 
  pure Cosmic Energy; 
  otherwise depends on 
  the special eﬀect/energy 
  type the power mani-
  fests as.
  
  68 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  COSMIC MANIPULATION
  Effect: 
  Telekinesis (60 STR), Affects Porous
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  500”
  END Cost: 10
  Description:  The character’s cosmic powers allow 
  him to pick up and manipulate objects at range, 
  without touching them. He can even aﬀects liquids.
  Game Information:  Telekinesis (60 STR), Aﬀects 
  Porous, Special Eﬀect: Cosmic Energy (+0). 
  Total cost:  100 points.
  COSMIC TRANSMUTATION
  Effect: 
  Major Transform 8d6 (anything into  
  anything)
  Target: 
  Anything
  Duration: 
  Instant
  Range: 
  1,200”
  END Cost: 24
  Description:  The character has god-like powers of 
  transmutation. He can change anything into any-
  thing else — thin air into food, swords into plow-
  shares, people into frogs, rocks into diamonds, dust 
  into water, you name it. He can also use this power 
  to grant superpowers to other people (the standard 
  rules for doing so apply), take away the superpow-
  ers they currently have, or inﬂict Disadvantages 
  upon them.
  Game Information:  Major Transform 8d6 
  (anything into anything, heal back normally), 
  Improved Results Group (anything; +1), Special 
  Eﬀect: Cosmic Energy (+0) (240 Active Points); 
  All Or Nothing (-½). Total cost:  160 points.
  Defensive Powers
  COSMIC FORM 
  Effect: 
  Total Life Support
  Target: 
  Self
  Duration: 
  Inherent
  Range: 
  Self
  END Cost: 0
  Description:  Cosmic energy suﬀuses the character’s 
  form, not only granting him immortality but 
  making it possible for him to survive anywhere.
  Game Information:  Life Support:  Total (includ-
  ing Longevity:  Immortality), Inherent (+¼), 
  Special Eﬀect: Cosmic Energy (+0). Total cost:  
  62 points.
  COSMIC SHIELD
  Effect: 
  Force Field (40 PD/40 ED), Hardened plus 
  Power Defense (20 points)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Description:  A field of cosmic energy surrounds 
  the character’s body, protecting him from most 
  forms of harm.
  Game Information:  Force Field (40 PD/40 ED/20 
  Power Defense), Hardened (+¼), Reduced Endur-
  ance (0 END; +½), Special Eﬀect: Cosmic Energy 
  (+0). Total cost:  175 points.
  Movement Powers
  COSMIC FLIGHT
  Effect: 
  Flight 40”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 10
  Description:  The character can ﬂy at extremely fast 
  speeds by propelling himself with cosmic energy.
  Game Information:  Flight 40”, x32 Noncombat, 
  Special Eﬀect: Cosmic Energy (+0). Total cost:  
  100 points.
  COSMIC SPACEFLIGHT
  Effect: 
  FTL Travel (1 LY per minute)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Description:  When in outer space, the character can 
  use cosmic energy to travel at up to ﬁve hundred 
  thousand times the speed of light.
  Game Information:  FTL Travel (500,000 LY/
  year, or about 1 LY/minute), Special Eﬀect: 
  Cosmic Energy (+0). Total cost:  48 points.
  Sensory Powers
  COSMIC AWARENESS
  Effect: 
  Detect Physical Objects and Energy
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  Cosmic energy grants the character 
  universal awareness of his surroundings.
  Game Information:  Detect Physical Objects and 
  Energy (INT Roll) (no Sense Group), Discrimina-
  tory, Analyze, Increased Arc Of Perception (360 
  Degrees), Range, Sense, Targeting, Telescopic (+12 
  versus Range Modiﬁer), Tracking, Special Eﬀect: 
  Cosmic Energy (+0). Total cost:  53 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  69
  O
  ften associated with evil, corruption, fear, 
  and decay, Darkness (or Shadow) powers 
  can come from many sources:  mystic 
  powers granted by demons; the ability to 
  access a dimension ﬁlled with a malleable dark 
  substance; mutant “anti-light” powers; or the like. 
  Although more common among villains than 
  heroes, they’re not necessarily evil or violent per se.
  Technically speaking, in the real world 
  Darkness isn’t a thing, but the absence of some-
  thing — light. Therefore it’s not much of a 
  thematic stretch to associate Darkness powers 
  on some level with absence, negation, dissolu-
  tion/annihilation, diminishment, and similar 
  concepts. (On the other hand, in some senses 
  Darkness is protective, because it hides one from 
  one’s enemies.) In some campaign settings Dark-
  ness might have difficulty “producing” things 
  (i.e., generating significant forces that can have 
  direct effects by themselves) but be useful for 
  “counteracting” things (in game terms,  this usu-
  ally means building them as Drains and other 
  negative Adjustment Powers).
  Since Darkness doesn’t exist as a “force” in 
  real life, the GM can make it function however he 
  likes for his campaign, though any choice can have 
  ramiﬁcations that aﬀect how Darkness interacts 
  with other special eﬀects. For example, if Darkness 
  control is always a Magic power, then Darkness 
  abilities will have both an origination and a mani-
  festation special eﬀect. If Darkness is a semi-solid 
  substance characters can use as if it were physical 
  or energy, then Darkness powers may resemble 
  Energy Manipulation powers.
  In game terms, the Power most commonly 
  associated with the Darkness special eﬀect is, nat-
  urally, Darkness. Darkness to Sight Group creates 
  a ﬁeld of darkness that’s absolutely impenetrable 
  to light; no light can get into or pass through it, 
  no light generated inside it can be seen within or 
  without it. (See Light, below, for further discus-
  sion.) For powers and phenomena requiring less 
  absolute darkness, use Change Environment to 
  impose penalties on Sight Group PER Rolls. A -4 
  to PER Rolls simulates the penalty for “dark night” 
  listed in the rulebook.
  SECONDARY EFFECTS
  Darkness by deﬁnition interferes with Sight. In 
  game terms this means Darkness powers are good 
  candidates for Linked Sight Group Darkness (the 
  Power) and Flash attacks. In some cases the GM 
  might even let characters adapt the Stops A Given 
  Sense or Opaque Adders (from Entangle and Force 
  Wall, respectively) to other appropriate Powers.
  If Darkness is associated with cold in the 
  campaign (because by blocking light, specifi-
  cally sunlight, it also blocks heat), it might cause 
  minor Side Effects such as making ice form on 
  nearby surfaces. Sometimes these effects might 
  rise to combat-effective (and thus purchased) 
  Linked powers.
  DARKNESS AND OTHER 
  SPECIAL EFFECTS
  Here’s how Darkness interacts with other ener-
  gies/special eﬀects. These rules are optional; the 
  GM may change or ignore them as he sees ﬁt.
  ACID
  Darkness has no special interaction with Acid; 
  it neither gains nor loses against this special eﬀect 
  (except perhaps as noted under Acid regarding its 
  interaction with energy in general).
  AIR/WIND
  Darkness has no special interaction with 
  most Air/Wind powers; in general it neither 
  gains nor loses against this special effect. How-
  ever, if a Darkness defense is defined as a form 
  of smoke or mist, an Air/Wind attack tends to 
  be more effective than normal against it (+2 
  Damage Classes or more).
  BIOLOGICAL
  Darkness has no special interaction with Bio-
  logical; it neither gains nor loses against this special 
  eﬀect (except as discussed under Biological for 
  energy powers generally).
  CHAOS/ENTROPY
  Darkness has no special interaction with 
  Chaos/Entropy; it neither gains nor loses against 
  this special eﬀect.
  CHEMICAL
  Darkness has no special interaction with 
  Chemical; it neither gains nor loses against this 
  special eﬀect (except as discussed under Chemical 
  for energy powers generally).
  COSMIC ENERGY
  Darkness has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect. However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  DARKNESS BASICS
  Defense:  ED
  Knockback:  Yes
  
  70 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  DIMENSIONAL MANIPULATION
  In general, Darkness has no special interac-
  tion with Dimensional Manipulation; it neither 
  gains nor loses against this special eﬀect. How-
  ever, if Darkness powers result from “pulling” or 
  “summoning” shadow or “dark energy” into the 
  campaign setting from another dimension (a fairly 
  common explanation for how Darkness powers 
  work), then Dimensional Manipulation powers 
  are more eﬀective than normal against them, since 
  they interfere with the character’s “access” to the 
  dimension of Darkness:  Dimensional Manipula-
  tion defenses gain +1 point of ED against Darkness 
  attacks, while Darkness defenses suﬀer a -1 ED 
  reduction before being applied against a Dimen-
  sional Manipulation attack.
  EARTH/STONE
  Darkness has no special interaction with 
  Earth/Stone; it neither gains nor loses against this 
  special eﬀect.
  ELECTRICITY
  Darkness has no special interaction with 
  Electricity; it neither gains nor loses against this 
  special effect.
  ELECTROMAGNETIC ENERGY
  Darkness has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect.
  ENERGY MANIPULATION
  In general, Darkness has no special interac-
  tion with Energy Manipulation; it neither gains nor 
  loses against this special eﬀect. But if Darkness is 
  regarded as a semi-solid, energy-like “substance” 
  that a character creates and manipulates to achieve 
  various eﬀects, then the Darkness powers may 
  be unusually susceptible to Energy Manipula-
  tion powers that aﬀect them directly (typically 
  via Adjustment Powers). In that case, increase the 
  eﬀectiveness of the Energy Manipulation power 
  by +1 DC. For example, a Darkness defense works 
  normally against an Energy Manipulation “energy 
  bolt,” since that’s not designed to aﬀect it directly. 
  But when someone uses an Energy Manipulation 
  “leech energy” eﬀect (a Drain Energy, any one 
  Energy power at a time), the leech energy power 
  receives +1 DC because it’s aﬀecting the manipu-
  lable Darkness directly.
  FIRE/HEAT
  Although Fire and Darkness aren’t as directly 
  opposed as Darkness and Light (see below), in 
  some thematic sense the opacity and “chill” of 
  Darkness is antagonistic to the brightness and 
  warmth of Fire/Heat. (This is particularly true 
  when both are manifestations of Magic.) To repre-
  sent this, make each of them slightly less resistant 
  to the other’s attacks:  Fire/Heat defenses are at -1 
  ED versus Darkness attacks; and Darkness defenses 
  are at -1 ED against Fire/Heat attacks.
  FORCE MANIPULATION
  Darkness has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special effect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  71
  GRAVITY
  Darkness has no special interaction with Gravity; 
  it neither gains nor loses against this special eﬀect.
  HOLY/UNHOLY
  In general, Darkness has no special interaction 
  with Holy or Unholy energy; it neither gains nor 
  loses against this special eﬀect. However, in some 
  Fantasy settings or other settings where Magic is 
  prevalent, Darkness may be designated as an “evil” 
  type of energy, and thus interact with Holy energy 
  on that basis; see the Holy/Unholy Energy section, 
  below, for more information.
  ICE/COLD
  In general, Darkness has no special interaction 
  with Ice/Cold; it neither gains nor loses against this 
  special eﬀect. However, if Darkness is associated 
  with coldness, exposure to it may actually aug-
  ment some Ice/Cold abilities. For example, perhaps 
  every Darkness attack on an Ice/Cold defense that 
  does not succeed at getting some BODY damage 
  through the defense to the target improves the Ice/
  Cold defense by +1 ED that lasts for 1 Turn.
  KINETIC ENERGY
  Darkness has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  In general, Darkness has no special inter-
  action with Life Force Energy; it neither gains 
  nor loses against this special effect. However, if 
  Darkness is associated with absence, negation, 
  and similar concepts, it may have an “anti-Life” 
  aspect that makes it more effective against Life 
  Force defenses (subtract -1 ED from them before 
  applying them to Darkness attacks).
  LIGHT
  Light and Darkness are opposites; they directly 
  counteract one another. For example, as speciﬁ-
  cally noted on page 146 of The HERO System 5th 
  Edition, Revised, a Darkness to Sight Group ﬁeld 
  totally blocks out Sight Group Flashes, and totally 
  prevents Images deﬁned as “creating light” from 
  working within its boundaries. In that sense, in 
  the “battle” between Light and Darkness, Darkness 
  wins. (Though of course a character could build 
  one of those powers as Linked to a Dispel Darkness 
  so they would “remove” the Darkness and aﬀect the 
  target.) In the broader special eﬀects sense, Light 
  attacks receive +2 DCs before being applied to 
  Darkness defenses, and Darkness attacks receive +2 
  DCs before being applied to Light defenses.
  MAGIC
  Darkness has no special interaction with 
  Magic; it neither gains nor loses against this 
  special effect. However, if Magic manifests with 
  some other special effect (such as Fire or Dark-
  ness), use that special effect for determining the 
  results of the interaction.
  MAGNETISM
  Darkness has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special effect.
  MATTER MANIPULATION
  Darkness has no special interaction with 
  Matter Manipulation; it neither gains nor loses 
  against this special eﬀect.
  MENTAL/PSIONIC
  Darkness has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  Darkness has no special interaction with 
  Physical powers; it neither gains nor loses against 
  this special eﬀect.
  PULSON ENERGY
  Darkness has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Darkness has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  SONIC
  Darkness has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  TELEKINETIC
  Darkness has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect.
  TIME
  Darkness has no special interaction with 
  Time powers; it neither gains nor loses against 
  this special effect.
  VIBRATION
  Darkness has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Darkness has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  CONCLUSION:  THE SPECIAL EFFECT: 
  DARKNESS POWER MODIFIER
  Overall, Darkness has more drawbacks than it 
  has beneﬁts. Therefore, Special Eﬀect: Darkness 
  constitutes a -¼ Limitation.
  
  72 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EXAMPLE DARKNESS 
  POWERS
  Here are some example Darkness powers:
  Offensive Powers
  DARKNESS FIELD
  Effect: 
  Darkness to Sight Group,  
  Personal Immunity
  Target: 
  4” radius
  Duration: 
  Constant
  Range: 
  250”
  END Cost: 5
  Description:  The character can create an area of abso-
  lute darkness through or into which only he can see.
  Game Information:  Darkness to Sight Group 
  4” radius, Personal Immunity (+¼). Total 
  cost:  50 points.
  DARKBLAST
  Effect: 
  Energy Blast 9d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character projects a blast of inky 
  black energy that strikes with devastating force.
  Game Information:  Energy Blast 9d6 (45 Active 
  Points); Special Eﬀect: Darkness (-¼). Total 
  cost:  36 points.
  Defensive Powers
  DARKSHIELD
  Effect: 
  Force Field (15 PD/15 ED/Sight Group 
  Flash Defense 5/Power Defense 5)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can surround himself 
  with a field of dark energy that protects him 
  from attacks.
  Game Information:  Force Field (15 PD/15 ED/
  Sight Group Flash Defense 5/Power Defense 
  5) (40 Active Points); Special Eﬀect: Darkness 
  (-¼). Total cost:  32 points.
  Movement Powers
  STEPPING THROUGH SHADOWS
  Effect: 
  Teleportation 20”, Only Through Dark-
  ness/Shadows
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4
  Description:  The character can travel instantly from 
  one place to another — provided that both places 
  are cloaked in darkness. If he has no shadow or 
  darkness available, he cannot Teleport; and even 
  when he does have a shadow to use at his departure 
  point, he can only designate as arrival points other 
  places where shadows exist. Both areas of shadow/
  darkness must be at least 1” in size (big enough to 
  cover an adult human).
  Game Information:  Teleportation 20” (40 Active 
  Points), Only Through Darkness/Shadows (-¼). 
  Total cost:  32 points.
  Miscellaneous Powers
  BODY OF SHADOW 
  Effect: 
  Desolidiﬁcation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can transform his body 
  into pure shadow, rendering it so insubstantial 
  he can walk through walls and avoid the eﬀects 
  of most attacks. Only other darkness powers, or 
  powers of light, can harm him.
  Game Information:  Desolidification (affected 
  by darkness or light powers). Total cost:   
  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  73
  D
  imensional Manipulation powers are abili-
  ties that work by accessing other dimen-
  sions, transporting things to and/or from 
  other dimensions, or altering dimensional 
  “reality” in some way. Travel to and from other 
  dimensions is just the tip of the iceberg; the pos-
  sibilities are nearly as inﬁnite as the number of 
  dimensions in the Multiverse!
  Dimensional Manipulation powers are most 
  common among mystics, but that’s not the only 
  background that can explain them. Characters 
  whose minds have somehow been “opened” so 
  they can commune with other planes of existence, 
  whose bodies simultaneously occupy multiple 
  dimensions, or who’ve been granted awareness 
  of the existence of “higher-order dimensions” are 
  among the types who might have powers based on 
  accessing or making use of alternate dimensions.
  The nature and use of Dimensional Manipula-
  tion powers may depend, in part, on the Multiverse 
  the GM has established (the one described on page 96 
  of Champions Universe is just one possible example). 
  For instance, if the GM decides that his campaign 
  setting doesn’t include alternate dimensions, charac-
  ters probably can’t buy Dimensional Manipulation 
  powers at all. If he’s established a particular structure 
  or pattern for the alternate dimensions in his cam-
  paign, he may restrict or limit characters’ abilities to 
  have and use the powers listed here. For example, in 
  a Science Fiction setting, the only alternate dimen-
  sion characters may have any access to is Hyperspace, 
  which means any Dimensional Manipulation devices 
  or powers somehow involve Hyperspace and its (rela-
  tively) well-known properties.
  SECONDARY EFFECTS
  The reality-warping powers of Dimensional 
  Manipulation can easily create all sorts of “side 
  eﬀects.” If an attack re-arranges the matter in an 
  area, it might, for example, alter the wiring in a way 
  that shuts oﬀ electric current, causing ﬂooding by 
  breaking water pipes, or the like. Typically these 
  have no combat eﬀect and don’t need to be bought 
  with Character Points (or can be represented as an 
  environmental Side Eﬀect), but in some cases char-
  acters may want greater control over this eﬀect and 
  can buy it as Change Environment or the like.
  Similarly, an attack might “re-arrange” parts of 
  a living target’s body somehow. This could have all 
  kinds of secondary eﬀects, which the character would 
  have to pay for due to their usefulness in combat. 
  Some possibilities include Drains of Running or other 
  physical abilities, Transforms to eliminate or hinder 
  Senses, Drain COM, or Drain REC to simulate how 
  diﬃcult it is to heal from the attack.
  On a larger, more environmental, scale, fre-
  quent use of Dimensional Manipulation powers 
  in the same area might weaken the “barriers” 
  between different dimensions. This could cause 
  bits of them to “leak” into each other, make it 
  easier to use certain Summon-based powers, 
  interfere with the laws of physics (or probability) 
  in those areas, or let beings pass through from 
  one dimension to the other effortlessly (or even 
  by accident!). This may depend on how the GM 
  conceives of the “Multiverse” in his campaign 
  setting. For example, in some settings, the barri-
  ers between realities may already be fairly weak, 
  making it easy to “rupture” them accidentally; in 
  others they may be very robust, so this sort of 
  secondary effect is unlikely.
  DIMENSIONAL  
  MANIPULATION AND 
  OTHER SPECIAL EFFECTS
  Here’s how Dimensional Manipulation inter-
  acts with other energies/special eﬀects. Generally 
  speaking, Dimensional Manipulation powers are 
  more eﬀective than normal against powers that 
  have some sort of physical manifestation because 
  of the way they bridge and breach physical realities; 
  against energy powers they function normally.
  In the case of Dimensional Manipulation 
  powers that involve physical objects (for example, 
  Danger Portal on USPD 61, which opens a portal 
  to a dimension of some dangerous substance and 
  projects it at the target), treat the attack not as 
  “Dimensional Manipulation” but as the appropriate 
  special eﬀect. For example, dropping a boulder on 
  someone would be Earth/Stone; pouring lava on a 
  target is Fire/Heat.
  These rules are optional; the GM may change 
  or ignore them as he sees ﬁt.
  ACID
  Acid attacks tend to have trouble getting 
  through Dimensional Manipulation defenses, 
  which by their very nature interfere with physi-
  cal reality on some level. Subtract 1 DC from the 
  Acid attack before applying it to defenses. Similarly, 
  Dimensional Manipulation attacks gain +1 DC 
  versus Acid defenses.
  AIR/WIND
  Air/Wind has no special interaction with 
  Dimensional Manipulation powers; it neither gains 
  nor loses against this special eﬀect.
  DIMENSIONAL 
  MANIPULATION
  DIMENSIONAL 
  MANIPULATION
  BASICS
  Defense:  ED
  Knockback:  Yes
  
  74 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  BIOLOGICAL
  Biological attacks tend to have trouble get-
  ting through Dimensional Manipulation defenses, 
  which by their very nature interfere with physical 
  reality on some level. Subtract 1 DC from the Bio-
  logical attack before applying it to defenses. Simi-
  larly, Dimensional Manipulation attacks gain +1 
  DC versus Biological defenses.
  CHAOS/ENTROPY
  Chaos/Entropy and Dimensional Manipula-
  tion interact in strange and dangerous ways. See 
  Chaos/Entropy, above, for more information.
  CHEMICAL
  Chemical attacks tend to have trouble get-
  ting through Dimensional Manipulation defenses, 
  which by their very nature interfere with physi-
  cal reality on some level. Subtract 1 DC from the 
  Chemical attack before applying it to defenses. 
  Similarly, Dimensional Manipulation attacks gain 
  +1 DC versus Chemical defenses.
  COSMIC ENERGY
   Dimensional Manipulation has no special 
  interaction with Cosmic Energy; it neither gains 
  nor loses against this special eﬀect. However, if the 
  Cosmic Energy manifests with some other special 
  eﬀect (such as Fire or Sonics), use that special eﬀect 
  for determining the results of the interaction.
  DARKNESS
  In general, Darkness has no special interaction 
  with Dimensional Manipulation; it neither gains nor 
  loses against this special eﬀect. However, if Darkness 
  powers result from “pulling” or “summoning” shadow 
  or “dark energy” into the campaign setting from 
  another dimension (a fairly common explanation 
  for how Darkness powers work), then Dimensional 
  Manipulation powers are more eﬀective than normal 
  against them, since they interfere with the character’s 
  “access” to the dimension of Darkness:  Dimensional 
  Manipulation defenses gain +1 point of ED against 
  Darkness attacks, while Darkness defenses suﬀer a -1 
  ED reduction before being applied against a Dimen-
  sional Manipulation attack.
  EARTH/STONE
  Nothing represents physical stability and solid-
  ity than Earth/Stone, which makes it particularly 
  susceptible to the warping powers of Dimensional 
  Manipulation. A Dimensional Manipulation attack 
  typically receives +1 DC against an Earth/Stone 
  defense before that defense applies to reduce 
  damage, while Earth/Stone attacks are at -1 DC 
  against Dimensional Manipulation defenses.
  ELECTRICITY
  Dimensional Manipulation has no special 
  interaction with Electricity; it neither gains nor 
  loses against this special eﬀect.
  ELECTROMAGNETIC ENERGY
  Dimensional Manipulation has no special 
  interaction with Electromagnetic Energy; it neither 
  gains nor loses against this special eﬀect.
  ENERGY MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Energy Manipulation; it neither 
  gains nor loses against this special eﬀect.
  FIRE/HEAT
  Dimensional Manipulation has no special 
  interaction with Fire/Heat; it neither gains nor loses 
  against this special eﬀect.
  FORCE MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Force Manipulation; it neither 
  gains nor loses against this special eﬀect.
  GRAVITY
  In general, Dimensional Manipulation has no 
  special interaction with Gravity; it neither gains 
  nor loses against this special eﬀect. However, at the 
  GM’s option, it’s possible that opening dimensional 
  portals and otherwise altering the “fabric of real-
  ity” will interfere with gravitational ﬁelds in ways 
  that none of the characters involved can predict 
  — the pull of gravity might be temporarily negated, 
  redirected, or altered, strengthened or weakened, or 
  the like. The GM can either determine the results 
  himself, or use the accompanying Dimensional 
  Manipulation-Gravity Interaction table.
  DIMENSIONAL MANIPULATION-GRAVITY INTERACTION
   Roll (2d6) Effect
   
  2 
  Roll 1d6. On a 1-3, Gravity power gains that many DCs of eﬀect (or an equivalent “boost”); on a 4-6, 
  it loses 1-3 DCs of eﬀect.
   
  3-4 
  Gravity power is redirected. The GM rolls 1d6. On a 1 it hits the intended target, but from an unusual 
  angle (as if it were Indirect). On a 2-4 it hits some other target, but not the Gravity or Dimensional 
  Manipulation character. On a 5, the power “feeds back” into the Gravity-using character; apply its 
  damage or eﬀect to him. On a 6, it hits the Dimensional Manipulation power-using character (this 
  assumes he was not the intended target; if he was, count this as a 2-4 result).
   
  5-9 
  No eﬀect
   10-11 
  The two powers interact strangely. Roll 1d6. On a 1-2, the Gravity power gains +½d6 DCs or +½d6 
  points of defense (alternately, the Dimensional Manipulation power loses that much). On a 3-4, a 
  random side eﬀect aﬀects the local environment (for example, maybe gravity reverses for a Segment 
  or two, or the local ﬂora switches places with its equivalent in another dimension). On a 5-6, the 
  Dimensional Manipulation power gains +½d6 DCs or +½d6 points of defense (alternately, the Grav-
  ity power loses that much).
   
  12 
  The two powers negate one another for 1d6 Segments. The characters’ other powers remain unaﬀected... 
  unless the GM prefers otherwise.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  75
  HOLY/UNHOLY
  In general, Dimensional Manipulation has no 
  special interaction with Holy or Unholy powers; 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect. However, in settings where Holy and 
  Unholy powers come to characters from other 
  dimensions (the “realm of the gods,” or “the Neth-
  erworld,” or what have you), Dimensional Manipu-
  lation powers may “interfere” with them in ways 
  that make them less eﬀective — give Dimensional 
  Manipulation attacks +1 DC (or more) against 
  Holy/Unholy defenses, and Holy/Unholy attacks -1 
  DC against Dimensional Manipulation defenses.
  ICE/COLD
  Because Dimensional Manipulation attacks 
  aﬀect physical reality, they’re particularly eﬀective 
  against Ice/Cold powers with physical manifesta-
  tions (such as ice armor, ice walls, ice darts, and 
  hailstorms). A Dimensional Manipulation attack 
  typically receives +1 DC against a physical Ice/
  Cold defense before that defense applies to reduce 
  damage, while physical Ice/Cold attacks are at -1 
  DC against Dimensional Manipulation defenses. 
  Ice/Cold powers involving pure “cold energy” or 
  the like interact with Dimensional Manipulation 
  powers normally.
  KINETIC ENERGY
  Dimensional Manipulation has no special 
  interaction with Kinetic Energy; it neither gains 
  nor loses against this special eﬀect (though as noted 
  under Kinetic Energy, below, Kinetic Energy attacks 
  are often treated as Physical attacks).
  LIFE FORCE ENERGY
  Dimensional Manipulation has no special 
  interaction with Life Force Energy; it neither gains 
  nor loses against this special eﬀect.
  LIGHT
  Dimensional Manipulation has no special 
  interaction with Light; it neither gains nor loses 
  against this special eﬀect.
  MAGIC
  In general, Dimensional Manipulation has no 
  special interaction with Magic; it neither gains nor 
  loses against this special eﬀect. However, if Magic 
  manifests with some other special eﬀect (such as 
  Fire or Darkness), use that special eﬀect for deter-
  mining the results of the interaction. Furthermore, 
  if Magic always comes from other dimensions, it 
  may suﬀer when compared to Dimensional Manip-
  ulation; see Holy/Unholy, above, for rules.
  MAGNETISM
  Dimensional Manipulation has no special 
  interaction with Magnetism; it neither gains nor 
  loses against this special eﬀect.
  MATTER MANIPULATION
  Typically Dimensional Manipulation has 
  no special interaction with Matter Manipula-
  tion; it neither gains nor loses against this special 
  eﬀect. However, if the Matter Manipulation power 
  involves a physical object as part of its attack or 
  defense, use the rules for Physical, below.
  MENTAL/PSIONIC
  Dimensional Manipulation has no special 
  interaction with Mental/Psionic powers; it neither 
  gains nor loses against this special eﬀect.
  PHYSICAL
  Dimensional Manipulation powers are more 
  eﬀective than normal against attacks or defenses 
  involving Physical objects due to the way they aﬀect 
  physical reality.  Dimensional Manipulation attack 
  typically receives +1 DC against a Physical defense 
  before that defense applies to reduce damage, while 
  Physical attacks are at -1 DC against Dimensional 
  Manipulation defenses.
  PULSON ENERGY
  Dimensional Manipulation has no special 
  interaction with Pulson Energy; it neither gains nor 
  loses against this special eﬀect.
  RADIATION
  Dimensional Manipulation has no special 
  interaction with Radiation; it neither gains nor 
  loses against this special eﬀect.
  SONIC
  Dimensional Manipulation has no special 
  interaction with Sonics; it neither gains nor loses 
  against this special eﬀect.
  TELEKINETIC
  Dimensional Manipulation has no special 
  interaction with Telekinetic powers; it neither gains 
  nor loses against this special eﬀect.
  TIME
  In general, Dimensional Manipulation has 
  no special interaction with Time powers; it nei-
  ther gains nor loses against this special effect. 
  However, if Time is considered a dimension (as 
  some theories posit), then Dimensional Manipu-
  lation powers might be unusually effective 
  against it (Dimensional Manipulation attacks 
  receive +2 DCs against Time defenses, while 
  Time attacks are at -2 DCs before Dimensional 
  Manipulation defenses apply to them). Alter-
  nately, time may be a “dimension” that Dimen-
  sional Manipulation powers simply can’t affect, 
  making them neutral toward each other (or even 
  granting benefits to Time powers).
  VIBRATION
  Typically, Dimensional Manipulation has 
  no special interaction with Vibration powers; it 
  neither gains nor loses against this special effect. 
  However, in some settings different dimensions 
  have specific “vibrational frequencies” that allow 
  Vibration-based and speedster characters to 
  
  76 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  access them. In that case, the interaction of a 
  Dimensional Manipulation power and a Vibra-
  tion power may depend on how “harmonious” 
  their relative frequencies are. The accompanying 
  table provides one possible method of determin-
  ing this, but the GM can make the decision how-
  ever he sees fit.
  WATER
  Because Dimensional Manipulation attacks 
  aﬀect physical reality, they’re particularly eﬀec-
  tive against Water, which manifests physically. A 
  Dimensional Manipulation attack typically receives 
  +1 DC against a Water defense before that defense 
  applies to reduce damage, while Water attacks are at 
  -1 DC against Dimensional Manipulation defenses.
  CONCLUSION:  THE SPECIAL EFFECT: 
  DIMENSIONAL MANIPULATION POWER 
  MODIFIER
  Overall, Dimensional Manipulation has sin-
  giﬁcantly more beneﬁts than it has drawbacks. 
  Therefore, Special Eﬀect:  Dimensional Manipulation 
  constitutes a +¼ Advantage.
  EXAMPLE DIMENSIONAL 
  MANIPULATION POWERS
  Here are some example Dimensional Manipu-
  lation powers:
  Offensive Powers
  DIMENSIONAL RIP
  Effect: 
  Energy Blast 12d6, No Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  375”
  END Cost: 7
  Description:  The character can cause a “rip,” 
  warp, or point of destabilization in the dimen-
  sional fabric right where another person stands. 
  The resulting effect on space-time causes dimen-
  sional energies to tear at and buffet that person, 
  inflicting significant injury.
  Game Information:  Energy Blast 12d6, Special 
  Eﬀect: Dimensional Manipulation (+¼) (75 
  Active Points); No Knockback (-¼). Total cost:  
  60 points.
  DIMENSIONAL TRAP
  Effect: 
  Entangle 6d6, 6 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character can trap and enemy in a 
  bubble of transdimensional space. When the char-
  acter tries to step outside the bubble, it immediately 
  teleports him right back inside. Additionally, the 
  ﬂuctuating nature of “reality” within the bubble 
  prevents Accessible Foci (such as guns or magic 
  wands) from functioning properly, so trapped 
  characters cannot use them to break free. Only by 
  straining the fabric of the bubble with personal 
  strength or personal attacks can a victim shatter it 
  and go free.
  Game Information:  Entangle 6d6, 6 DEF (60 
  Active Points); Cannot Form Barriers (-¼), 
  Vulnerable (dimensional attacks; -¼). Total 
  cost:  40 points.
  DIMENSIONAL MANIPULATION- 
  VIBRATION INTERACTION
   Roll (2d6) Effect
   
  2 
  Great disharmony favoring Vibration — Vibration attack gains +2 
  DCs, Vibration defense gains +2 points
   
  3-4 
  Disharmony favoring Vibration — Vibration attack gains +1 DC, 
  Vibration defense gains +1 point
   
  5-9 
  No eﬀect (or, at the GM’s option, a random “side eﬀect,” such as envi-
  ronmental damage or an explosion)
   
  10-11 
  Disharmony favoring Dimensional Manipulation — Dimensional 
  Manipulation attack gains +1 DC, Dimensional Manipulation 
  defense gains +1 point
   
  12 
  Great disharmony favoring Dimensional Manipulation — Dimen-
  sional Manipulation attack gains +2 DCs, Dimensional Manipulation 
  defense gains +2 points
  
  The Ultimate Energy Projectors ■ Chapter Two 
  77
  GATE RAZOR
  Effect: 
  RKA 2d6, Indirect, Penetrating (x2)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  410”
  END Cost: 8
  Description:  Similar to Dimensional Rip (and often 
  bought in a Multipower with it), this power gives 
  a character the ability to open small dimensional 
  portals next to or inside a target, such that the 
  opening edge of the portal cuts through the target 
  like a hot knife through butter. Even strong armor 
  or similar defenses usually can’t completely with-
  stand the eﬀect of a Gate Razor.
  Game Information:  RKA 2d6, Indirect (+½), 
  Penetrating (x2; +1), Special Eﬀect: Dimen-
  sional Manipulation (+¼) (82 Active Points); 
  No Knockback (-¼). Total cost:  66 points.
  Defensive Powers
  DIMENSIONAL SHUNT FIELD
  Effect: 
  Force Field (25 PD/25 ED)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Description:  The character establishes a ﬁeld 
  around himself that is an interface between this 
  dimension and another, uninhabited one. The force 
  and energy of incoming attacks intersects with 
  this interface, causing much (if not all) of it to get 
  shunted to the other dimension, leaving the charac-
  ter unharmed (or less harmed). Attacks that are too 
  powerful overwhelm the interface, bypassing it and 
  causing damage to “leak” through to the character.
  Game Information:  Force Field (25 PD/25 ED), 
  Special Eﬀect: Dimensional Manipulation 
  (+¼). Total cost:  62 points.
  Movement Powers
  DIMENSIONAL TRANSIT
  Effect: 
  Teleportation 20”
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4
  Description:  The character can travel instantly from 
  one place to another in this dimension by travel-
  ing through an alternate dimension where points 
  in space are “closer together.” The character opens 
  a portal to this other dimension, takes but a single 
  step, and then exits through another portal back 
  into this dimension, now as much as 260 feet from 
  where he was just standing.
  Game Information:  Teleportation 20”. Total 
  cost:  40 points.
  Miscellaneous Powers
  DIMENSIONAL BYPASS
  Effect: 
  Desolidiﬁcation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can shift his body into 
  higher dimensions, allowing him to pass through 
  three-dimensional objects and attacks as if they did 
  not exist.
  Game Information:  Desolidiﬁcation (aﬀected 
  by Dimensional Manipulation attacks, any 
  attack with the Transdimensional Advantage, 
  or magic). Total cost:  40 points.
  
  78 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EARTH/STONE
  E
  arth/Stone powers grant a character the 
  qualities of, or ability to manipulate, rock 
  and soil. (Powers based on crystals, metals, 
  and sand relate closely to Earth/Stone 
  powers — so closely, in fact, that there’s often little 
  functional diﬀerence between them. With a slight 
  change, often just a change of name, you can con-
  vert an Earth/Stone power into, say, a metal power.) 
  Characters with Earth/Stone powers often also 
  possess great strength and resistance to injury. In 
  short, they’re usually “bricks,” but with some added 
  elemental capabilities that give them a lot more 
  tactical options in combat.
  In Antaeus-like fashion, many Earth-based 
  characters can only use their abilities if they remain 
  in contact with the ground. If someone picks them 
  up oﬀ the ground, or they’re on the second story of 
  a building, or they’re ﬂying, they cannot use their 
  superpowers. You can simulate this with the Limi-
  tation Only When In Contact With The Ground. It’s 
  worth -¼ if the character has to remain in contact 
  with any type of ground (even paved ground or the 
  ﬂoor of a building will do), and -½ if the character 
  must stay in contact with natural earth, stone, and 
  soil (pavement or a building ﬂoor would block the 
  character’s powers).
  SECONDARY EFFECTS
  The masses of rock and soil created by, or 
  involved with, many Earth/Stone powers may cause 
  problems for a character. Their great weight may 
  damage ﬂoors and surfaces, or make it impossible 
  for him to ﬁt in some areas or be carried by some 
  vehicles. Obtaining them may inﬂict signiﬁcant 
  damage on the nearby environment.
  Depending on the nature of the Earth/Stone 
  powers, there’s the possibility of causing unin-
  tended geological side eﬀects. This might be noth-
  ing more than making the ground crack here and 
  there, or it could go all the way up to accidentally 
  causing major earthquakes through overuse of 
  Earth powers on a faultline.
  EARTH/STONE AND OTHER 
  SPECIAL EFFECTS
  Here’s how Earth/Stone interacts with other 
  energies/special eﬀects. To some extent these rules 
  are similar to those for Physical powers and objects 
  in general, though Earth/Stone is sometimes seen 
  as more durable or strong. These rules are optional; 
  the GM may change or ignore them as he sees ﬁt.
  ACID
  Acid tends to have a hard time eating through 
  durable Earth and Stone defenses; its attacks lose 
  -2 DCs before the defense is applied. Earth/Stone 
  attacks are similarly more eﬀective than average 
  against Acid defenses; the Acid defense is at -2 
  points of PD.
  AIR/WIND
  Even the most powerful and violent Air/Wind 
  attacks seem somewhat ephemeral against the 
  durability and solidity of Earth and Stone. Subtract 
  -2 Damage Classes from them before the defense 
  is applied. Earth/Stone attacks usually penetrate 
  Air/Wind defenses a little more eﬀectively, since 
  even the toughest force-ﬁeld of Air has diﬃculty 
  resisting the ponderousness of stone; reduce the 
  Air/Wind defense by -1 point of PD before apply-
  ing the defense to the damage. However, in the case 
  of Earth/Stone attacks involving sand, dust, tiny 
  chips of stone, or other small, relatively lightweight 
  objects, Air/Wind defenses are actually more eﬀec-
  tive than normal; add +2 PD before applying them 
  to the damage.
  BIOLOGICAL
  Biological has no special interaction with 
  Earth/Stone; it neither gains nor loses against this 
  special eﬀect.
  CHAOS/ENTROPY
  Earth/Stone tends to be one of the most stable 
  and durable special eﬀects (particularly when 
  Magic is involved and powers can have symbolic as 
  well as literal meaning). As such it resists the unpre-
  dictability and change of Chaos/Entropy better 
  than most powers. A Chaos/Entropy attack suf-
  fers -1 DC before being applied to an Earth/Stone 
  defense; a Chaos/Entropy defense is at -1 point 
  before being applied to an Earth/Stone attack.
  EARTH/STONE
  BASICS
  Defense:  PD
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  79
  CHEMICAL
  Earth/Stone tends to be resistant to Chemical 
  attacks (assuming, of course, that they’re not built 
  as NNDs or the like so that they bypass conven-
  tional protections) — they get +1 defense before 
  being applied to reduce the Chemical eﬀect. Chem-
  ical defenses aﬀect Earth/Stone attacks normally.
  COSMIC ENERGY
  Earth/Stone has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect.  However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  Earth/Stone has no special interaction with 
  Darkness; it neither gains nor loses against this 
  special eﬀect.
  DIMENSIONAL MANIPULATION
  Nothing represents physical stability and solid-
  ity than Earth/Stone, which makes it particularly 
  susceptible to the warping powers of Dimensional 
  Manipulation. A Dimensional Manipulation attack 
  typically receives +1 DC against an Earth/Stone 
  defense before that defense applies to reduce 
  damage, while Earth/Stone attacks are at -1 DC 
  against Dimensional Manipulation defenses.
  ELECTRICITY
  Earth/Stone defenses insulate against Electric-
  ity attacks well; give them +2 ED before applying 
  them to damage. Earth/Stone attacks interact with 
  Electricity defense normally.
  However, Metal powers (a subset of Earth/Stone, 
  generally) are a diﬀerent story. Most metals conduct 
  electricity well. Reduce a Metal-based defense by 20% 
  of its Active Points before applying it to reduce the 
  damage of an Electricity attack. This would include 
  most armor and shields common to Fantasy Hero 
  campaigns, but not necessarily “powered armor” suits 
  found in Champions and Star Hero games, which may 
  have suﬃcient plastics, ceramics, force-ﬁelds, and 
  shielding to prevent this eﬀect from occurring. Metal 
  attacks interact with Electricity defenses normally.
  ELECTROMAGNETIC ENERGY
  Compared to most physical barriers, Earth/
  Stone defenses insulate against Electromagnetic 
  Energy attacks well; give them +1 ED before 
  applying them to damage. Defenses made of 
  Metal (a subset of Earth/Stone powers) are even 
  better; give them +3 defense. Earth/Stone attacks 
  interact with Electromagnetic defenses normally. 
  ENERGY MANIPULATION
  Earth/Stone has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FIRE/HEAT
  Earth/Stone defenses are particularly good 
  at shielding people from heat and flame. Give 
  them +3 ED before applying them to damage. 
  Earth/Stone attacks penetrate Fire/Heat defenses 
  pretty well, too; they gain +1 DC before the 
  defense applies. (On the other hand, Metal 
  defenses may conduct heat unusually well; they 
  get no bonus against Fire/Heat, or possibly even 
  lose -1 ED.)
  
  80 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  FORCE MANIPULATION
  Earth/Stone has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special eﬀect.
  GRAVITY
  Gravity defenses are slightly better against 
  Earth/Stone attacks than normal; add +1 point 
  of defense before applying them to reduce the 
  damage. Earth/Stone defenses interact with Gravity 
  attacks normally.
  HOLY/UNHOLY
  In general, Earth/Stone has no special 
  interaction with Holy and Unholy energies; it 
  neither gains nor loses against this special effect. 
  However, in Fantasy settings and other games 
  featuring lots of magic and symbolism, Earth 
  might have thematic meaning that would affect 
  how it interacts with these special effects. For 
  example, Earth is the source of life, so it might 
  enhance Holy powers and be an especially effec-
  tive defense against Unholy ones.
  ICE/COLD
  Earth/Stone has no special interaction with 
  Ice/Cold; it neither gains nor loses against this spe-
  cial eﬀect.
  KINETIC ENERGY
  Earth/Stone has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  Earth/Stone has no special interaction with 
  Life Force Energy; it neither gains nor loses against 
  this special eﬀect.
  LIGHT
  Earth/Stone has no special interaction with 
  Light; it neither gains nor loses against this spe-
  cial effect.
  MAGIC
  Earth/Stone has no special interaction with 
  Magic; it neither gains nor loses against this spe-
  cial eﬀect. However, if Magic manifests with some 
  other special eﬀect (such as Fire or Darkness), use 
  that special eﬀect for determining the results of the 
  interaction.
  MAGNETISM
  In general, Earth/Stone has no special inter-
  action with Magnetism; it neither gains nor loses 
  against this special eﬀect. However, if the GM rules 
  that a mass of soil or rock contains a high concentra-
  tion of ferrous material or particles, that soil/rock 
  may be more susceptible to Magnetism powers (it 
  would suﬀer a -3 ED reduction as a defense against 
  Magnetism attacks involving pure magnetic force, 
  but at most a -1 against attacks involving thrown or 
  projected metallic objects, and a -1 DC reduction as 
  an attack against Magnetism defenses).
  MATTER MANIPULATION
  Since Earth/Stone powers involve physical 
  substances, Matter Manipulation may be unusually 
  eﬀective against them; see the Matter Manipulation 
  section, below, for information.
  MENTAL/PSIONIC
  Earth/Stone has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  Earth/Stone has no special interaction with 
  Physical powers; it neither gains nor loses against 
  this special eﬀect.
  PULSON ENERGY
  Earth/Stone has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Earth/Stone has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  SONIC
  Earth/Stone defenses, which are often particu-
  larly rigid and tough, don’t withstand the shaking, 
  shattering eﬀects of Sonic attacks well; they suﬀer a 
  -2 penalty before being applied to reduce the Sonic 
  damage. Earth/Stone attacks interact with Sonic 
  defenses normally.
  TELEKINETIC
  Earth/Stone has no special interaction with 
  Telekinetic powers; it neither gains nor loses 
  against this special eﬀect.
  TIME
  Earth/Stone has no special interaction with 
  Time powers; it neither gains nor loses against this 
  special eﬀect.
  VIBRATION
  Earth/Stone defenses, which are often 
  particularly rigid and tough, don’t stand up to 
  Vibration powers very well. Reduce the protec-
  tion they provide by -3 before applying them to 
  reduce Vibration damage. Earth/Stone attacks 
  are at -1 DC before Vibration defenses apply to 
  reduce their damage.
  WATER
  Earth/Stone has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  CONCLUSION:  THE SPECIAL EFFECT: 
  EARTH/STONE POWER MODIFIER
  Overall,Earth/Stone has more beneﬁts than 
  it has drawbacks. Therefore, Special Eﬀect:  Earth/
  Stone constitutes a +20 Character Point Adder.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  81
  EXAMPLE EARTH/STONE 
  POWERS
  Here are some example Earth/Stone powers:
  Offensive Powers
  EARTHMOVING
  Effect: 
  Telekinesis (30 STR), Only Versus  
  Earth/Rock
  Target: 
  See text
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 6
  Description:  The character has such control over 
  earth and rock that he can cause them to move 
  without touching them. He can pick someone up 
  on a column of stone and lift that person to the top 
  of a building, create a gigantic earthen ﬁst to smash 
  his foes, or simply clear earth and rock out of the 
  way. He can even shape earth and stone crudely, 
  making simple shapes and “statues.”
  Game Information:  Telekinesis (30 STR), Spe-
  cial Eﬀect: Earth/Stone (65 Active Points); Only 
  Versus Earth/Rock (-½). Total cost:  52 points.
  EARTHQUAKE
  Effect: 
  Energy Blast 8d6, Explosion
  Target: 
  8” Explosion
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 10
  Description:  The character has the ability to create 
  a mini-quake that aﬀects the entire area around 
  himself. While he doesn’t suﬀer any injury, anything 
  and anyone close to him that’s in contact with the 
  ground takes damage from the seismic shock, and 
  may lose their footing.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Earth/Stone, Explosion (+½), Personal 
  Immunity (+¼) (105 Active Points); No Range 
  (-½), Only Aﬀects Targets On The Ground 
  (-¼), Only Does Knockdown, Not Knockback 
  (-0). Total cost:  60 points.
  ROCK BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  275”
  END Cost: 5
  Description:  The character can project a blast of 
  rock and earth that injures opponents.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Earth/Stone. Total cost:  60 points.
  STONY PRISON
  Effect: 
  Entangle 4d6, 6 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Description:  The character can cause the ground 
  and rock beneath a target’s feet to rise up and 
  engulf him. The ground may, at the character’s 
  option, take on a speciﬁc shape (like a large stony 
  ﬁst that “grabs” the target). Additionally, the charac-
  ter can cause earth and stone to rise up and form a 
  wall to protect him.
  Game Information:  Entangle 4d6, 6 DEF (50 
  Active Points); Only Aﬀects Targets On The 
  Ground (-¼). Total cost:  40 points.
  Defensive Powers
  BODY OF STONE
  Effect: 
  Armor (15 PD/15 ED), plus others
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s body is made of stone 
  and rock, which makes it diﬃcult to hurt him and 
  has other eﬀects. He should also take a Physical 
  Limitation to represent the problems caused by 
  weighing approximately 800 kg.
  Game Information:
  Cost Power
  52 
  Armor (15 PD/15 ED), Special Eﬀect:  
  Earth/Stone; Visible (-¼)
  15 
  +15 STR
  3 
  +3 PD
  3 
  +3 ED
  6 
  Knockback Resistance -3”
  Total cost:  79 points.
  ROCKY SKIN
  Effect: 
  Armor (9 PD/9 ED)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character can cause his skin to 
  become stony and tough, making it diﬃcult to 
  injure him.
  Game Information:  Armor (9 PD/9 ED), Spe-
  cial Eﬀect: Earth/Stone. Total cost:  47 points.
  
  82 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Movement Powers
  TUNNEL CREATION
  Effect: 
  Tunneling 8” through 8 DEF material
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can dig tunnels with 
  great speed by controlling the earth — perhaps he 
  burrows like an animal, perhaps he disintegrates 
  the earth in front of him, perhaps he simply causes 
  the earth in front of him to move out of the way. 
  He can use the same ability to “dig” or tear through 
  walls and like structures.
  Game Information:  Tunneling 8” through 8 
  DEF material. Total cost:  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  83
  E
  lectricity — be it a lightning bolt spell 
  cast by a mage, an electric “zap” from 
  a frightened robot, or a blast of pure 
  electricity fired by a supervillain — is 
  one of the most popular and common forms of 
  energy used by energy projectors. In addition to 
  its sheer offensive power, Electricity powers can 
  involve activating, deactivating, or controlling 
  the electrical devices so common in modern and 
  Science Fiction societies.
  ELECTRICITY TERMS
  Since Electricity is such an important energy 
  in real life, many of the terms that have arisen to 
  describe it are well-known.
  The rate at which a device produces or uses 
  electric power is measured in watts. Typically a 
  power plant produces electricity in megawatt (mil-
  lions of watts) amounts, then transmits it through 
  conductive wires to devices that use it at speciﬁed 
  rates. For example, a 60-watt light bulb converts 
  electricity to light at the rate of 60 watts.
  Electric current, or the amount of electric charge 
  per second, is measured in amperes, or “amps.”
  Electrical impedance or resistance is measured 
  in ohms. If 1 volt of electricity causes a current of 
  1 ampere to ﬂow in a device, that device has 1 ohm 
  of resistance. Similarly, a device that ues 1 ampere 
  of current to dissipate 1 watt of electric power has 1 
  ohm of resistance.
  Electric potential diﬀerence, or electromotive 
  force — the ability of electricity to “do things,” so 
  to speak — is measured in volts. When a 1 ampere 
  current releases 1 watt of power, you have 1 volt of 
  electricity. The accompanying Voltage Table lists 
  examples of voltage, typically using ﬁgures for the 
  United States (typical household voltage may vary 
  in other countries, for example).
  For game purposes, voltage is the easiest 
  way to determine how much damage electrical 
  current does to a target — the more volts, the 
  more damage. Alternately, you could consider a 
  low ampere, high voltage attack as doing Normal 
  Damage, and a high ampere, high voltage attack 
  as doing Killing Damage.
  ELECTRICITY IN THE REAL WORLD
  There are many ways for characters to get 
  electrocuted — being Knocked Back into a junc-
  tion box, accidentally touching a live wire, or 
  being struck by a random lightning bolt, for 
  example. Three factors determine how much 
  damage results:
  ■ the voltage of the electricity;
  ■ the current from the attack; and
  ■ how well grounded the character is.
  The voltage and current of most common 
  wires are standardized (see the Voltage Table). 
  Therefore the Electricity Table below suffices for 
  most situations. In unusual circumstances, the 
  GM can use the information here as guidelines 
  for coming up with consistent damage and other 
  effects. Alternately, the Optional Electricity Table 
  provides different figures derived from the Volt-
  age Table. These may be more “realistic,” but 
  possibly also less dramatic and more potentially 
  game-unbalancing.
  Grounding
  Grounding — how easily electricity can ﬂow 
  through the character and into the ground — can 
  vary. Characters who are well-grounded have more 
  electricity ﬂow through them, and thus are more 
  powerfully zapped.
  For game purposes, you should deﬁne charac-
  ters as Well Grounded, Poorly Grounded, or Insu-
  lated. Well Grounded includes such states as stand-
  ing in water or holding onto a metal pipe stuck into 
  the ground. Insulated includes ﬂying, standing on 
  a rubber mat, or wearing a special insulating suit. 
  The rest of the time, the character can probably be 
  considered Poorly Grounded.
  Alternating And Direct Current
  The attacks listed on the Electricity Table are 
  all alternating current (AC). When a character is hit 
  with an AC charge, his muscles spasm and throw 
  him away from the source of the attack. If the char-
  acter wants to hold on to the source (perhaps to pre-
  vent it from touching someone else), he must suc-
  ceed with an EGO Roll (at -1 per 5 STUN (or frac-
  tion thereof) which he takes after applying defenses) 
  to keep his grip; furthermore, he continues to take 
  damage from the electricity every Segment.
  ELECTRICITY
  VOLTAGE TABLE
  Source Of Electricity 
  Typical Volts
  Automobile electrical system 
  12
  Battery, alkaline 
  1.5
  Battery, rechargeable lithium 
  3.75
  Battery, single-cell NiMH/NiCD 
  1.2
  Electrical train overhead lines 
  25 kV
  Electrical train/subway “third rail” 
  600-700
  Household electrical outlet 
  120
  Lightning 
  100 MV
  Power transmission lines 
  110 kV to  1.15 MV
  kV:  Kilovolt (thousands of volts)
  MV:  Megavolt (millions of volts)
  ELECTRICITY
  BASICS
  Defense:  ED
  Knockback:  Yes
  
  84 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Characters might instead encounter direct 
  current (DC), which is less common than AC 
  but used in some telephone and communica-
  tions equipment/cables, some subway or train 
  “third rails,” and some batteries. When a char-
  acter touches a source of DC power, his muscles 
  tend to lock themselves onto the source, thus 
  causing him to take damage every Segment until 
  he dies. To pull away, the character must succeed 
  with an EGO Roll (at -1 per 5 STUN [or fraction 
  thereof] which he takes after applying defenses).
  Electricity Underwater
  Pure water makes a ﬁne insulator — but char-
  acters aren’t likely to encounter pure water outside 
  of a laboratory setting. Impure water, such as lake 
  or river water, is an excellent conductor of electric-
  ity, and salt water’s even better. This has several 
  eﬀects in game terms.
  First, electrical attacks become more power-
  ful. In fresh water, they’re 25% more effective; in 
  salt water, they’re 30% more effective (use this 
  percentage of the Active Points in the power, not 
  the dice). (These effects are not cumulative with 
  the rules for interaction between the Electricty 
  and Water special effects, described below; in an 
  underwater fight the GM should use these rules 
  and ignore the ones below.)
  Second, Ranged electrical attacks (such as 
  Energy Blasts or RKAs deﬁned as a “lightning 
  bolt”), or any other attack which involves channel-
  ing or projecting electricity through the water (as 
  opposed to just touching a target with it) acts as if 
  it had the Area Of Eﬀect (Line) Advantage. Alter-
  nately, it may act as if it has the Explosion Advan-
  tage; this is most appropriate for attacks that propel 
  something (like a speargun) through the water 
  which then emits electricity when it approaches or 
  contacts the target.
  Third, electrical defenses become more power-
  ful, just like attacks:  +25% better in fresh water; 
  +30% in salt water. At the GM’s option, a defense 
  that surrounds a character with an electric ﬁeld, 
  like many electricity Force Fields, also becomes a 
  Damage Shield (typically doing RKA 1d6 damage) 
  when used underwater.
  Fourth, characters using electricity powers 
  without suﬃcient insulation (or Personal Immu-
  nity) may risk taking damage from their own 
  attacks. At the GM’s option, every Phase a character 
  uses an electricity power, the GM rolls 3d6. If he 
  rolls 11-, the character experiences no problems. 
  If he rolls 12 or above, the character gets shocked 
  by his own power — take 25% of the Active Points 
  in the most expensive power and use it to “buy” an 
  RKA, then apply the RKA’s damage to the character 
  with no defense (except defenses bought to apply 
  only against electricity). If the character uses more 
  than one electricity power in a Phase, reduce the 
  roll by 1 for every additional power after the ﬁrst.
  Example:  Thunderbolt has electrical powers. 
  In his Phase in Segment 12, he uses two:  his 
  Force Field (15 PD/25 ED) and his Energy 
  Blast 12d6. If he were only using one, the GM 
  would roll 11-, but since it’s two, he rolls 10-. He 
  rolls 13 and fails. Therefore Thunderbolt takes 
  RKA damage equal to 25% of the most expen-
  sive electricity power in use — the EB, with 60 
  Active Points. Thus, he takes (60 x .25 =) 15 
  points’ worth of RKA damage, or 1d6.
  These eﬀects are accounted for as part of the 
  Special Eﬀect:  Electricity Adder (see below).
  Real Electricity (-¼)
  Players and GMs interested in creating “realis-
  tic” electrical attacks should consider adding a -¼ 
  Limitation, Real Electricity, to appropriate oﬀensive 
  powers. A power with this Limitation does its listed 
  damage to targets deﬁned as Poorly Grounded. It 
  does only half damage to Insulated characters, and 
  converts to the equivalent DCs in Killing Damage 
  against Well Grounded characters (if it’s already 
  a Killing Attack, the GM may add 1-2 DCs, if he 
  wishes). Alternately, the GM may simply impose 
  this rule on Electricity attacks as a campaign 
  ground rule, for no Limitation.
  SECONDARY EFFECTS
  The use of Electricity as a power has many 
  possible implications and can cause all sorts of sec-
  ELECTRICITY TABLE
  Power Type 
  Insulated 
   
  Poorly Grounded Well Grounded
  Automobile Spark Plug 
  2d6 S 
   
  5d6 
  2d6 K
  Electric Train
  Overhead Line 
  5d6 S 
   
  8d6 
  3d6 K
  Third Rail 
  3d6 S 
   
  5d6 
  2d6 K
  Household Current
  Standard 
  1d6 S 
   
  2d6 
  1d6 K
  Heavy 
  3d6 S 
   
  5d6 
  2d6 K
  Industrial Current
  Light 
  5d6 S 
   
  8d6 
  3d6 K
  Heavy 
  7d6 
   
  11d6 
  4d6 K
  Lightning Bolt 
  5d6 S 
   
  10d6 
  4d6 K+
  Power Transmission Line 
  9d6 
   
  14d6 
  5d6 K
  S:  STUN only damage
  K:  Killing Damage
  OPTIONAL ELECTRICITY TABLE
  Power Type 
  Insulated 
   
  Poorly Grounded Well Grounded
  Automobile Spark Plug 
  ½d6 S 
   
  1d6 
  1 point K
  Electric Train
  Overhead Line 
  6d6 S 
   
  8d6 
  2½d6 K
  Third Rail 
  3d6 S 
   
  4d6 
  1d6 K
  Household Current
  Standard 
  1d6 S 
   
  2d6 
  ½d6 K
  Heavy 
  2d6 S 
   
  5d6 
  1d6-1 K
  Industrial Current
  Light 
  4d6 S 
   
  6d6 
  2d6-1 K
  Heavy 
  6d6 
   
  8d6 
  2½d6 K
  Lightning Bolt 
  20d6 
   
  30d6 
  20d6 K+
  Power Transmission Line 
  15d6 
   
  25d6 
  10d6 K
  S:  STUN only damage
  K:  Killing Damage
  This table derives its damage ﬁgures from the Voltage Table, with the assumption 
  that 10,000 volts does approximately 1d6 Killing (3 DCs). Some adjustments are 
  made on the upper and lower ends of the scale for ease of use (since a lightning 
  bolt that does 1,000d6 Killing would put a damper on most campaigns).
  
  The Ultimate Energy Projectors ■ Chapter Two 
  85
  ondary eﬀects. As always, the GM can use these, or 
  not, as he sees ﬁt.
  Conductivity
  Typically Electricity prefers to follow the 
  path of least resistance, which means the path of 
  the most conductive material in the vicinity until 
  something grounds it. In “realistic” terms, a bolt of 
  Electricity ﬁred through the air would need a “car-
  rier” trail of ionization to travel down to remain 
  reasonably accurate.
  At the GM’s option, an Electricity attack that 
  doesn’t travel directly through highly conductive 
  material (such as water or metal) suﬀers a -1 or 
  greater OCV penalty — the more conductive mate-
  rials that are nearby, the greater the penalty. In this 
  situation, a missed Attack Roll usually means that 
  some feature of the local environment that’s more 
  conductive than the target attracted the Electricity 
  attack and took the damage. Alternately, the GM 
  can have characters make Activation Rolls to use 
  Electricity attacks in the presence of lots of highly 
  conductive materials; a failed roll means the attack 
  “grounds” in some object and doesn’t aﬀect the 
  target at all.
  On the other hand, the presence of conduc-
  tive materials may make it possible for a character 
  to project an Electricity attack with an Indirect 
  eﬀect. For example, if the character and his target 
  are both standing on a metal ﬂoor or in the same 
  body of water, the character could use his attack 
  so that it strikes from the conductive material, 
  rather than in a “straight line” between himself 
  and his target. (“Realistically” this may require the 
  character to have some control of conductivity; 
  otherwise the Electricity may travel throughout 
  the conductive substance, becoming a small Area 
  Of Eﬀect/Explosion attack or the like.) Doing this 
  typically requires a successful Power: Electricity 
  Tricks roll, or a roll with a similar Skill, but the 
  GM may allow it automatically if preferred. Char-
  acters could also buy this as a Limited naked Indi-
  rect Advantage that could apply to any Electricity 
  attack.
  In a more “realistic” setting, an Electricity 
  defense may be weakened if it comes into contact 
  with a conductive surface or object, losing 25% or 
  more of its Active Points of eﬀect.
  Electrical Devices
  Out of combat (or similar crisis conditions), 
  a character with Electricity powers may be able to 
  turn common electrical devices (such as household 
  appliances) on and oﬀ simply by touching them (or 
  perhaps even over a range of up to 3”). He cannot 
  use this ability in combat or in any way that has a 
  combat eﬀect; to do that, he has to buy it as a power 
  (typically using Powers like Dispel and Telekinesis; 
  see the Cyberkinesis Powers and Electricity Powers 
  sections of the USPDs for examples). On the other 
  hand, if a character doesn’t have suﬃcient control, 
  he could easily overload a device, damaging or 
  destroying it; this is particularly appropriate if the 
  character fails an associated Power Skill roll.
  Heat
  Electricity also generates heat whenever it 
  ﬂows through something with resistance. The GM 
  might apply the rules from the Fire/Heat section, 
  below, when an Electricity attack strikes something 
  that’s potentially ﬂammable. If appropriate, reduce 
  the roll to see if a ﬂammable object catches on ﬁre 
  by 2 (or more).
  Light
  Electricity is bright due to its heat, and thus 
  can provide light to a character who can manipu-
  late it. Generally this doesn’t have a real game eﬀect, 
  but in some cases it might provide a +1 Sight PER 
  Roll bonus to counteract modiﬁers for darkness, 
  shadow, and the like. Similarly, Linking a Sight 
  Group Flash to an Electricity attack is appropriate.
  Magnetic Fields
  The general rules regarding the interac-
  tion of Electricity and Magnetism are discussed 
  below. But as an additional “side effect,” Electric-
  ity can interfere with nearby magnetic fields. 
  This could possibly affect magnetic data storage, 
  some types of sensitive electronic equipment, 
  and so on. Again, this isn’t something that should 
  have a measurable offensive effect unless the 
  character buys it as a power.
  Producing Gases
  “Realistically,” using Electricity powers pro-
  duces ozone and other gases as a “side eﬀect.” Ordi-
  narily this doesn’t matter, but in an enclosed space 
  the concentrated gases could make characters feel 
  woozy and lightheaded, or possibly could even be 
  fatal. Fortunately, the time required for that much 
  gas to build up probably exceeds the duration of 
  most HERO System combats.
  Recharging
  The presence of so much electricity in the 
  modern world (via outlets, transformers, machin-
  ery, and the like) may be useful to Electricity-
  manipulating characters. For example, perhaps a 
  tired Electricity user, or one preparing for a big 
  battle, could “recharge” himself or gather power 
  from common sources. If he wants to do this fre-
  quently, he can model it as various powers (Limited 
  REC for an Endurance Reserve, an Aid that only 
  works in the presence of a source of electricity), but 
  if he only does it rarely the GM might allow it with 
  a successful Power: Electricity Tricks roll or the like.
  Short-Circuiting An Electricity User
  At the GM’s option, there might be ways to 
  “short circuit” an Electricity user to either weaken 
  his powers or prevent him from using them tem-
  porarily (probably 1d6 Segments, at the most, but 
  possibly longer if appropriate for dramatic pur-
  poses). One way of doing this might be to soak 
  him in water, but that could make it too easy for 
  heroes to take Electricity-using villains out of the 
  ﬁght. Another possiiblity is to think of the Electric-
  ity user’s arms and legs as “live wires” — if another 
  character can somehow “cross” them (perhaps by 
  using STR to forcibly Grab both arms and literally 
  cross them), that could play havoc with the Elec-
  tricity user’s powers.
  ELECTROMAGNETIC 
  “STRENGTH”
  “Realistically” speak-
  ing, Electricity, Elec-
  tromagnetic Energy, 
  Light, Magnetism, and 
  Radiation do not really 
  “interact” with other 
  forms of energy (includ-
  ing any form other 
  than themselves, gener-
  ally). This means that 
  defenses involving most 
  forms of energy techni-
  cally should provide no 
  defense, or at most very 
  little, against attacks 
  involving one of these 
  ﬁve special eﬀects. Since 
  that’s an extremely ben-
  eﬁcial ability, GMs who 
  want to take this into 
  account should require 
  characters to buy 
  those attacks as NNDs, 
  AVLDs, or the like.
  
  86 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  ELECTRICITY AND OTHER 
  SPECIAL EFFECTS
  Here’s how Electricity interacts with other 
  energies/special eﬀects. These rules are optional; 
  the GM may change or ignore them as he sees ﬁt.
  ACID
  Acid attacks aﬀect Electricity defenses nor-
  mally. Acid conducts electricity as well as water 
  does. Reduce an Acid defense by 33% (one-third) 
  of its Active Points before applying it to reduce the 
  damage from an Electricity attack.
  Alternately, Electricity might break down an 
  Acid through electrolysis, so that an Electricity 
  attack causes an Acid defense to lose -1 defense (or 
  more) until the Acid-using character can “repair” 
  it by re-activating the power. Or an Electricity 
  defense might reduce the END allocated to keep an 
  Acid attack functioning.
  Some types of batteries generate electrical 
  power from the chemical interaction between 
  an acid and another chemical substance (such as 
  lead). Depending on how an Acid-using character’s 
  powers work, their interaction with other sub-
  stances might generate electrical energy that an 
  Electricity-based character could use somehow.
  AIR/WIND
  Air/Wind has no special interaction with Elec-
  tricity powers; it neither gains nor loses against this 
  special eﬀect.
  BIOLOGICAL
  Biological has no special interaction with Elec-
  tricity; it neither gains nor loses against this special 
  eﬀect (except as discussed above for energy powers 
  generally). If a character has “bioelectricity” powers, 
  those are typically regarded as Electricity powers, 
  not Biological.
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction with 
  Electricity; it neither gains nor loses against this 
  special eﬀect.
  CHEMICAL
  Chemical has no special interaction with Elec-
  tricity; it neither gains nor loses against this special 
  eﬀect (except as discussed above for energy powers 
  generally). However, exposure to strong electrical 
  current may alter chemicals, cause them to com-
  bine, or work other changes in them. See the Chem-
  istry section, above, for details and rules.
  COSMIC ENERGY
  Electricity has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect.  However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Electricity; it neither gains nor loses against this 
  special effect.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Electricity; it neither gains nor 
  loses against this special eﬀect.
  EARTH/STONE
  Earth/Stone defenses insulate against Electric-
  ity attacks well; give them +2 ED before applying 
  them to damage. Earth/Stone attacks interact with 
  Electricity defense normally.
  However, Metal powers (a subset of Earth/
  Stone, generally) are a diﬀerent story. Most metals 
  conduct electricity well. Reduce a Metal-based 
  defense by 20% of its Active Points before applying 
  it to reduce the damage of an Electricity attack. This 
  would include most armor and shields common 
  to Fantasy Hero campaigns, but not necessarily 
  “powered armor” suits found in Champions and 
  Star Hero games, which may have suﬃcient plastics, 
  ceramics, force-ﬁelds, and shielding to prevent this 
  eﬀect from occurring. Metal attacks interact with 
  Electricity defenses normally.
  ELECTROMAGNETIC ENERGY
  Electricity has no special interaction with 
  Electromagnetic Energy (in fact, in a technical 
  sense it’s simply a subset of electromagnetism 
  generally); it neither gains nor loses against this 
  special effect.
  ENERGY MANIPULATION
  Electricity has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special effect. As a default, any “phys-
  ical” objects or shapes created by Energy Manip-
  ulation powers are non-conductive, but the GM 
  makes the final decision based on the nature of 
  his campaign setting, the powers involved, and 
  similar factors.
  FIRE/HEAT
  Electricity has no special interaction with 
  Fire/Heat; it neither gains nor loses against this 
  special effect.
  FORCE MANIPULATION
  Electricity has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special eﬀect. As a default, any “physi-
  cal” objects or shapes created with Force powers are 
  non-conductive, but the GM makes the ﬁnal deci-
  sion based on the nature of his campaign setting, 
  the powers involved, and similar factors.
  GRAVITY
  Electricity has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  87
  HOLY/UNHOLY
  In general, Electricity has no special interaction 
  with Holy or Unholy powers; it neither gains nor 
  loses against this special eﬀect. However, if the setting 
  deﬁnes lightning as having mystic or religious signiﬁ-
  cance, that may aﬀect the situation. For example, if 
  lightning is thought to be the arrows of the king of the 
  gods, then it might also be considered Holy.
  ICE/COLD
  Ice-based defenses are typically made of water 
  ice, and water, as noted elsewhere in this section, is a 
  superb conductor. Furthermore, for at least some con-
  ductive materials, such as some non-ferrous metals, 
  cooling them reduces their resistance to Electricity 
  (drastically so, in the case of superconducting materi-
  als like tin, aluminum, and some ceramics). Therefore 
  Ice/Cold defenses made of ice are reduced 25% before 
  being applied to an Electricity attack. Ice/Cold attacks 
  interact with Electricity defenses normally, as do Cold 
  defenses consisting of “pure Cold energy.”
  KINETIC ENERGY
  Electricity has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  Electricity has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect. As a default, any “physical” objects or 
  shapes created by Life Force powers are non-con-
  ductive, but the GM makes the ﬁnal decision based 
  on the nature of his campaign setting, the powers 
  involved, and similar factors.
  LIGHT
  In general, Electricity has no special interaction 
  with Light; it neither gains nor loses against this spe-
  cial eﬀect. However, some Light-based attacks (such as 
  lasers) may ionize the air, thus creating a “trail” for an 
  Electricity attack to travel down. In that case, eliminate 
  any OCV penalties or other restrictions imposed by 
  the GM based on conductivity (see above).
  MAGIC
  Electricity has no special interaction with 
  Magic; it neither gains nor loses against this 
  special effect. However, if Magic manifests with 
  some other special effect (such as Fire or Dark-
  ness), use that special effect for determining the 
  results of the interaction.
  MAGNETISM
  Technically speaking, Electricity and 
  Magnetism are closely related (hence the term 
  “electromagnetic force”). Moving metal through 
  a magnetic field creates an electric charge (the 
  technology behind metal detectors works on 
  this principle), and running an electric current 
  through a wire creates a magnetic field around 
  that wire. Thus, the two types of energy could 
  work well together. For example, an Electric-
  ity projector and a Magnetism projector firing 
  at the same target might receive a +2 or greater 
  bonus to their Teamwork rolls to Coordinate 
  their attacks. Similarly, a character might buy his 
  Electricity or Magnetism powers with Variable 
  Special Effects (+¼) so he could define them as 
  the other type of energy if he wished. However, 
  for general gaming purposes, Electricity has no 
  special interaction with Magnetism; it neither 
  gains nor loses against this special effect.
  
  88 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  MATTER MANIPULATION
  Electricity has no special interaction with 
  Matter Manipulation powers; it neither gains nor 
  loses against this special eﬀect.
  MENTAL/PSIONIC
  Electricity has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  In general, Electricity has no special interac-
  tion with Physical powers; it neither gains nor loses 
  against this special eﬀect. However, if a Physical 
  object has high conductivity (like most metals do), 
  then it may take +1 or more DCs of damage from 
  an Electrical attack.
  PULSON ENERGY
  Electricity has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Electricity has no special interaction with 
  Radiation (in fact, in a technical sense it’s simply 
  a subset of electromagnetism generally); it neither 
  gains nor loses against this special eﬀect.
  SONIC
  Electricity has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  TELEKINETIC
  Electricity has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect. As a default, any “physical” 
  objects or shapes created by Telekinetic powers are 
  non-conductive, but the GM makes the ﬁnal deci-
  sion based on the nature of his campaign setting, 
  the powers involved, and similar factors.
  TIME
  Electricity has no special interaction with 
  Time powers; it neither gains nor loses against this 
  special eﬀect.
  VIBRATION
  Electricity has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  As discussed above, pure water is a good insu-
  lator... but characters will almost never encounter 
  pure water, and impure water is a superb conduc-
  tor of Electricity. That makes Water a poor defense 
  against it — reduce a Water defense by 33% (one-
  third) of its Active Points before applying it to 
  reduce the damage from an Electricity attack. Water 
  attacks interact with Electricity defenses normally... 
  but as mentioned above, they might interfere with 
  Electricity powers by “short circuiting” them. Even 
  if the GM doesn’t want a Water attack to shut oﬀ an 
  Electricity power (or powers) completely, he might 
  reduce the aﬀected defense (and/or any other 
  powers he prefers) by 1 Active Point per 10 Active 
  Points in the Water attack. This eﬀect is cumulative; 
  the more Water attacks an Electricity user suﬀers, 
  the weaker his powers become (perhaps with some 
  predeﬁned limit, like 50% eﬀectiveness).
  CONCLUSION:  THE SPECIAL EFFECT:  
  ELECTRICITY POWER MODIFIER
  Electricity has more beneﬁts than it has draw-
  backs. Therefore, Special Eﬀect:  Electricity consti-
  tutes a +10 Character Point Adder. In campaigns 
  involving a lot of underwater adventuring, the GM 
  may convert this to a +¼ Advantage.
  EXAMPLE ELECTRICITY 
  POWERS
  Here are some example Electricity powers:
  Offensive Powers
  CONDUCTIVITY CHANNELING
  Effect: 
  Indirect for any Ranged Electricity power 
  built on up to 150 Active Points; Only 
  Through Conductive Materials
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Description:  The character can control the ﬂow 
  of his Ranged attacks involving Electricity so that 
  they move through conductive materials (such as 
  a metal ﬂoor or wall) to strike the target from an 
  unusual angle.
  Game Information:  Indirect (always origi-
  nates from character, but can strike from any 
  angle; +½) for any Ranged Electricity power 
  built on up to 150 Active Points (75 Active 
  Points); Only Through Conductive Materials 
  (-1). Total cost:  37 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  89
  DIRECT CURRENT PARALYSIS
  Effect: 
  Entangle 3d6, 3 DEF, Takes No Damage 
  From Attacks
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  Touch
  END Cost: 7
  Description:  The character can touch another 
  person and project direct current (DC) electricity 
  into his body, causing his muscles (or wiring) to 
  lock up and prevent him from moving. The charac-
  ter must maintain his touch on the victim; as soon 
  as he lets go, the eﬀect ends (hence the Lockout 
  Limitation). However, as long as he maintains his 
  touch, he keeps the Entangle at full strength (the 
  Continuous Advantage). He gets to roll the Entan-
  gle dice every Phase as an action that takes no time. 
  If his BODY roll on the dice exceeds the Entangle’s 
  current BODY, the new, higher, BODY roll applies 
  (note that rolls do not add together — only the 
  highest total applies).
  Game Information:  Entangle 3d6, 3 DEF, Con-
  tinuous (+1), Takes No Damage From Attacks 
  (+½) (75 Active Points); No Range (-½), Lock-
  out (character must maintain contact with the 
  victim with at least one hand; loss of contact 
  immediately negates Entangle; -½), Vulnerable 
  (electrical attacks; -1), Cannot Form Barriers 
  (-¼), Only Versus Targets With Muscles Or Com-
  parative Structures (-0). Total cost:  23 points.
  IONIZE
  Effect: 
  -5 DCV, Only Applies Versus Electricity, 
  Magnetism, And Metal Attacks
  Target: 
  One character
  Duration: 
  Constant
  Range:  
  185”
  END Cost:  4
  Description:  The character can electrically charge 
  an opponent’s body, making him easier to hit with 
  electrical, magnetic, or metal-based attacks.
  This power requires the GM’s permission, 
  since it uses the optional rules for Negative Combat 
  Skill Levels.
  Game Information:  Negative Combat Skill 
  Levels (-5 to opponent’s DCV), Ranged (+½) 
  (37 Active Points); Only Applies Versus Elec-
  tricity, Magnetism, And Metal Attacks (-½). 
  Total cost:  25 points.
  LIGHTNING BLAST
  Effect: 
  Energy Blast 9d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  275”
  END Cost: 5
  Description:  The character can shoot a blast of elec-
  tricity capable of badly injuring a normal person, 
  stunning (and perhaps injuring) many superhu-
  mans, and destroying most objects.
  Game Information:  Energy Blast 9d6, Special 
  Eﬀect: Electricity. Total cost:  55 points.
  PERSONAL ELECTRIC FIELD
  Effect: 
  RKA 1½d6, Damage Shield
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Touch
  END Cost: 9
  Description:  The character can surround his body 
  with a potent ﬁeld of electrical energy that injures 
  anyone who touches him, or whom he Grabs.
  Game Information:  RKA 1½d6, Special Eﬀect: 
  Electricity, Continuous (+1), Damage Shield 
  (+½). Total cost:  87 points.
  Defensive Powers
  ELECTRIC SHIELD
  Effect: 
  Force Field (16 PD/24 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Description:  The character surrounds himself with 
  a shimmering ﬁeld of electrical energy which pro-
  tects him from attacks. It has signiﬁcantly greater 
  eﬀect against energy attacks than physical attacks.
  Game Information:  Force Field (16 PD/24 ED), 
  Special Eﬀect: Electricity. Total cost:  50 points.
  Movement Powers
  RIDE THE LIGHTNING
  Effect: 
  Flight 15”, Only Along Electrical Wires
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character uses his control of 
  electricity to “latch onto” the electricity in cables 
  or wires and travel along with it. He can only 
  fly where such cables and wires exist. This usu-
  ally isn’t too much of a problem in urban areas 
  (though it may lead to some unusual flight 
  paths), but it’s often a significant problem in 
  rural regions or unusual locales.
  Game Information:  Flight 15” (30 Active 
  Points), Only Along Electrical Wires (-¾). Total 
  cost:  17 points.
  
  90 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  E
  lectromagnetic energy, or more accurately 
  electromagnetic radiation (EM radia-
  tion), encompasses an enormous variety of 
  energy phenomena. Ranging from highest 
  to lowest frequency these include electricity, radio 
  waves, microwave radiation, infrared light, visible 
  light, ultraviolet light, x-rays, and gamma rays. For 
  the purposes of this book, Electricity and Light 
  (including infrared and ultraviolet) are covered 
  in their own sections of this chapter. This section 
  focuses on the other types:  radio waves; micro-
  waves; x-rays; and gamma rays.
  RADIO WAVES
  Radio devices — whether the kind in a car 
  stereo that can only receive, or models that both 
  receive and transmit — use the radio spectrum, 
  a section of the electromagnetic spectrum, to 
  send and/or transmit communications. The radio 
  spectrum ranges from about just a few cycles, to 
  thousands of cycles (kilohertz), to 300 gigacycles 
  (gigahertz). It’s divided into the following “bands,” 
  from lowest to highest:
  ■ ELF (extremely low frequency):  The band 
  from about 3-30 cycles is used to transmit sig-
  nals to submerged submarines because those 
  frequencies penetrate water well. However, the 
  low frequency means messages take longer than 
  normal to send, so they’re usually restricted to 
  short phrases and/or codes.
  ■ VLF (very low frequency):  From about 6,000 
  cycles (6 kilocycles, or kilohertz) to 30 kc. It’s 
  used primarily for maritime communication and 
  navigation signals.
  ■ LF (low frequency):  From 30-300 kc. Also used 
  primarily for maritime communication and naviga-
  tion signals.
  ■ MF (medium frequency):  From 300 kc to 3 
  megacycles. AM broadcasting uses this band.
  ■ HF (high frequency):  From 3-30 mc. Ham radios, 
  CB radios, law enforcement radios, international 
  shortwave broadcasts, most alarm systems, garage 
  door openers, most cordless phones, walkie-talkies, 
  baby monitors, and radio-controlled (RC) toys use 
  this band (some versions of some of these tech-
  nologies use the VHF band instead).
  ■ VHF (very high frequency):  From 30-300 mc. 
  Most bugs (listening devices) use the VHF band, 
  as does FM radio and most television stations. 
  For example, FM radio is assigned the band of 
  frequencies between 88 and 108 MHz (mega-
  hertz, or millions of cycles per second).
  ■ UHF (ultrahigh frequency):  From 300 mc to 
  3 gigacycles. UHF television broadcasters, police 
  repeaters, and cell phones use this band.
  ■ SHF (superhigh frequency):  From 3-30 gc. This 
  is a microwave band used for various high-end 
  communications and navigation purposes, satellite 
  transmissions, the GPS system, and the like.
  ■ EHF (extremely high frequency):  From 30-300 
  gc, approaching the realm of infrared light.
  Lower frequency radio waves are “ground 
  waves,” meaning they follow the curvature of the 
  Earth and so tend to have limited range (though 
  shortwave signals, such as in ham radio, can go all 
  around the world). However, they can bounce oﬀ 
  the “Heaviside layer” in the ionosphere (“skywave”) 
  and thus travel further, especially at night (the 
  season and sunspot activity also aﬀect how far a 
  radio transmission can travel). In the upper bands 
  used with satellite transmissions and the like, a 
  radio broadcast can reach anywhere in the world.
  The exact range of any given radio depends 
  on its power, the size of its antenna, and other fac-
  tors. As a rule of thumb, assume a handheld unit (a 
  walkie-talkie, for example) has a range of about 2-4 
  km, a backpack radio unit a range of 40-60 km, and 
  a vehicle mounted radio a range of 300-500 km. At 
  the GM’s option, a character can make a Systems 
  Operation roll to extend this range — +10% range 
  for every point by which the roll succeeds. If the 
  roll fails, the character gets no range bonus; if it 
  fails badly (by 4 or more) reduce the range by 10% 
  per point of failure. (These range rules apply pri-
  marily in more “realistic” campaigns; in cinematic 
  campaigns radios may have much longer ranges 
  depending on the needs of the story.)
  Receiving and broadcasting using radio 
  devices is usually pretty easy; after all they’re meant 
  for more or less public access in many ways. Inter-
  cepting, jamming, or tracking a radio signal may 
  sometimes be diﬃcult for this reason; the GM may 
  impose modiﬁers of -1 or more.
  MICROWAVES
  Typically, microwaves are defined as elec-
  tromagnetic energy with frequencies ranging 
  from 1 to 1000 GHz (gigahertz), though alter-
  nate definitions exist and there’s some overlap 
  with Radio waves and infrared Light. The most 
  common uses for microwaves are in the 1-40 
  GHz range. They’re well-known to modern 
  humans because of microwave ovens, which pass 
  microwaves through food to heat the water, fat, 
  and sugar molecules in them. Other uses include 
  broadcasting and communications, some radar 
  ELECTROMAGNETIC 
  ENERGY
  ELECTROMAGNETIC 
  ENERGY
  BASICS
  Defense:  ED
  Knockback:  “Realisti-
  cally” No, but Yes in 
  many fantastic/cin-
  ematic settings and 
  genres
  
  The Ultimate Energy Projectors ■ Chapter Two 
  91
  applications, some wireless and networking tech-
  nology, radio astronomy, masers (which are like 
  lasers, but operate at microwave frequencies), 
  long-range power transmission (at least experi-
  mentally), and cable television/Internet access.
  X-RAYS
  X-rays (or Roentgen rays, after the man gener-
  ally credited with discovering them) are a form of 
  electromagnetic radiation with frequencies rang-
  ing from 30 to 30,000 PHz (petahertz). They’re 
  measured in rems.  Because they can pass through 
  solid matter and make images of it on a medium 
  behind that matter, they’re often used for medical 
  and dental imaging. Exposure to x-rays, which are 
  a form of ionizing radiation, can be dangerous, 
  though the average person is exposed to about 360 
  millirems of x-rays every year from various back-
  ground sources.
  GAMMA RAYS
  Famed among comic book fans for having cre-
  ated the Marvel Comics character the Hulk, gamma 
  rays (or gamma radiation) have the shortest wave-
  length, and thus the highest frequency and energy, of 
  any part of the electromagnetic spectrum. This also 
  makes them the most dangerous; exposure to them 
  can lead to leukemia and many other forms of cancer. 
  People are exposed to low amounts of gamma radia-
  tion normally; shielding people from higher doses 
  usually requires lots of mass (such as soil, concrete, 
  or lead). For these purposes, 1 cm of lead = 6 cm of 
  concrete = 9 cm of packed soil. Gamma rays are used 
  commercially to sterilize equipment, for some types of 
  medical imaging, and similar purposes.
  CHARACTERISTICS AND SECONDARY 
  EFFECTS
  The forms of Electromagnetic Energy 
  described above have a few characteristics in 
  common. First, they’re invisible to the unaided 
  human eye (though x-rays can be seen by a dark-
  adapted eye under experimental conditions, and 
  when broadcast with sufficient intensity ionize 
  the air with a white glow). In game terms this 
  would justify buying the Invisible To Normal 
  Sight (+¼), since for game purposes Infrared 
  Perception or Ultraviolet Perception could still 
  perceive them. Alternately, the GM might con-
  sider them Invisible as a default rule up to a cer-
  tain amount of Damage Classes or Active Points 
  (such as 6 DCs or 30 Active Points), but visible 
  when used in greater amounts due to ionization 
  or the like.
  Second, they all penetrate most physical 
  barriers easily (and the higher the frequency of 
  the Electromagnetic Energy, the better the pen-
  etration). The interaction notes below discuss 
  this (largely by giving Electromagnetic Energy 
  attacks bonuses against physical defenses), but 
  other approaches are possible. For example, the 
  GM might require all such attacks to be bought 
  with the Armor Piercing, Indirect, and/or Pen-
  etrating Advantages. However, it can be relatively 
  easy to shield one’s self against them. Conductive 
  metal surrounding the target can block harmful 
  EM radiation, even if it’s just a metal mesh like 
  the ones in microwave oven doors — the mesh’s 
  openings just have to be smaller than the radi-
  ation’s wavelength. At the GM’s option this may 
  qualify the powers for a -¼ Limitation.
  
  92 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Third, the eﬀects of exposure to electromagnetic 
  radiation usually follow a spectrum based on the 
  intensity of the energy, the length of the exposure, and 
  similar factors. The eﬀects result from the Electromag-
  netic Energy heating up tissue (i.e., depositing energy 
  into it). From least to worst harmful, they can include 
  the following:  temporary sterility; erythema (redness 
  of the skin, i.e., minor burning); burns (potentially 
  very bad ones from ionizing radiation like x-rays and 
  gamma rays, relatively mild ones from radio waves or 
  microwaves); cataracts; permanent sterility; cancer. 
  Obviously, in the real world most of these eﬀects don’t 
  manifest themselves right away; they may take days, 
  months, or years to show themselves. In a ﬁctional set-
  ting involving ﬁctional manipulation of EM radiation 
  in ultra-intense amounts, they might show up within 
  seconds (in other words, they might be combat-eﬀec-
  tive Electromagnetic Energy powers, bought as Drain, 
  Transforms, or the like).
  Generating large amounts of Electromagnetic 
  Energy in an area might interfere with radio and 
  television reception in that area, and nearby. The 
  GM can treat this as a Change Environment that 
  interferes with the PER Rolls of persons using those 
  devices (i.e., it makes it harder for the transmis-
  sion to come through clearly, and thus for the user 
  to hear/see it clearly), or even as a Darkness that 
  blocks out the transmissions entirely.
  If appropriate, the GM can use the rules for 
  Radiation (the special eﬀect) later in this chapter to 
  model the eﬀects of x-rays and gamma rays.
  ELECTROMAGNETIC 
  ENERGY AND OTHER  
  SPECIAL EFFECTS
  Here’s how Electromagnetic Energy interacts 
  with other energies/special effects. These rules 
  are optional; the GM may change or ignore them 
  as he sees fit.
  ACID
  Acid has no special interaction with Electro-
  magnetic Energy; it neither gains nor loses against 
  this special eﬀect (except perhaps as noted under 
  Acid, above, regarding its interaction with energy 
  in general).
  AIR/WIND
  Air/Wind defenses are a little better against Elec-
  tromagnetic Energy than most forms of protection 
  again; increase them by +2 before applying them to 
  reduce Electromagnetic Energy damage. Air/Wind 
  attacks and Radiation defenses interact normally.
  BIOLOGICAL
  Biological attacks have no special interaction 
  with Electromagnetic Energy powers except as 
  discussed above for energy powers generally. As 
  discussed under Electromagnetic Energy, below, 
  various forms of EM radiation tend to penetrate 
  physical barriers well, so Biological defenses may 
  suﬀer a reduction of -3 (or more) points before 
  applying to Electromagnetic Energy attacks.
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect.
  CHEMICAL
  Chemical has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect (except as discussed above 
  for energy powers generally). At the GM’s option, 
  exposing Chemical powers to intense Electromag-
  netic Energy may have the same results as for Elec-
  tricity (see under Chemical, above, for details).
  COSMIC ENERGY
  Electromagnetic Energy has no special inter-
  action with Cosmic Energy; it neither gains nor 
  loses against this special eﬀect.  However, if the 
  Cosmic Energy manifests with some other special 
  eﬀect (such as Fire or Sonics), use that special eﬀect 
  for determining the results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Electromagnetic Energy; it neither 
  gains nor loses against this special eﬀect.
  EARTH/STONE
  Compared to most physical barriers, Earth/
  Stone defenses insulate against Electromagnetic 
  Energy attacks well; give them +1 ED before 
  applying them to damage. Defenses made of 
  Metal (a subset of Earth/Stone powers) are even 
  better; give them +3 defense. Earth/Stone attacks 
  interact with Electromagnetic defenses normally. 
  ELECTRICITY
  Electricity has no special interaction with 
  Electromagnetic Energy (in fact, in a technical 
  sense it’s simply a subset of electromagnetism 
  generally); it neither gains nor loses against this 
  special effect.
  ENERGY MANIPULATION
  Electromagnetic Energy has no special inter-
  action with Energy Manipulation; it neither gains 
  nor loses against this special eﬀect.
  FIRE/HEAT
  Electromagnetic Energy has no special inter-
  action with Fire/Heat; it neither gains nor loses 
  against this special eﬀect.
  FORCE MANIPULATION
  Electromagnetic Energy has no special inter-
  action with Force Manipulation; it neither gains 
  nor loses against this special eﬀect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  93
  GRAVITY
  Electromagnetic Energy has no special inter-
  action with Gravity; it neither gains nor loses 
  against this special eﬀect.
  HOLY/UNHOLY
  Electromagnetic Energy has no special inter-
  action with Holy/Unholy powers; it neither gains 
  nor loses against this special eﬀect.
  ICE/COLD
  Typically Electromagnetic Energy has no 
  special interaction with Ice/Cold; it neither gains 
  nor loses against this special eﬀect. However, to 
  the extent an Ice defense involves water or simi-
  lar liquids that have been frozen, it may protect 
  against Electromagnetic Energy better than normal 
  (increase the Ice/Cold defense by +1 point before 
  applying it to decrease the damage).
  KINETIC ENERGY
  Electromagnetic Energy has no special inter-
  action with Kinetic Energy; it neither gains nor 
  loses against this special eﬀect (though as noted 
  under Kinetic Energy, below, Kinetic Energy attacks 
  are often treated as Physical attacks).
  LIFE FORCE ENERGY
  Electromagnetic Energy has no special inter-
  action with Life Force Energy; it neither gains nor 
  loses against this special eﬀect.
  LIGHT
  Electromagnetic Energy has no special inter-
  action with Light (which, as discussed above, is a 
  form of electromagnetic radiation itself); it neither 
  gains nor loses against this special eﬀect.
  MAGIC
  Electromagnetic Energy has no special inter-
  action with Magic; it neither gains nor loses against 
  this special eﬀect. However, if Magic manifests with 
  some other special eﬀect (such as Fire or Darkness), 
  use that special eﬀect for determining the results of 
  the interaction.
  MAGNETISM
  Electromagnetic Energy has no special inter-
  action with Magnetism; it neither gains nor loses 
  against this special eﬀect.
  MATTER MANIPULATION
  Typically Electromagnetic Energy has no 
  special interaction with Matter Manipulation; it 
  neither gains nor loses against this special effect. 
  However, to the extent a Matter Manipulation 
  defense is a physical thing (e.g., a shield formed 
  of matter), an Electromagnetic Energy attack 
  may penetrate it more easily; reduce the Matter 
  Manipulation defense by -2 points before apply-
  ing it to decrease the damage.
  MENTAL/PSIONIC
  Electromagnetic Energy has no special inter-
  action with Mental/Psionic powers; it neither gains 
  nor loses against this special eﬀect.
  PHYSICAL
  General Physical defenses aren’t much good 
  against Electromagnetic Energy attacks; reduce 
  them by -3 points before applying them to decrease 
  the attack’s damage. Physical attacks interact with  
  Electromagnetic Energy defenses normally.
  PULSON ENERGY
  Electromagnetic Energy has no special inter-
  action with Pulson Energy; it neither gains nor 
  loses against this special eﬀect.
  RADIATION
  Electromagnetic Energy has no special inter-
  action with Radiation (technically speaking they’re 
  all basically the same thing; see Radiation, below, 
  for further discussion and more information); it 
  neither gains nor loses against this special eﬀect.
  SONIC
  Electromagnetic Energy has no special inter-
  action with Sonics; it neither gains nor loses against 
  this special eﬀect.
  TELEKINETIC
  Electromagnetic Energy has no special inter-
  action with Telekinetic powers; it neither gains nor 
  loses against this special eﬀect.
  TIME
  Electromagnetic Energy has no special inter-
  action with Time powers; it neither gains nor loses 
  against this special eﬀect.
  VIBRATION
  Electromagnetic Energy has no special inter-
  action with Vibration; it neither gains nor loses 
  against this special eﬀect.
  WATER
  Water defenses are a little better than most 
  against Electromagnetic Energy attacks; increase 
  them by +1 before applying them to reduce Elec-
  tromagnetic Energy damage. Water attacks interact 
  with Electromagnetic Energy defenses normally.
  CONCLUSION:  THE SPECIAL EFFECT:  
  ELECTROMAGNETIC ENERGY POWER 
  MODIFIER
  Electromagnetic Energy has more beneﬁts 
  than it has drawbacks. Therefore, Special Eﬀect: 
  Electromagnetic Energy constitutes a +15 Character 
  Point Adder.
  
  94 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EXAMPLE   
  ELECTROMAGNETIC 
  ENERGY POWERS
  Here are some example Electromagnetic 
  Energy powers:
  Offensive Powers
  GAMMA BLAST
  Effect: 
  RKA 2d6, NND, Does BODY, Indirect,  
  No Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 16
  Description:  The character can project a powerful 
  blast of deadly gamma rays.
  Game Information:  RKA 2d6, Special Eﬀect: 
  Electromagnetic Energy, NND (defense is Life 
  Support [Safe Environment:  High Radiation]; 
  +1), Does BODY (+1), Indirect (always origi-
  nates with character and projects in a straight 
  line from him, but passes through intervening 
  barriers; +½) (157 Active Points); No Knock-
  back (-¼), Limited Range (200”; -¼). Total 
  cost:  105 points.
  MICROWAVE BLAST
  Effect: 
  RKA 2d6, Armor Piercing (x2), Penetrating, 
  Indirect, No Knockback
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 13
  Description:  The character can project a powerful 
  blast of microwave radiation.
  Game Information:  RKA 2d6, Special Eﬀect: 
  Electromagnetic Energy, Armor Piercing (x2; 
  +1), Penetrating (+½), Indirect (always origi-
  nates with character and projects in a straight 
  line from him, but passes through intervening 
  barriers; +½) (135 Active Points); No Knock-
  back (-¼), Limited Range (200”; -¼). Total 
  cost:  90 points.
  Defensive Powers
  ELECTROMAGNETIC SHIELD
  Effect: 
  Force Field (8 PD/14 ED/8 Power Defense)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can surround him-
  self with a “shield” of electromagnetic force that 
  protects him from attacks. It works better against 
  Energy attacks than Physical ones.
  Game Information:  Force Field (8 PD/14 ED/8 
  Power Defense), Special Eﬀect: Electromagnetic 
  Energy. Total cost:  45 points.
  Movement Powers
  ELECTROMAGNETIC TELEPORTATION
  Effect: 
  Teleportation 20”
  Target: 
  Self
  Duration: 
  Instant
  Range: 
  Self
  END Cost: 4
  Description:  The character transforms his body 
  to pure electromagnetic energy, nigh-instanta-
  neously travels to any location within 20”, and 
  then rematerializes.
  Game Information:  Teleportation 20”. Total 
  cost:  40 points.
  Sensory Powers
  ELECTROMAGNETIC SENSE
  Effect: 
  High-Range Radio Perception, Reception 
  Only
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character can naturally perceive 
  all sorts of electromagnetic waves, allowing him to 
  receive radio and television broadcasts, sense radar 
  emissions, and so forth. He cannot broadcast him-
  self, only receive.
  Game Information:  HRRP (Radio Group) (12 
  Active Points); Reception Only (-1). Total 
  cost:  6 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  95
  ENERGY
  MANIPULATION
  M
  ost characters with energy projection 
  powers have the ability to manipulate 
  a deﬁned type or types of energy phe-
  nomena, such as Electricity, Fire/Heat, 
  Ice/Cold, Radiation, or Sonic. Energy Manipulation 
  powers are diﬀerent, in several respects.
  First, as the name implies they involve the 
  ability to manipulate energy, often regardless of the 
  speciﬁc type of energy involved. This may include 
  some more direct energy projection powers, but 
  in many cases characters with Energy Manipula-
  tion powers depend on the existence of other 
  energy sources in the vicinity that they can draw on 
  (power lines, energy projector PCs, ﬁres...). In game 
  terms you model these abilities primarily various 
  Adjustment Powers.
  Second, energy manipulators can often create 
  shapes or other “constructs” out of a semi-solid 
  form of pure energy. For example, they could 
  make a gigantic hand out of energy to hold some-
  one captive, or a staircase out of energy so their 
  friends can walk up the side of a mountain. As 
  with Force Manipulation or Telekinetic powers, 
  this allows them to accomplish a wide variety of 
  eﬀects; Powers such as Entangle, Force Wall, Missile 
  Deﬂection, and Telekinesis are often used to create 
  these abilities, and many are Usable By Others 
  powers as well.
  SECONDARY EFFECTS
  Because the energy involved in Energy 
  Manipulation tends to be a “generic” sort of energy 
  (perhaps it’s similar to Pulson Energy, which is 
  discussed below), it doesn’t have any particular 
  secondary eﬀects per se. However, if a character 
  uses Energy Manipulation powers to control other 
  forms of energy, they may have their own second-
  ary eﬀects, as described in their sections.
  ENERGY MANIPULATION 
  AND OTHER SPECIAL 
  EFFECTS
  As a “generic” form of energy, Energy 
  Manipulation powers typically has no special 
  interaction with other special effects, though 
  exceptions are noted in other special effects’ sec-
  tions. If an energy manipulator uses some other 
  form of energy, like Fire/Heat or Air/Wind, it 
  interacts with other special effects as outlined in 
  its own section of this chapter.
  THE SPECIAL EFFECT:  ENERGY  
  MANIPULATION POWER MODIFIER
  Since Energy Manipulation is neutral as to all 
  other special eﬀects, Special Eﬀect:  Energy Manipu-
  lation is a +0 Advantage.
  EXAMPLE ENERGY  
  MANIPULATION POWERS
  Here are some example Energy Manipula-
  tion powers:
  Offensive Powers
  ENERGY BOLT
  Effect: 
  Energy Blast 10d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Description:  This most basic of Energy Manipula-
  tion powers allows the character to project a bolt of 
  energy powerful enough to cause signiﬁcant injury.
  Game Information:  Energy Blast 10d6, Special 
  Eﬀect: Energy Manipulation (+0). Total cost:  
  50 points.
  ENERGY HAND
  Effect: 
  Telekinesis (30 STR)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  225”
  END Cost: 4
  Description:  The character can create a large hand 
  (or talon, or like appendage) out of pure energy. 
  The hand has enough cohesion to pick up and 
  move objects and people without the character 
  having to physically touch them.
  Game Information:  Telekinesis (30 STR), Spe-
  cial Eﬀect: Energy Manipulation (+0). Total 
  cost:  45 points.
  Options:
  1)  Burning Hand:  The character may, if he desires, 
  increase the power of the energy in the hand so 
  that it burns whatever it holds. Add Energy Blast 
  8d6, Special Eﬀect: Energy Manipulation (+0) (40 
  Active Points); Linked (Instant Power can be used 
  in any Phase Constant Power is active; -¼), No 
  Knockback (-¼) (total cost:  27 points). 45 + 40 = 
  85 Active Points; total cost 45 + 27 = 72 points.
  ENERGY 
  MANIPULATION
  BASICS
  Defense:  ED
  Knockback:  Yes
  
  96 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  ENERGY LEECHING
  Effect: 
  Drain Energy Powers 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  190”
  END Cost: 5
  Description:  The character has the ability to drain 
  the power from other energy powers. Typically 
  this only works against other Energy Manipulation 
  abilities, but at the GM’s option it can aﬀect any 
  type of “energy,” including forms such as Fire/Heat, 
  Ice/Cold, Electricity, and so forth.
  Game Information:  Drain Energy Powers 3d6, 
  any Energy Power one at a time (+¼), Ranged 
  (+½), Special Eﬀect: Energy Manipulation 
  (+0). Total cost:  52 points.
  ENERGY MAELSTROM
  Effect: 
  Energy Blast 8d6, Personal Immunity
  Target: 
  11” Radius
  Duration: 
  Constant
  Range: 
  No Range
  END Cost: 0
  Description:  The character can surround his body 
  with a swirling maelstrom of deadly energy that 
  harms anyone and anything that comes within 
  about 70 feet of him.
  Game Information:  Energy Blast 8d6, Area Of 
  Eﬀect (11” Radius; +1), Continuous (+1), Per-
  sonal Immunity (+¼), Reduced Endurance (0 
  END; +½), Special Eﬀect: Energy Manipula-
  tion (+0) (150 Active Points); No Range (-½). 
  Total cost:  100 points.
  Defensive Powers
  ENERGY SHIELD
  Effect: 
  Force Field (15 PD/25 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can use his energy 
  powers to create a protective ﬁeld around himself. 
  The ﬁeld is more eﬀective against energy attacks.
  Game Information:  Force Field (15 PD/25 ED), 
  Special Eﬀect: Energy Manipulation (+0). Total 
  cost:  40 points.
  Sensory Powers
  SENSE ENERGY FIELDS
  Effect: 
  Detect Energy Fields, Discriminatory, 
  Range, Sense
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s Energy Manipulation 
  powers attune him to the presence and nature of 
  energy ﬁelds in general, allowing him to perceive 
  when energy ﬁelds are near. He can distinguish 
  the type of energy (e.g., magnetic, electric, pulson, 
  sonic...), and to some extent the strength and qual-
  ity of the ﬁeld.
  Game Information:  Detect Energy Fields (INT 
  Roll) (no Sense Group), Discriminatory, Range, 
  Sense. Total cost:  22 points.
  Miscellaneous Powers
  BODY OF ENERGY
  Effect: 
  Various powers related to having a body 
  made of energy
  Target: 
  Varies
  Duration: 
  Varies
  Range: 
  Varies
  END Cost: Varies
  Description:  The character’s body is made of pure 
  energy, giving him a variety of powers. The charac-
  ter may buy as many of the powers listed below as 
  he wishes. Any of the other Energy Manipulation 
  powers would also be appropriate.
  Game Information:
  Cost Power
  40 
  Pure Energy Form:  Desolidiﬁcation (aﬀected 
  by any form of energy)
  45 
  Pure Energy Form:  Life Support (Total)
  93 
  True Energy Sheath:  Energy Blast 8d6, Con-
  tinuous (+1), Damage Shield (+½), Reduced 
  Endurance (0 END; +½), Persistent (+½), 
  Special Eﬀect: Energy Manipulation (+0) 
  (140 Active Points); Always On (-½)
  53 
  True Energy Shield:  Force Field (15 PD/25 
  ED), Reduced Endurance (0 END; +½), 
  Persistent (+½), Special Effect: Energy 
  Manipulation (+0) (80 Active Points); 
  Always On (-½)
  ENERGY  
  MANIPULATION  
  MOVEMENT 
  POWERS
  POWER-FLIGHT
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The 
  character can use 
  his energy powers to 
  propel himself through 
  the air.
  Game 
  Information:  
  Flight 20”. Total cost:   
  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  97
  A
  mong the most popular types of energy for 
  characters to use, and in some campaign 
  settings nearly the only type available, Fire/
  Heat is one of the most spectacular and 
  destructive forces characters can wield. Themati-
  cally it’s commonly associated with damage and 
  destruction, and therefore it comes as no surprise 
  that most of the powers associated with this special 
  eﬀect are oﬀensive in nature. In Champions cam-
  paigns they’re often built as Energy Blasts, but “real-
  istically” Fire is best modeled as an RKA due to its 
  deadliness. However, Fire/Heat can represent more 
  than just attack power. Fire is one of the things that 
  makes civilization and many crafts possible, so you 
  can also link it to creativity and social organiza-
  tion; if considered a gift from the gods it may have 
  religious connotations as well (see Holy/Unholy, 
  below). Fire can also preserve life by providing 
  warmth, so you can associate it with healing and 
  similar concepts.
  The Limitation No Knockback is appropriate (if 
  not, “realistically,” mandatory) for most Fire/Heat 
  attacks in genres that feature Knockback. Fire/Heat 
  has almost no forceful impact to Knock anyone 
  Back, particularly for several meters.
  CHARACTERISTICS AND 
  SECONDARY EFFECTS
  Fire is a chemical reaction between oxygen and 
  some sort of fuel (a ﬂammable material, such as wood, 
  gasoline, paper, or the like). For combustion to occur, 
  oxygen and fuel must be present, and the fuel has to 
  be heated to its ignition temperature — in other words, 
  the temperature at which it catches ﬁre. In short, to 
  have a ﬁre, you need three things:  fuel, oxygen, and 
  heat. One of the things that makes ﬁre so dangerous is 
  that it’s self-perpetuating:  once a ﬁre starts, it supplies 
  enough heat to keep itself going as long as there’s fuel 
  and oxygen available.
  Players and GMs desiring more “realism” 
  in their games should apply the -¼ Limitation 
  Requires Oxygen to virtually all Fire powers (powers 
  involving pure Heat don’t require the Limitation). 
  This means the powers won’t work underwater or 
  in a vacuum, and also deplete the available oxygen 
  in the area (see below). However, many characters 
  ﬁnd ways to overcome these “realistic” restrictions 
  (particularly in the Superheroes genre), so it’s per-
  fectly appropriate not to apply this Limitation if 
  you prefer not to. Conversely, in games that involve 
  spending a lot of time in the water (or other areas 
  that lack suﬃcient oxygen to support ﬁre), you 
  should increase the Limitation’s value to -½.
  Putting out a ﬁre involves depriving the ﬁre 
  of one of those three elements. Water can be used 
  to remove the heat and/or raise the ignition tem-
  perature of substances; chemicals or smothering a 
  ﬁre with sand can remove the oxygen from the area 
  and thus snuﬀ the ﬁre. Characters with Air/Wind, 
  Matter Manipulation, Fire/Heat, Force Manipula-
  tion, Telekinetic, or Chemical powers may be able 
  to ﬁnd all sorts of ways to extinguish a ﬁre.
  On Earth and other planets, gravity deter-
  mines how a ﬂame burns. Since the hot gases in a 
  ﬂame are lighter than the surrounding air, they rise. 
  That’s why most ﬁres spread in an upward direc-
  tion, and ﬂames tend to look “pointed” at the top 
  and thicker at the bottom. In a microgravitic envi-
  ronment, ﬁre forms a sphere.
  FIRE IN THE REAL WORLD
  Raging ﬁres and devastating blasts of heat can 
  emanate from many sources — bonﬁres, blast fur-
  naces, torches, a house on ﬁre. The Fire Table indi-
  cates some common sources of ﬁre damage (other 
  than weapons) and the damage they cause.
  For large ﬁres, assume the listed damage 
  occurs per hex. Thus, if a character runs through a 
  bonﬁre 4” wide, he takes bonﬁre damage for each 
  hex (each attack applies to his defenses separately). 
  Of course, the damage can vary from hex to hex; a 
  raging ﬁre may do 2d6 K at its center, but only ½d6 
  K in the hexes near the edge. The damage from ﬁre 
  or heat is energy damage.
  See Chapter Four of Villainy Amok for 
  advanced rules for how ﬁres start, grow, spread, and 
  inﬂict damage/injury.
  FIRE/HEAT
  FIRE TABLE
  Fire Type 
  Heat Damage 
  Other Damage
  Blast Furnace 
  6d6 K 
  12d6 Normal (physical), if in furnace
  Boiling Oil or Tar 
  2-4d6 K 
  May have Sticky eﬀect
  Electric Burner/Heater 
  ½-1d6 K
  Lantern, Flaming Oil 
  1 pip to 1d6+1 K
  Molten Metal 
  4d6 K 
  14d6 Normal (physical)
  Oil or Chemical Fire 
  1 pip to 3d6 K 
  Possible smoke damage (see text)
  Rocket Exhaust 
  6-8d6 K 
  18d6 Normal (physical)
  Superheated Steam 
  2-3d6 K 
  10d6 Normal (physical), if in blast
  Torch 
  1 pip to 1d6 K 
  +2d6 HA if used as a club
  Torch, Welding/Industrial
  Acetylene 
  2d6 K AP
  Oxy-Hydrogen 
  2½d6 K AP
     Laser 
  3d6+1 K AP
     Plasma 
  4d6 K AP
  Wood or House Fire 
  1 pip to 2d6 K 
  Possible smoke damage (see text)
  AP:  Armor Piercing
  K:  Killing Damage
  NND:  No Normal Defense (STUN only)
  FIRE/HEAT BASICS
  Defense:  ED
  Knockback:  “Realisti-
  cally” No, but Yes in 
  many fantastic/cin-
  ematic settings and 
  genres; see text
  
  98 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  BURNS
  Fire/Heat damage to tissue is rated in four 
  categories of burns. Burns can pose serious medical 
  risks, including death, if they cover enough of the 
  body or aﬀect particularly sensitive areas (such as 
  the lungs).
  A ﬁrst-degree, or superﬁcial thickness, burn 
  involves erythema (reddening of the skin), minor 
  pain, and no blistering.
   A second-degree, or partial thickness (superﬁcial or 
  deep), burn is similar to a ﬁrst-degree burn but ﬁlls 
  with clear ﬂuid and features blistering; the worse 
  versions have a whiter appearance. The amount of 
  pain felt depends on how badly nerves are burned.
  A third-degree, or full thickness, burn causes char-
  ring of the skin, leathery eschars (scabs), and often 
  a purplish ﬂuid. A third-degree burn is often pain-
  less due to destruction of the nerves.
  A fourth-degree burn damages tissues under the 
  skin, such as muscles or bones. Some experts break 
  them down into fourth-degree (skin irretrievably 
  lost), ﬁfth-degree (muscle irretrievably lost), and 
  sixth-degree (bone is charred) burns.
  In game terms, typically taking 1 BODY 
  damage from Fire/Heat causes a ﬁrst-degree burn 
  to a normal human, 2 BODY is a second-degree 
  burn, 3 BODY is a third-degree burn, and 4 or more 
  BODY is a fourth-degree burn. The GM determines 
  how much of the character’s body is aﬀected based 
  on the nature of the attack and the target. Depend-
  ing on the area aﬀected, a burn may make it diﬃcult 
  for a character to move (reductions to DEX Rolls 
  and/or Running and other forms of physical move-
  ment), may cause signiﬁcant, noticeable scarring (a 
  loss of COM), or have other game eﬀects.
  SMOKE AND GASES
  Fire creates smoke, and in a conﬁned space it 
  can build up to the point where it inﬂicts harm on 
  living beings. It does NND Normal Damage; the 
  defense is Life Support (Self-Contained Breath-
  ing). Treat this as a Constant area-aﬀecting attack, 
  but characters caught in a smokey area only take 
  damage once in each of their Phases (or the ﬁre’s 
  Phases, if you use the rules from Villainy Amok), 
  not once per hex they move through. The accompa-
  nying Smoke Damage table indicates the amount of 
  smoke damage.
  It takes a ﬁre time to ﬁll an area with smoke. 
  Assume that one hex of ﬁre generates a hex of 
  smoke per Turn, with lesser ﬁres ﬁlling proportion-
  ately smaller volumes.
  Smoke isn’t the only dangerous gas that a ﬁre 
  can produce. Fires that burn some types of plastics, 
  chemicals, and the like may produce fumes that 
  can be sickening, or even fatal. In this case convert 
  the NND damage on the Smoke Damage take to 
  Normal Damage, NND, Does BODY damage; the 
  defense is Life Support (Self-Contained Breathing 
  or appropriate Immunity). Alternately, use the rules 
  under Chemical, above to determine if Fire/Heat 
  and Chemicals mix with dangerous results.
  IGNITING THINGS
  One of Fire/Heat’s most deadly characteristics, 
  and also one of the things that’s most diﬃcult to 
  model in game terms, is its capacity to set things 
  on ﬁre that aren’t already on ﬁre. If the temperature 
  rises to the “ﬁre point” or “ignition temperature” of 
  a substance (either because the heat itself increases, 
  or direct exposure to ﬁre does the trick), that sub-
  stance catches on ﬁre. The accompanying Ignition 
  Table lists the temperatures of common types of 
  ﬁre and the ignition points of many objects. This 
  may become important during play when charac-
  ters use Change Environment to raise the Tempera-
  ture Level (see pages 441-42 of The HERO System 
  5th Edition, Revised for more information) — it 
  takes a lot of increased Temperature Levels to cause 
  ﬁres to spontaneously break out, but it is possible.
  Igniting Things In Game Terms
  Think of Fire/Heat as having properties simi-
  lar to the Sticky Advantage. (In fact, many Fire/Heat 
  powers are built with this Advantage, and if a 
  character wants to use this property of Fire/Heat 
  in combat/crisis situations, he should pay Charac-
  ter Points for it.) When an object’s ignition point 
  is reached, it catches on ﬁre and takes 1 BODY 
  damage per Phase (assume ﬁre has SPD 2 for these 
  SMOKE DAMAGE
  Conditions 
  NND Damage
  Conﬁned area
     Trace of smoke 
  1 point
     Moderate amount of smoke 
  ½d6
     Large amount of smoke 
  2d6
  Open area, large amount of smoke 
  1 point
  Chemical ﬁre 
  +1d6
  Characters who breathe through a ﬁlter (such as a 
  wet cloth) take half damage from smoke inhalation 
  (no damage in the case of “1 point”).
  IGNITION TABLE
  Type Of Fire/Heat 
  Temp (C) 
  Temp (F)
  Blowtorch 
  1800o 
  2370o
  Campﬁre 
  400-600o 
  750-1112o
  Candle ﬂame 
  760o 
  1400o
  Cigarette 
  400-700o 
  750-1290o
  Cigarette lighter 
  700o 
  1290o
  Fireplace ﬁre 
  400-600o 
  750-1112o
  Match 
  700o 
  1290o
  Oxyhydrogen ﬂame 
  2000o 
  3645o
  Torch 
  400-600o 
  750-1112o
  Substance 
  Ignition Point (C) Ignition Point (F)
  Coal 
  300o 
  572o
  Coal-tar oil 
  580o 
  1076o
  Fuel oil 
  210-262o 
  410-505o
  Gasoline 
  257o 
  495o
  Kerosene 
  210o 
  410o
  Magnesium 
  473o 
  883o
  Natural Gas (methane) 580o 
  1076o
  Paper 
  233o 
  451o
  Propane 
  480o 
  842o
  Wood 
  277-500o 
  530-930o
  
  The Ultimate Energy Projectors ■ Chapter Two 
  99
  purposes). As discussed above, the ﬁre keeps burn-
  ing until it uses up the fuel or oxygen available, or 
  is extinguished. While it’s still burning, if it comes 
  into contact with other ﬂammable substances, it 
  sets them on ﬁre as well.
  Alternately, instead of worrying about igni-
  tion temperatures and the like, the GM can use the 
  accompanying Catching Fire Table to determine if 
  something catches ﬁre after being hit with a Fire/
  Heat attack. The GM can adjust the suggested rolls 
  based on the circumstances. For example, paper is 
  rated as “Highly Flammable” — but a thick ream 
  of paper is less ﬂammable than a few loose sheets, 
  so the GM might reduce the roll by 1-2 points for 
  a ream. Once an object catches ﬁre, use the rules 
  above to determine what happens.
  LAVA
  Lava — molten, liquid stone forced up from 
  the depths of the earth by geologic pressure — is a 
  sort of cross between Fire/Heat and Earth/Stone, 
  but for the most part you should consider it as 
  belonging to the Fire/Heat special eﬀect. A char-
  acter immersed in lava takes 4d6 Killing Damage 
  (energy), Armor Piercing, every Phase he remains 
  in it. If only part of a character’s body suﬀers 
  exposure — such as a hand or a foot — use the Hit 
  Location table to adjust the damage accordingly.
  LIGHT
  Besides generating heat, Fire also creates 
  light. The GM can allow Fire/Heat-using char-
  acters to generate useful light as a “side effect” 
  of their powers, or if he prefers he can keep this 
  to a minimum and require them to buy usable 
  amounts of light as an Images-based power. Here 
  are some guidelines for how much light fires of 
  different sizes provide:
  Candle:  A candle provides full illumination (no 
  Sight PER Roll penalties for darkness) in a ½” 
  radius. For the next ½” beyond that, it reduces the 
  darkness penalty to -2. For the next 1” beyond that, 
  it reduces the darkness penalty to -1. Beyond that 
  distance (a total of 2” from the candle), it provides 
  no meaningful illumination.
  Torch:  A torch provides full illumination (no Sight 
  PER Roll penalties for darkness) in a 2” radius. For the 
  next 2” beyond that, it reduces the darkness penalty to 
  -2. For the next 2” beyond that, it reduces the darkness 
  penalty to -1. Beyond that distance (a total of 6” from 
  the torch), it provides no meaningful illumination.
  Lantern:  When lit, a standard lantern provides full 
  illumination (no Sight PER Roll penalties for dark-
  ness) in a 1” radius. For the next 1” beyond that, it 
  reduces the darkness penalty to -2. For the next 1” 
  beyond that, it reduces the darkness penalty to -1. 
  Beyond that distance (a total of 3” from the lan-
  tern), it provides no meaningful illumination.
  CATCHING FIRE TABLE
   
  Chance To
  Category 
  Catch Fire* Examples
  Highly Flammable 
  16- 
  Paper, gasoline, gunpowder, matches
  Flammable 
  14- 
  Cloth, hair, fur, twigs/kindling/small wooden objects
  Mildly Flammable 
  10- 
  Large wooden objects, many plastics
  Inﬂammable 
  6- 
  Earth/stone, brick, most metals
  *:  Chance to catch ﬁre assumes the Fire/Heat attack does at least 1 BODY damage 
  after the object’s DEF is applied. If not, reduce the roll by 3 or more.
  
  100 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Campfire, Hearth Fire:  An average-size campfire 
  provides full illumination (no Sight PER Roll 
  penalties for darkness) in a 4” radius. For the 
  next 4” beyond that, it reduces the darkness pen-
  alty to -2. For the next 4” beyond that, it reduces 
  the darkness penalty to -1. Beyond that distance 
  (a total of 12” from the fire), it provides no 
  meaningful illumination.
  See Fantasy Hero, pages 359-60, for more 
  information.
  Since Fire/Heat can be so bright, Linking a Sight 
  Group Flash to a Fire/Heat power is appropriate.
  OXYGEN
  Fires require oxygen to burn... which means 
  they use up oxygen just like they use up fuel. In 
  most cases this has no game eﬀect (though it causes 
  air to ﬂow into the areas losing oxygen), but in situ-
  ations where characters are in an enclosed space 
  using Fire/Heat powers could deprive the space 
  of oxygen and cause everyone in side to suﬀocate. 
  In most situations it’s simplest for the GM to use 
  oxygen deprivation as a dramatic device, but if you 
  want more precise rules use the following.
  Calculating the exact rate at which a ﬁre uses 
  up oxygen is diﬃcult and depends on many factors, 
  including the size and intensity of the ﬁre. For game 
  purposes, a cubic hex contains 7,000 liters (1,850 gal-
  lons) of air (which on Earth is 78% nitrogen, 21% 
  oxygen, and 1% other gaseous substances; in some 
  cases this is adjusted to allow for water vapor). That 
  means there are approximately 1,470 liters of oxygen 
  in a cubic hex. Assume that any Fire power uses 1 liter 
  of oxygen per 10 Active Points per Phase of use. The 
  GM can increase or decrease this rate to allow for 
  area-aﬀecting powers and the like.
  Applying pure oxygen to a ﬁre, in either gaseous 
  or liquid form, causes a ﬁre to burn with great speed 
  and intensity. In game terms you can think of this as 
  a large Aid to Fire damage, but with the eﬀect that the 
  ﬂames use up their fuel much more quickly (perhaps 
  even virtually instantaneously).
  SCARRING AND CAUTERIZING
  Like Acid attacks, Fire attacks and attacks 
  involving heated materials (such as lava, molten 
  metal, or steam) are more likely than most attacks 
  to cause scarring. Use the guidelines for this under 
  Acid, above, if desired.
  Heat (whether from Fire or some other form 
  of energy, such as Electricity) tends to cauter-
  ize ﬂesh. In game terms, this may mean that such 
  attacks do not invoke the optional Bleeding rules, 
  that characters reduced to 0 BODY or less by one 
  do not continue to “bleed to death” and lose BODY 
  every Turn, and/or that either type of bleeding 
  stops when the aﬀected area is hit by one of them.
  STARTING MINOR FIRES
  At the GM’s option, a character with Fire/Heat 
  powers can start minor ﬁres for everyday purposes 
  (light a candle, a cigarette, prepared kindling for 
  a campﬁre, or the like). Depending on the situa-
  tion and the GM’s preference, a character can do 
  this automatically, or it may require a successful 
  Power Skill roll (in a Champions campaign, the Skill 
  is Fire/Heat Tricks or the like; in a Fantasy Hero 
  campaign it might be Fire Magic; and so on). The 
  GM may modify the roll based on how ﬂammable 
  the substance is; setting a candle or piece of paper 
  on ﬁre is much easier than causing a wooden plank 
  to burst into ﬂame. Characters cannot do this in 
  combat, or as a way of inﬂicting injury (e.g., by set-
  ting an enemy’s clothing or hair on ﬁre) unless they 
  pay Character Points for the ability.
  WARMTH
  Fire/Heat powers generate warmth. This has 
  several implications and possible uses.
  First, a Fire/Heat-using character probably 
  doesn’t have to worry about feeling cold in most 
  situations, since he can use his powers to keep 
  himself warm. If he wants to have this as a combat-
  eﬀective thing, he needs to buy Life Support (Safe 
  Environment:  Intense Cold), but if he just wants to 
  walk around in the wintertime without a jacket it’s 
  not necessary to buy this as a power.
  Second, in a similar fashion having a Fire/
  Heat-character nearby may help to keep other 
  characters warm when it gets cold (when they’re 
  caught in a blizzard, locked in a freezer by a 
  master villain, or the like). Again, this doesn’t 
  immunize them from damage or have any 
  combat effect, but in everyday situations it’s a 
  nice way to give the Fire/Heat character a “perk” 
  for choosing that special effect.
  Third, the use of Fire/Heat powers can raise 
  the temperature in an enclosed area (in a large area 
  or the open air he’ll still increase the temperature 
  near himself, but it won’t create a noticeable combat 
  eﬀect). For game purposes, add up the total Active 
  Points of all the Fire/Heat powers a character uses 
  in a Phase. For every Phase in which the total 
  exceeds 100, the character raises the Temperature 
  Level in his hex by 1; if it exceeds 200, it raises the 
  TL by 2; if it exceeds 300, it raises the TL by 3; and 
  so on. After the character has warmed his hex for 
  1 Phase, the warmth spreads to the “rings” of hexes 
  around him, sort of like an Explosion. The ring of 
  hexes immediately surrounding him becomes half 
  as warm as his hex; the ring beyond that half again 
  as warm (one-quarter of his hex’s warmth), and so 
  on until the Temperature Level reaches the ambient 
  TL of the local environment. The longer the char-
  acter uses his powers, the hotter it becomes around 
  him, and the further out the noticeable heating 
  spreads. If he’s not careful, he may make it so hot 
  that nearby objects catch ﬁre!
  See pages 441-42 of The HERO System 5th Edi-
  tion, Revised for more information about Tempera-
  ture Levels.
  Ambient Heat In Fires
  Even an area that’s not on ﬁre can be harm-
  ful if it’s in the midst of a ﬁre — the heat alone 
  can burn and blister skin, dehydrate and exhaust 
  people, and so forth. A hex that’s surrounding by 
  ﬁre on three or more hexes that are on ﬁre does 
  one-quarter damage if a character stands in one 
  place, and half damage if he attempts to move 
  through the ﬁery area (standard rounding rules 
  
  The Ultimate Energy Projectors ■ Chapter Two 
  101
  apply). Characters with Life Support (Safe Environ-
  ment:  Intense Heat) do not suﬀer this damage.
  OTHER EFFECTS
  Some other possible damaging effects of a 
  fire include:
  Hot Metal:  Inside a burning building, metal 
  (doorknobs, steel desks, and the like) can become 
  superheated. If touched, superheated metal without 
  protection does 1d6 Normal Damage per DC of the 
  deadliest surrounding ﬁre’s Killing Damage (e.g., 
  metal heated in a normal house ﬁre [1d6 KA, or 3 
  DCs] inﬂicts 3d6 Normal Damage). If a character 
  uses something to handle the hot metal (such as 
  a towel or wet rag), it may act as DEF against the 
  damage, or in the GM’s option may prevent him 
  from taking any damage at all. If the character has 
  personal Defense Powers (like an ED Force Field), 
  they provide their usual protection.
  Spray Of Sparks:  When something begins to com-
  bust, there’s often a spray of sparks. Anyone caught 
  within 1” of a spark cascade takes 1d6 x 6 points of 
  ﬁre Killing Damage.
  Solar/Celestial Powers
  Closely related to Fire/Heat powers in many 
  respects are Solar/Celestial powers, which tend to 
  involve “sunﬁre” or “starﬁre” instead of regular ﬁre. 
  (And which, in many settings, also have Holy con-
  notations.) Depending on the setting, you might 
  simulate Solar/Celestial powers using the Multiple 
  Special Eﬀects Advantage to make them Fire/Radia-
  tion, or Fire/Holy. If you want to diﬀerentiate Solar/
  Celestial further, assume that it’s particularly hot 
  and intense compared to regular Fire/Heat; buy 
  its attacks with slightly more DCs, and reduce the 
  rolls on the Catching Fire Table by 1-2. Similarly, 
  Solar/Celestial ﬁre is brighter than terrestrial ﬂame; 
  increase the size of the area it can illuminate (see 
  above) by 25-50% and consider Linking a Sight 
  Group Flash to its attacks.
  PLASMA
  Plasma is an ionized gas considered to be the 
  fourth state of matter (in addition to solids, liq-
  uids, and gases). Its ionization makes it electrically 
  conductive, so it’s easily channeled (or otherwise 
  aﬀected) by electromagnetic ﬁelds. Stars are balls of 
  plasma heated by ongoing massive nuclear fusion 
  reactions; lightning is an example of a plasma at 
  Earth’s surface, and ordinary ﬁres are sometimes 
  considered low-temperature partial plasmas. 
  Plasma is also used in many technologies, such as 
  plasma-screen televisions.
  A plasma attack, be it a plasma rifle in a Star 
  Hero game or a blast emitted by a supervillain 
  in a Champions campaign, would “realistically” 
  involve using a controlled fusion reaction to 
  generate superhot plasma, then direct the plasma 
  toward the target via a magnetic field. In game 
  terms you can consider this a form of Solar/
  Celestial fire, or simply make it a particularly 
  powerful Fire/Heat attack.
  FIRE/HEAT AND OTHER 
  SPECIAL EFFECTS
  Here’s how Fire/Heat interacts with other 
  energies/special eﬀects. These rules are optional; 
  the GM may change or ignore them as he sees ﬁt.
  ACID
  The intense heat of Fire defenses tends to burn 
  away some of the power of Acid attacks (which 
  may cause unintended chemical reactions or create 
  gases with unpleasant or unhealthy eﬀects); reduce 
  the attacks by -1 DC before the defense is applied. 
  Fire/Heat attacks interact with Acid defenses nor-
  mally (though again, the possibility of a dangerous 
  chemical reaction exists). If appropriate, you can 
  use the rules under Chemical, above, for Fire-Acid 
  interactions as well.
  AIR/WIND
  Air/Wind has an unusual relationship with 
  Fire/Heat. On the one hand, a fast-blowing wind 
  can easily put out a ﬂame, as anyone who’s ever 
  blown out a candle knows. However, depending on 
  the relative strength of the wind and the ﬁre, as well 
  as other environmental factors, Air/Wind can actu-
  ally spread or stoke a ﬁre, making it burn hotter or 
  over a larger area (hence the use of a bellows in a 
  smithy). The GM should keep this in mind when 
  adjudicating how the two special eﬀects interact on 
  a broad scale. (See Villainy Amok for rules about 
  how ﬁres spread and burn.)
  In terms of energy projectors’ powers, which 
  tend to involve intense uses of energy over a 
  tightly-conﬁned area, an Air/Wind attack tends to 
  be eﬀective against a Fire/Heat defense; add +1 DC 
  before applying the defense. Fire/Heat attacks inter-
  act normally with Air/Wind defenses.
  BIOLOGICAL
  Due to their intense heat, Fire defenses are 
  particularly eﬀective against Biological powers 
  that involve projecting spores, viruses, or the like 
  through the air — they gain at least +3 defense, and 
  possibly more. Other types of Biological attacks 
  have no special interaction with Fire/Heat powers. 
  Fire attacks are slightly more eﬀective against Bio-
  logical defenses than normal; reduce the Biological 
  defenses by -1 point.
  CHAOS/ENTROPY
  Fire/Heat has no special interaction with 
  Chaos/Entropy; it neither gains nor loses against 
  this special eﬀect.
  CHEMICAL
  Fire (and to a lesser extent any other form of 
  energy that might generate intense heat) can react 
  with Chemical powers in many diﬀerent ways. See 
  Chemical, above, for more information and rules. In 
  some circumstances the GM may want to use those 
  rules for Fire-Acid interactions as well.
  
  102 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  COSMIC ENERGY
  Fire/Heat has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect.  However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  Although Fire and Darkness aren’t as directly 
  opposed as Darkness and Light, in some thematic 
  sense the opacity and “chill” of Darkness is antago-
  nistic to the brightness and warmth of Fire/Heat. 
  (This is particularly true when both are manifesta-
  tions of Magic.) To represent this, make each of 
  them slightly less resistant to the other’s attacks:  
  Fire/Heat defenses are at -1 ED versus Darkness 
  attacks; and Darkness defenses are at -1 ED against 
  Fire/Heat attacks.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Fire/Heat; it neither gains nor loses 
  against this special eﬀect.
  EARTH/STONE
  Earth/Stone defenses are particularly good 
  at shielding people from heat and flame. Give 
  them +3 ED before applying them to damage. 
  Earth/Stone attacks penetrate Fire/Heat defenses 
  pretty well, too; they gain +1 DC before the 
  defense applies. (On the other hand, Metal 
  defenses may conduct heat unusually well; they 
  get no bonus against Fire/Heat, or possibly even 
  lose -1 ED.)
  ELECTRICITY
  Fire/Heat has no special interaction with 
  Electricity; it neither gains nor loses against this 
  special effect.
  ELECTROMAGNETIC ENERGY
  Fire/Heat has no special interaction with 
  Electromagnetic Energy; it neither gains nor loses 
  against this special eﬀect.
  ENERGY MANIPULATION
  Fire/Heat has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FORCE MANIPULATION
  Fire/Heat has no special interaction with Force 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  GRAVITY
  Fire/Heat has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect.
  HOLY/UNHOLY
  In general, Fire/Heat has no special interaction 
  with Holy or Unholy energies; it neither gains nor 
  loses against this special eﬀect. However, in some 
  settings Fire may have mystic or religious connota-
  tions that “align” it with one of these forces (thus 
  making it opposed to the other). For example, Fire 
  might be a gift from, and thus the province of, the 
  gods, making it a Holy energy and therefore partic-
  ularly eﬀective against Unholy powers, the undead, 
  and so forth. In another setting there might be Holy 
  and Unholy forms of Fire/Heat, perhaps called 
  Sacred Fire and Hellﬁre.
  ICE/COLD
  Fire attacks tend to be more eﬀective than 
  normal against Ice/Cold defenses, which melt 
  under the withering, hot barrage; reduce the Ice/
  Cold defense by -2 points before applying it to 
  decrease the Fire/Heat damage. Similarly, Fire/Heat 
  defenses melt Ice/Cold attacks; add +1 to the Fire/
  Heat defense before applying it to reduce the Ice/
  Cold damage.
  In either case, water is going to be a byproduct 
  of the interaction between the two, possibly caus-
  ing minor ﬂooding or water damage to parts of the 
  local environment. (To some extent this also applies 
  when any form of energy that emits heat contacts 
  Ice.) Usually the Ice is just reduced to water, but 
  in some cases the Fire/Heat may be hot enough to 
  then instantly convert the water to steam. See the 
  Water rules later in this section for more informa-
  tion, but reduce any damage caused by at least half 
  (to 0 for 1 point damage).
  KINETIC ENERGY
  Fire/Heat has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  Fire/Heat has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect.
  LIGHT
  Fire/Heat has no special interaction with 
  Light; it neither gains nor loses against this spe-
  cial effect.
  MAGIC
  Fire/Heat has no special interaction with Magic; 
  it neither gains nor loses against this special eﬀect. 
  However, if Magic manifests with some other special 
  eﬀect (such as Fire or Darkness), use that special eﬀect 
  for determining the results of the interaction.
  MAGNETISM
  Fire/Heat has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special effect.
  MATTER MANIPULATION
  Fire/Heat has no special interaction with 
  Matter Manipulation; it neither gains nor loses 
  against this special eﬀect. However, see Physical, 
  below, regarding ﬂammable defenses.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  103
  MENTAL/PSIONIC
  Fire/Heat has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  In general, for ease of game play, it’s assumed 
  that Fire/Heat and Physical interact normally, with 
  neither gaining or losing in the process — the con-
  tact is so brief that Fire/Heat attacks aren’t likely 
  to set Physical defenses on ﬁre, and that Fire/Heat 
  defenses don’t melt or destroy Physical attacks.
  However, for greater “realism,” the GM can 
  take these factors into account. Potentially ﬂam-
  mable defenses (such as a wooden shield) have a 
  chance to catch on ﬁre whenever they contact a 
  Fire/Heat attack. The GM determines the chance 
  of this happening, from a 3- on 3d6 for defenses 
  that are barely ﬂammable to as much as 14- for 
  highly inﬂammable materials. (The latter extreme 
  is unlikely, since few highly ﬂammable materials 
  make good defenses.)
  Similarly, a Physical weapon contacting a Fire/
  Heat defense might catch on ﬁre, thus potentially 
  ruining it for future attacks... but brieﬂy making it 
  more dangerous because it might set other targets 
  on ﬁre in addition to cutting, stabbing, or bashing 
  them! A “weapon” in this case could even include a 
  character’s ﬁsts, feet, or limbs, if they’re wrapped in 
  cloth or other ﬂammable materials.
  PULSON ENERGY
  Fire/Heat has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Fire/Heat has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  SONIC
  Fire/Heat has no special interaction with Sonics; 
  it neither gains nor loses against this special eﬀect.
  TELEKINETIC
  Fire/Heat has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect.
  TIME
  Fire/Heat has no special interaction with Time 
  powers; it neither gains nor loses against this spe-
  cial eﬀect.
  VIBRATION
  Fire/Heat has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Fire and Water are, in both a proverbial and 
  practical sense, opposites. Few substances or mate-
  rials are as good at extinguishing a ﬁre as water. 
  Typically, a Water defense is at +3 ED versus a 
  Fire/Heat attack, and a Fire/Heat defense is at -2 
  defense before being applied to reduce the damage 
  of a Water attack.
  But that’s not the end of the story for GMs 
  desiring greater “realism.” The interaction of Fire 
  and Water can produce steam, which may have 
  other effects. Ordinary steam, with a temperature 
  of 100o C (212o F) is uncomfortable, but likely to 
  cause little, if any, damage. On the other hand, 
  superheated steam — steam that’s hotter than the 
  boiling point of water due to rapid, undisturbed 
  heating — can cause deadly scalding and may 
  result in an “explosion” of steam and hot water... 
  and unfortunately, the interaction of intense 
  Fire/Heat powers with Water powers usually pro-
  duces superheated steam.
  In game terms, whenever Fire/Heat and Water 
  powers interact, the GM should roll 3d6 and add 
  +1 to the roll for every 10 Active Points in the Fire/
  Heat power. If the roll is 17 or less, the interaction 
  creates a cloud of steam that’s 1-2” in radius cen-
  tered on the point of interaction. The steam lingers 
  for ½d6 Segments (unless local conditions, such 
  as wind, dissipate it sooner), causes 1 point of Kill-
  ing Damage per Segment to anyone inside it, and 
  imposes a -1 penalty on Sight PER Rolls made into, 
  out of, or through it. If the roll is 18 or higher, an 
  explosion of superheated steam results. The explo-
  sion itself does 10d6 Normal Damage (a physi-
  cal attack) in a 1-3” radius centered on the point 
  of interaction. Then that same area is ﬁlled with 
  superheated steam for for ½d6 Segments (unless 
  local conditions, such as wind, dissipate it sooner), 
  causes 2-3d6 Killing Damage per Segment to 
  anyone inside it, and imposes a -1 penalty on Sight 
  PER Rolls made into, out of, or through it.
  CONCLUSION:  THE SPECIAL EFFECT:  FIRE/
  HEAT POWER MODIFIER
  Fire/Heat has slightly more drawbacks than 
  it has beneﬁts when it interacts with other energy 
  types/special eﬀects, but can have some signiﬁcant 
  real-world beneﬁts. Therefore, Special Eﬀect: 
  Fire/Heat constitutes a -0 Limitation.
  
  104 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EXAMPLE FIRE/HEAT 
  POWERS
  Here are some example Fire/Heat powers:
  Offensive Powers
  DESSICATE 
  Effect: 
  Energy Blast 4d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Description:  Also known as Withering Heat, 
  this power allows a character to create a zone of 
  such intense heat around a target that it almost 
  instantly dessicates and dehydrates him, caus-
  ing him to experience pain and go into shock. 
  Characters with a tolerance for intense heat are 
  immune to the effect.
  Game Information:  Energy Blast 4d6, NND 
  (defense is Life Support [Safe Environment:  
  Intense Heat]; +1) (40 Active Points); Special 
  Eﬀect: Fire/Heat (-0). Total cost:  40 points.
  FIERY PRISON
  Effect: 
  RKA 2d6
  Target: 
  One Hex
  Duration: 
  Constant
  Range: 
  450”
  END Cost: 0
  Description:  The character can surround a single 
  hex with a cage made of ﬂame. Persons trapped in 
  the hex can leave — but they have to pass through 
  the bars of the cage and take damage. Those who 
  remain in the hex can attack anyone inside or out-
  side it normally, though physical attacks that pass 
  through the bars of the cage take damage.
  Game Information:  RKA 2d6, Area Of Effect 
  (One Hex; +½), Continuous (+1), Reduced 
  Endurance (0 END; +½) (90 Active Points); 
  Targets Only Take Damage If They Touch 
  Cage Or Move Into/Out Of The Affected Hex 
  (-½), Special Effect: Fire/Heat (-0). Total 
  cost:  60 points.
  FIRE BLAST
  Effect: 
  RKA 2½d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Description:  The character can project a blast of 
  ﬂame capable of inﬂicting severe burns and injuries 
  on targets.
  Game Information:  RKA 2½d6 (40 Active 
  Points); Special Eﬀect: Fire/Heat (-0). Total 
  cost:  40 points.
  FIREBALL
  Effect: 
  RKA 2½d6
  Target: 
  8” Explosion
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  This classic Fire/Heat power consists 
  of a huge blast of ﬂame, usually sphere-shaped, that 
  the character projects at his opponents. Few targets 
  have the ability to avoid or resist the blast.
  Game Information:  RKA 2½d6, Explosion (+½) 
  (60 Active Points); Special Eﬀect: Fire/Heat 
  (-0). Total cost:  60 points.
  FLAME AURA
  Effect: 
  HKA 1½d6, Damage Shield
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Touch
  END Cost: 0
  Description:  A sheath or mantle of ﬂame covers 
  the character’s body. Anyone who touches him, or 
  whom he Grabs, gets burned.
  Game Information:  HKA 1½d6, Continuous 
  (+1), Damage Shield (+½) (62 Active Points); 
  No STR Bonus (-½), Special Eﬀect: Fire/Heat 
  (-0). Total cost:  41 points.
  PYROKINESIS
  Effect: 
  Telekinesis (30 “STR”), Only On Fire
  Target: 
  Special
  Duration: 
  Constant
  Range: 
  225”
  END Cost: 4
  Description:  The character has the power to “pick 
  up” masses of ﬂame doing up to 6 Damage Classes’ 
  worth of damage (see page 25). He can move the 
  ﬂame around without causing it to go out, and can 
  “touch” targets with it to inﬂict damage (which 
  “uses up” the ﬂame, extinguishing it). He can also 
  shape the ﬁre into simple forms, such as geometric 
  shapes, a bird of ﬂame, or the like.
  Game Information:  Telekinesis (30 “STR”) (45 
  Active Points); Only Works On Fire (-1), Special 
  Eﬀect: Fire/Heat (-0). Total cost:  22 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  105
  Defensive Powers
  FIRE SHIELD
  Effect: 
  Force Field (16 PD/24 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character surrounds himself with 
  a mantle of ﬁre that protects him from attacks. It 
  has greater eﬀect against Energy attacks than Physi-
  cal attacks.
  Game Information:  Force Field (18 PD/24 ED) 
  (40 Active Points); Special Eﬀect: Fire/Heat 
  (-0). Total cost:  40 points.
  Movement Powers
  FIERY FLIGHT
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  Virtually all characters with Fire 
  powers have Flight, whether it derives from ﬁery 
  wings, projecting ﬂame behind the character to 
  propel him like a rocket, creating thermals that lift 
  and move the character, or some other method.
  Game Information:  Flight 20”. Total cost:   
  40 points.
  Sensory Powers
  THERMAL VISION
  Effect: 
  Infrared Perception
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character can perceive heat diﬀer-
  entials. Among other things, this often allows him 
  to see in the dark.
  Game Information:  Infrared Perception (Sight 
  Group). Total cost:  5 points.
  Miscellaneous Powers
  FIERY WARMTH
  Effect: 
  Life Support (Safe Environment:  Intense 
  Cold, Intense Heat)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s ﬁre powers keep him 
  warm in the coldest environments, and comfortably 
  cool in the hottest ones.
  Game Information:  Life Support (Safe Environ-
  ment:  Intense Cold, Intense Heat). Total cost:  
  4 points.
  
  106 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  FORCE  
  MANIPULATION
  F
  orce Manipulation powers involve the con-
  trol and manipulation of planes and ﬁelds 
  of force, not only for defense but for various 
  oﬀensive purposes as well. The exact nature 
  of the “force” involved isn’t necessarily clearly 
  deﬁned; it’s a sort of “rubber science” phenomenon 
  common to some Superhero and Science Fiction 
  settings; it can also appear in Fantasy settings as a 
  sort of generic arcane energy that wizards use in 
  defensive spells. It’s similar to the Energy Manipu-
  lation, Kinetic Force, and Telekinetic special eﬀects 
  in various respects.
  SECONDARY EFFECTS
  As a ﬁctional form of energy, Force doesn’t 
  have any unusual “side eﬀects” — its existence and 
  nature defy scientiﬁc laws. Thus, the GM can have 
  Force function however he wants. For example, in 
  some settings Force powers may interact with the 
  air like Electricity, creating ozone and thus posing 
  some risks in enclosed areas. In others it may not 
  be possible to curve ﬁelds of Force, thus creat-
  ing exploitable weak points wherever the straight 
  planes intersect or “bend.” In some it may conduct 
  Electricity; in others it’s a perfect insulator. The 
  possibilities are limited only by the general nature 
  of Force and the GM’s imagination.
  Direct Force attacks usually work against 
  Physical rather than Energy defenses, but again the 
  GM can deﬁne things as he wishes.
  FORCE MANIPULATION 
  AND OTHER SPECIAL 
  EFFECTS
  As a “generic” form of energy, Force Manipu-
  lation powers typically has no special interaction 
  with other special eﬀects, though exceptions are 
  noted in other special eﬀects’ sections.
  CONCLUSION:  THE SPECIAL EFFECT:  
  FORCE MANIPULATION POWER MODIFIER
  Since Force Manipulation is neutral as to all 
  other special eﬀects, Special Eﬀect:  Force Manipula-
  tion is a +0 Advantage.
  EXAMPLE FORCE  
  MANIPULATION POWERS
  Here are some example Force Manipulation 
  powers:
  Offensive Powers
  FORCE BLAST
  Effect: 
  Energy Blast 10d6 (physical)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Description:  The character can project a bolt, blast, 
  or beam of force that smashes targets with tremen-
  dous power.
  Game Information:  Energy Blast 10d6 (physi-
  cal), Special Eﬀect: Force Manipulation (+0). 
  Total cost:  50 points.
  FORCE SHACKLES
  Effect: 
  Entangle 4d6, 8 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character can shape force to create 
  bindings to restrain other characters. The power 
  may manifest as bands of force that wrap the victim 
  from head to toe, glowing “energy chains” that wrap 
  his wrists and feet, or the like. Regardless of the 
  power’s appearance, the character can also re-shape 
  it to form barriers.
  Game Information:  Entangle 4d6, 8 DEF. Total 
  cost:  60 points.
  FORCE SPEAR
  Effect: 
  RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character can project a sharp-
  pointed blast of force capable of killing people or 
  penetrating light tank armor.
  Game Information:  RKA 3d6, Special Eﬀect: Force 
  Manipulation (+0). Total cost:  45 points.
  FORCE 
  MANIPULATION
  BASICS
  Defense:  Typically PD, 
  but some attacks may 
  aﬀect ED instead
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  107
  Defensive Powers
  FORCE BARRIER
  Effect: 
  Force Wall (10 PD/10 ED; 5” long and  
  2” tall)
  Target: 
  Varies
  Duration: 
  Constant
  Range: 
  300”
  END Cost: 6
  Description:  The character can create a shimmering 
  barrier of force that blocks attacks.
  Game Information:  Force Wall (10 PD/10 ED; 
  5” long and 2” tall), Special Eﬀect: Force Manip-
  ulation (+0). Total cost:  60 points.
  FORCE SHIELD
  Effect: 
  Force Field (30 PD/30 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Description:  The character can create a strong 
  field of force around his body that protects him 
  against attacks.
  Game Information:  Force Field (30 PD/30 ED), 
  Special Eﬀect: Force Manipulation (+0). Total 
  cost:  60 points.
  Movement Powers
  FORCERIDING
  Effect: 
  Flight 10”, Must Remain Within 15” Of A 
  Solid Surface, Physical Manifestation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  The character can create a “column” or 
  “arm” of force and move it, thus carrying himself 
  through the air. However, he must have some-
  thing solid to “anchor” the force to — typically the 
  ground, but possibly the side of a building or the 
  like (non-solid surfaces, such as a body of water, 
  won’t suﬃce). Furthermore, the column/arm mani-
  fests physically, so other characters may attack it, 
  possibly causing the character to fall.  
  Game Information:  Flight 10” (20 Active 
  Points); Must Remain Within 15” Of A Solid 
  Surface (-¼), Physical Manifestation (-¼). 
  Total cost:  13 points.
  
  108 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  G
  ravity powers involve the manipulation or 
  alteration of gravity. This allows for a wide 
  range of eﬀects, from creating zones of 
  zero gravity, to making people too heavy to 
  move, to moving enormous objects around at will, 
  to ﬂying, to a variety of gravitic blasts and attacks. 
  They’re mostly oﬀensive and defensive in nature.
  GRAVITY IN THE REAL WORLD
  Gravity is one of the fundamental forces of 
  reality. It’s responsible for the creation of the galax-
  ies and their contents (and thus for the existence of 
  life on Earth), and it aﬀects everything:  all matter, 
  all energy. All objects have a gravitational ﬁeld that 
  exerts an attracting force on all other things. In 
  other words, all objects constantly try to pull all 
  other things to themselves, or in more scientiﬁc 
  terms apply acceleration to them in the direction of 
  the object. The strength of an object’s gravitational 
  ﬁeld depends on the object’s size, is proportional to 
  the target’s size, and varies inversely with the square 
  of the distance from the object. The gravitational 
  ﬁeld is constant — it keeps applying and applying 
  its acceleration to the target object. Thus, a person 
  falling to Earth falls at increasing speed every 
  second until he reaches a “terminal velocity” dic-
  tated by wind resistance. The same applies to other 
  gravitational ﬁelds (though they don’t all have to 
  cope with wind resistance).
  Furthermore, according to Newton’s Third 
  Law, the object doing the gravitational attracting 
  experiences an equal and opposite force to the 
  target. To put it another way, as gravity makes a 
  person fall toward the Earth, Newton’s Third Law 
  makes the Earth fall toward that person. It’s just 
  that the Earth has so much mass that its actual 
  movement in this situation is incredibly small.
  For game purposes gravity only becomes rel-
  evant when dealing with enormous objects — pri-
  marily planets and stars — or in situations where 
  characters have the power to alter gravity artiﬁ-
  cially. The amount of gravity ordinarily exerted by 
  a character, a vehicle, a monster, or the like simply 
  isn’t strong enough to matter.
  GRAVITY IN GAME TERMS
  Detailed rules about how gravity can aﬀect 
  characters, ﬁghting in zero gravity environments, 
  and the like are largely beyond the scope of this 
  book. See Star Hero, pages 278-81, for detailed 
  information and rules. This section addresses Grav-
  ity as an energy characters can manipulate.
  Modeling Gravity in game terms can prove 
  tricky due to the fundamental and absolute nature 
  of gravity as a force. The gravity exerted by is rated 
  as Telekinesis with 5 STR that only pulls objects 
  toward the center of the planet. That equals 1 grav-
  ity (1 G) of acceleration; each +5 STR equals +1 G 
  of acceleration. In most situations this has no eﬀect 
  on the game; it’s only important when dealing with 
  planets that have stronger or weaker gravity, when 
  someone artiﬁcially strengthens or weakens the 
  gravitational ﬁeld in an area, and so forth.
  Gravity attacks often work against Physical 
  defenses rather than Energy defenses, but it’s up to 
  the GM to make the ﬁnal decision.
  Basic Gravity Manipulation
  For many forms of Gravity manipulation, the 
  most applicable power is Telekinesis. The Gravity 
  manipulator simply alters one or more gravitational 
  ﬁelds to move the target around, hold him in place, 
  or the like. This isn’t an entirely accurate model of 
  how Gravity works — among other things, it gives 
  the victim a chance to break free from the gravity 
  ﬁeld(s), which technically is impossible — but for 
  most in-game circumstances it works perfectly well.
  Alternatively, Flight Usable As Attack can sim-
  ulate changes in gravity. It doesn’t allow the charac-
  ter to squeeze or crush his victim, or perform some 
  other tasks by manipulating gravity, but it simulates 
  applying a force the victim can’t break free from 
  the way he can with Telekinesis. Advantages like 
  Persistent and Uncontrolled can make the power 
  even more like “true” gravity. However, the rules 
  do require a “reasonably common set of defenses” 
  that stop an Uncontrolled power or negate a UAA 
  power, and gravity should technically be inescap-
  able. But since Gravity control itself isn’t exactly 
  “realistic,” providing a way for victims to break free 
  of it doesn’t necessarily have to be “realistic” either.
  As mentioned above, gravity aﬀects everything, 
  including energy — suﬃciently intense gravitational 
  ﬁelds can even bend energy. Since a character’s con-
  trol over Gravity usually allows for rather intense, 
  focused uses, that could justify a wide range of pri-
  marily defensive powers, such as Force Field, Mis-
  sile Deﬂection, and even Invisibility (bending light 
  waves so they go around the character).
  Strengthening, Negating, And Reversing Gravity
  Characters who want to strengthen an exist-
  ing gravitational ﬁeld have several options. First, 
  they can simply buy a lot of Telekinesis (or Change 
  Environment with points of Telekinesis) with 
  Limitations like Only To Pull Target Straight Down 
  To Earth (-1). A character trying to move in spite 
  of that would have to make STR Versus STR Rolls 
  simply to move (the Star Hero rules mentioned 
  above describe other implications and eﬀects of 
  increased gravity that would also come into play). 
  GRAVITY
  GRAVITY
  BASICS
  Defense:  Typically 
  ED, but attacks that 
  involve the use of physi-
  cal objects or physical 
  eﬀects aﬀect PD instead
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  109
  Second, he can Aid (or Succor) the standard local 
  gravity of 1 G (5 STR Telekinesis). The stronger the 
  “boost,” the stronger gravity becomes.
  Negating gravity, or reversing it (or causing it 
  to pull in some other directions) can be modeled in 
  much the same way. Limited Telekinesis or Flight 
  Usable As Attack are probably simplest, but Change 
  Environment with a Telekinesis STR combat eﬀect 
  could also do the trick.
  Gravity Defenses And Physical Objects
  Gravity-based defenses often involve moving 
  physical objects (bullets, biological spores, clouds of 
  gas, thrown rocks...) to the side or dragging them to 
  the ground. In this case, the substance in question 
  isn’t necessarily dissipated or neutralized; it may 
  remain in the environment, still able to aﬀect anyone 
  who contacts it (at least until the substance fades way, 
  “burns out,” or is otherwise rendered ineﬀective).
  Absolute Power
  Unlike many other abilities, Gravity powers 
  should be fairly “absolute” — if they aﬀect a charac-
  ter, they do so to an extreme degree (either normal 
  gravity applies to him, or it doesn’t). To simulate 
  this, many Gravity powers have relatively high 
  Active Point totals. If necessary you can scale them 
  back, but the GM should keep the nature of the 
  special eﬀect in mind.
  Gamemasters interested in “realistically” simu-
  lating the absolute and irresistible nature of Gravity 
  might consider letting characters make powers like 
  the ones described above No Normal Defense (the 
  defenses being Desolidiﬁcation, Extra-Dimensional 
  Movement, Teleportation, or having Gravity powers 
  of one’s own). While expensive, this is likely to be 
  extremely unbalancing, potentially violates several 
  rules, and is not recommended... but it will cer-
  tainly keep the average target from breaking free 
  from Gravity-based Telekinesis.
  GRAVITY AND OTHER  
  SPECIAL EFFECTS
  Here’s how Gravity interacts with other ener-
  gies/special eﬀects. In general terms Gravity aﬀects 
  physical objects better than the “average” special 
  eﬀect — its attacks and defenses easily move them to 
  the side (or drag them to the ground), disperse them, 
  or punch through them. These rules are optional; the 
  GM may change or ignore them as he sees ﬁt.
  ACID
  Gravity defenses work better than average 
  against Acid attacks for two reasons. First, as noted 
  above, Acid tends to be more eﬀective against phys-
  ical defenses than ones made of energy. Second, the 
  gravitic energy inherent in a Gravity defense tends 
  to pull projected or thrown Acid to the ground, or 
  otherwise skew its accuracy. As a result, Gravity 
  defenses are at +1 ED against Acid attacks before 
  being applied to reduce the damage. Gravity attacks 
  interact with Acid defenses normally.
  AIR/WIND
  Air/Wind has no special interaction with 
  Gravity powers; it neither gains nor loses against 
  this special eﬀect. (But see page 51 regarding how 
  Gravity-induced changes of pressure might aﬀect 
  Air/Wind powers.)
  BIOLOGICAL
  Biological has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect, except as discussed under Biological, 
  above, for energy powers generally. However, in the 
  case of a Gravity defense, the defense doesn’t burn 
  or destroy the physical manifestation of the power 
  so much as it uses gravitic energy to drag it to the 
  ground or hold it at bay.
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction 
  with Gravity; it neither gains nor loses against 
  this special effect.
  CHEMICAL
  Chemical has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect, except as discussed under Chemical, 
  above, for energy powers generally. However, in the 
  case of a Gravity defense, the defense doesn’t burn 
  or destroy the physical manifestation of the power 
  so much as it uses gravitic energy to drag it to the 
  ground or hold it at bay.
  COSMIC ENERGY
  Gravity has no special interaction with Cosmic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect.  However, if the Cosmic Energy mani-
  fests with some other special eﬀect (such as Fire or 
  Sonics), use that special eﬀect for determining the 
  results of the interaction.
  DARKNESS
  Darkness has no special interaction with Gravity; 
  it neither gains nor loses against this special eﬀect.
  DIMENSIONAL MANIPULATION
  In general, Dimensional Manipulation has no 
  special interaction with Gravity; it neither gains 
  nor loses against this special eﬀect. However, at the 
  GM’s option, it’s possible that opening dimensional 
  portals and otherwise altering the “fabric of reality” 
  will interfere with gravitational ﬁelds in ways that 
  none of the characters involved can predict; see 
  under Dimensional Manipulation, above, for more 
  information and rules.
  EARTH/STONE
  Gravity defenses are slightly better against 
  Earth/Stone attacks than normal; add +1 point 
  of defense before applying them to reduce the 
  damage. Earth/Stone defenses interact with Gravity 
  attacks normally.
  ELECTRICITY
  Electricity has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect.
  
  110 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  ELECTROMAGNETIC ENERGY
  Electromagnetic Energy has no special inter-
  action with Gravity; it neither gains nor loses 
  against this special eﬀect.
  ENERGY MANIPULATION
  Gravity has no special interaction with Energy 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  FIRE/HEAT
  Fire/Heat has no special interaction with 
  Gravity; it neither gains nor loses against this 
  special effect.
  FORCE MANIPULATION
  Gravity has no special interaction with Force 
  Manipulation; it neither gains nor loses against 
  this special effect.
  HOLY/UNHOLY
  Gravity has no special interaction with Holy 
  or Unholy powers; it neither gains nor loses against 
  this special eﬀect.
  ICE/COLD
  Gravity has no special interaction with pure 
  Cold energy; it neither gains nor loses against this 
  special eﬀect. However, against the physical mani-
  festation of Ice, Gravity tends to be more eﬀec-
  tive than average. Ice defenses are at -1 ED before 
  applying to reduce damage from Gravity attacks, 
  and Gravity defenses are at +1 ED or PD against 
  Ice attacks involving darts, chunks, blocks, or other 
  physical manifestations of ice.
  KINETIC ENERGY
  In general, Gravity has no special interaction 
  with Kinetic Energy powers; it neither gains nor loses 
  against this special eﬀect. However, if a Kinetic Energy 
  attack involves shooting, throwing, or projecting a 
  physical object at a Gravity defense, the defense gains 
  +2 PD before being applied to reduce the damage.
  LIFE FORCE ENERGY
  Gravity has no special interaction with Life 
  Force Energy powers; it neither gains nor loses 
  against this special eﬀect.
  LIGHT
  Gravity has no special interaction with Light; 
  it neither gains nor loses against this special eﬀect.
  MAGIC
  Gravity has no special interaction with Magic; it 
  neither gains nor loses against this special eﬀect. How-
  ever, if Magic manifests with some other special eﬀect 
  (such as Fire or Darkness), use that special eﬀect for 
  determining the results of the interaction.
  MAGNETISM
  Gravity has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special effect.
  MATTER MANIPULATION
  In general, Gravity has no special interaction with 
  Matter Manipulation; it neither gains nor loses against 
  this special eﬀect. However, if a Matter Manipulation 
  attack involves shooting, throwing, or projecting a 
  physical object at a Gravity defense, the defense gains 
  +2 PD before being applied to reduce the damage.
  MENTAL/PSIONIC
  Gravity has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  Gravity aﬀects Physical objects strongly. Physi-
  cal defenses are at -1 ED before applying to reduce 
  damage from Gravity attacks, and Gravity defenses 
  are at +2 PD against Physical attacks. (More “real-
  istically,” fast-moving projectiles [anything that’s 
  ﬁred or shot] may suﬀer no penalty against Gravity 
  defenses, while slow-moving ones [such as thrown 
  objects] suﬀer a -1 or greater OCV penalty because  
  Gravity has more time/opportunity to aﬀect them.)
  PULSON ENERGY
  Gravity has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special effect.
  RADIATION
  Gravity has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special effect.
  SONIC
  Gravity has no special interaction with Sonics; 
  it neither gains nor loses against this special eﬀect.
  TELEKINETIC
  Gravity has no special interaction with Teleki-
  netic powers; it neither gains nor loses against this 
  special eﬀect.
  TIME
  Gravity has no special interaction with Time 
  powers; it neither gains nor loses against this special 
  eﬀect. (Alternately, since Gravity can distort space-
  time, the intense gravitic ﬂuctuations caused by Grav-
  ity powers may weaken Time attacks and defenses.)
  VIBRATION
  Gravity has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special effect.
  WATER
  Gravity aﬀects Physical better than average. 
  Water defenses are at -1 ED before applying to reduce 
  damage from Gravity attacks, and Gravity defenses are 
  at +1 ED or PD against Physical attacks.
  CONCLUSION:  THE SPECIAL EFFECT: 
  GRAVITY POWER MODIFIER
  Gravity has more beneﬁts than it has draw-
  backs. Therefore, Special Eﬀect:  Gravity constitutes 
  a +20 Character Point Adder.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  111
  EXAMPLE GRAVITY POWERS
  Here are some example Gravity powers:
  Offensive Powers
  GRAVITIC BLAST
  Effect: 
  Energy Blast 8d6 (physical)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character can project a blast of 
  concentrated gravitic energy that hits the target like 
  a sledgehammer.
  Game Information:  Energy Blast 8d6 (physical), 
  Special Eﬀect: Gravity. Total cost:  60 points.
  GRAVITIC MANIPULATION
  Effect: 
  Telekinesis (50 STR)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  475”
  END Cost: 9
  Description:  One of the most basic and common 
  Gravity powers, this is the ability to alter or manip-
  ulate gravitic forces to move objects without having 
  to touch them. The character’s control is precise 
  enough to allow him to throw, squeeze, or “punch” a 
  target in addition to simply lifting and moving him.
  Game Information:  Telekinesis (50 STR), Spe-
  cial Eﬀect: Gravity. Total cost:  95 points.
  GRAVITY ALTERATION
  Effect: 
  Telekinesis (40 STR)
  Target: 
  6” Radius
  Duration: 
  Constant
  Range: 
  600”
  END Cost: 12
  Description:  The character can create a ﬁeld of altered 
  gravity. He can either increase the gravity, pinning 
  everyone inside the aﬀected area to the ground, or he 
  can cancel gravity and hold them all motionless oﬀ the 
  ground. He must choose one or the other each time 
  he uses the power; he cannot pin some people down 
  while holding others up in the air.
  Anyone in the aﬀected area has to break out of 
  the Telekinesis using STR before he can move his body 
  in any way (including relatively trivial motions such 
  as pulling a trigger or aiming an Energy Blast). If he 
  succeeds, he can act normally, though he will have to 
  make further rolls if he does not leave the aﬀected area 
  before the character’s next Phase. Anyone who enters 
  the aﬀected area after it’s established has to make rolls 
  as well (see page 99 of The HERO System 5th Edition, 
  Revised regarding Constant area-aﬀecting powers).
  If he pins the targets to the ground, the character 
  can also cause STR damage to them as if performing 
  a Grab and Squeeze. He cannot do this if he’s holding 
  them oﬀ the ground.
  Game Information:  Telekinesis (40 STR), Area Of 
  Eﬀect (6” Radius; +1) (120 Active Points); Only 
  To Pull Objects Straight Down To Earth Or Hold 
  Them Oﬀ The Ground (-1). Total cost:  60 points.
  GRAVITY CANCELLATION
  Effect: 
  Flight 8”, Usable As Attack
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  240”
  END Cost: 6
  Description:  This power allows the character to cancel 
  the eﬀects of gravity on another person and move him 
  around at will (though usually he just holds him oﬀ 
  the ground, helpless). Unlike Telekinesis, which the 
  victim can break free from using his STR, this power 
  is built with Flight Usable As Attack, which leaves the 
  victim with no means of escape.
  Given the nature of this power, technically it 
  should work on any object, but the rules limit the 
  amount of object mass it can pick up (a character’s 
  mass does not matter). The GM may, in the inter-
  est of common sense and dramatic sense, allow the 
  character to ignore the weight restriction if he feels 
  that doing so won’t cause game balance problems.
  Game Information:  Flight 8”, Usable As Attack 
  (aﬀects any character or any object of up to 1,600 
  kg; defense is Density Increase, Desolidiﬁcation, 
  Power Defense, or gravity-manipulation abilities; 
  +2), Ranged (+½). Total cost:  56 points.
  Defensive Powers
  GRAVITIC SHIELD
  Effect: 
  Force Field (22 PD/18 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Description:  The character can manipulate gravitic 
  energy to create a protective ﬁeld around himself. 
  The ﬁeld is slightly more eﬀective against physical 
  attacks.
  Game Information:  Force Field (22 PD/18 ED), 
  Special Eﬀect: Gravity. Total cost:  60 points.
  Movement Powers
  GRAVITON MANIPULATION
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  By manipulating gravitons (“gravity 
  particles”), the character can control the eﬀects of 
  gravity on his body with such precision that he can 
  ﬂy, often with a high degree of maneuverability.
  Game Information:  Flight 20”. Total cost:   
  40 points.
  
  112 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  I
  n some campaign settings, particularly many 
  Fantasy realms, the Holy power of gods, angels 
  and their priests — and the corresponding 
  Unholy energies of devils, demons, the undead, 
  and their cultists — exist. They may take on the 
  appearance of other energies, particularly Fire/
  Heat or Lightning (Electricity), but ultimately they 
  derive from the gods (or their opposite numbers) 
  and are their own special eﬀects.
  HOLY/UNHOLY AND OTHER 
  SPECIAL EFFECTS
  Ultimately the nature of Holy and Unholy 
  energy depends largely on how the GM addresses 
  the gods, religion, and similar matters in his game. 
  In some settings Holy and Unholy energies are 
  the most powerful special eﬀects, and the setting’s 
  ground rules reﬂect this. For example, all other 
  defenses might be at -2 ED versus them, and 
  all attacks against them at -2 DCs. In other set-
  tings they may be relatively weak and ineﬀectual 
  except against each other (see below), suﬀering 
  corresponding penalties. Possibly one of them is 
  particularly eﬀective and powerful. For example, 
  those who grant Unholy powers may give charac-
  ters a way to take the cheap and easy path to power 
  by selling their souls (or the like) — a recipient 
  gets powerful abilities (+2 DCs versus all defenses 
  except Holy; +2 defense against all attacks except 
  Holy) at a great cost. But as a default, it’s assumed 
  that Holy and Unholy powers interact normally 
  with all other special eﬀects, neither gaining nor 
  losing in comparison to them.
  HOLY VERSUS UNHOLY
  Even if the GM leaves Holy and Unholy neu-
  tral as to all other energies, he may want to give 
  some thought to how they interact with each other. 
  It’s possible that they simply cancel each other’s 
  power out, neither gaining nor beneﬁtting versus 
  the other. Alternately, each of them might be partic-
  ularly eﬀective against the other, since they’re polar 
  opposites; in this situation, perhaps each of their 
  attacks gains +2 DCs against the other’s defenses 
  (or the defenses suﬀer -2 ED). They might each 
  be “neutral” ordinarily, but more powerful than 
  normal against some targets (for example, Holy 
  attacks might get +2 DCs against the undead).
  ALLIED ENERGIES
  In some settings, other types of energies have 
  mystic connotations or qualities that “ally” them 
  with Holy and Unholy — in other words, that 
  make them “Good” or “Evil.” For example, Life 
  Force Energy, Light, and Solar/Celestial are often 
  considered Good/Holy, while Chaos/Entropy and 
  Darkness are Unholy/Evil. In that case you can treat 
  those energies just like Holy and Unholy, or per-
  haps consider them as manifestation special eﬀects 
  of a Holy or Unholy origination special eﬀect.
  CONCLUSION:  THE SPECIAL EFFECT:  
  HOLY/UNHOLY POWER MODIFIER
  Since Holy and Unholy are by default neutral 
  as to all other special eﬀects, Special Eﬀect:  Holy/
  Unholy is a +0 Advantage.
  EXAMPLE HOLY/ 
  UNHOLY POWERS
  Here are some example Holy/Unholy powers:
  Offensive Powers
  BURNING CORRUPTION
  Effect: 
  RKA ½d6, NND, Does BODY
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  150”
  END Cost: 3
  Description:  The character can harness pure 
  Unholy power to corrupt and wither his foes; the 
  eﬀect continues as long as he keeps paying END.
  Game Information:  RKA ½d6, NND (defense 
  is Power Defense; +1), Does BODY (+1), Con-
  tinuous (+1), Special Eﬀect: Unholy (+0). Total 
  cost:  30 points.
  HOLY FIRE
  Effect: 
  RKA 1d6 plus RKA 1d6, Only Versus  
  Evil/Undead/Infernal Beings
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  75”
  END Cost: 3
  Description:  The character can blast his enemies 
  with Holy ﬁre and light. This attack is particularly 
  eﬀective against evil beings, including demons and 
  the undead.
  Game Information:  RKA 1d6, Special Eﬀect: 
  Holy (+0) (total cost:  15 points) plus RKA 1d6, 
  Special Eﬀect: Holy (+0) (15 Active Points); 
  Only Versus Evil/Undead/Infernal Beings (-1) 
  (total cost:  7 points). Total cost:  22 points.
  HOLY/UNHOLY
  HOLY/UNHOLY
  BASICS
  Defense:  ED
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  113
  Defensive Powers
  HOLY SHIELD
  Effect: 
  Force Field (8 PD/8 ED/7 Mental Defense/ 
  7 Power Defense)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character calls down divine Holy 
  power to protect himself from harm.
  Game Information:  Force Field (8 PD/8 ED/7 
  Mental Defense/7 Power Defense), Special 
  Eﬀect: Holy (+0). Total cost:  30 points. 
  Sensory Powers
  PERCEIVE EVIL
  Effect: 
  Detect Evil (INT Roll +3), Discriminatory, 
  Range
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s aﬃnity with Holy 
  energy allows him to perceive the opposite of holi-
  ness, evil. He can even distinguish general “types” of 
  evil (undead, demonic, human, and so on) in addi-
  tion to the evil’s intensity.
  Game Information:  Detect Evil (INT Roll +3) 
  (no Sense Group), Discriminatory, Range. Total 
  cost:  23 points.
  
  114 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  I
  ce/Cold is a ﬂexible special eﬀect that provides 
  characters with a wide variety of power options 
  (particularly attacks, though its defenses can be 
  strong). In most cases, characters with Ice/Cold 
  powers (sometimes known as cryokinetics) can 
  create their icy, chilly eﬀects without hindrance or 
  diﬃculty, but there are a number of implications 
  and options for GMs and players to consider from 
  a more “realistic” perspective.
  IMPLICATIONS AND SECONDARY EFFECTS
  Cold, like Darkness, is technically the absence 
  of something — heat — rather than something a 
  character “creates.” That absence can be created by 
  somehow conducting the heat away or through 
  various chemical reactions and processes, but “real-
  istically” using Ice/Cold powers will often generate 
  heat in some fashion. A character using “realistic” 
  Ice/Cold powers might himself become very hot 
  (or make the area around himself, or where the 
  power manifests, hot) as he draws local heat into 
  himself to “create” cold and ice nearby. He might 
  eventually have to ﬁnd a way to rid himself of 
  that heat or suﬀer negative eﬀects. The GM could 
  allow the character to represent this either as a Side 
  Eﬀect of one or more powers, or more generally as 
  a Physical Limitation; in either case the exact con-
  sequences of absorbing so much heat and/or not 
  getting rid of it would be more precisely deﬁned 
  in rules terms. (A local increase in heat could be 
  a minor Change Environment of +1 Temperature 
  Level; the possibly harmful eﬀects of not “dumping” 
  absorbed heat could be built many ways. A char-
  acter might even have a mix of Ice/Cold and Fire/
  Heat powers, with Limitations requiring him to use 
  the former as a way of “powering up” the latter to 
  the point of eﬀectiveness.)
  Alternately, whether it’s realistic or not, an Ice/
  Cold using character might make the area around 
  himself much colder — Change Environment (-1 
  Temperature Level, or more) as a Side Eﬀect of 
  generating so much “cold energy” or so much ice. 
  If the eﬀect is severe enough, he might need to pay 
  Character Points for it as an area-aﬀecting Damage 
  Shield. Even if the character doesn’t have this full 
  eﬀect, his slight “cooling” eﬀect on the area around 
  him may make him popular during the summer-
  time or when the characters have to venture into 
  the lava tunnels leading to a villain’s lair.
  Eﬀects Of Extreme Cold
  At extremely cold temperatures — ones 
  approaching zero degrees Kelvin, or absolute zero 
  (-273.15o Celsius, or -460o F) — standard mate-
  rial properties can change when they encounter 
  their thermal thresholds. Some substances become 
  superconductive, conducting electricity with no 
  resistance. Organic material can become ceramic-
  like, shattering easily, while metals behave like 
  rubber. Liquiﬁed gases can actually ﬂow uphill, and 
  water ice becomes denser than water and sinks. A 
  character who can “create” cold at this level, or who 
  has the power to manipulate an object’s or sub-
  stance’s thermal threshold, could achieve all sorts of 
  similar, and potentially deadly, eﬀects.
  Local Moisture
  For powers that involve or create actual ice, 
  it’s often thought that the character uses the water 
  vapor in the air (which makes up 1-4% of the 
  atmosphere, depending on circumstances) as part 
  of the process — he freezes it to make the ice. In 
  that case, the powers may not work as well, or at all, 
  when local conditions are too hot or dry.
  With the GM’s permission, Ice/Cold manipu-
  lators can (or must) take the Limitation Will Not 
  Work In Hot Or Dry Conditions for their powers. If 
  the character’s likely to encounter those conditions 
  occasionally, the Limitation is worth -¼; if he rarely 
  encounters them, it’s -0. Also at the GM’s option, 
  the degree to which a character can use a power 
  with this Limitation depends on the local environ-
  ment. If it’s extremely hot/dry (most deserts), he 
  can’t use them at all. If it’s just ordinarily hot or dry 
  (e.g., a drought in Kansas in midsummer), he can 
  use them, but only at 50-75% eﬀect. On the other 
  hand, if he has access to lots of moisture — he’s in 
  a rain forest, near a large body of water, or the like 
  — he might become more powerful (add +1-2 DCs 
  to attacks and 1-2 PD and ED to defenses, increase 
  all powers by 10% Active Points, or the like).
  The GM may also want to consider what hap-
  pens as the character uses up the local moisture. 
  “Realistically” he’s going to run out sometime 
  unless he’s near the ocean or a similar large source 
  of water. For game purposes, a cubic hex contains 
  7,000 liters (1,850 gallons) of air, which is typically 
  1-4% water vapor depending on conditions. That 
  means there are 70-280 liters of water vapor per 
  cubic hex. Assume that any Ice/Cold power that 
  requires moisture uses 1 liter of water vapor per 
  10 Active Points per Phase of use. (The GM can 
  increase or decrease this rate to allow for area-
  aﬀecting powers and the like.) As the character 
  uses up the moisture by converting it to Ice, the 
  conditions become dryer and dryer until he begins 
  to suﬀer loss of power as described above. Lack of 
  available moisture is only likely to become a prob-
  lem in enclosed areas, but it’s still a “realistic” factor 
  the GM may want to keep in mind.
  ICE/COLD
  ICE/COLD BASICS
  Defense:  Typically 
  Ice/Cold attacks, 
  however deﬁned, are 
  considered Energy 
  damage for ease of 
  game play. However, 
  in the interest of more 
  “realistic” play the GM 
  might divide them into 
  two types. The ﬁrst 
  type, involving pieces 
  of actual ice, would 
  do Physical damage 
  because they are, in 
  fact, physical objects. 
  This includes blocks of 
  ice hurled at a target, 
  invoked hailstorms, 
  needle-sharp ice darts, 
  snowballs, and the like. 
  The second type, found 
  primarily in the Super-
  heroes and Fantasy 
  genres, uses pure “Cold 
  energy” and does 
  Energy damage.
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  115
  Of course, the character isn’t literally “steal-
  ing” the local moisture and making it go away 
  — he’s simply re-arranging it, moving some of it 
  from vapor or liquid form over there to blocks, 
  chunks, sheets, or darts of Ice over here. After a 
  long battle at the local park the water level in the 
  lake may have dropped a few inches, while over 
  near the jungle gym there are large blocks of ice 
  that show where the Ice/Cold character used his 
  powers. Eventually that ice will melt and the water 
  will make its way back into the lake as runoﬀ or 
  rain. In some situations a character might even use 
  this aspect of his powers in minor beneﬁcial ways, 
  like helping a rural community move water from a 
  nearby river to an enclosed irrigation system.
  Taken further, an Ice/Cold character’s eﬀect 
  on moisture may justify buying powers that don’t 
  speciﬁcally relate to Ice and Cold. He could Drain 
  or otherwise aﬀect Water powers negatively, or even 
  Transfer points from Water powers to his own.
  Body Fluids
  When considered “realistically,” Ice/Cold 
  powers have the potential to be deadly to living 
  things. Living bodies are mostly liquid. If a char-
  acter has the power to freeze that liquid, he could 
  cause massive internal damage on the cellular level, 
  rupture eyes by freezing their humors, cause block-
  ages by freezing bits of blood or the like, and so on. 
  These eﬀects are rarely shown in genre ﬁction or 
  games because they’re so gruesome, but they may 
  be appropriate for some campaign settings.
  Energy And Physical Damage
  Typically Ice/Cold attacks, however deﬁned, 
  are considered Energy damage for ease of game 
  play. However, in the interest of more “realistic” 
  play the GM might divide them into two types. The 
  ﬁrst type, involving pieces of actual ice, would do 
  Physical damage because they are, in fact, physi-
  cal objects. This includes blocks of ice hurled at a 
  target, invoked hailstorms, needle-sharp ice darts, 
  snowballs, and the like. The second type, found pri-
  marily in the Superheroes and Fantasy genres, uses 
  pure “Cold energy” and does Energy damage.
  Ice/Cold Underwater
  “Realistically,” Ice/Cold powers can have some 
  unusual eﬀects underwater.
  First, remember that ice, even large masses of 
  it, is buoyant — in other words, it ﬂoats, because 
  unlike most substances it’s less dense in solid 
  form than liquid form. When characters create ice 
  for an attack (such as many types of Ice Blast or 
  Ice Darts), a defense (such as an Ice Wall, or Ice 
  Armor), or as a form of movement (like Ice Slides), 
  the following rules apply:
  ■ the Range Modiﬁer for Ranged attacks is doubled, 
  to represent the fact that the ice starts to bob and 
  rise in the water as soon as it’s created
  ■ static structures or objects made of ice, such as 
  Ice Walls, rise to the surface at the rate of 3” per 
  Segment beginning in the Segment after they’re 
  created unless they’re anchored to something solid 
  (such as the ocean ﬂoor or an undersea cliﬀside)
  
  116 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  ■ a character who protects himself with Ice Armor 
  (i.e., a “suit” of ice that protects him from attacks) 
  will rise just like a static structure unless he has 
  Density Increase or some other way to weigh him-
  self down; the same applies to persons trapped in 
  “block of ice” Entangles or the like
  ■ characters using Ice Slides (a form of Running) 
  are limited to only 25% of their normal inches of 
  movement, since the slides start to rise and break 
  up as soon as they’re created, forcing the character 
  to devote time and eﬀort to keeping them solid 
  enough for him to move on
  Characters whose powers involve creating 
  intense cold may ﬁnd that activating such powers 
  underwater causes the water to freeze around them. 
  At the GM’s option, every Phase a character uses 
  an ice/cold power underwater, the GM rolls 3d6. If 
  he rolls 11-, the character experiences no problems. 
  If he rolls 12 or above, the character traps himself 
  in an ice Entangle — take 25% of the Active Points 
  in the most expensive power and use it to “buy” an 
  Entangle, then apply the Entangle to the character. 
  If the character uses more than one ice/cold power 
  in a Phase, reduce the roll by 1 for every additional 
  power after the ﬁrst.
  But all is not gloom and doom for ice pro-
  jectors. At the GM’s option, the vast amounts of 
  water available for them to freeze underwater may 
  increase the eﬀects of their powers. An attack that 
  involves creating ice often gains 1-2 additional 
  Damage Classes — and perhaps more, depending 
  on the nature of the attack (for example, a block of 
  ice used to Entangle or ram someone gets much 
  bigger and heavier than normal, and so might gain 
  +3-4 DCs). An ice-based defense may gain +1-2 
  points of defense. An ice/cold-based Change Envi-
  ronment eﬀect is often 25-50% larger than normal. 
  As always, the GM should determine the exact 
  eﬀects based on the circumstances, common sense, 
  dramatic sense, and game balance.
  All of these factors are accounted for as part of 
  the Special Eﬀect:  Ice/Cold Limitation.
  ICE/COLD AND OTHER  
  SPECIAL EFFECTS
  Here’s how Ice/Cold interacts with other ener-
  gies/special eﬀects. These rules are optional; the 
  GM may change or ignore them as he sees ﬁt.
  ACID
  Ice/Cold defenses tend to take physical form 
  (ice shields, walls, armor, and the like) which are 
  made of water, which neutralizes Acid. As the Acid 
  melts through the defense, the resulting water 
  counteracts it. In game terms, this reduces the 
  Acid attack’s damage by -2 DC, but it weakens the 
  Ice/Cold defense by -2 points of PD and ED until 
  the character with that defense uses a Zero Phase 
  Action to “renew” and strengthen the defense. Ice/
  Cold attacks interact with Acid defenses normally.
  In some cases Acid may become totally inert 
  when exposed to Ice/Cold... but when thawed go on 
  to have their usual eﬀect. The GM can handle this 
  as he sees ﬁt.
  AIR/WIND
  Generally speaking, Air/Wind has no special 
  interaction with Ice/Cold powers; it neither gains 
  nor loses against this special eﬀect. However, some 
  Ice attacks involve large chunks of ice projected or 
  hurled at the target in some fashion; you can adju-
  dicate these using the rules for Air/Wind-Physical 
  interaction (or in the case of large amounts of tiny 
  ice crystals or shards, refer to “Earth/Stone” in the 
  Air/Wind section for information).
  BIOLOGICAL
  Biological has no special interaction with Ice/
  Cold powers; it neither gains nor loses against this 
  special eﬀect (except as discussed under Biological 
  for energy powers generally).
  CHAOS/ENTROPY
  If an Ice/Cold defense involves some physical 
  object (ice armor, an ice shield/wall, or the like), 
  that defense is at -1 point before being applied to 
  a Chaos/Entropy attack. Non-physical Ice/Cold 
  defenses interact with Chaos/Entropy normally; 
  Ice/Cold attacks interact with Chaos/Entropy 
  defenses normally.
  CHEMICAL
  In general, Chemical has no special interaction 
  with Ice/Cold powers; it neither gains nor loses against 
  this special eﬀect (except as discussed above for energy 
  powers generally). However, exposure to extreme cold 
  may cause chemical reactions that inhibit (or, less 
  likely, enhance) the power of a Chemical ability. At 
  the GM’s option, when the two interact, roll 2d6. On a 
  2-3 the Chemical power gains +1 DC (or +1 point of 
  defense); on a 12 it loses -1 DC (or -1 point of defense). 
  For all other results the two interact normally.
  COSMIC ENERGY
  Ice/Cold has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect.  However, if the Cosmic Energy 
  
  The Ultimate Energy Projectors ■ Chapter Two 
  117
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  In general, Darkness has no special interaction 
  with Ice/Cold; it neither gains nor loses against this 
  special eﬀect. However, if Darkness is associated 
  with coldness, exposure to it may actually aug-
  ment some Ice/Cold abilities. For example, perhaps 
  every Darkness attack on an Ice/Cold defense that 
  does not succeed at getting some BODY damage 
  through the defense to the target improves the Ice/
  Cold defense by +1 ED that lasts for 1 Turn.
  DIMENSIONAL MANIPULATION
  Because Dimensional Manipulation attacks 
  aﬀect physical reality, they’re particularly eﬀective 
  against Ice/Cold powers with physical manifestations 
  (such as ice armor, ice walls, ice darts, and hailstorms). 
  A Dimensional Manipulation attack typically receives 
  +1 DC against a physical Ice/Cold defense before 
  that defense applies to reduce damage, while physical 
  Ice/Cold attacks are at -1 DC against Dimensional 
  Manipulation defenses. Ice/Cold powers involving 
  pure “cold energy” or the like interact with Dimen-
  sional Manipulation powers normally.
  EARTH/STONE
  Earth/Stone has no special interaction with 
  Ice/Cold; it neither gains nor loses against this spe-
  cial eﬀect.
  ELECTRICITY
  Ice-based defenses are typically made of water 
  ice, and water, as noted in the Electricity section, is a 
  superb conductor. Furthermore, for at least some con-
  ductive materials, such as some non-ferrous metals, 
  cooling them reduces their resistance to Electricity 
  (drastically so, in the case of superconducting materi-
  als like tin, aluminum, and some ceramics). Therefore 
  Ice/Cold defenses made of ice are reduced 25% before 
  being applied to an Electricity attack. Ice/Cold attacks 
  interact with Electricity defenses normally, as do Cold 
  defenses consisting of “pure Cold energy.”
  ELECTROMAGNETIC ENERGY
  Typically Electromagnetic Energy has no special 
  interaction with Ice/Cold; it neither gains nor loses 
  against this special eﬀect. However, to the extent an Ice 
  defense is a physical thing (e.g., a shield or wall of ice), 
  an Electromagnetic Energy attack may penetrate it 
  more easily; reduce the Ice/Cold defense by -2 points 
  before applying it to decrease the damage.
  ENERGY MANIPULATION
  Ice/Cold has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FIRE/HEAT
  Fire attacks tend to be more eﬀective than normal 
  against Ice/Cold defenses, which melt under the with-
  ering, hot barrage; reduce the Ice/Cold defense by -2 
  points before applying it to decrease the Fire/Heat 
  damage.  (At the GM’s option, the Fire/Heat may also 
  permanently weaken the Ice/Cold defense the same 
  way Ice/Cold aﬀects Physical; see below). Similarly, 
  Fire/Heat defenses melt Ice/Cold attacks; add +1 to 
  the Fire/Heat defense before applying it to reduce the 
  Ice/Cold damage.
  In either case, water is going to be a byproduct of 
  the interaction between the two, possibly causing minor 
  ﬂooding or water damage to parts of the local environ-
  ment. (To some extent this also applies when any form 
  of energy that emits heat contacts Ice.) Usually the Ice 
  is just reduced to water, but in some cases the Fire/Heat 
  may be hot enough to then instantly convert the water 
  to steam. See the “Water” rules in the Fire/Heat section 
  for more information, but reduce any damage caused 
  by at least half (to 0 for 1 point damage).
  FORCE MANIPULATION
  Ice/Cold has no special interaction with Force 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  GRAVITY
  Gravity has no special interaction with pure Cold 
  energy; it neither gains nor loses against this special 
  eﬀect. However, against the physical manifestation of 
  Ice, Gravity tends to be more eﬀective than average. 
  Ice defenses are at -1 ED before applying to reduce 
  damage from Gravity attacks, and Gravity defenses 
  are at +1 ED or PD against Ice attacks involving darts, 
  chunks, blocks, or other physical manifestations of ice.
  HOLY/UNHOLY
  Ice/Cold has no special interaction with Holy/
  Unholy powers; it neither gains nor loses against 
  this special eﬀect.
  KINETIC ENERGY
  Ice/Cold has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  Ice/Cold has no special interaction with Life 
  Force Energy; it neither gains nor loses against 
  this special effect.
  LIGHT
  Typically Ice/Cold has no special interac-
  tion with Light; it neither gains nor loses against 
  this special eﬀect. However, the heat generated by 
  Light may have some minor eﬀects similar to those 
  caused by Fire/Heat, just of much less power.
  MAGIC
  Ice/Cold has no special interaction with 
  Magic; it neither gains nor loses against this 
  special effect. However, if Magic manifests with 
  some other special effect (such as Fire or Dark-
  ness), use that special effect for determining the 
  results of the interaction.
  MAGNETISM
  Typically Ice/Cold has no special interaction 
  with Magnetism; it neither gains nor loses against this 
  
  118 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  special eﬀect. But extreme might actually enhance 
  Magnetism powers by making the Magnetism-based 
  character into a sort of “living superconductor” or 
  the like. A character might buy this as a power (such 
  as Cold Weather Enhancement in the USPD), or the 
  interaction could arise spontaneously in combat. In 
  the latter case, as a rule of thumb, when a Magne-
  tism-based character is exposed to Ice/Cold powers 
  in a way that would make him extremely cold, all his 
  Magnetism powers gain an Aid with Active Points 
  equal to 1/10 the Active Points in the Ice/Cold power. 
  The gained points do not fade as long as the charac-
  ter remains exposed to the extreme cold. For these 
  purposes, “exposed” typically means (a) being hit with 
  an attack of pure Cold (not physical pieces of Ice), or 
  (b) entering an area where the temperature has been 
  reduced to -18o Celsius (0o F) via Change Environ-
  ment or other means.
  MATTER MANIPULATION
  Pure Cold energy has no special interaction with 
  Matter Manipulation; it neither gains nor loses against 
  this special eﬀect. But since Ice powers involve physi-
  cal substances, Matter Manipulation may be unusually 
  eﬀective against them; see the Matter Manipulation 
  section, below, for information.
  MENTAL/PSIONIC
  Ice/Cold has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  Typically Ice/Cold has no special interaction 
  with Physical; it neither gains nor loses against this 
  special eﬀect. (But see under “Physical” in the Water 
  section regarding buoyancy.) However, extreme 
  cold (such as that generated by Ice/Cold-using 
  characters) can make Physical objects brittle, and 
  thus easier to break. Characters can buy this as a 
  power (such as Brit-tlize in the USPD) or the GM 
  might allow Ice/Cold attacks to have this eﬀect as 
  a campaign ground rule. In that case, it’s suggested 
  that for every full 50 Active Points in an Ice/Cold 
  attack involving “pure Cold energy” (as opposed 
  to just a piece of actual ice), reduce a Physical 
  defense’s Physical Defense protection against future 
  attacks by -1 PD for the next Turn. (Thus, a 100 
  Active Point Ice/Cold power would subtract -2 PD, 
  and so on.)
  PULSON ENERGY
  Ice/Cold has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Ice/Cold has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special effect.
  SONIC
  Typically, Ice/Cold has no special interaction 
  with Sonics; it neither gains nor loses against this 
  special eﬀect. However, in the GM’s judgment the 
  vibratory nature of Sonics can weaken Ice/Cold 
  defenses based on actual ice. This works just like 
  the Ice/Cold-Physical interaction described above, 
  except that it’s the Ice/Cold defense that suﬀers, and 
  the reduction applies to both PD and ED.
  TELEKINETIC
  Ice/Cold has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect.
  TIME
  Ice/Cold has no special interaction with Time 
  powers; it neither gains nor loses against this spe-
  cial eﬀect.
  VIBRATION
  Vibration aﬀects Ice/Cold even more strongly 
  than Sonics. This works just like the Ice/Cold-Phys-
  ical interaction described above, but applies to both 
  PD and ED and is -2 points of each for every full 50 
  Active Points in the Vibration attack.
  WATER
  Ice/Cold has no special interaction with Water 
  (ice is, after all, just frozen water); it neither gains 
  nor loses against this special eﬀect. (But see under 
  “Physical” in the Water section regarding buoy-
  ancy.)
  CONCLUSION:  THE SPECIAL EFFECT: ICE/
  COLD POWER MODIFIER
  Ice/Cold has more drawbacks than it has ben-
  eﬁts. Therefore, Special Eﬀect:  Ice/Cold constitutes a 
  -1 Limitation.
  EXAMPLE ICE/COLD 
  POWERS
  Here are some example Ice/Cold powers:
  Offensive Powers
  BLIZZARD
  Effect: 
  Change Environment (-3 Temperature 
  Levels, -3 Sight Group PER)
  Target: 
  32” Radius
  Duration: 
  Constant
  Range: 
  250”
  END Cost: 5
  Description:  The character can generate a small 
  but intense blizzard that not only cools down the 
  aﬀected area, but makes it much harder to see.
  Game Information:  Change Environment 32” 
  radius, -3 Temperature Levels and -3 Sight 
  Group PER Rolls, Multiple Combat Eﬀects. 
  Total cost:  50 points.
  DEEP FREEZE
  Effect: 
  Energy Blast 4d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  
  The Ultimate Energy Projectors ■ Chapter Two 
  119
  END Cost: 4
  Description:  The character can so quickly and thor-
  oughly chill another character to the bone that he 
  causes intense pain and weakness which may daze 
  the target or make him pass out.
  Game Information:  Energy Blast 4d6, NND 
  (defense is Life Support [Safe Environment:  
  Intense Cold]; +1). Total cost:  40 points.
  ICE BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Description:  The character can injure his enemies 
  with a blast of icy energy.
  Game Information:  Energy Blast 8d6 (40 Active 
  Points); Special Eﬀect: Ice/Cold (-1). Total cost:  
  20 points.
  ICE BLOCK
  Effect: 
  Entangle 4d6, 6 DEF
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Description:  The character creates a solid block of 
  ice around the target, trapping him.
  Game Information:  Entangle 4d6, 6 DEF (50 
  Active Points); Vulnerable (Fire/Heat; -1). Total 
  cost:  25 points.
  ICE DART
  Effect: 
  RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character can create and project a 
  sharp dart of ice capable of piercing heavy defenses.
  Game Information:  RKA 3d6 (45 Active 
  Points); Special Eﬀect: Ice/Cold (-1). Total cost:  
  22 points.
  MOISTURE MANIPULATION
  Effect: 
  Transfer 3d6 (any one Water power to any 
  one Ice/Cold power)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  12”
  END Cost: 8
  Description:  The character’s Ice/Cold powers involve 
  control over moisture, and he can use that control to 
  reduce the eﬀectiveness of an enemy’s Water power 
  — he draws the water out of the Water power and uses 
  it to make one of his own ice-based powers stronger.
  Game Information:  Transfer 3d6, from any 
  one Water power at a time (+¼), to any one 
  Ice power at a time (+¼), Limited Range (12”; 
  +¼). Total cost:  79 points.
  Defensive Powers
  ICE ARMOR
  Effect: 
  Armor (22 PD/18 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 0
  Description:  The cryokinetic can surround his body 
  with armor made of ice. The armor oﬀers slightly more 
  protection against physical attacks. If the character 
  becomes Stunned or unconscious, the armor falls oﬀ 
  or melts away; he’ll have to re-create it when he regains 
  his senses. Other people can see the armor, and hear it 
  cracking and re-forming as the character moves.
  Game Information:  Armor (22 PD/18 ED) (60 
  Active Points); Nonpersistent (-¼), Visible (-¼), 
  Special Eﬀect: Ice/Cold (-1). Total cost:  24 points.
  ICE WALL
  Effect: 
  Force Wall (12 PD/8 ED)
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  250”
  END Cost: 5
  Description:  The character can create a solid wall of 
  ice that protects him (and sometimes other people) 
  from attacks. The wall oﬀers more protection 
  against physical attacks, since energy attacks are 
  more likely to melt through it. He can also use it to 
  englobe a single human-sized enemy.
  Game Information:  Force Wall (12 PD/8 ED) 
  (50 Active Points); Special Eﬀect: Ice/Cold (-1). 
  Total cost:  25 points.
  Movement Powers
  ICE SLIDES
  Effect: 
  Running +9”, Usable As Gliding
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  The character can create narrow sheets 
  of ice in front of himself on which he can “skate” at 
  high speeds. Normally he just uses the slides to move 
  along the ground, but if he starts above ground level, 
  he can slide downward, provided he has a nearby 
  solid surface (the ground itself, the side of a build-
  ing, a large tree, or the like) to which he can anchor 
  the slide. As the character “skates” downward, he can 
  occasionally create a small “mogul” to give himself 
  a little bit more altitude. Unfortunately, this power 
  leaves large chunks of ice lying around after the 
  character passes through the area, which may pose 
  various hazards until they melt.
  Game Information:  Running +9”, Usable As 
  Gliding (see text; +¼) (22 Active Points); Physi-
  cal Manifestation (-¼), Side Eﬀects (leaves big 
  chunks of ice around the environment; -0). 
  Total cost:  18 points.
  
  120 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  F
  or purposes of this book, Kinetic Energy 
  powers involve control of, and the ability 
  to manipulate, kinetic energy and related 
  phenomena like inertia, momentum, and 
  friction. Although these terms have precise sci-
  entiﬁc meanings (see below), in many cases those 
  meanings have little or no eﬀect on how the powers 
  are built and used in game terms. This section dis-
  cusses ways to model them more “realistically” if 
  you choose, but for most games you can consider 
  all these phenomena as part of the broad special 
  eﬀect of Kinetic Energy.
  Because manipulating such fundamental 
  forces often requires absolute, or nearly absolute, 
  eﬀects, many Kinetic Energy powers have high 
  Active Point and Real Point costs. If necessary, the 
  GM can adjust them downward, and then address 
  the “absoluteness” of eﬀect as part of a dramatic 
  sense interpretation of game events.
  KINETIC AND POTENTIAL ENERGY
  Broadly speaking, all energy consists of one of 
  two types. Kinetic energy is the energy an object has 
  because of its motion. By technical deﬁnition, it’s 
  the amount of work (energy transferred by some 
  force) required to accelerate the object to its cur-
  rent velocity from a state of motionlessness. Absent 
  outside forces (such as friction), it keeps moving 
  at that velocity. Negative work of the same amount 
  brings the object back to a state of motionlessness.
  Potential energy is the amount of “stored” 
  energy an object has based on work done to it 
  to change its position. It varies by the type of 
  force applied in the work. For example, there’s 
  gravitational potential energy created by lifting 
  an object off the ground (the most common type 
  of potential energy likely to occur in a roleplay-
  ing game situation); and elastic potential energy 
  created by deforming an elastic object with 
  stress (such as a longbow), which when released 
  returns the object to its original shape. Consider 
  a book on a table. Work has been done — force 
  has been applied, probably with someone’s mus-
  cles — to move that book from the floor to the 
  table. The book now has potential energy. If it’s 
  moved off the table the book crashes to the floor 
  because its gravitational potential energy moves 
  it down to the ground. A book on a shelf (higher 
  off the ground than the table) has more poten-
  tial energy than the book on the table; so does a 
  book on the same table that has greater mass.
  In terms of powers exhibited by characters, 
  kinetic and potential energy can both be manipu-
  lated. A character might have the power to change 
  or enhance a moving object’s kinetic energy to 
  bring it to a dead stop, redirect it, or make it move 
  faster. Or he could exploit an object’s potential 
  energy for various purposes.
  FRICTION
  Friction is a force that opposes the motion (or 
  potential motion) of two physical objects in contact 
  with one another. The friction (which consists of 
  electromagnetic forces between the atoms of the 
  two objects) transforms the kinetic energy of the 
  two objects into heat (thermal energy). When it 
  occurs between a solid object and a gas or liquid, 
  friction is referred to as drag. Various methods and 
  materials (such as lubricants) are used to reduce 
  friction within the moving parts of machines and 
  the like; the science of friction and lubrication is 
  known as tribology.
  In game terms, a character can manipulate 
  friction to increase it (thus making it harder, or 
  impossible, for a person or object to move) or 
  decrease it (which could, among other things, let 
  him run faster or escape from being Grabbed). Per-
  haps in the process he somehow taps the thermal 
  energy friction creates and can use it for other pur-
  poses. To the extent a character who manipulates 
  friction can also manipulate the thermal energy 
  involved, you may want to consult the Fire/Heat 
  section for potential special eﬀects interactions and 
  consequences.
  INERTIA
  Inertia is the property of physical objects to 
  either remain at rest (if already at rest) or to remain 
  in motion at a constant velocity (if already in 
  motion) unless and until acted upon by an outside 
  force. In a gaming context, manipulating kinetic/
  potential energy and manipulating inertia are 
  essentially the same thing.
  MOMENTUM
  An object’s momentum is a property derived 
  by multiplying its mass by its velocity to get a 
  figure of kilograms per meter per second. Elec-
  tromagnetic fields can also have momentum 
  when they move, even though their mass is 
  minute or non-existent. You can also think of 
  momentum as how difficult it is to stop a moving 
  object, taking into account its inertia (resistance 
  to being moved) and velocity. Thus, a slow-
  moving but very heavy object may have more 
  momentum than a lightweight but fast object, 
  since it takes more energy to get the heavy object 
  to move. In other words, it’s harder to stop a car 
  rolling down a hill at 10 miles per hour than it is 
  to stop a baseball moving at 100 miles per hour.
  KINETIC  
  ENERGY
  KINETIC ENERGY
  BASICS
  Defense:  Typically 
  ED, but attacks that 
  involve the use of physi-
  cal objects or physical 
  eﬀects aﬀect PD instead
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  121
  In game terms, manipulating an object’s 
  momentum can make it harder or easier to move, 
  and thus potentially slower or faster. A character 
  could use this to make a physical Ranged attack hit 
  the target harder (or not as hard), to make another 
  character move slower or faster, and so forth.
  KINETIC ENERGY AND 
  OTHER SPECIAL EFFECTS
  Because kinetic energy, momentum, and simi-
  lar concepts usually most clearly apply to physical 
  objects, Kinetic Energy attacks typically involve 
  physical objects or characters in some way — the 
  character imparts kinetic energy to an object and 
  uses it as a missile, robs a moving character of his 
  kinetic energy and momentum to bring him to a 
  dead stop instantly, enhances or diminishes another 
  character’s ability to move by manipulating friction 
  and inertia, and so on. Despite the name, Kinetic 
  Energy attacks usually don’t involve energy (in the 
  sense that they’d apply against Energy Defense); 
  they work against PD or Power Defense...
  ...assuming any defense applies to them at all. 
  Gamemasters interested in “realistically” simulat-
  ing the absolute and irresistible nature of Kinetic 
  Energy might consider letting characters make 
  powers like the ones described above No Normal 
  Defense (the defenses being Desolidiﬁcation, 
  Extra-Dimensional Movement, Teleportation, or 
  having Kinetic Energy powers of one’s own). While 
  expensive, this is likely to be extremely unbalanc-
  ing, potentially violates several rules, and is not rec-
  ommended... but it will certainly keep the average 
  target from breaking free from a Kinetic Energy-
  based Entangle.
  Similarly, Kinetic Energy defenses tend to 
  be more effective against Physical than Energy 
  attacks — in other words, they’re usually bought 
  with more PD than ED. It’s a simple matter for a 
  Kinetic Energy controller to reduce the kinetic 
  energy and momentum of a Physical missile so 
  that it doesn’t hit him as hard (or at all), or to 
  siphon off the kinetic energy of a punch (and 
  perhaps redirect that energy into someone else!). 
  Taking the energy away from a Fire blast or a 
  lightning bolt isn’t quite so easy.
  In game terms, if appropriate treat Kinetic 
  Energy attacks as if they were Physical attacks 
  (see Physical, below, for more information). Other 
  types of Kinetic Energy attacks, and Kinetic Energy 
  defenses, generally have no special interaction with 
  other energy types/special eﬀects; Kinetic Energy 
  neither gains nor loses against them.
  CONCLUSION:  THE SPECIAL EFFECT:  
  KINETIC ENERGY POWER MODIFIER
  Kinetic Energy has more drawbacks than 
  it has beneﬁts. Therefore, Special Eﬀect:  Kinetic 
  Energy constitutes a -½ Limitation.
  EXAMPLE KINETIC  
  ENERGY POWERS
  Here are some example Kinetic Energy powers:
  Offensive Powers
  FRICTION MANIPULATION
  Effect: 
  Entangle 4d6, 4 DEF, Takes No Damage 
  From Attacks
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character reduces the frictional 
  forces around a character to the extent the target 
  cannot move — all he can do is ﬂail around help-
  lessly. Unless he has enough strength to overcome 
  the eﬀect, or he has some physical object to grab 
  hold of, he can’t get enough traction to move. Alter-
  nately, the character may make the friction around 
  his foe so intense that the target can’t overcome it.
  Game Information:  Entangle 4d6, 4 DEF, Takes 
  No Damage From Attacks (+½) (60 Active 
  Points); Cannot Form Barriers (-¼), Vulner-
  able (to any attack that creates a physical eﬀect 
  which gives the victim something to grab hold 
  of; -½). Total cost:  34 points.
  KINETIC MISSILE
  Effect: 
  Energy Blast 8d6/RKA 2½d6, OIF (objects 
  of opportunity), Beam
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  30”
  END Cost: 4
  Description:  The character can impart kinetic 
  energy into small objects (pebbles, eating utensils, 
  ball bearings, salt shakers, marbles, pencils...) and 
  cause them to ﬂy toward the target with such speed 
  and force that they inﬂict severe injuries. Blunt 
  objects do Normal Damage; sharp or pointed ones 
  Killing Damage. (Treat this as a Physical attack, 
  not Kinetic Energy, for purposes of interaction.) 
  The GM may, at his discretion, reduce the damage 
  caused by larger, softer, or more fragile objects.
  Game Information:
  Cost Power
  13 
  Kinetic Missile:  Multipower, 40-point 
  reserve; all slots OIF (objects of opportunity; 
  -½), Limited Range (30”; -¼), Beam (-¼), 
  Special Eﬀect: Physical (-1)
  1u 
   1)  Blunt Objects:  Energy Blast 8d6; 
  common Limitations described above
  1u 
   2)  Sharp Objects:  RKA 2½d6; common 
  Limitations described above
  Total cost:  15 points.
  
  122 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  MOMENTUM SUBTRACTION
  Effect: 
  Suppress Movement Powers 6d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  260”
  END Cost: 5
  Description:  The character’s control over kinetic 
  energy, momentum, and similar forces allows 
  him to reduce the velocity of objects or people 
  to decrease the force with which they impact 
  objects. The power does not affect Teleportation, 
  Extra-Dimensional Movement, or some forms of 
  Faster-Than-Light Travel, which do not involve 
  kinetic motion.
  Game Information:  Suppress Movement Powers 
  6d6, any kinetic energy-based Movement 
  Power one at a time (+¼) (37 Active Points); 
  Only Works On People/Objects Currently In 
  Motion (-¼). Total cost:  30 points.
  SIPHONED PUNCH
  Effect: 
  Energy Blast 12d6 (physical), Only If Some-
  one Is Punching
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  20”
  END Cost: 6
  Description:  The character uses his control over 
  kinetic energy and momentum to tap into the force 
  of a punch being thrown nearby and direct that 
  force injure someone else. He himself could be the 
  target of the punch, but his intended victim cannot 
  be. The target of the punch still takes damage from 
  it; the character’s power merely siphons oﬀ some 
  of the force of the punch, it doesn’t drain it away 
  entirely. The victim takes damage up to 12d6 or the 
  dice of damage in the punch, whichever is less.
  Game Information:  Energy Blast 12d6 (physical) 
  (60 Active Points); Only If Someone Is Punch-
  ing Another Person Within 10” Of Character 
  And Target (-1), Extra Time (character must 
  Hold his Phase and act on same DEX as person 
  throwing the punch; -0), Only Does 12d6 Or 
  Damage Equal To Punch, Whichever Is Less 
  (-0), Limited Range (20”; -¼), Special Eﬀect: 
  Kinetic Energy (-½). Total cost:  22 points.
  Defensive Powers
  KINETIC SHIELD
  Effect: 
  Force Field (25 PD/15 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character uses his control over 
  kinetic energy, potential energy, and other forces 
  to establish a protective ﬁeld around himself that 
  deﬂects attacks. The ﬁeld provides more protection 
  against physical attacks than energy attacks.
  Game Information:  Force Field (25 PD/15 
  ED) (40 Active Points); Special Eﬀect: Kinetic 
  Energy (-½). Total cost:  27 points.
  Movement Powers
  FRICTION NEGATION
  Effect: 
  Running +20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character minimizes the friction 
  between his feet and the ground, allowing him to 
  “skate” or “slide” at tremendous speeds.
  Game Information:  Running +20”. Total cost:  
  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  123
  ‘L
  ife Force Energy” is a largely (if not 
  entirely) ﬁctional form of energy that 
  supposedly exists within the human 
  body, or even within all life itself. Some 
  possible examples include:
  ■ the ability of skilled martial artists to use and 
  manipulate their ch’i (“energy ﬂow” or “breath”), a 
  sort of internal energy that lets them accomplish all 
  sorts of amazing physical feats (even semi-mystic 
  ones, like healing injuries and illnesses, according 
  to some sources). Many cultures have a similar con-
  cept:  ki (Japan), mana (Hawaii), and prana or ting 
  (India), among others.
  ■ a character with powers of “spirit projection” who 
  can send his “spirit,” or life energy “self,” outside his 
  body to accomplish various eﬀects
  ■ a character with “bio-energy powers” who can 
  somehow tap the energy of his body to ﬁre destruc-
  tive bolts, create protective shields, augment his 
  physical abilities, and so forth
  ■ a character who can use his control over Life 
  Force Energy to temporarily “boost” his own 
  or someone else’s personal attributes (in game 
  terms, he can Aid, and perhaps Transfer or Drain, 
  many Characteristics)
  Life Force Energy powers are often low-key 
  and subtle... but not necessarily ineﬀective.
  In many cases, Life Force Energy powers 
  are associated with “good,” “holy,” or “sacred” 
  concepts or powers (see Holy/Unholy, below), 
  but they don’t have to be. A character’s ability 
  to separate his spirit from his body could result 
  from a mutation, from mystic powers, or the like; 
  the use of the terms “spirit” and “soul” don’t nec-
  essarily have religious connotations.
  IMPLICATIONS AND SECONDARY EFFECTS
  If a character’s using his own “life force” to 
  generate an attack or defense, he may suffer neg-
  ative consequences. The most severe would be 
  actually “using up” his life force in doing so — in 
  game terms, a mandatory Side Effect involving 
  loss of BODY in some proportion to the power 
  used. Somewhat less severe would be a Drain 
  BODY, since the character would “regenerate” 
  the “spent” BODY much more quickly, though 
  the loss of BODY could still lead to his death in 
  combat by making it easier for enemy attacks to 
  reduce him to negative BODY. Less severe still 
  would be using/Draining END or STUN to rep-
  resent “life force,” instead of BODY.
  If a character’s powers involve projecting his 
  spirit/soul/life force beyond his physical body, he 
  may be restricted in what he can do since he only 
  has one “spirit” to go around — if he projects his 
  spirit out of his body to Mind Control the Black 
  Paladin, his spirit is “occupied” and can’t also Mind 
  Control Foxbat at the same time. You can simulate 
  this with the Lockout Limitation and similar Limi-
  tations. On the other hand, a highly adept character 
  might be able to “split” his “spirit” into multiple 
  parts to do many things at once.
  Since a character’s using his own personal life 
  force to power a Life Force Energy attack, it seems 
  unlikely that it could hurt him if Reﬂected back at 
  him. Therefore the Personal Immunity (+¼) Advan-
  tage is deﬁnitely appropriate for Life Force Energy 
  attacks, and the GM may even make it mandatory.
  Aﬀecting The Target’s Life Force
  Many Life Force Energy powers involve 
  using the character’s own Life Force to generate 
  powers and achieve effects, but some characters 
  may also have the ability to manipulate a target’s 
  Life Force. In game terms this usually involves 
  attacks that affect the Characteristics associated 
  with “life” — BODY and CON in particular, but 
  to a lesser extent STUN, END, and perhaps STR 
  or PRE. Besides “direct” attacks like Energy Blasts 
  and RKAs, Drains, Transfers, and other Adjust-
  ment Powers affecting those Characteristics are 
  appropriate for this type of Life Force powers. So 
  are NNDs, with the typical defenses being Power 
  Defense and/or Life Support (since the latter, 
  both mechanically and conceptually, “protects” 
  “Life Force” against various hostile/dangerous 
  outside forces/phenomena).
  Assuming that a Life Force attack literally 
  aﬀects the target’s own “life force” on some level to 
  achieve its eﬀect, several Power Modiﬁers may be 
  appropriate or required. One is Aﬀects Desolidiﬁed 
  (+½), since even an intangible living being is still 
  living. Another is the Limitation Does Not Work 
  Against Unliving Things (-½), since the character 
  couldn’t aﬀect, say, a door, car, or wall. This may also 
  include the undead, against whom the power would 
  have no eﬀect or a signiﬁcantly reduced eﬀect; in 
  games featuring lots of undead opponents the GM 
  might increase the value of the Limitation.
  Anti-Life Energy
  If Life Force Energy exists, it may have an 
  opposite — “Anti-Life Energy,” “Negative Energy,” 
  or whatever it’s called in the setting. (In the Hero 
  Universe, Qliphothic Energy would best ﬁt the bill.) 
  If it exists, the two are polar opposites and some-
  what vulnerable to each other; reduce defenses for 
  LIFE FORCE 
  ENERGY
  LIFE FORCE 
  ENERGY
  BASICS
  Defense:  ED
  Knockback:  Yes
  
  124 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  each of them by -2 points before reducing damage 
  caused by the other type.
  Biosphere Life Force
  If Life Force Energy exists as a phenomenon 
  in the campaign, then all living things — not 
  just characters, but plants and animals — have it 
  (though typically in lesser amounts than sentient 
  beings). That may mean that the biosphere as a 
  whole has a “Gestalt Life Force Energy” that a 
  character could tap into or manipulate for his own 
  purposes... or that a cosmic monster like the Marvel 
  Comics villain Galactus wants to consume, render-
  ing the entire planet a lifeless rock. If a character 
  depends on the “Gestalt Life Force” for some or all 
  of his powers, they may be weaker or non-existent 
  in a vacuum (outer space), on lifeless planet(oid)s 
  (such as the Moon), or in barren areas (like des-
  erts); you can represent this with appropriate Limi-
  tations (such as Only Works In A Biosphere (-¼)).
  In a broader philosophical sense, perhaps any-
  thing that can be referred to as “living” or “dying” 
  has its own “Life Force” that a character could use. 
  That might include historical eras, social move-
  ments, cultural phenomena (fads and the like), 
  stars, dreams, and many other things. In that case, 
  Life Force Energy might have connections with 
  other appropriate special eﬀects (such as Time or 
  Solar/Celestial).
  Dealing with these issues may also require 
  a GM to deﬁne what “life” is and when it beings/
  arises, which could lead to some intriguing stories. 
  For example, is an artiﬁcial intelligence computer 
  “alive,” and if so at what point does its life begin?
  LIFE FORCE ENERGY AND 
  OTHER SPECIAL EFFECTS
  As a more or less ﬁctional form of energy, 
  Life Force Energy has no special interaction with 
  other energy types/special eﬀects; it neither gains 
  nor loses against them. (Though this may change 
  depending on how the GM conceives of or deﬁnes 
  Life Force Energy.) Exceptions are noted below. 
  As always, these rules are optional; the GM may 
  change or ignore them as he sees ﬁt.
  BIOLOGICAL
  Because Biological attacks typically aﬀect the 
  target’s life force on some level, Life Force Energy 
  defenses tend to be good at keeping them out (+1 
  or more points of defense). Biological defenses have 
  no special interaction with Life Force attacks.
  CHAOS/ENTROPY
  The powers of Life Force aren’t as eﬀective 
  against the death, decay, and corruption of Chaos/
  Entropy. A Life Force defense is at -1 point before 
  being applied to a Chaos/Entropy attack, whereas 
  Chaos/Entropy defenses gain +1 point versus Life 
  Force attacks.
  CHEMICAL
  Chemical has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally). Depending on how the GM con-
  ceives of Life Force Energy, it might be particularly 
  eﬀective against poisons.
  DARKNESS
  In general, Darkness has no special inter-
  action with Life Force Energy; it neither gains 
  nor loses against this special effect. However, if 
  Darkness is associated with absence, negation, 
  and similar concepts, it may have an “anti-Life” 
  aspect that makes it more effective against Life 
  Force defenses (subtract -1 ED from them before 
  applying them to Darkness attacks).
  ELECTRICITY
  Electricity has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect. As a default, any “physical” objects or 
  shapes created by Life Force powers are non-con-
  ductive, but the GM makes the ﬁnal decision based 
  on the nature of his campaign setting, the powers 
  involved, and similar factors.
  HOLY/UNHOLY
  Depending on the mystic/spiritual nature of 
  the setting, Life Force may be associated with Holy, 
  and Anti-Life Energy (see above) with Unholy. If 
  that’s the case, each is vulnerable to the other, as 
  described above — for example, a Life Force Energy 
  defense would be weaker than normal against an 
  Unholy attack.
  In this sort of campaign setting, the diﬀerent 
  powers may also have diﬀerent general eﬀects. Holy/
  Life Force powers tend to involve protection, healing, 
  creation, fertility, and slow, long-term eﬀects (usu-
  ally positive ones). Unholy/Anti-Life powers usually 
  involve attacks, destruction, death corruption, and 
  decay (perhaps they relate to Chaos/Entropy in this 
  respect), and they do their work quickly.
  MAGIC
  By default, Life Force Energy has no special inter-
  action with Magic; it neither gains nor loses against 
  this special eﬀect. (though if Magic manifests with 
  some other special eﬀect [such as Fire or Darkness], 
  use that special eﬀect for determining the results 
  of the interaction). However, if Life Force Energy 
  is regarded as a “mystical” force of some sort, or is 
  thought to have mystic aspects, it may interact with 
  Magic in unusual ways. Depending on the nature of 
  the magic and abilities involved, the two may enhance 
  each other, be particularly ineﬀective against each 
  other, discharge harmful energy of some sort when 
  they interact, or the like.
  PHYSICAL
  Physical defenses don’t stand up to Life Force 
  Energy attacks well; the Life Force Energy can 
  bypass them easily (reduce them by 1 ED before 
  applying them to reduce the damage). Physical 
  attacks and Life Force defenses interact normally.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  125
  CONCLUSION:  THE SPECIAL EFFECT:  LIFE 
  FORCE ENERGY POWER MODIFIER
  Life Force Energy has slightly more benefits 
  than it has drawbacks. Therefore, Special Effect:  
  Life Force Energy constitutes a +10 Character 
  Point Adder.
  EXAMPLE LIFE FORCE 
  ENERGY POWERS
  Here are some example Life Force Energy 
  powers:
  Offensive Powers
  ANTI-LIFE ATTACK
  Effect: 
  RKA 3d6, NND, Does BODY
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  50”
  END Cost: 13
  Description:  This power harnesses Qliphothic or 
  “negative Life” energies to kill.
  Game Information:  RKA 3d6, NND (defense is 
  Power Defense or having Life Force powers; +1), 
  Does BODY (+1) (135 Active Points); Limited 
  Range (50”; -¼). Total cost:  108 points.
  LIFE FORCE BLAST
  Effect: 
  Energy Blast 8d6, Personal Immunity
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  310”
  END Cost: 6
  Description:  The character can project his life force 
  as a bolt of energy. Because it’s his own life force, 
  Reﬂecting it back, or otherwise using it against him, 
  has no eﬀect.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Life Force Energy, Personal Immunity 
  (+¼). Total cost:  62 points.
  SPIRIT MERGING
  Effect: 
  Mind Control 8d6,  Only Works On One 
  Person At A Time
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  LOS
  END Cost: 4
  Description:  The character can cause his spirit/life 
  force to “merge” with that of another person, thus 
  taking control of the other person’s spirit and forc-
  ing the victim to do his bidding. Visually, the char-
  acter’s spirit (a ghostly form of himself) ﬂies out 
  of his body and into the target’s body. After Mind 
  Control is achieved, someone who looks closely 
  may be able to see the character’s spirit “overlaid” 
  on the victim.
  Because the character only has one spirit to 
  project into and merge with other peoples’ spirits, he 
  can only use this power on one person at a time. If 
  he sends his spirit to Mind Control someone else, it 
  leaves the body of the ﬁrst victim, and the Mind Con-
  trol immediately ceases to aﬀect the ﬁrst victim.
  Game Information:  Mind Control 8d6 (40 
  Active Points); Only Works On One Person At 
  A Time (-½). Total cost:  27 points.
  Defensive Powers
  LIFE FORCE SHIELD
  Effect: 
  Force Field (8 PD/8 ED/4 Power Defense)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can wrap himself in 
  a sheath of bio-energy that provides protection 
  against many forms of attack.
  Game Information:  Force Field (8 PD/8 ED/4 
  Power Defense), Special Eﬀect: Life Force 
  Energy. Total cost:  30 points.
  Sensory Powers
  SENSE LIFE FORCE
  Effect: 
  Detect Life Force, Discriminatory, Range, 
  Sense
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s Life Force powers 
  attune him to the presence and nature of life forces 
  in general, allowing him to perceive when other 
  living beings or manifestations of life force are near. 
  The character can distinguish the type of life force 
  (e.g., human, dog, cockroach...), and to some extent 
  the strength and quality of the life force.
  Game Information:  Detect Life Force (INT 
  Roll) (no Sense Group), Discriminatory, Range, 
  Sense. Total cost:  22 points.
  
  126 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  S
  cientiﬁcally speaking, light is a form of 
  electromagnetic radiation that’s visible 
  to the naked eye. (For game purposes, 
  this category also includes infrared and 
  ultraviolet light, though humans cannot see those 
  forms of light without devices to enhance sight.) 
  It’s measured in terms of intensity (amplitude), or 
  brightness; frequency (wavelength), which humans 
  perceive as its color; and polarization (angle of 
  vibration). It exhibits properties of both a wave and 
  a particle (creating a mystery for physicists); its 
  elementary particle is the photon.
  In a roleplaying game situation, Light can 
  range from benign eﬀects like illumination all the 
  way up to the devastating power of laser beams, 
  “light blasts” ﬁred by superhumans, and the like. 
  Typically this involves powers like Images (to create 
  light), Flashes of the Sight Group, Energy Blast, and 
  RKA. Given light’s association with high speeds, 
  many Light-based characters are quasi-speedsters, 
  with DEXs and SPDs notably higher than the cam-
  paign average. But you don’t have to build Light 
  characters that way; it’s possible to control Light 
  without taking on all of its qualities.
  Infrared Light
  Infrared (“IR”) light (or, more properly, 
  radiation) has a wavelength shorter than a radio 
  wave, but longer than visible light. Humans 
  cannot see it unaided, but with the aid of devices 
  can perceive and project it for many purposes:  
  telecommunications; television remote controls; 
  various heating processes; target acquisition and 
  tracking by weapons systems, and so on. Most 
  importantly in a gaming context, perception of 
  infrared radition involves perception of heat 
  — when a character refers to “perceiving infra-
  red,” typically what he means is seeing the heat 
  (or absence of heat) patterns in the environment, 
  since heat generates infrared radiation (IR is not, 
  itself, heat). A sufficiently powerful character 
  or sophisticated device can determine all sorts 
  of information about an object or person based 
  on the infrared radiation it emits, see an object 
  “through walls” by seeing its infrared heat pat-
  terns, and so forth. See Dark Champions, pages 
  276-77, for more information and write-ups of 
  “nightvision” and “thermalvision” devices.
  A pure Infrared attack could be considered a 
  Heat attack rather than Light; see the Fire/Heat sec-
  tion, above, for more information.
  Ultraviolet Light
  Ultraviolet (“UV”) light (or again, more 
  properly, radiation) has a wavelength longer than 
  x-rays but shorter than visible light. It’s emitted 
  by stars (including Earth’s sun). Depending on 
  its exact wavelength Earth’s atmosphere absorbs 
  it, and some types of glass are opaque to some 
  wavelengths of UV light. Ultraviolet light stimu-
  lates the production of Vitamin D by the skin, 
  but overexposure to UV can lead to skin cancer, 
  eye damage, and other health problems. (A 
  character who can project or manipulate intense 
  amounts of UV light might be able to generate 
  some of these effects instantaneously.)
  Lasers
  A laser (an acronym for “light ampliﬁcation 
  by stimulated emission of radiation”) is a specially-
  generated beam of light. Using a gain medium and 
  an optical cavity, a laser device emits a beam of 
  coherent light — one in which all the light waves 
  are in phase with one another. This makes the “laser 
  beam” perfectly straight, allows it to remain tightly 
  concentrated over long distances, and gives it a 
  deﬁned color (based on the medium) and signiﬁ-
  cant burning power (see below). Higher-powered 
  lasers use more energetic photons, like ultraviolet 
  light, x-rays, or gamma rays.
  Contrary to what’s seen in the movies, laser 
  beams aren’t visible to the naked eye. A spot of 
  light can be seen where they’re generated, and a 
  spot of light where the light impacts a solid object, 
  but there’s no “beam” connecting the two points 
  they only show up in the air if smoke or other par-
  ticulates render them visible). But of course, in a 
  ﬁctional setting the GM can make the beam visible 
  if he wishes.
  Since their development in the mid-twenti-
  eth century, lasers have become omnipresent in 
  modern American society; they’re used to read 
  compact disks and hard disks in music players and 
  computers, scan bar codes in retail stores, perform 
  surgery, and in various existing and in-develop-
  ment weapons system, rangeﬁnding devices, and 
  countless other applications. Characters with Light 
  powers might be able to simulate, mimic, or control 
  any of these functions — or they might just project 
  powerful laser beams to injure their enemies.
  As weapons, lasers do damage by suddenly 
  superheating the surface of whatever they hit. The 
  energies are modest, but concentrated into so tiny 
  an area that they cause signiﬁcant damage. Solid 
  materials melt and shatter, living tissue burns. 
  More powerful lasers pierce better, and x-rays do 
  additional damage from radiation eﬀects. A suf-
  ﬁciently powerful laser can “cut” through almost 
  anything, leaving a tiny hole the size of the beam; 
  move the beam slowly across an object and it will 
  cut through that object. “Realistically” this may 
  LIGHT
  LIGHT
  BASICS
  Defense:  ED
  Knockback:  “Realisti-
  cally” No (especially for 
  lasers), but Yes in many 
  fantastic/cinematic set-
  tings and genres
  
  The Ultimate Energy Projectors ■ Chapter Two 
  127
  take time, depending on the power of the laser and 
  the substance being cut through. In combat, lasers 
  are useful because it’s very diﬃcult to detect where 
  they were ﬁred from (see above), there is no recoil, 
  and they can ﬁre as long as the power holds out. 
  Additionally, laser attacks usually have built in laser 
  “targeting devices” — either literal devices built 
  into a gun or the like, or in the case of a character 
  who generates laser beams himself a beam of trivial 
  power used to mark the target in advance — that 
  use a low-power beam to “paint” a spot on the 
  target before ﬁring.
  In game terms, a laser is usually bought as 
  an RKA, often with the Armor Piercing and/or 
  Penetrating Advantages to simulate its cutting 
  power (the former is particularly appropriate for 
  UV lasers, and both are appropriate for x-ray and 
  gamma ray lasers). They always have the Beam 
  (-¼) Limitation because they cannot be Spread. 
  Depending on the exact nature of a laser power, the 
  GM might require (or permit) a character to take 
  the Invisible Power Eﬀects Advantage for it, though 
  typically this isn’t any more necessary than it is for 
  a gun that ﬁres bullets (which also can’t be seen by 
  the naked eye). “Realistic” optical and ultraviolet 
  lasers are partially or fully blocked by smoke and 
  steam, depending on the thickness of the mist. In 
  game terms, they take the Limitation Blocked By 
  Smoke Or Steam (-¼); if the GM feels the mist isn’t 
  thick enough to block them entirely, he can reduce 
  the attack’s damage by an amount equal to the 
  Sight PER Roll penalty the mist imposes (or some 
  multiplier thereof). X-ray and gamma ray lasers are 
  not blocked by ordinary smoke and fog, but special 
  anti-laser aerosols do interfere with them normally. 
  In games that feature Knockback, lasers should take 
  the No Knockback (-¼) Limitation; they have no 
  physical impact to speak of.
  SECONDARY EFFECTS
  Obviously, most Light powers are bright. 
  Linking a Sight Group Flash to a Light power 
  is usually very appropriate. Even if a charac-
  ter doesn’t go that far, the GM might rule that 
  anyone hit by a Light attack has to make a PER 
  Roll at -1 or suffer a -1 OCV on his next Phase 
  due to being dazzled. Infrared and Ultraviolet 
  light would only Flash or affect Infrared Percep-
  tion and Ultraviolet Perception, respectively.
  Light also involves heat — though some ani-
  mals (such as fireflies) can generate light without 
  heat, humans generally cannot. The GM might 
  apply the rules from the Fire/Heat section, above, 
  when a Light attack strikes something that’s 
  potentially flammable... though even the most 
  intense Light power isn’t as hot as a Fire/Heat 
  power with the same Active Points. If appropri-
  ate, reduce the roll to see if a flammable object 
  catches on fire by 2 (or more).
  Darkness, Opacity, And Transparency
  As noted on page 145-46 of the rulebook, 
  Darkness to Sight Group (the Power) is totally 
  impenetrable to Sight, which means to light 
  — characters can’t see into, out of, or through 
  it, light generated inside it by Images or other 
  sources cannot be seen at all, a Flash that affects 
  the same Sense Groups can’t penetrate it, and so 
  forth. However, that doesn’t mean Darkness stops 
  all powers with a Light-based special effect. Just 
  because it blocks ordinary light doesn’t convert 
  it into a “Drain/Suppress/stop all Light-based 
  powers” ability. A Light-based attack, such an 
  Energy Blast or RKA, will penetrate a Darkness 
  to Sight Group to affect a target inside it. The 
  GM can rule otherwise if desired, but Darkness 
  is not an absolute defense to Light powers (par-
  ticularly those that can cause physical damage). 
  However, see below regarding the interaction of 
  Darkness (the special effect) and Light.
  Similarly, just putting something opaque 
  — be it a shield, a wall, an Opaque Force Wall, a 
  piece of thick cloth, or something else — does not 
  per se stop a Light-based power. That could easily 
  constitute shielding one’s eyes from a Light-based 
  Sight Group Flash, but if a Light attack has physical 
  eﬀects and can cause actual injury, it’s not going to 
  be stopped just because ordinary light can’t pass 
  through some obstacle. Damaging Light is a far cry 
  from normal illumination.
  On the other hand, just because a defense is 
  transparent to light doesn’t mean it oﬀers no pro-
  tection against Light-based attacks. Most Force 
  Walls are not Opaque, but they still stop Light-
  based attacks if built with the appropriate defense. 
  However the GM may, in his judgment, decrease a 
  transparent defense’s eﬀectiveness against a Light 
  attack by -1 ED before applying it to reduce the 
  attack’s damage.
  Other Powers
  Similarly, don’t let the special eﬀect of a power 
  change the way Light attacks aﬀect a character. 
  Invisibility deﬁned as “I bend light around my 
  body” does not make a character immune to Light 
  attacks, and just because a Desolidiﬁed character 
  can be seen doesn’t mean Light attacks hurt him 
  despite his intangibility.
  Light Underater
  Water diﬀuses visible light, so being underwa-
  ter weakens most powers with a Light special eﬀect. 
  Light-based attacks, including laser beams and 
  many Sight Group Flashes, automatically have the 
  Reduced By Range Limitation when used underwa-
  ter. If the power already has that Limitation, double 
  the number of DCs subtracted at each Range incre-
  ment. If the water’s particularly murky or cloudy, 
  the GM might want to increase the DCs subtracted 
  per Range increment by 1.
  Light-based defense powers, such as a Force 
  Field, usually lose 25% of their eﬀectiveness. The 
  GM should make a ﬁnal determination based on 
  the nature of the power.
  Powers involving non-visible light — ultra-
  violet and infrared — work diﬀerently. Ultraviolet 
  light powers aren’t aﬀected by being underwater at 
  all; they work just as well in the water as in the air. 
  Infrared light attacks have a maximum range of 2”, 
  
  128 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  but can’t aﬀect targets beyond that at all; infrared 
  light defenses lose 50% of their eﬀectiveness.
  At depths below 77-92 meters (250-300 feet, 
  or 39-46”), there’s usually insuﬃcient light for 
  powers that require ambient light to work, such as 
  any power with Limitations like Does Not Work In 
  Darkness or Only Works In Sunlight.
  LIGHT AND OTHER  
  SPECIAL EFFECTS
  Here’s how Light interacts with other energies/
  special eﬀects. These rules are optional; the GM 
  may change or ignore them as he sees ﬁt.
  ACID
  Acid has no special interaction with Light; it 
  neither gains nor loses against this special eﬀect 
  (except perhaps as noted above regarding Acid’s 
  interaction with energy in general).
  AIR/WIND
  Air/Wind has no special interaction with Light 
  powers; it neither gains nor loses against this spe-
  cial eﬀect.
  BIOLOGICAL
  Biological has no special interaction with 
  Light; it neither gains nor loses against this special 
  eﬀect (except as discussed under Biological for 
  energy powers generally).
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction 
  with Light; it neither gains nor loses against this 
  special effect.
  CHEMICAL
  Chemical has no special interaction with 
  Light; it neither gains nor loses against this special 
  eﬀect (except as discussed under Chemical for 
  energy powers generally).
  COSMIC ENERGY
  Light has no special interaction with Cosmic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect. However, if the Cosmic Energy manifests 
  with some other special eﬀect (such as Fire or 
  Sonics), use that special eﬀect for determining the 
  results of the interaction.
  DARKNESS
  Light and Darkness are opposites; they directly 
  counteract one another. In the broader special 
  eﬀects sense, Light attacks receive +2 DCs before 
  being applied to Darkness defenses, and Darkness 
  attacks receive +2 DCs before being applied to 
  Light defenses.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Light; it neither gains nor loses 
  against this special eﬀect.
  EARTH/STONE
  Earth/Stone has no special interaction with 
  Light; it neither gains nor loses against this spe-
  cial effect.
  ELECTRICITY
  In general, Electricity has no special interac-
  tion with Light; it neither gains nor loses against 
  this special eﬀect. However, some Light-based 
  attacks (such as lasers) may ionize the air, thus 
  creating a “trail” for an Electricity attack to travel 
  down. In that case, eliminate any OCV penalties 
  or other restrictions imposed by the GM based on 
  conductivity (see under Electricity, above).
  ELECTROMAGNETIC ENERGY
  Electromagnetic Energy has no special inter-
  action with Light (which, as discussed above, is a 
  form of electromagnetic radiation itself); it neither 
  gains nor loses against this special eﬀect.
  ENERGY MANIPULATION
  Light has no special interaction with Energy 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  FIRE/HEAT
  Light has no special interaction with Fire/Heat; it 
  neither gains nor loses against this special eﬀect.
  FORCE MANIPULATION
  Light has no special interaction with Force 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  GRAVITY
  Gravity has no special interaction with Light; 
  it neither gains nor loses against this special eﬀect.
  HOLY/UNHOLY
  As mentioned above under Holy/Unholy, in 
  some settings Light may be considered “Good,” and 
  thus allied with or complementary to Holy (and/or 
  opposite to or “an enemy of” Unholy). Based on 
  how the GM deﬁnes such things in his campaign, 
  that may aﬀect the interaction between them, but 
  in general, Light and Holy/Unholy have no special 
  interaction.
  ICE/COLD
  Typically Ice/Cold has no special interac-
  tion with Light; it neither gains nor loses against 
  this special eﬀect. However, the heat generated by 
  Light may have some minor eﬀects similar to those 
  caused by Fire/Heat, just of much less power.
  KINETIC ENERGY
  Light has no special interaction with Kinetic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect (though as noted under Kinetic Energy, 
  above, Kinetic Energy attacks are often treated 
  simply as Physical attacks; see below for any addi-
  tional rules).
  
  The Ultimate Energy Projectors ■ Chapter Two 
  129
  LIFE FORCE ENERGY
  Light has no special interaction with Life 
  Force Energy; it neither gains nor loses against 
  this special effect.
  MAGIC
  Light has no special interaction with Magic; 
  it neither gains nor loses against this special 
  effect. However, if Magic manifests with some 
  other special effect (such as Fire or Darkness), 
  use that special effect for determining the results 
  of the interaction.
  MAGNETISM
  Light has no special interaction with Magnetism; 
  it neither gains nor loses against this special eﬀect.
  MATTER MANIPULATION
  Light has no special interaction with Matter 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  MENTAL/PSIONIC
  Light has no special interaction with Mental/
  Psionic powers; it neither gains nor loses against 
  this special eﬀect.
  PHYSICAL
  Light has no special interaction with Physical 
  powers; it neither gains nor loses against this spe-
  cial eﬀect. However, at the GM’s option, a Physical 
  defense that’s bright white might provide +1 ED 
  against normal Light attacks, while a reﬂective one 
  provides +2 ED (or more); a black or dark defense 
  suﬀers a -1 ED (or worse) reduction.
   PULSON ENERGY
  Light has no special interaction with Pulson 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect.
  RADIATION
  Light has no special interaction with Radiation 
  (and is, in fact, a form of radiation itself); it neither 
  gains nor loses against this special eﬀect.
  SONIC
  Light has no special interaction with Sonics; it 
  neither gains nor loses against this special eﬀect.
  TELEKINETIC
  Light has no special interaction with Teleki-
  netic powers; it neither gains nor loses against this 
  special eﬀect.
  TIME
  Light has no special interaction with Time 
  powers (despite the theoretical eﬀect on one’s per-
  ception of Time that traveling at the speed of light 
  would cause); it neither gains nor loses against this 
  special eﬀect.
  VIBRATION
  Light has no special interaction with Vibration; it 
  neither gains nor loses against this special eﬀect.
  WATER
  Light has no special interaction with Water; it 
  neither gains nor loses against this special eﬀect.
  CONCLUSION:  THE SPECIAL EFFECT:  
  LIGHT POWER MODIFIER
  As a special eﬀect, Light neither especially 
  beneﬁts or suﬀers compared to the “average” special 
  eﬀect. Therefore, Special Eﬀect:  Light is a +0 Advan-
  tage. If the GM uses the optional rule about Light 
  powers possibly causing opponents to experience 
  an OCV penalty from being “dazzled,” increase this 
  to a +¼ Advantage. In campaigns involving signiﬁ-
  cant amounts of underwater adventuring, the GM 
  may reduce the Modiﬁer’s value by -¼, making it 
  a -¼ Limitation (or +0 Advantage if the “dazzling” 
  eﬀects is included as well).
  EXAMPLE LIGHT POWERS
  Here are some example Light powers:
  Offensive Powers
  DISPELLING THE DARKNESS
  Effect: 
  Dispel Darkness to Sight Group 20d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character’s powers of light gen-
  eration are so strong that he can instantly disrupt 
  ﬁelds of darkness and shadow, whether it’s the 
  quasi-mystic inky blackness created by a superhu-
  man like Shadowdragon or a mere smoke grenade.
  Game Information:  Dispel Darkness to Sight 
  Group 20d6. Total cost:  60 points.
  HYPNOTIC LIGHTS
  Effect: 
  Mind Control 10d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 5
  Description:  The character can create a pattern 
  of lights in front of the target’s eyes that instantly 
  mesmerizes him, making him susceptible to the 
  character’s “suggestions.” At the GM’s option, it may 
  be ineﬀective, or less eﬀective, in bright light when 
  it’s harder to see the pattern clearly.
  Game Information:  Mind Control 10d6 (50 
  Active Points); Limited Normal Range (10”; 
  -½). Total cost:  33 points.
  
  130 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  INFRARED BLAST
  Effect: 
  Energy Blast 8d6 plus Infrared Perception 
  Flash 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 5
  Description:  The character can attack his foes with 
  a concentrated beam of infrared radiation. Treat 
  the damaging part of the attack as a Heat power 
  rather than Light; the blinding part is a Light spe-
  cial eﬀect.
  Game Information:  Energy Blast 8d6 (40 Active 
  Points); Special Eﬀect: Heat (-0) (total cost:  
  40 points) plus Infrared Perception Flash 4d6, 
  Special Eﬀect: Light (+0) (20 Active Points); 
  Linked (-½) (total cost:  13 points). Total cost:  
  53 points.
  LASER BLAST
  Effect: 
  RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character can focus his light-bolts 
  down into narrow beams, with all the photons 
  facing in the same direction. This gives the beams 
  tremendous cutting power.
  Game Information:  RKA 3d6, Special Eﬀect: 
  Light (+0) (45 Active Points); Beam (-¼). Total 
  cost:  36 points.
  LIGHT BOLT
  Effect: 
  Energy Blast 8d6 plus Sight Group  
  Flash 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 6
  Description:  The character can project a bolt of 
  light so powerful that it strikes with an almost 
  physical impact (it can even knock the target back-
  wards sometimes), and so bright it blinds the target.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Light (+0) (40 Active Points) plus Sight 
  Group Flash 4d6, Special Eﬀect: Light (+0) 
  (20 Active Points); Linked (-½) (total cost:  13 
  points). Total cost:  53 points.
  ULTRAVIOLET FLARE
  Effect: 
  Major Transform 6d6 (sighted person to 
  blind person), NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  10”
  END Cost: 18
  Description:  The character can emit a ﬂare of ultra-
  violet radiation so intense that it can permanently 
  blind the target.
  Game Information:  Major Transform 6d6 (sighted 
  person to blind person, heals back through eye 
  transplant surgery), NND (defense is Sight Group 
  Flash Defense; +1) (180 Active Points); Limited 
  Range (10”; -¼), Limited Target (sighted living 
  beings; -½). Total cost:  103 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  131
  Defensive Powers
  PHOTONIC SHIELD
  Effect: 
  Force Field (12 PD/18 ED/10 Sight Group 
  Flash Defense)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can protect himself from 
  harm with a force-ﬁeld of glowing light. The ﬁeld 
  provides better protection against energy attacks 
  than physical attacks, but also protects the charac-
  ter’s eyes against bright glare.
  Game Information:  Force Field (12 PD/18 
  ED/10 Sight Group Flash Defense), Special 
  Eﬀect: Light (+0). Total cost:  40 points.
  Movement Powers
  LIGHTSPEED TRAVEL
  Effect: 
  Flight 30”/ Teleportation 1” MegaScale/ 
  FTL Travel
  Target: 
  Self
  Duration: 
  Constant/Instant/Constant
  Range: 
  Self
  END Cost: 6/5/0
  Description:  The character can transform himself 
  into pure light for travel purposes. This makes it 
  very easy to move long distances quickly. However, 
  the character may need special visual powers (such 
  as Light Manipulation, below) to see his destination 
  so he doesn’t overshoot it.
  Game Information:
  Cost Power
  60 
  Lightspeed Travel:  Multipower, 60-point 
  reserve
  6u 
   1)  Slow Lightspeed Travel:  Flight 30”
  1u 
   2)  Atmospheric Lightspeed Travel:  Telepor-
  tation 1”, MegaScale (1” = 30,000 km, can 
  scale down to 1” = 1 km; +1¾)
  1u 
   3)  Space Lightspeed Travel:  FTL Travel (1 
  LY/year)
  Total cost:  68 points.
  Sensory Powers
  LIGHT MANIPULATION
  Effect: 
  Various Enhanced Senses
  Target: 
  Self
  Duration: 
  Persistent/Constant
  Range: 
  Varies
  END Cost: Varies
  Description:  This ability represents a suite of 
  powers; Light-based characters can purchase as 
  many of them as they wish, in whatever order they 
  wish. All involve bending and manipulating light 
  waves to carry visual information to the character. 
  The Far-Oﬀ Light power is particularly useful for 
  characters who can travel at lightspeed.
  Game Information:
  Cost Power
  5 
  Enhanced Light:  Nightvision
  10 
  Surrounding Light:  Increased Arc Of Percep-
  tion (360 Degrees) for Sight Group
  45 
  Distant Light:  +30 versus Range Modiﬁer for 
  Sight Group
  62 
  Far-Oﬀ Light:  Multipower, 62-point reserve
  3u 
   1)  Far-Oﬀ Light I:  Clairsentience (Sight 
  Group), 8x Range (800”)
  6u 
   2)  Far-Oﬀ Light II:  Clairsentience (Sight 
  Group), 2x Range (200”), MegaScale (1” = 
  1,500 km, can scale down to 1” = 1 km; +1½)
  Miscellaneous Powers
  CREATE LIGHT
  Effect: 
  Images to Sight Group, +4 to PER Rolls, 
  Only To Create Light
  Target: 
  8” Radius
  Duration: 
  Constant
  Range: 
  190”
  END Cost: 4
  Description:  The character can illuminate an area, 
  making it easier for everyone to see.
  Game Information:  Images to Sight Group, +4 
  to PER Rolls, Increased Size (8” radius; +¾) (38 
  Active Points); Only To Create Light (-1). Total 
  cost:  19 points.
  LIGHTBENDING
  Effect: 
  Invisibility to Sight Group, No Fringe
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can conceal himself by 
  bending light waves around his body. Unless some-
  one hears him or happens to bump into him acci-
  dentally, no one will ever know he’s there.
  Game Information:  Invisibility to Sight Group, 
  No Fringe. Total cost:  30 points.
  
  132 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  M
  agic is one of the most common forms 
  of energy in many campaigns — some-
  times it’s really the only one, aside from 
  perhaps Fire, that characters can actively 
  use. Depending on the campaign setting, how the 
  GM deﬁnes Magic, and other factors, it can range 
  from being an awesomely powerful, world-altering 
  phenomena to something so rare and subtle that its 
  existence can’t even be deﬁnitively proven.
  From the perspective of The Ultimate Energy 
  Projector’s rules on energy/special eﬀect interac-
  tion, by default Magic interacts with all other types 
  of energy/special eﬀects equally — it neither gains 
  nor beneﬁts when compared to them. However, 
  the ﬁnal answer really depends on how the GM 
  deﬁnes Magic in his game. In some campaigns the 
  GM may want Magic to be particularly eﬀective 
  due to the fact that by its sheer existence it deﬁes 
  conventional notions of Reality and Science; in that 
  case its attacks and defenses might be better than 
  average (perhaps much better) against other ener-
  gies/special eﬀects (particularly those with physical 
  manifestations). In other settings its “unreal” nature 
  might be deemed to make it less eﬀective than 
  normal. It all depends on the setting and its magic 
  system — and there are nearly as many diﬀerent 
  magic systems as there are GMs!
  See Chapter Four of Fantasy Hero for a 
  detailed discussion of Magic and magic systems, 
  including HERO System rules for creating them; 
  The Mystic World for an example magic system suit-
  able to Superhero settings; and The Ultimate Mystic 
  for all sorts of general information about magic in 
  its many forms.
  CONCLUSION:  THE SPECIAL EFFECT: 
  MAGIC POWER MODIFIER
  Since Magic is by default neutral as to all 
  other special effects, Special Effect:  Magic is a +0 
  Advantage.
  MAGIC
  MAGIC
  BASICS
  Defense:  Varies based 
  on type of spell
  Knockback:  Varies 
  based on type of spell
  
  The Ultimate Energy Projectors ■ Chapter Two 
  133
  M
  agnetism is a physical phenomenon 
  by which materials exert an attracting 
  or repelling force on other objects. 
  Magnetic properties are most easily 
  detected in ferrous metals, such as iron, steel, 
  nickel, and magnetite, but to some degree (how-
  ever small), all objects are subject to the presence 
  of magnetic fields.
  Magnetism powers typically give a character 
  the ability not only to use or manipulate magnetic 
  force directly — for example, to ﬁre magnetic blasts, 
  erect protective shields of magnetic energy, or ﬂy 
  by harnessing magnetic ﬁelds — but to manipulate 
  objects (primarily metallic ones) by “picking them 
  up” with magnetism and moving them. Scientiﬁ-
  cally, Magnetism is closely related to Electricity and 
  Gravity; a character with powers based on one of 
  these special eﬀects could easily develop the other 
  type(s) if appropriate.
  The most basic Magnetism power tends to be 
  Telekinesis (“magnetokinesis”), possibly with Limi-
  tations restricting what it can aﬀect (see below). 
  But as with Matter Manipulation powers, that basic 
  concept can be expanded to allow characters with 
  Magnetism power to manipulate and alter objects 
  in many ways.
  IMPLICATIONS AND SECONDARY EFFECTS
  The breadth of Magnetism powers depends on 
  how “realistic” the GM wants to be. At their most 
  “realistic,” Magnetism powers (particularly attacks) 
  require Limitations like Only Works On Ferrous 
  Metals or Requires Ferrous Metals (both typically 
  -½, though the value depends on how common 
  ferrous metals are in the campaign). This allows 
  Magnetism Telekinesis (and other powers) to aﬀect 
  iron, steel, and the like, but not lead (of which bul-
  lets are made), copper, tin, aluminum, or zinc.
  One step away from “realistic” is to change 
  those Limitations so the character can aﬀect any 
  metal, not just ferrous ones. That’s usually a -¼ 
  Limitation, but possibly a -0 in settings where metal 
  is very common.
  The least “realistic” view of Magnetism powers 
  lets them aﬀect anything — the character is so pow-
  erful he can manipulate the Earth’s magnetic ﬁeld, 
  or the minute magnetic ﬁeld emitted by any mate-
  rial, to aﬀect objects and people regardless of what 
  they’re made of.
  Diamagnetism
  Technically speaking, most substances referred 
  to as “nonmagnetic” are actually diamagnetic, 
  meaning they’re repelled by both poles of a magnet.  
  (To put it another way, they only exhibit magnetic 
  properties in an external magnetic ﬁeld.) Com-
  pared to standard ferromagnetism, diamagnetism 
  is extremely weak, but in theory it could be just as 
  strong, so Magnetism characters might use it to 
  justify aﬀecting non-ferrous substances. Water, acid, 
  and DNA/biological matter are all diamagnetic.
  Iron In Flesh And Blood
  The human body contains as much as 3-4 
  grams of iron, a substance that’s necessary for life 
  but toxic in high concentrations. (A poorly-nour-
  ished person might have signiﬁcantly less than 3-4 
  grams.) About 2.5 of those grams are in hemoglo-
  bin, which allows blood to carry oxygen through-
  out the body; another 400 milligrams are used by 
  cellular proteins for various biological processes 
  like storing oxygen or performing redox reactions. 
  Iron is crucial for oxygen transportation; anemia 
  (iron deﬁciency) can become severe enough to 
  cause death or organ damage.
  A suﬃciently broad deﬁnition of Magnetism 
  powers, even ones restricted to only ferrous materi-
  als, would allow a Magnetism-based character to 
  manipulate aspects of the human body by aﬀecting 
  the iron in the body. At the simplest level the iron 
  would let a Magnetism character magnetokineti-
  cally pick up or aﬀect someone even if that person 
  wasn’t wearing/carrying any ferrous metal. More 
  sophisticated or delicate uses could include:
  ■ altering the blood ﬂow to the brain to cause 
  unconsciousness, hallucinations, loss of memories, 
  or even outright Mind Control
  ■ cause aneurysms, heart attacks, strokes, and simi-
  lar medical conditions
  ■ killing someone by removing all the iron from his 
  body, inducing fatal anemia, or the like
  The Magnetosphere
  Planets, stars, and other astronomical objects 
  have magnetospheres — regions around them 
  which are organized or otherwise aﬀected by their 
  strong magnetic ﬁelds. For example, Earth’s mag-
  netosphere extends about 70,000 kilometers from 
  Earth’s center on the side of the planet facing the 
  Sun. Some characters’ Magnetism powers may 
  derive from their ability to manipulate Earth’s mag-
  netosphere in subtle but powerful ways; a character 
  with self-generated Magnetism powers may be 
  powerful enough to alter Earth’s magnetosphere 
  to achieve various eﬀects (such as interfering with 
  telecommunications systems). In game terms that 
  sort of eﬀect could be built as a Supress, Area Of 
  Eﬀect, MegaScale.
  Cyberkinetic Powers
  Given how many machines feature metal-
  MAGNETISM
  MAGNETISM
  BASICS
  Defense:  Typically 
  ED, but attacks that 
  involve the use of physi-
  cal objects or physical 
  eﬀects aﬀect PD instead
  Knockback:  Yes
  
  134 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  lic parts, and how modern information systems 
  often uses magnetic technology to store data and 
  the like, Magnetism powers may allow a char-
  acter to control machinery in Cyberkinesis-like 
  ways (see the Cyberkinesis Powers sections of the 
  USPDs for many example powers). Characters 
  might buy a Side Effect for their Magnetism 
  powers to indicate how they interfere with mag-
  netic storage media and the like; alternately, the 
  GM may rule that the powers work that way by 
  default, for no Limitation value.
  MAGNETISM AND OTHER 
  SPECIAL EFFECTS
  Here’s how Magnetism interacts with other 
  energies/special eﬀects. These rules are optional; 
  the GM may change or ignore them as he sees ﬁt.
  Typically Magnetism attacks
  ACID
  Acid has no special interaction with Magne-
  tism; it neither gains nor loses against this special 
  eﬀect (except perhaps as noted under Acid regard-
  ing its interaction with energy in general).
  AIR/WIND
  Air/Wind has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special effect.
  BIOLOGICAL
  Biological has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special eﬀect (except as discussed under Biological 
  for energy powers generally).
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special eﬀect.
  CHEMICAL
  Chemical has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special eﬀect (except as discussed under Chemical 
  for energy powers generally).
  COSMIC ENERGY
  Magnetism has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect. However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special effect.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Magnetism; it neither gains nor 
  loses against this special eﬀect.
  EARTH/STONE
  In general, Earth/Stone has no special inter-
  action with Magnetism; it neither gains nor loses 
  against this special effect. However, if the GM 
  rules that a mass of soil or rock contains a high 
  concentration of ferrous material or particles, 
  that soil/rock may be more susceptible to Mag-
  netism powers (it would suffer a -3 ED reduction 
  as a defense against Magnetism attacks involv-
  ing pure magnetic force, but at most a -1 against 
  attacks involving thrown or projected metal-
  lic objects, and a -1 DC reduction as an attack 
  against Magnetism defenses).
  ELECTRICITY
  Technically speaking, Electricity and 
  Magnetism are closely related (hence the term 
  “electromagnetic force”). Moving metal through 
  a magnetic field creates an electric charge (the 
  technology behind metal detectors works on 
  this principle), and running an electric current 
  through a wire creates a magnetic field around 
  that wire. Thus, the two types of energy could 
  work well together. For example, an Electric-
  ity projector and a Magnetism projector firing 
  at the same target might receive a +2 or greater 
  bonus to their Teamwork rolls to Coordinate 
  their attacks. Similarly, a character might buy his 
  Electricity or Magnetism powers with Variable 
  Special Effects (+¼) so he could define them as 
  the other type of energy if he wished. However, 
  for general gaming purposes, Electricity has no 
  special interaction with Magnetism; it neither 
  gains nor loses against this special effect.
  ELECTROMAGNETIC ENERGY
  Electromagnetic Energy has no special inter-
  action with Magnetism; it neither gains nor loses 
  against this special eﬀect.
  ENERGY MANIPULATION
  Magnetism has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FIRE/HEAT
  Fire/Heat has no special interaction with 
  Magnetism; it neither gains nor loses against 
  this special effect. However, at the GM’s option 
  Magnetism defenses gain +3 ED against Plasma 
  attacks.
  FORCE MANIPULATION
  Magnetism has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special eﬀect.
  GRAVITY
  Gravity has no special interaction with 
  Magnetism; it neither gains nor loses against this 
  special effect.
  HOLY/UNHOLY
  Magnetism has no special interaction with 
  Holy/Unholy powers; it neither gains nor loses 
  against this special eﬀect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  135
  ICE/COLD
  Typically Magnetism has no special inter-
  action with Ice/Cold; it neither gains nor loses 
  against this special eﬀect. But extreme might actu-
  ally enhance Magnetism powers by making the 
  Magnetism-based character into a sort of “living 
  superconductor” or the like. A character might buy 
  this as a power (such as Cold Weather Enhance-
  ment in the USPD), or the interaction could arise 
  spontaneously in combat. In the latter case, as a 
  rule of thumb, when a Magnetism-based charac-
  ter is exposed to Ice/Cold powers in a way that 
  would make him extremely cold, all his Magnetism 
  powers gain an Aid with Active Points equal to 
  1/10 the Active Points in the Ice/Cold power. The 
  gained points do not fade as long as the character 
  remains exposed to the extreme cold. For these 
  purposes, “exposed” typically means (a) being hit 
  with an attack of pure Cold (not physical pieces of 
  Ice), or (b) entering an area where the temperature 
  has been reduced to -18o Celsius (0o F) via Change 
  Environment or other means.
  KINETIC ENERGY
  Magnetism has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, above, Kinetic Energy attacks are often 
  treated simply as Physical attacks; see below for any 
  additional rules).
  LIFE FORCE ENERGY
  Magnetism has no special interaction with 
  Life Force Energy; it neither gains nor loses 
  against this special effect.
  LIGHT
  Light has no special interaction with Mag-
  netism; it neither gains nor loses against this 
  special effect.
  MAGIC
  Magnetism has no special interaction with 
  Magic; it neither gains nor loses against this spe-
  cial eﬀect. However, if Magic manifests with some 
  other special eﬀect (such as Fire or Darkness), use 
  that special eﬀect for determining the results of the 
  interaction.
  MATTER MANIPULATION
  In general, Matter Manipulation has no spe-
  cial interaction with Magnetism; it neither gains 
  nor loses against this special effect. However, to 
  the extent a Matter Manipulation defenses uses 
  physical objects or materials, and those materials 
  are ferrous, that defense may be more susceptible 
  to Magnetism powers (it would suffer a -3 ED 
  reduction as a defense against Magnetism attacks 
  involving pure magnetic force, but at most a -1 
  against attacks involving thrown or projected 
  metallic objects, and a -1 DC reduction as an 
  attack against Magnetism defenses).
  MENTAL/PSIONIC
  In general, Mental/Psionic has no special 
  interaction with Magnetism; it neither gains nor 
  loses against this special eﬀect. But Magnetism 
  manipulators powerful enough to redirect the ﬂow 
  of blood to the brain may have Mental Defense 
  deﬁned as “subtly weakening the mentalist’s 
  powers” or the like.
  PHYSICAL
  In general, Physical has no special inter-
  action with Magnetism; it neither gains nor 
  loses against this special effect. However, to the 
  extent a Physical power uses ferrous objects or 
  materials, that defense may be more susceptible 
  to Magnetism powers (it would suffer a -3 ED 
  reduction as a defense against Magnetism attacks 
  involving pure magnetic force, but at most a -1 
  against attacks involving thrown or projected 
  metallic objects, and a -1 DC reduction as an 
  attack against Magnetism defenses).
  PULSON ENERGY
  Magnetism has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  RADIATION
  Radiation has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  SONIC
  Magnetism has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  TELEKINETIC
  Magnetism has no special interaction with 
  Telekinetic powers; it neither gains nor loses 
  against this special eﬀect.
  TIME
  Magnetism has no special interaction with 
  Time powers; it neither gains nor loses against this 
  special eﬀect.
  VIBRATION
  Magnetism has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Magnetism has no special interaction  
  with Water; it neither gains nor loses against this 
  special effect.
  CONCLUSION:  THE SPECIAL EFFECT:  
  MAGNETISM POWER MODIFIER
  Magnetism has more beneﬁts than it has 
  drawbacks. Therefore, Special Eﬀect:  Magnetism 
  constitutes a +20 Character Point Adder.
  
  136 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EXAMPLE MAGNETISM 
  POWERS
  Here are some example Magnetism powers:
  Offensive Powers
  MAGNETOKINESIS
  Effect: 
  Telekinesis (40 STR), Only Works On  
  Ferrous Metals
  Target: 
  One character or object
  Duration: 
  Constant
  Range: 
  400”
  END Cost: 8
  Description:  The most basic of Magnetism powers, 
  the one from which all others typically derive, is 
  the ability to move and manipulate ferrous metal 
  objects without touching them.
  Game Information:  Telekinesis (40 STR), Special 
  Eﬀect: Magnetism (80 Active Points); Only Works 
  On Ferrous Metals (-½). Total cost:  53 points.
  GAUSS BLAST
  Effect: 
  Energy Blast 9d6, RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character uses his control over 
  magnetism to pick up small metal objects and 
  “throw” them at a target with tremendous force. 
  (Treat this power as a Physical attack, not Magne-
  tism, for purposes of interaction.)
  Game Information:
  Cost Power
  18 
  Gauss Blast:  Multipower, 45-point reserve; 
  all OIF (-½), Special Eﬀect: Physical (-1)
  2u 
  1)  Blunt Object Gauss Blast:  Energy Blast 
  9d6; OIF (small, blunt ferrous metal objects of 
  opportunity; -½), Special Eﬀect: Physical (-1)
  2u 
  2)  Sharp Object Gauss Blast:  RKA 3d6; OIF 
  (small, sharp ferrous metal objects of oppor-
  tunity; -½), Special Eﬀect: Physical (-1)
  Total cost:  22 points.
  INTENSE MAGNETIC FIELD
  Effect: 
  Change Environment, -4 to Radio Group 
  PER Rolls
  Target: 
  32” radius
  Duration: 
  Constant
  Range: 
  195”
  END Cost: 4
  Description:  The character can create a ﬁeld of 
  intense magnetic energy that inhibits the use of 
  radar, the transmission or reception of radio waves, 
  and the functioning of other Radio Group senses.
  Game Information:  Change Environment 32” 
  radius, -4 to Radio Group PER Rolls. Total cost:  
  39 points.
  MAGNETIC BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character can project a bolt of pure, 
  concentrated magnetic energy to injure his foes.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Magnetism. Total cost:  60 points.
  PAIN IN VEIN
  Effect: 
  Ego Attack 4d6, NND, Based On CON
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  400”
  END Cost: 8
  Description:  The character’s control of magnetic 
  energy is so precise that he can disrupt the ﬂow 
  of blood within the human body, causing intense 
  headaches and pain.
  Game Information:  Ego Attack 4d6, NND 
  (defense is not having blood, a Magnetism-
  based Force Field or Force Wall, or Power 
  Defense; +1) (80 Active Points); Based On 
  CON (-1). Total cost:  40 points.
  Defensive Powers
  MAGNETIC SHIELD
  Effect: 
  Force Field (20 PD/20 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Description:  The character can manipulate magnetic 
  energy to create a protective ﬁeld around himself.
  Game Information:  Force Field (20 PD/20 
  ED), Special Effect: Magnetism. Total cost:  
  60 points.
  Movement Powers
  MAGNETIC FORCE RIDING
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  By manipulating the Earth’s magnetic 
  ﬁeld, the character can pick himself up and ﬂy 
  through the air.
  At the GM’s option a character using this 
  power moves slightly faster (+1-2”) when ﬂying 
  north or south, and slighly slower (-1-2”) when 
  ﬂying east or west.
  Game Information:  Flight 20”. Total cost:   
  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  137
  MATTER
  MANIPULATION
  M
  atter Manipulation powers involve the 
  ability to create, destroy, alter, and oth-
  erwise aﬀect matter in its many forms. 
  Usually this reﬂects some ability to con-
  trol molecules and atoms, highly advanced forms of 
  Telekinetic Powers (see page 160), or the like.
  At its simplest level, Matter Manipulation 
  simply allows characters to move objects. But 
  for most characters it goes beyond that into 
  animating and rearranging matter, and in some 
  cases even altering it on the molecular or atomic 
  level. Taken to extremes, a Matter Manipulation 
  character can instantly transmute one object 
  into another, (dis)assemble the most complex 
  objects in the blink of an eye, disintegrate matter, 
  unleash the energy from matter in various ways 
  (such as by initiating and controlling nuclear 
  explosions), and so on. In a truly cosmic cam-
  paign, this special effect is virtually limitless in 
  terms of what it can do.
  Because manipulating matter on such a 
  fundamental level often requires absolute, or 
  nearly absolute, effects, many Matter Manipula-
  tion powers have high Active Point and Real 
  Point costs. If necessary, the GM can adjust them 
  downward, and then address the “absoluteness” 
  of effect as part of a dramatic sense interpreta-
  tion of game events.
  IMPLICATIONS AND SECONDARY EFFECTS
  Most Matter Manipuation abilities are oﬀen-
  sive abilities, often quite powerful ones. Defenses 
  are relatively rare, and usually involve physical 
  objects — either disintegrating them before they 
  hit the character, or telekinetically imposing a 
  physical object to block an attack. But while a 
  matter manipulator may rarely get hurt by Physical 
  objects, his defenses against Energy attacks may be 
  lower-powered.
  In many cases Matter Manipulation powers 
  apply primarily to inorganic matter. Fantasy wiz-
  ards who can turn people into frogs and the like 
  are an exception, and the GM may grant others 
  as he sees fit; given their control over the physi-
  cal world, some matter manipulators may even 
  be able to create life or heal the injured! If appro-
  priate, the GM may reduce the effectiveness 
  of Matter Manipulation powers used directly 
  against living matter by as much as 50% (either 
  as a campaign ground rule for no point savings, 
  or by forcing matter manipulators to buy half 
  of each attack power’s DCs with the Limitation 
  Does Not Work Against Living Matter (-1)).
  “Realistically,” a Matter Manipulation 
  attack’s damage may depend on the objects 
  or substances a character has to work with. If 
  he’s near a lot of rock he could create a “rock 
  lance” to strike his enemies, or move a rock over 
  someone’s head and drop it on him (in either 
  case he’d do the full damage that he bought with 
  the attack); but if he’s only near soft or malleable 
  substances he may not be able to do full damage 
  (or have his full intended effect).
  MATTER MANIPULATION 
  AND OTHER SPECIAL 
  EFFECTS
  In general, Matter Manipulation’s interactions 
  with other special eﬀects generally fall into one of 
  three categories:
  ■ if a Matter Manipulation attack or defense 
  involves the use of a physical object (an animated 
  statue, a “lance” of rock striking up from the 
  ground, a telekinetically-manipulated shield, a con-
  trolled avalanche, skin transformed into metal, or 
  the like), use the rules for the Physical special eﬀect 
  later in this chapter (or possibly as some other rel-
  evant physical special eﬀect, such as Earth/Stone).
  ■ if a Matter Manipulation attack involves disin-
  tegrating, re-arranging, or transmuting a physical 
  defense (or uses those abilities as a defense to stop 
  physical attacks), reduce the physical defense by -3 
  points before applying it to reduce the damage (or 
  reduce the incoming physical attack by -3 DCs)
  ■ if a Matter Manipulation attack involves trans-
  muting air or some other substance into something 
  dangerous (e.g., air into poisonous gas), use the 
  appropriate rules for the special eﬀect of the object/
  substance created (such as Chemical)
  Exceptions to these guidelines are noted 
  below. Matter Manipulation generally has no 
  special interaction with special effects involving 
  pure energy (such as Fire/Heat, Light, Pulson 
  Energy, and the like); it neither gains nor loses 
  against those special effects.
  CHAOS/ENTROPY
  In some respects you might consider Chaos/
  Entropy powers as a subset of Matter Manipulation 
  powers, which can aﬀect matter in many ways other 
  than destroying it. But Chaos/Entropy is in some 
  ways more powerful than its “larger cousin.” Matter 
  Manipulation defenses involve altering or enhanc-
  ing the physical properties of objects (such as ﬂesh 
  or the skin), or even creating physical barriers... 
  and such things do not withstand Chaos well. Add 
  MATTER 
  MANIPULATION
  BASICS
  Defense:  PD
  Knockback:  No
  
  138 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  +1 DC to a Chaos/Entropy attack before apply-
  ing a Matter Manipulation defense to it. Matter 
  Manipulation attacks that involve transmutation or 
  alteration of matter generally interact with Chaos/
  Entropy defenses normally, while attacks that 
  involve actual physical objects (such as a “matter 
  lance” or animated piece of furniture) are less eﬀec-
  tive — the Chaos/Entropy defense gains +1 point 
  before being applied to reduce the damage.
  ELECTROMAGNETIC ENERGY
  Typically Electromagnetic Energy has no spe-
  cial interaction with Matter Manipulation; it nei-
  ther gains nor loses against this special eﬀect. How-
  ever, to the extent a Matter Manipulation defense 
  is a physical thing (e.g., a shield formed of matter), 
  an Electromagnetic Energy attack may penetrate 
  it more easily; reduce the Matter Manipulation 
  defense by -2 points before applying it to decrease 
  the damage.
  GRAVITY
  In general, Gravity has no special interaction 
  with Matter Manipulation; it neither gains nor 
  loses against this special eﬀect. However, if a Matter 
  Manipulation attack involves shooting, throwing, or 
  projecting a physical object at a Gravity defense, the 
  defense gains +2 PD before being applied to reduce 
  the damage.
  MAGNETISM
  In general, Matter Manipulation has no special 
  interaction with Magnetism; it neither gains nor 
  loses against this special eﬀect. However, to the 
  extent a Matter Manipulation defense uses physical 
  objects or materials, and those materials are fer-
  rous, that defense may be more susceptible to Mag-
  netism powers (it would suﬀer a -3 ED reduction 
  as a defense against Magnetism attacks involving 
  pure magnetic force, but at most a -1 against attacks 
  involving thrown or projected metallic objects, and 
  a -1 DC reduction as an attack against Magnetism 
  defenses).
  CONCLUSION:  THE SPECIAL EFFECT: 
  MATTER MANIPULATION POWER MODIFIER
  Matter Manipulation has more benefits 
  than it has drawbacks. Therefore, Special Effect:  
  Matter Manipulation constitutes a +25 Character 
  Point Adder.
  EXAMPLE MATTER  
  MANIPULATION POWERS
  Here are some example Matter Manipulation 
  powers:
  Offensive Powers
  MATTER CONTROL
  Effect: 
  Telekinesis (30 STR), Fine Manipulation
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  400”
  END Cost: 8
  Description:  The character can move, throw, and 
  otherwise manipulate matter without having to 
  touch it.
  Game Information:  Telekinesis (30 STR), Fine 
  Manipulation, Special Eﬀect: Matter Manipu-
  lation. Total cost:  80 points.
  MATTER CREATION ATTACK
  Effect: 
  Entangle 6d6, 6 DEF/Energy Blast 9d6, 
  Indirect
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”/280”
  END Cost: 6/6
  Description:  The character can use his power to 
  create matter in oﬀensive ways. First, he can create 
  rock, metal, or similar materials around a target, 
  imprisoning him. Second, he can create chunks of 
  similar material above the target to drop on him 
  and cause injury. (Treat this as a Physical attack for 
  purposes of interaction.)
  Game Information:
  Cost Power
  30 
  Matter Creation Attack:  Multipower, 60-
  point reserve; all Special Eﬀect: Physical (-1)
  3u 
  1)  Matter Envelope:  Entangle 6d6, 6 DEF; 
  Special Eﬀect: Physical (-1)
  3u 
  2)  Matter Dropping:  Energy Blast 9d6, Indi-
  rect (always from above; +¼); Special Eﬀect: 
  Physical (-1)
  Total cost:  36 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  139
  MOLECULAR INCOHESION
  Effect: 
  RKA 2d6, Armor Piercing, Penetrating (x2)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 14
  Description:  The character can remove the cohesion 
  between molecules, thus allowing him to rip, tear, 
  or pull apart an object with ease. Even the toughest 
  materials have little chance against this power.
  Game Information:  RKA 2d6, Special Eﬀect: 
  Matter Manipulation, Armor Piercing (+½), 
  Penetrating (x2; +1) (137 Active Points); No 
  Range (-½), Reduced STUN Multiplier (1d6-3; 
  -½), No Knockback (-¼). Total cost:  61 points.
  OBJECT CREATION
  Effect: 
  Major Transform 4d6 (create objects out 
  of thin air)
  Target: 
  One object
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 7
  Description:  The character can transmute air to create 
  objects. Typically this means simple objects that have 
  little (if any) game eﬀect or game deﬁnition, such as 
  a coﬀee mug, a thin board, a shrub, a backpack, or 
  clothes. Creating more complex objects (such as a 
  computer, a marionette, a mechanical or electronic 
  lock, or the like) requires special skills; the character 
  has to know how to build or work with such devices 
  before he can create working versions of them. In any 
  event, the character cannot create (a) weapons or other 
  objects that should be built and deﬁned using other 
  Powers or rules, (b) objects that improve or enhance a 
  character’s ability to perform Skills, (c) living objects, 
  or (d) objects that could reasonably be considered the 
  special eﬀect of some other power or ability. As always, 
  the GM should apply common sense, dramatic sense, 
  and considerations of game balance when deciding 
  whether to allow speciﬁc uses of this power.
  A character cannot use this power to create 
  ﬂawless duplicates of other objects, unless (a) he 
  has an appropriate Forgery Skill, and (b) the GM 
  allows him to.
  Game Information:
  Cost Power
  50 
  Object Creation:  Multipower, 75-point 
  reserve; all No Range (-½)
  5u 
  1)  Simple Object Creation:  Major Transform 
  4d6 (create objects out of thin air; “heals” 
  back by being broken or re-Transformed), 
  Improved Results Group (simple objects; +¼); 
  No Range (-½)
  4u 
  2)  Complex Object Creation:  Major Transform 
  4d6 (create objects out of thin air; “heals” back 
  by being broken or re-Transformed), Improved 
  Results Group (complex objects; +¼); No 
  Range (-½), Requires A Skill Roll (whatever 
  Skill is most appropriate to using or working 
  with the object, such as Computer Program-
  ming to create a computer; -¼)
  Total cost:  59 points.
  
  140 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Defensive Powers
  MOLECULAR COHESION
  Effect: 
  Damage Resistance (20 PD/20 ED) plus 
  Force Field (0 PD/2 ED), Only Versus Dis-
  integration
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  The character can enhance the cohe-
  sion of the molecules in his body, making it much 
  more diﬃcult for attacks to penetrate his ﬂesh. 
  Additionally, his control over his own personal 
  molecules prevents other matter manipulators from 
  disintegrating him. (Treat this defense as Biological 
  for purposes of interactions.)
  This write-up assumes the character has 20 PD 
  and 20 ED. If not, adjust the Damage Resistance 
  and cost to suit.
  Game Information:  Damage Resistance (20 
  PD/20 ED) (20 Active Points); Costs Endur-
  ance (-½), Special Eﬀect: Biological (-¾) (total 
  cost:  9 points) plus Force Field (0 PD/2 ED) 
  (2 Active Points); Only To Protect Against Dis-
  integration (-1), Special Eﬀect: Biological (total 
  cost:  1 point). 20 + 2 = 22 Active Points; total 
  cost 9 + 1 = 10 points.
  OBJECT SHIELD
  Effect: 
  Force Field (10 PD/10 ED), Ablative
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  The character uses his powers of 
  molecular control to create a ring of protective 
  matter around himself. Attacks gradually wear 
  down the “shield,” forcing the character to re-
  create it. 
  Game Information:  Force Field (10 PD/10 ED) 
  (20 Active Points); Ablative (-½), Special Eﬀect: 
  Physical (-1). Total cost:  8 points.
  Sensory Powers
  MATTER AWARENESS
  Effect: 
  Spatial Awareness
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s innate awareness of 
  matter allows him to perceive things he cannot see 
  with the naked eye, even if other physical obstacles 
  (like walls) are in the way.
  Game Information:  Spatial Awareness (INT 
  Roll) (no Sense Group), Discriminatory, Ana-
  lyze, Increased Arc Of Perception (360 Degrees), 
  Range. Total cost:  42 points.
  Miscellaneous Powers
  CLOTHES HORSE
  Effect: 
  Cosmetic Transform 2d6 (clothing into any 
  other clothing)
  Target: 
  One set of clothes
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 1
  Description:  The character can transmute his 
  clothes into any other type of clothes. He cannot 
  grant the clothing any unusual or protective prop-
  erties; he can only change their appearance.
  Game Information:  Cosmetic Transform 2d6 
  (clothing into any other clothing, heals back 
  through another application of this power), 
  Improved Results Group (any type of clothing; 
  +¼) (12 Active Points); Limited Target (char-
  acter’s own clothes; -½), No Range (-½). Total 
  cost:  6 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  141
  M
  ental/Psionic powers are the powers of 
  the mind:  the ability to read, control, 
  alter, and otherwise manipulate minds 
  and thoughts, or do other things with 
  mental power. (This includes, by many settings’ 
  deﬁnition, various forms of psychokinetic (teleki-
  netic) manipulation, but those are covered under 
  the Telekinetic category, below.)
  Mental/Psionic powers is such a vast and 
  detailed topic that it could ﬁll a book of its own 
  (and has — see The Ultimate Mentalist). Unlike 
  many of the energy types/special eﬀects covered 
  in this chapter, which are typically only found, or 
  found most often, in the Superheroes genre, Mental 
  powers are common to many genres (in fact, argu-
  ably they’re more common in Science Fiction than 
  in comic books, though usually not as powerful). 
  They also appear in Fantasy as various forms of 
  magic, in occult-oriented Dark Champions games 
  as powers possessed by monsters and freaks, and in 
  Pulp as pychic “weird talents.”
  Like Magic, the Mental/Psionic is so broad, so 
  varied from setting to setting, and so subject to deﬁ-
  nition by the GM that there’s no one “right” way to 
  address them and how they interact with other energy 
  types/special eﬀects. Therefore, in general, Mental/
  Psionic has no special interaction with the other types 
  of powers described in this chapter; it neither gains 
  nor loses against them. (The other sections of this 
  chapter may have some additional information or 
  note exceptions to this general rule.)
  CONCLUSION:  THE SPECIAL EFFECT: 
  MENTAL/PSIONIC POWER MODIFIER
  Since Mental/Psionic powers are by default 
  neutral as to all other special eﬀects, Special Eﬀect:
  Mental/Psionic is a +0 Advantage.
  EXAMPLE MENTAL/
  PSIONIC POWERS
  See The Ultimate Mentalist for hundreds of 
  example Mental/Psionic powers. Since Special 
  Eﬀect:  Mental/Psionic is a +0 Advantage, their 
  costs remain the same.
  MENTAL/
  PSIONIC
  MENTAL/PSIONIC
  BASICS
  Defense:  Varies based 
  on type of attack, but 
  typically Mental Defense
  Knockback:  No
  
  142 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  P
  hysical, obviously, is not really an “energy 
  type,” since it’s not energy at all — it’s just a 
  special eﬀect. It refers to any type of physi-
  cal object or eﬀect not covered by another 
  category in this chapter. Examples might include 
  thrown objects, guns and other weapons, claws and 
  fangs, objects that fall on or are dropped on people, 
  punches and kicks (and other attacks involving 
  parts of the body), rail guns and similar weapons, 
  armor, and the like. In other words, it’s one of the 
  most common, if not the most common, general 
  special eﬀect in many campaign settings, and there-
  fore is likely to interact with other energy types/
  special eﬀects frequently.
  PHYSICAL AND OTHER 
  SPECIAL EFFECTS
  Here’s how Physical interacts with other ener-
  gies/special eﬀects. These rules are optional; the 
  GM may change or ignore them as he sees ﬁt.
  ACID
  Acid attacks tend to be slightly more effec-
  tive against Physical defenses; add +1 BODY 
  before applying defenses (or rolling a STUN 
  Multiplier). Physical attacks interact with Acid 
  defenses normally.
  AIR/WIND
  Air/Wind attacks typically interact with Physi-
  cal defenses normally. The interaction of Air/Wind 
  defenses and Physical attacks depends on the 
  nature of the Physical attack — speciﬁcally, how 
  fast it moves and how heavy it is. See the Air/Wind 
  section for more information and rules.
  BIOLOGICAL
  Biological has no special interaction with 
  Physical; it neither gains nor loses against this 
  special eﬀect (except as discussed above for energy 
  powers generally). However, an airtight Physi-
  cal defense (such as a hazmat suit) may keep out 
  Biological powers that involve projecting spores, 
  viruses, or the like through the air; typically the 
  attack itself reﬂects this with an Advantage like No 
  Normal Defense, but the GM may reduce the eﬀec-
  tiveness of such attacks (or negate them entirely) 
  even if that’s not the case.
  CHAOS/ENTROPY
  Physical objects and abilities fare poorly when 
  they contact Chaos/Entropy. Chaos/Entropy attacks 
  gain +1 DC against Physical defenses; Physical 
  attacks are at -1 DC before being applied to Chaos/
  Entropy defenses.
  CHEMICAL
  Chemical has no special interaction with Phys-
  ical; it neither gains nor loses against this special 
  eﬀect. However, an airtight Physical defense (such 
  as a hazmat suit) may keep out Chemical powers 
  that involve projecting gases or the like through 
  the air; typically the attack itself reﬂects this with 
  an Advantage like No Normal Defense, but the GM 
  may reduce the eﬀectiveness of such attacks (or 
  negate them entirely) even if that’s not the case.
  COSMIC ENERGY
  Physical has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect. However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Physical powers; it neither gains nor loses against 
  this special eﬀect.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation powers are more 
  eﬀective than normal against attacks or defenses 
  involving Physical objects due to the way they aﬀect 
  physical reality.  Dimensional Manipulation attack 
  typically receives +1 DC against a Physical defense 
  before that defense applies to reduce damage, while 
  Physical attacks are at -1 DC against Dimensional 
  Manipulation defenses.
  EARTH/STONE
  Earth/Stone has no special interaction with 
  Physical powers; it neither gains nor loses against 
  this special eﬀect.
  ELECTRICITY
  In general, Electricity has no special interac-
  tion with Physical powers; it neither gains nor loses 
  against this special eﬀect. However, if a Physical 
  object has high conductivity (like most metals do), 
  then it may take +1 or more DCs of damage from 
  an Electrical attack.
  PHYSICAL
  PHYSICAL
  BASICS
  Defense:  PD
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  143
  ELECTROMAGNETIC ENERGY
  General Physical defenses aren’t much good 
  against Electromagnetic Energy attacks; reduce 
  them by -3 points before applying them to decrease 
  the attack’s damage. Physical attacks interact with  
  Electromagnetic Energy defenses normally.
  ENERGY MANIPULATION
  Physical has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FIRE/HEAT
  In general, for ease of game play, it’s assumed 
  that Fire/Heat and Physical interact normally, with 
  neither gaining or losing in the process — the con-
  tact is so brief that Fire/Heat attacks aren’t likely 
  to set Physical defenses on ﬁre, and that Fire/Heat 
  defenses don’t melt or destroy Physical attacks. For 
  greater “realism,” see the Fire/Heat section above for 
  more information and rules.
  FORCE MANIPULATION
  Physical has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special effect.
  GRAVITY
  Gravity aﬀects Physical objects strongly. Physi-
  cal defenses are at -1 ED before applying to reduce 
  damage from Gravity attacks, and Gravity defenses 
  are at +2 PD against Physical attacks. (More “real-
  istically,” fast-moving projectiles [anything that’s 
  ﬁred or shot] may suﬀer no penalty against Gravity 
  defenses, while slow-moving ones [such as thrown 
  objects] suﬀer a -1 or greater OCV penalty because  
  Gravity has more time/opportunity to aﬀect them.)
  HOLY/UNHOLY
  Physical has no special interaction with Holy/
  Unholy powers; it neither gains nor loses against 
  this special eﬀect.
  ICE/COLD
  Typically Ice/Cold has no special interaction 
  with Physical; it neither gains nor loses against this 
  special eﬀect. However, extreme cold (such as that 
  generated by Ice/Cold-using characters) can make 
  Physical objects brittle, and thus easier to break. 
  Characters can buy this as a power (such as Brittl-
  ize in the USPD) or the GM might allow Ice/Cold 
  attacks to have this eﬀect as a campaign ground 
  rule. In that case, it’s suggested that for every full 50 
  Active Points in an Ice/Cold attack involving “pure 
  Cold energy” (as opposed to just a piece of actual 
  ice), reduce a Physical defense’s Physical Defense 
  protection against future attacks by -1 PD for 
  the next Turn. (Thus, a 100 Active Point Ice/Cold 
  power would subtract -2 PD, and so on.)
  KINETIC ENERGY
  Physical has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, above, Kinetic Energy attacks are often 
  treated simply as Physical attacks).
  LIFE FORCE ENERGY
  Physical defenses don’t stand up to Life Force 
  Energy attacks well; the Life Force Energy can 
  bypass them easily (reduce them by 1 ED before 
  applying them to reduce the damage). Physical 
  attacks and Life Force defenses interact normally.
  LIGHT
  Light has no special interaction with Physical 
  powers; it neither gains nor loses against this spe-
  cial eﬀect.
  MAGIC
  Physical has no special interaction with 
  Magic; it neither gains nor loses against this 
  special effect. However, if Magic manifests with 
  some other special effect (such as Fire or Dark-
  ness), use that special effect for determining the 
  results of the interaction.
  MAGNETISM
  In general, Physical has no special inter-
  action with Magnetism; it neither gains nor 
  loses against this special effect. However, to the 
  extent a Physical power uses ferrous objects or 
  materials, that defense may be more susceptible 
  to Magnetism powers (it would suffer a -3 ED 
  reduction as a defense against Magnetism attacks 
  involving pure magnetic force, but at most a -1 
  against attacks involving thrown or projected 
  metallic objects, and a -1 DC reduction as an 
  attack against Magnetism defenses).
  MATTER MANIPULATION
  See the Matter Manipulation section, above, for 
  information and rules about how Matter Manipula-
  tion powers aﬀect Physical ones.
  MENTAL/PSIONIC
  Physical has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PULSON ENERGY
  Physical has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special effect.
  RADIATION
  General Physical defenses aren’t much good 
  against Radiation attacks; reduce them by -3 points 
  before applying them to decrease the attack’s 
  damage. Physical attacks interact with  Radiation 
  defenses normally.
  SONIC
  Typically Sonic has no special interaction 
  with Physical; it neither gains nor loses against this 
  special eﬀect. However, particularly rigid Physical 
  defenses may suﬀer the way Earth/Stone does when 
  hit by a Sonic attack (see under Sonic, below).
  TELEKINETIC
  Physical has no special interaction with 
  Telekinetic; it neither gains nor loses against this 
  special effect.
  
  144 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  TIME
  Physical has no special interaction with 
  Time powers; it neither gains nor loses against 
  this special effect.
  VIBRATION
  Physical has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special effect.
  WATER
  Typically, Physical has no special interaction 
  with Water; it neither gains nor loses against this 
  special eﬀect. However, the GM may want to con-
  sider several factors. An object that’s hydrodynamic  
  may have an easier time passing through a Water 
  defense (reduce the defense by -1 PD or more). 
  A buoyant object (such as Ice) may have a harder 
  time; increase the defense by +1 PD or more.
  CONCLUSION:  THE SPECIAL EFFECT: 
  PHYSICAL POWER MODIFIER
  Physical has more drawbacks than it has ben-
  eﬁts. Therefore, Special Eﬀect:  Physical constitutes a 
  -1 Limitation.
  EXAMPLE PHYSICAL 
  POWERS
  Here are some example Physical powers:
  Offensive Powers
  CLAWS
  Effect: 
  HKA 1d6 (up to 2d6 with STR), Reduced 
  Penetration
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 1
  Description:  The character has claws, or can grow 
  claws, making him a lethal hand-to-hand combat-
  ant. If he has claws on his feet, he may call this 
  power Talons instead.
  Game Information:  HKA 1d6 (up to 2d6 with 
  STR) (15 Active Points); Reduced Penetra-
  tion (-¼), Special Effect: Physical (-1). Total 
  cost:  7 points.
  POWER PUNCH
  Effect: 
  HA +3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  Touch
  END Cost: 1
  Description:  The character knows how to punch 
  particularly hard or well.
  Game Information:  HA +3d6 (15 Active Points); 
  Hand-To-Hand Attack (-½), Special Eﬀect: 
  Physical (-1). Total cost:  6 points.
  Defensive Powers
  PROTECTIVE SKIN
  Effect: 
  Damage Resistance (8 PD/8 ED)
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s skin is unusually tough 
  or resilient. It might be scaly like a snake’s, an insec-
  tile exoskeleton, made of metal, or the like.
  Game Information:  Damage Resistance (8 PD/8 
  ED) (8 Active Points); Special Eﬀect: Physical 
  (-1). Total cost:  4 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  145
  PULSON  
  ENERGY
  P
  ulson Energy refers to the generic “energy” 
  featured in many Superhero settings (and 
  occasionally some other genres, such as Sci-
  ence Fiction). If a character or weapon uses 
  a type of energy that’s not more precisely deﬁned, 
  or you want rules for a type of energy not covered 
  by these rules, use the Pulson Energy rules for it. 
  Typically a Pulson Energy attack features a concen-
  trated stream of strongly-aligned, highly energetic 
  particles that generates a beam with both burning 
  and concussive force. Pulson Energy defenses tend 
  to be force-ﬁelds and similar constructs that pro-
  vide broad-spectrum protection from both physical 
  attacks and most wavelengths of energy.
  SECONDARY EFFECTS
  Deﬁning exactly how Pulson Energy works 
  is ultimately up to the GM, but you can use these 
  guidelines for general purposes:
  ■ like Light and Electricity, Pulson Energy gener-
  ates enough heat that it may set ﬂammable objects 
  on ﬁre. Use the rules from the Fire/Heat section, 
  above, when a Pulson Energy attack strikes some-
  thing that’s potentially ﬂammable... though even 
  the most intense Pulson Energy power isn’t as hot 
  as a Fire/Heat power with the same Active Points. 
  If appropriate, reduce the roll to see if a ﬂammable 
  object catches on ﬁre by 2 (or more).
  ■ Pulson Energy is bright, and thus can provide 
  light to a character who can manipulate it. Gener-
  ally this doesn’t have a real game eﬀect, but in some 
  cases it might provide a +1 Sight PER Roll bonus 
  to counteract modiﬁers for darkness, shadow, and 
  the like. Similarly, Linking a Sight Group Flash to a 
  Pulson Energy attack is appropriate.
  ■ At the GM’s option, as a “universal” form of 
  energy, Pulson Energy can aﬀect any type of energy 
  (including itself) using the Interference Combat 
  Maneuver (page 196). If the GM allows this, he 
  should increase the value of the Special Eﬀect: 
  Pulson Energy to a +15 Character Point Adder.
  PULSON ENERGY AND 
  OTHER SPECIAL EFFECTS
  As a “generic” ﬁctional form of energy, Pulson 
  Energy has no special interaction with the other 
  types of powers described in this chapter; it neither 
  gains nor loses against them. (The other sections of 
  this chapter may have some additional information 
  or note exceptions to this general rule.)
  CONCLUSION:  THE SPECIAL EFFECT: 
  PULSON ENERGY POWER MODIFIER
  Since Pulson Energy is by default neutral as 
  to all other special eﬀects, Special Eﬀect:  Pulson 
  Energy is a +0 Advantage.
  EXAMPLE PULSON  
  ENERGY POWERS
  Here are some example Pulson Energy powers:
  Offensive Powers
  PULSON BEAM
  Effect: 
  Energy Blast 10d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Description:  The character can project a beam of 
  pure Pulson Energy.
  Game Information:  Energy Blast 10d6, Spe-
  cial Effect: Pulson Energy (+0). Total cost:  
  50 points.
  PULSON BOLT
  Effect: 
  RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character can project a bolt of 
  deadly Pulson Energy.
  Game Information:  RKA 3d6, Special Eﬀect: 
  Pulson Energy (+0). Total cost:  45 points.
  PULSON ENERGY
  BASICS
  Defense:  ED
  Knockback:  Yes
  
  146 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  PULSON CONE
  Effect: 
  Energy Blast 8d6
  Target: 
  9” Cone
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 8
  Description:  The character can project a blast of 
  Pulson Energy in the form of a large cone, thus 
  allowing him to hit many targets at once.
  Game Information:  Energy Blast 8d6, Area 
  Of Eﬀect (9” Cone; +1), Special Eﬀect: Pulson 
  Energy (+0) (80 Active Points); No Range (-½). 
  Total cost:  53 points.
  Defensive Powers
  PULSON SHIELD
  Effect: 
  Force Field (15 PD/25 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can use his energy 
  powers to create a protective ﬁeld around himself. 
  The ﬁeld is more eﬀective against energy attacks.
  Game Information:  Force Field (15 PD/25 ED), 
  Special Eﬀect: Pulson Energy (+0). Total cost:  
  40 points.
  Movement Powers
  PULSON FLIGHT
  Effect: 
  Flight 20”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character projects Pulson Energy 
  behind him to propel himself through the air like 
  a rocket.
  Game Information:  Flight 20”. Total cost:   
  40 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  147
  T
  echnically speaking, the term “radiation” 
  covers the entire electromagnetic spectrum 
  — light, magnetism, electricity, x-rays, 
  gamma rays, microwaves, radio, and so 
  on. But for purposes of this book, the Radiation 
  energy type/special eﬀect is considered separately, 
  since in many genres (including Superheroes) it’s 
  often treated as a distinct, dangerous thing without 
  regard to the “realistic” implications and explana-
  tions. For GMs preferring more “realism,” assume 
  that Radiation refers to any form of ionizing radia-
  tion (see below), and convert Electromagnetic 
  Energy (see earlier in this chapter) to non-ionizing 
  forms of radiation.
  RADIATION IN THE  
  REAL WORLD
  Technically speaking, “radiation” can be 
  divided into two types:  non-ionizing and ionizing. 
  Non-ionizing radiation cannot damage organic 
  molecules by impacting them and imparting 
  energy to them. This includes microwaves, radio 
  waves, and infrared radiation. Thus, a microwave 
  oven or infrared-based remote control device 
  cannot make someone “radioactive” or cause 
  cancer. Ionizing radiation is much more dangerous, 
  and can damage organic molecules by impacting 
  them and imparting energy to them (which makes 
  the target radioactive, can cause cancer [or make 
  it more likely to occur], and so forth). Solar and 
  cosmic radiation in outer space, alpha and beta 
  particles, some ultraviolet radiation, x-rays, and 
  gamma rays are all ionizing forms of radiation. 
  The rest of the discussion in this section generally 
  refers to ionizing radiation, since that’s what PCs 
  in a roleplaying game setting tend to be concerned 
  about.
  REALISTIC RADIATION
  The following general rules explain how Radi-
  ation works “realistically” in game terms. 
  General Principles
  Radiation harms living things as by deliver-
  ing intense amounts of energy to a small area. It 
  can damage individual cells’ DNA (which can lead 
  to cancer); at higher doses it can cause cataracts, 
  burns (either skin burns or deep tissue/organ 
  burns), permanent sterility, and other eﬀects.
  Radiation exposure is measured in Rads, 
  short for “Radiation Absorbed Dose.” One rad is 
  deﬁned as 100 ergs of energy per gram of mate-
  rial. The Radiation Level Table lists the radiation 
  level of various sources of radioactivity; the Radia-
  tion Eﬀects table describes the eﬀects of exposure. 
  Radiation, like all forms of energy, is subject to the 
  RADIATION
  RADIATION LEVEL TABLE
  Source 
  Rads
  Occupational Safety Limit 
  5 per year
  Medical X-Ray 
  0.01 to 0.05 per shot
  X-Ray Laser 
  1 per die of Killing Damage
  Cosmic Rays (in space) 
  30 per year
     Lunar surface 
  15 per year
     Earth surface 
  0.03 per year
  Jovian Radiation Belt 
  1,000 per hour
  Solar Flare (Earth orbit) 
  100-1,000 per event
  Nuclear Fallout (within plume) 240 per year
  Plutonium (1 gram) 
  1 per second
  Reactor Core (unshielded) 
  7,000 per second
  RADIATION EFFECTS
  Exposure (Rads) is... 
  Effect
  Greater than 5 x CON 
  Radiation Sickness:  Individual loses 1d6 CON. Victim 
  loses 1 point of CON in the Segment when his exposure 
  reaches this limit, and the rest (if any) at the rate of 1 
  point of CON per Hour. This loss of CON heals at the 
  rate of REC per Month.
  Greater than 10 x CON 
  Serious Sickness:  Lose 2d6 CON. Victim loses 1-3 
  points of CON in the Segment when his exposure 
  reaches this limit, and the rest (if any) at the rate of 1 
  point of CON per Hour. This loss of CON heals at the 
  rate of REC per Month.
  Greater than 20 x CON 
  Internal Damage:  Lose 2d6 CON and 1d6 BODY. Victim 
  loses 1 point each of CON and BODY in the Segment 
  when his exposure reaches this limit, and the rest (if any) 
  at the rate of 1 point of CON and BODY per Hour. This 
  loss of CON and BODY heals at the rate of REC in CON 
  and BODY per Month.
  Greater than 30 x CON 
  Lethal Threshold:  Lose 3d6 CON and 2d6 BODY. Victim 
  loses 1-3 points of both CON and BODY in the Segment 
  when his exposure reaches this limit, and the rest (if any) 
  at the rate of 1 point of CON and BODY per 20 Minutes. 
  This loss of CON and BODY heals at the rate of (REC/2) 
  in CON and BODY per Month.
  Greater than 50 x CON 
  Fatal Dose:  Lose 4d6 CON and 3d6 BODY. Victim loses 
  1-6 points of both CON and BODY in the Segment 
  when his exposure reaches this limit, and the rest (if any) 
  at the rate of 1 point of CON and BODY per 20 Min-
  utes. This loss of CON and BODY does not heal; if the 
  character survives, both Characteristics are permanently 
  reduced (though he may spend Character/Experience 
  Points to buy them up from their new amounts).
   
  Armor and other defenses do not reduce BODY damage 
  from radiation; consider it as NND Does BODY damage, 
  with the defense being Life Support:  Safe Environment 
  (High Radiation).
  
  148 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  inverse square rule — so divide the rad level given 
  on the table by the square of the distance to the 
  source to determine a character’s exposure.
  Fallout And Half Life
  Fallout is radioactive material released by 
  nuclear weapons explosions. Typically, a nuclear 
  bomb going oﬀ scatters bits of radioactive material 
  high into the atmosphere, creating a long plume, 
  extending hundreds of miles, where the radiation 
  levels are temporarily higher than normal. The 
  problem with fallout is that it aﬀects an area — the 
  radiation level rises over the whole region covered 
  by the plume.
  Some sources of radiation, like ongoing 
  nuclear reactions, emit radiation at a constant level. 
  Others, like radioactive isotopes or fallout, have a 
  half life. The half life is the amount of time it takes 
  for half of the radioactive material to decay to a 
  stable form. Because of the way radioactive decay 
  works, this time is constant, so the rad level drops 
  by half for each half life increment. The process of 
  decay is gradual — the radiation level doesn’t sud-
  denly drop when the half-life period is up.
  Radiation Shielding
  Radiation shielding absorbs high-energy par-
  ticles. In practice, diﬀerent materials stop diﬀerent 
  kinds of radiation better than others, but for the 
  sake of simplicity you can lump them all together 
  as “radiation shielding.” The Radiation Shielding 
  table gives the amount of protection for diﬀerent 
  materials.
  COMIC BOOK RADIATION
  But of course, not all genres or settings treat 
  radiation “realistically.” In the Superheroes genre 
  and some others (such as mutant-filled Post-
  Apocalyptic games), Radiation isn’t necessarily 
  the insidious, deadly thing it is in real life. It 
  can be, but it can also cause fictional mutations 
  both beneficial and hideous. For example, many 
  well-known superhumans, including the Marvel 
  Comics heroes Spider-Man, the Hulk, the Fan-
  tastic Four, and Daredevil, got their superpowers 
  from Radiation in some form. Therefore, in some 
  games Radiation may sometimes be more “help-
  ful” than it is dangerous.
  Additionally, Radiation attacks and defenses 
  in the Superhero genre (and other such cin-
  ematic genres) tend to function more like other 
  types of energy — they can have concussive 
  impact and/or cause immediate burns, they don’t 
  just make people sick or cause long-term muta-
  tions. Radiation defenses work like other types of 
  force-fields and the like.
  IMPLICATIONS AND  
  SECONDARY EFFECTS
  “Realistically” ionizing Radiation strong 
  enough to function as an attack is best represented 
  in HERO System terms either as (a) an RKA, or (b) 
  a Drain CON and BODY (and possibly also STUN, 
  END, and/or STR). In either form it should have 
  the Advantages NND (defense is Life Support [Safe 
  Environment:  High Radiation]) and Does BODY; 
  the Limitation No Knockback is appropriate. (For 
  greater “realism,” you can also apply the Gradual 
  Eﬀect Limitation — the exposure happens instanta-
  neously, but the full eﬀects of exposure take time to 
  build up and manifest.) The RKA method has the 
  virtue of being highly fatal; the Drain method can 
  be bought with the Delayed Return Rate Advantage 
  to simulate how long Radiation damage takes to 
  heal. (At the GM’s option, even Normal or Killing 
  Damage BODY caused by Radiation should heal 
  only one-third as fast as other types of damage.)
  In more cinematic settings, Radiation could 
  instead be an ordinary Energy Blast or RKA, a stan-
  dard NND, or various Drains. The example powers 
  below tend more toward the cinematic.
  Radiation burns may cause scarring and hair 
  loss (and thus permanently reduce a character’s 
  COM). See the Acid section, above, for rules you 
  can apply, though you may want to reduce the 
  eﬀects slightly.
  RADIATION SHIELDING
  SUBSTANCE 
  RADIATION MULTIPLIER
  Real World Substances
  Atmosphere
  Standard (per meter) 
  .75
  Thin (per meter) 
  .9
  Trace (per meter) 
  .98
  Dense (per meter) 
  .9
  Brick (per cm) 
  .75
  Lead (per mm) 
  .8
  Radiation Suit 
  .7
  Rock (per cm) 
  .75
  Soil (per cm) 
  .75
  Spacesuit 
  .9
  Steel (per mm) 
  .9
  Vehicle Hull (per point of DEF) 
  .9
  Water (per cm) 
  .9
  Wood or Plastic (per cm) 
  .95
  Fictional Substances
  Armor* 
  .5 per full 3 ED†
  Force Field/Wall 
  .5 per full 3 ED†
  Dwarven Steel (per mm) 
  .85
  Elven-Silver (per mm) 
  .8
  Questionite (per mm) 
  .8
  *:  This refers to the Armor Power. If the special 
  eﬀect of the Armor is one of the Real World 
  Substances listed above, use that substances value 
  instead. For game purposes, assume every 10 
  Active Points of Armor (both PD and ED) is 2 
  mm thick for purposes of resisting radiation.
  †:  If the defense is Hardened, multiply the ED by 
  the value of the Hardened to determine its eﬀec-
  tiveness at reducing radiation (with a minimum 
  of +1 ED).
  Radiation protection is exponential. Steel plating 
  reduces rad levels by .9 per millimeter, so a layer of 
  steel 5 millimeters thick would reduce it by a factor 
  of (.9 x .9 x .9 x .9 x .9), or about .59 overall.
  RADIATION
  BASICS
  Defense:  ED
  Knockback:  “Realisti-
  cally” No, but Yes in 
  many fantastic/cin-
  ematic settings and 
  genres
  
  The Ultimate Energy Projectors ■ Chapter Two 
  149
  Irradiation
  One signiﬁcant downside of Radiation powers is 
  that they tend to irradiate people and objects around 
  the character using them — not to mention the char-
  acter himself, but the odds are he’ll have Life Support 
  (Safe Environment:  High Radiation). (Technically 
  speaking, the term “irradiate” simply means “to expose 
  to radiation,” but for ease of reference The Ultimate 
  Energy Projector here uses it inaccurately to mean “to 
  make radioactive.”) “Realistically” a person exposed to 
  ionizing rarely becomes radioactive, he simply suﬀers 
  the burns and other eﬀects of exposure, but for dra-
  matic and cinematic purposes a Radiation attack can 
  make someone radioactive.
  Add up the Active Points of all the Radiation 
  powers a character uses in a Phase, then divide by 15. 
  That’s the number of Rads of damage everyone and 
  everything near him is subjected to. His hex receives 
  the full dose; each 1” out from there receives half that 
  much (the radiation stops radiating outward in the 
  ring of hexes in which the damage drops to 5% of the 
  full amount or less). If any of the character’s powers 
  are Constant, their Rads apply every Segment; if any 
  of his powers cover an Area, their Rads apply to every-
  thing in that area in full, then expand outward from 
  there as described above. At the GM’s option, constant 
  use of Radiation powers in the same area causes the 
  irradiated zone to expand, increasing its radius to 2”, 
  3”, and so on.
  Irradiation may occur automatically, and 
  doesn’t entitle a character to any Limitation or 
  the like. In other campaigns, irradiation does 
  not occur automatically (perhaps the character 
  absorbs the radiation he emits, or his powers are 
  somehow “clean”). In that case characters can 
  take irradiation as a Side Effect. It’s worth -¼ at 
  its base level and always occurs, for a final value 
  of -½.
  Of course, in a cinematic campaign, irradia-
  tion may not cause problems — it might cause a 
  character to spontaneously develop superhuman 
  powers! (Hence the classic term “radiation acci-
  dent” to explain the origin of a character’s powers, 
  or sudden change in powers.)
  Cancer
  Exposure to radiation increases a person’s 
  chances of developing cancer. Generally this is 
  beyond the scope of a roleplaying game, since it 
  takes years or decades to develop. (Though a super-
  villain could, for example, buy an “inﬂict people 
  with cancer immediately” power based on Radia-
  tion, if he wanted.) However, GMs interested in 
  greater “realism” might want to rule that exposure 
  to any Radiation power has a Major Transform 
  eﬀect on any character who doesn’t have Life Sup-
  port (Safe Environment:  High Radiation). The 
  Transform accumulates slowly, perhaps only .3-
  1.0 points per exposure (or some rate based on 
  the total Active Points in the Radiation powers 
  the character’s exposed to, such as .1 point per 10 
  Active Points)... but eventually enough exposure 
  adds up to the point where the Transform occurs 
  and the character develops cancer. The cancer 
  grows normally from that point; the GM deter-
  mines what type of cancer the character contracts.
  Decontamination
  A character or object who’s been irradiated 
  can undergo decontamination to prevent or reduce 
  the eﬀects. Decontaminating surface exposure to 
  
  150 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  radiation is easier than decontaminating internal 
  exposure (from, say, eating irradiated food). Typical 
  procedures involve stripping oﬀ irradiated (or pos-
  sibly irradiated) clothing, a full shower, and then 
  dressing in clean clothes.
  In game terms, a character who undergoes 
  formal decontamination procedures within 
  1 hour of exposure to radiation reduces the 
  damage he suffers (per the Radiation Effects 
  table) by half. If he’s already taken more damage 
  than this, he doesn’t get any CON and/or BODY 
  back, but he takes no further damage. If a char-
  acter undergoes informal decontamination, he 
  reduces damage by one-quarter (25%).
  RADS AND DAMAGE
  For GMs desiring maximum “realism,” 1 
  Active Point in a Radiation attack equals 1 Rad 
  of exposure. Instead of applying the damage 
  in the usual fashion, convert it to Rads, use the 
  Radiation Shielding table to determine how 
  much the character’s defenses reduce it, and then 
  convert the final Rads back into damage and 
  apply it to the character (he gets no further sub-
  traction for his defenses, of course).
  RADIATION AND OTHER 
  SPECIAL EFFECTS
  Here’s how Radiation interacts with other 
  energies/special eﬀects. Generally speaking, Radia-
  tion attacks are more eﬀective than average at pen-
  etrating physical defenses (though a few physical 
  defenses are better than normal protection against 
  Radiation). These rules are optional; the GM may 
  change or ignore them as he sees ﬁt.
  ACID
  Acid has no special interaction with Radiation; 
  it neither gains nor loses against this special eﬀect 
  (except perhaps as noted under Acid, above, regard-
  ing its interaction with energy in general).
  AIR/WIND
  Air/Wind defenses are a little better against 
  Radiation than most forms of protection again; 
  increase them by +2 before applying them to 
  reduce Radiation damage. Air/Wind attacks and 
  Radiation defenses interact normally.
  BIOLOGICAL
  Biological attacks have no special interac-
  tion with Radiation powers except as discussed 
  above for energy powers generally. Radiation tends 
  to penetrate physical barriers well, so Biological 
  defenses may suﬀer a reduction of -3 (or more) 
  points before applying to Radiation attacks.
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  CHEMICAL
  Chemical has no special interaction with Radi-
  ation; it neither gains nor loses against this special 
  eﬀect (except as discussed above for energy powers 
  generally). At the GM’s option, exposing Chemical 
  powers to intense Radiation may have the same 
  results as for Electricity (see under Chemical, above, 
  for details).
  COSMIC ENERGY
  Radiation has no special interaction with 
  Cosmic Energy; it neither gains nor loses against 
  this special eﬀect.  However, if the Cosmic Energy 
  manifests with some other special eﬀect (such as 
  Fire or Sonics), use that special eﬀect for determin-
  ing the results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Radiation; it neither gains nor loses against this 
  special eﬀect.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Radiation; it neither gains nor 
  loses against this special eﬀect.
  EARTH/STONE
  Compared to most physical barriers, Earth/
  Stone defenses insulate against Radiation attacks 
  well; give them +2 ED before applying them to 
  damage. Earth/Stone attacks interact with Radia-
  tion defenses normally. Defenses made of Metal (a 
  subset of Earth/Stone powers) aren’t quite as good; 
  give them +1 defense.
  ELECTRICITY
  Electricity has no special interaction with 
  Radiation (in fact, in a technical sense it’s simply 
  a subset of electromagnetism generally); it neither 
  gains nor loses against this special eﬀect.
  ELECTROMAGNETIC ENERGY
  Radiation has no special interaction with Elec-
  tromagnetic Energy (technically speaking they’re 
  all basically the same thing; see Radiation, below, 
  for further discussion and more information); it 
  neither gains nor loses against this special eﬀect.
  ENERGY MANIPULATION
  Radiation has no special interaction with 
  Energy Manipulation; it neither gains nor loses 
  against this special eﬀect.
  FIRE/HEAT
  Radiation has no special interaction with 
  Fire/Heat; it neither gains nor loses against this 
  special effect.
  FORCE MANIPULATION
  Radiation has no special interaction with 
  Force Manipulation; it neither gains nor loses 
  against this special eﬀect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  151
  GRAVITY
  Radiation has no special interaction with 
  Gravity; it neither gains nor loses against this spe-
  cial eﬀect.
  HOLY/UNHOLY
  Radiation has no special interaction with 
  Holy/Unholy powers; it neither gains nor loses 
  against this special eﬀect.
  ICE/COLD
  Typically Radiation has no special interaction 
  with Ice/Cold; it neither gains nor loses against this 
  special eﬀect. However, to the extent an Ice defense 
  involves water or similar liquids that have been 
  frozen, it may protect against Radiation better than 
  normal (increase the Ice/Cold defense by +1 point 
  before applying it to decrease the damage).
  KINETIC ENERGY
  Radiation has no special interaction with 
  Kinetic Energy; it neither gains nor loses against 
  this special eﬀect (though as noted under Kinetic 
  Energy, below, Kinetic Energy attacks are often 
  treated as Physical attacks).
  LIFE FORCE ENERGY
  Radiation has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect.
  LIGHT
  Light has no special interaction with Radiation 
  (and is, in fact, a form of radiation itself); it neither 
  gains nor loses against this special eﬀect.
  MAGIC
  Radiation has no special interaction with 
  Magic; it neither gains nor loses against this 
  special effect. However, if Magic manifests with 
  some other special effect (such as Fire or Dark-
  ness), use that special effect for determining the 
  results of the interaction.
  MAGNETISM
  Magnetism defenses aren’t as eﬀective against 
  Radiation attacks as most forms of energy; reduce 
  their protection by -1 point before applying them 
  to reduce the attack’s damage. Magnetism attacks 
  interact with Radiation defenses normally.
  MATTER MANIPULATION
  Typically Radiation has no special interac-
  tion with Matter Manipulation; it neither gains 
  nor loses against this special eﬀect. However, to the 
  extent a Matter Manipulation defense is a physical 
  thing (e.g., a shield formed of matter), an Radia-
  tion attack may penetrate it more easily; reduce the 
  Matter Manipulation defense by -2 points before 
  applying it to decrease the damage.
  MENTAL/PSIONIC
  Radiation has no special interaction with 
  Mental/Psionic powers; it neither gains nor loses 
  against this special eﬀect.
  PHYSICAL
  General Physical defenses aren’t much good 
  against Radiation attacks; reduce them by -3 points 
  before applying them to decrease the attack’s 
  damage. Physical attacks interact with  Radiation 
  defenses normally.
  PULSON ENERGY
  Radiation has no special interaction with 
  Pulson Energy; it neither gains nor loses against 
  this special eﬀect.
  SONIC
  Radiation has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  TELEKINETIC
  Radiation has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect.
  TIME
  Radiation has no special interaction with 
  Time powers; it neither gains nor loses against 
  this special effect.
  VIBRATION
  Radiation has no special interaction with 
  Vibration; it neither gains nor loses against this 
  special eﬀect.
  WATER
  Water defenses are a little better than most 
  against Radiation attacks; increase them by 
  +1 before applying them to reduce Radiation 
  damage. Water attacks interact with Radiation 
  defenses normally.
  CONCLUSION:  THE SPECIAL EFFECT: 
  RADIATION POWER MODIFIER
  Radiation has slightly more drawbacks than it 
  has beneﬁts. Therefore, Special Eﬀect: Radiation 
  constitutes a -0 Limitation. (If the GM  uses the 
  “realistic” rules for irradiation and other negative 
  side eﬀects of Radiation powers, he may increase 
  this value to -¼ or more.)
  
  152 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  EXAMPLE RADIATION 
  POWERS
  Here are some example Radiation powers:
  Offensive Powers
  DEADLY RADIATION
  Effect: 
  RKA 3d6, Living Beings Only
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character can project a blast of 
  radiation that’s so intense it can kill living beings 
  instantly through cellular disruption and decay. It 
  has no eﬀect on non-living material.
  Game Information:  RKA 3d6 (45 Active Points); 
  Only Works On Living Beings (-½), Special 
  Eﬀect: Radiation (-0). Total cost:  30 points.
  Options:
  1)  Deadly Radiation Variant:  You can also deﬁne 
  this power as an NND. Change to RKA 3d6, NND 
  (defense is Life Support [Safe Environment:  High 
  Radiation] or not being alive; +1), Does BODY 
  (+1) (135 Active Points); Special Eﬀect: Radiation 
  (-0). Total cost:  135 points.
  RADIATION BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Description:  The character can ﬁre a bolt of radia-
  tion so intense that it can inﬂict serious physical 
  injury, and even propel a target backwards.
  Game Information:  Energy Blast 8d6 (40 Active 
  Points); Special Eﬀect: Radiation (-0). Total 
  cost:  40 points.
  RADIATION SICKNESS
  Effect: 
  Drain CON 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 6
  Description:  The character can project a blast of 
  withering radiation that sickens living beings.
  Game Information:  Drain CON 4d6, Ranged 
  (+½). Total cost:  60 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  153
  RADIOACTIVE ZONE
  Effect: 
  Change Environment (create radiation)
  Target: 
  16” radius
  Duration: 
  Constant
  Range: 
  225”
  END Cost: 4
  Description:  The character can create a ﬁeld of 
  intense radiation equal to 300 rads — about one-
  twentieth of the radiation emitted by an unshielded 
  nuclear reactor core. Characters exposed to such 
  intense radiation often sicken, and may die.
  For purposes of this power, every 50 rads of 
  radiation beyond the initial, free, 50 rads costs 
  4 Character Points as a combat effect (see the 
  Combat Effects Costs table on page 136 of The 
  HERO System 5th Edition, Revised for the cost of 
  other effects). Compare the rads received to the 
  character’s CON and consult the accompanying 
  table to determine the effect. The GM may, if 
  necessary, adjust the results of the table to keep 
  this power from unbalancing or hindering the 
  game, since its effects can be somewhat more 
  extreme than a typical damaging Change Envi-
  ronment power. See above regarding the effects 
  of radiation exposure.
  Game Information:  Change Environment 16” 
  radius, create radiation of 300 rads. Total cost:  
  45 points.
  Defensive Powers
  RADIATION RESISTANCE
  Effect: 
  Life Support (Safe Environment:   
  High Radiation) 
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character’s powers make him nat-
  urally immune to the eﬀects of ordinary radiation.
  Game Information:  Life Support (Safe Environ-
  ment:  High Radiation). Total cost:  2 points.
  RADIATION SHIELD
  Effect: 
  Force Field (15 PD/15 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can create a screen of 
  protective radiation around himself.
  Game Information:  Force Field (15 PD/15 ED) 
  (30 Active Points); Special Eﬀect: Radiation 
  (-0). Total cost:  30 points.
  Sensory Powers
  HUMAN GEIGER COUNTER
  Effect: 
  Detect Radiation
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character can perceive and analyze 
  radiation (not all types of energy, or even all types 
  of electromagnetic radiation, but the sort of hard 
  radiation that geiger counters detect).
  Game Information:  Detect Radiation (INT 
  Roll) (no Sense Group), Discriminatory, Ana-
  lyze, Range. Total cost:  20 points.
  
  154 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  Captain Jack Harkness:  Okay, this can function as 
  a sonic blaster, a sonic cannon, and a triple and full 
  sonic disruptor. Doc, what you got?
  The Doctor:  I’ve got a sonic... errr, never mind.
  Captain Jack Harkness:  What?
  The Doctor:  It’s sonic, okay, let’s leave it at that.
  Captain Jack Harkness:  Disruptor? Cannon? What?
  The Doctor:  It’s sonic, totally sonic, I am soniced up!
  Captain Jack Harkness:  A sonic what?
  The Doctor:  Screwdriver!
  Captain Jack Harkness:  Who has a sonic screwdriver?
  The Doctor:  I do!
  Captain Jack Harkness:  Who looks at a screwdriver 
  and thinks “Oooh, this could be a little more sonic”?
  The Doctor:  What? You never been bored? Never had 
  a long night? Never had a lot of cabinets to put up?
  —from the Doctor Who episode,  
  “The Doctor Dances”
  S
  onic (or Sonics) powers involve the control 
  and manipulation of sound energy. Control 
  of sound allows a character to create a wide 
  range of eﬀects — amplifying low-level 
  sounds to make tasks easier, preventing people from 
  speaking, generating deafening shrieks, using sound 
  for sensory purposes (sonar, ultrasound medical 
  devices), or creating beams of focused sound power-
  ful enough to cut through objects or liquify ﬂesh.
  SOUND IN THE REAL WORLD
  Generally speaking, sound falls into three 
  categories:  sound that’s audible to the human ear; 
  ultrasound (frequencies too high for the human ear 
  to hear unaided); and infrasound (frequencies too 
  low for the human ear to hear unaided).
  The upper limit of the human ear is about 20 
  kiloHertz; the lower limit about 16 kiloHertz. These 
  limits exist because the middle ear serves as a ﬁlter. 
  If sound contacts the skull bone and cochlea with-
  out having to pass through the middle ear, a human 
  can hear frequencies up to about 50 kHz. Younger 
  people can often hear sounds of higher frequency 
  than older people, since the ability to hear dete-
  riorates with age. (Some shopping districts in the 
  United Kingdom have reportedly used ultrasonic 
  devices to discourage teenagers from lingering in 
  the area, since they can hear [and be discomforted 
  by] the ultrasonic sound but older customers 
  cannot.) Many animals (such as dogs, bats, dol-
  phins, various rodents, and some insects) can hear 
  higher frequencies than humans.
  Volume
  Sound is rated in decibels (dB). It becomes 
  painful to humans in the 120-130 dB range, and 
  sustained exposure to sound as low as 90-95 deci-
  Bels can cause hearing loss. The accompanying 
  Decibel Table has a list of some common sources of 
  noise rated in their average deciBels, for purposes 
  of comparison.
  Ultrasound
  Ultrasound (or ultrasonics) is used for a wide 
  variety of applications. Ultrasound sensors can 
  reveal a wide range of medical problems without 
  the need for invasive surgery, and can help track 
  the progress of pregnancies. Sonar uses some 
  ultrasound, which allows for very precise close-up 
  measurements of range but doesn’t work as well as 
  audible sound over long distances (500” or more). 
  Ultrasonics can clean jewelry, lenses, and the like, 
  be used to ﬁnd ﬂaws in industrial materials, help 
  to speed up or initiate certain chemical processes, 
  and can disintegrate cells and bacteria (for example, 
  ultrasound is sometimes used to sterilize sewage).
  In game terms, characters with Ultrasonic 
  Perception (usually deﬁned as belonging to the 
  Hearing Group) can perceive the full range of 
  ultrasound. Even though normal humans can’t hear 
  it, ultrasound can still aﬀect the mind (the “hyper-
  sonic eﬀect”).
  Infrasound
  Infrasound (or infrasonics) also has many uses. 
  Seismographs use this range of sound to detect earth-
  quakes. (Infrasound can also result naturally from 
  volcanoes, meteors, tornadoes, waves, and avalanches.) 
  Because nuclear and chemical explosions can generate 
  infrasound, agencies who monitor for such things use 
  infrasonic detection devices.
  Many animals have the ability to perceive 
  infrasound on some level. Because they can sense 
  the advancing infrasonic wave from an impending 
  disaster (like an earthquake or tidal wave), they 
  know to ﬂee the area long before humans are aware 
  of any problem. Some animals (including whales, 
  giraﬀes, elephants, rhinoceri, alligators, and hippo-
  potami) use infrasound to communicate — infra-
  sound can cover long distances and travel around 
  obstacles with relatively little dissipation.
  Experiments have shown that exposure to 
  infrasound can induce feeling of fear, anxiety, dread, 
  unease, revulsion, sorrow, and nervousness in humans. 
  (Some older reports go so far as to claim infrasound 
  can induce nausea and vomiting, though modern 
  experts question this.) Some scientists suggest that 
  ambient infrasound may explain some hauntings or 
  similar “supernatural” phenomena.
  SONIC
  SONIC
  BASICS
  Defense:  Typically ED, 
  but some GMs may 
  interpret the vibratory 
  impact of Sonic attacks 
  as a Physical eﬀect
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  155
  In game terms, characters with a new 
  Enhanced Sense, Infrasonic Perception (usually 
  deﬁned as belonging to the Hearing Group) can 
  perceive the full range of infrasound. Infrasonic 
  Perception costs 3 Character Points and functions 
  just like Ultrasonic Perception, just for a diﬀerent 
  range of sound frequencies.
  Sonic Weapons
  Humans have experimented with the use of 
  sound as a weapon. The most blatant and crude 
  sonic weapons simply use intensely loud audible 
  sound to rupture victims’ eardrums, cause pain, or 
  possibly induce vertigo, but many more sophisti-
  cated or less obvious uses might be possible (and 
  are, or may be, currently under research and devel-
  opment as of early 2007):
  ■ infrasonic shock waves can knock people over 
  and injure them
  ■ infrasonic sound can cause feelings of mild ner-
  vousness and discomfort (and possibly nausea, but 
  see above) in groups, making it easy to disperse 
  crowds nonviolently
  ■ high-decibel ultrasound can cause headaches, 
  feelings of nausea, confusion, vertigo, and similar 
  symptoms with no visible cause
  ■ infrasound in suﬃcient volume can shake build-
  ings and rupture internal organs in some cases
  ■ infrasound can vibrate the eyeballs, causing dis-
  tortion of vision
  ■ ultrasonic weapons may be particularly eﬀective 
  underwater, making it easier (or even easy) to stun 
  or kill targets
  Some sonic weapons are designed for direct, 
  oﬀensive use, while others are more passive/
  defensive. For example, a “sonic barrier” might 
  keep people out of secured areas by making 
  them feel sick and dizzy when they try to cross 
  it. Some sonic weapons can even penetrate build-
  ings to affect the occupants (in HERO System 
  terms, they’re Indirect).
  “Realistically,” both ultrasound and infrasound 
  are diﬃcult to aim and use, making them imprac-
  tical for some situations and purposes. Audible 
  sound may hold the best hope for practical, work-
  able sonic weapons.
  IMPLICATIONS AND SECONDARY EFFECTS
  Sound requires a medium to propagate 
  through — typically air or water, but it could be 
  a solid substance, an acid, or the like. Thus, in the 
  vacuum of space, Sonic powers generally don’t 
  work. This is usually represented with a -¼ Limi-
  tation, Does Not Work In A Vacuum (which is 
  really a shorthand way of saying “doesn’t work in 
  any situation where there’s no medium for sound 
  waves to propagate through”). In games where 
  characters are rarely exposed to vacuum or simi-
  lar situations, the GM should reduce the value of 
  the Limitation to -0.
  Sound has difficulty passing from a medium 
  of one density to another. This may affect a char-
  acter who is, for example, in the air firing a Sonic 
  attack against a target who’s underwater. At the 
  GM’s option this may entail a -1 point (or worse) 
  reduction in the Sonic attack’s damage.
  “Realistically,” aiming or controlling Sonics 
  may be diﬃcult. The GM may require characters to 
  buy them as Areas Of Eﬀect/Explosions, or to take 
  the Inaccurate Limitation (from USPD) for them.
  “Realistically,” Sonic has relatively little 
  physical impact, though as noted above some 
  Sonic shock waves are powerful enough to 
  knock people over. Depending on the nature of 
  the campaign and the powers, the GM might 
  require a Sonic power to take the Limitations No 
  Knockback (-¼) or Only Does Knockdown (-0), or 
  convert the Does Knockback (+¼) Advantage into 
  Does Knockdown (+0 or +¼).
  Some Sonic attacks, particularly ones based 
  on infrasound, can cover long distances and travel 
  around obstacles without dissipating signiﬁcantly. 
  In HERO System terms, it might be appropriate to 
  buy Advantages like Indirect (+½) and No Range 
  Modiﬁer (+½) for them. On the other hand, ultra-
  sound works better over short ranges; an ultra-
  sound-based attack might have the Reduced By 
  Range (-¼) Limitation.
  Defenses
  Typically Sonic attacks apply against Energy 
  defenses. However, characters may want to deﬁne 
  some of them, such as an attack that shakes rigid, 
  nonliving objects apart with sonic vibrations, as 
  applying against Physical defenses instead.
  Deafening
  Unless they rely exclusively on infrasound or 
  ultrasound, Sonic powers tend to be loud — their 
  volume reﬂects their power. At the GM’s option, 
  a Sonic power may function as a Hearing Group 
  Flash attack, with 1d6 of eﬀect per 10 Active Points 
  in the power, to anyone in the same hex as the char-
  acter using the power. (Or the GM can treat the 
  eﬀect as an Explosion, so that people in the same 
  DECIBEL TABLE
   DeciBel Level Situation/Source Of Sound
   
  0 
  Faintest possible perceptible sound
   
  10 
  Quiet recording studio
   
  20-30 
  Quiet living room or oﬃce
   
  40 
  Quiet conversation
   
  50 
  Average living room or oﬃce
   
  60 
  Average conversational speech
   
  70 
  Normal piano music, a small orchestra
   
  80 
  Typical home stereo listening level; a busy street; telephone dial tone
   
  90 
  Heavy truck traﬃc; train whistle 500 feet away
   
  100 
  A subway; most musical instruments are in the 85-115 dB range
   
  110 
  Typical power tools; lawnmower
   
  120 
  Ampliﬁer at full volume; planes on an airport runway; a cymbal crash;  
  a jackhammer
   
  130 
  Threshhold of pain for humans; pneumatic riveter
   
  140 
  Loud rock concert
   
  150 
  Drums or trumpets played at full volume 5-6 inches away
   
  160 
  A jet engine (close up)
   
  180 
  Hearing tissue is killed
   
  194 
  Loudest sound possible
  An increase of 10dBs is approximately twice as loud; one of 20 dBs is approximately 
  four times as loud.
  
  156 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  hex as the Sonic character suﬀer the full eﬀect, and 
  those who are only close by a lesser eﬀect.) Alter-
  nately, being in the same hex may be the equivalent 
  of a Darkness to Hearing Group 1” radius (or a 
  Change Environment 1” radius that imposes a -3 
  penalty on Hearing Group PER Rolls), and once a 
  character leaves that hex he continues to suﬀer the 
  penalty for a number of Segments equal to the Seg-
  ments he spent in the hex. (In this case, 3 or more 
  points of Hearing Group Flash Defense is suﬃcient 
  to counteract the penalty.)
  If the GM allows Sonic attacks to “deafen” 
  characters automatically this way, increase the 
  value of the Special Effect:  Sonic Advantage 
  described below by an additional +¼. Even if 
  the GM doesn’t want to allow these effects for 
  free, characters can take it for Sonic powers as 
  a -0 Side Effect Limitation. In either case, the 
  effect applies to the character using the Sonic 
  power unless the power has the Personal Immu-
  nity (+¼) Advantage or he has enough Hearing 
  Group Flash Defense to counteract it.
  Shattering Glass
  A common “side eﬀect” of high-pitched Sonic 
  powers is to shatter nearby glass — a not unreason-
  able result, given that even in the real world some 
  singers can shatter glass by hitting the proper high 
  note. If the GM wants to take this into account, use 
  the following rule:  when a character uses Sonic 
  powers, any glass within (Active Points in the Sonic 
  power/divided by 10) hexes suﬀers an RKA 1d6. 
  This only applies to ordinary glass, mirrors, crystal, 
  and the like; it can’t damage other characters or 
  have any signiﬁcant combat eﬀect. (Alternately, the 
  GM can require characters to take this as a -½ Side 
  Eﬀect, or permit them to do so.)
  Sonics Underwater
  Sonic powers are particularly eﬀective under-
  water; water conducts sound well (in fact, sound 
  travels about 4.5 times faster in water than in air). 
  Thus, Sonic powers become more eﬀective beneath 
  the waves.
  Sonic non-Ranged attacks typically gain as 
  much as 25% additional power. Sonic Ranged 
  attacks usually automatically gain the Advan-
  tage Area Of Effect (Cone) (the attack retains its 
  normal Range). If the character doesn’t want that 
  effect (i.e., he wants to attack more precisely, so 
  he hits only one target), he may make a Power 
  Skill Roll at +2, or if the GM prefers an INT Roll, 
  to control his power and keep it from “spread-
  ing.” Alternately or in addition, the GM might 
  increase the Damage Classes of a Sonic Ranged 
  attack by as much as 25%.
  Sonic defense powers become 20% more eﬀec-
  tive. Other Sonic powers may gain as much as 10-
  20% eﬀectiveness, at the GM’s option.
  In campaigns that feature little adventuring 
  underwater, the GM can consider all of this as part 
  of the Special Eﬀect:  Sonic Advantage. In games 
  with a lot of underwater activity, increase the value 
  of that Advantage; see below.
  SONIC AND OTHER  
  SPECIAL EFFECTS
  Here’s how Sonic interacts with other energies/
  special eﬀects. These rules are optional; the GM 
  may change or ignore them as he sees ﬁt.
  ACID
  Acid conducts sound as well as water does, 
  making Sonic powers more eﬀective. An Acid 
  defense is at -3 ED before being applied to reduce a 
  Sonic attack. Acid attacks and Sonic defenses inter-
  act normally.
  AIR/WIND
  Air/Wind has no special interaction with 
  Sonic powers; it neither gains nor loses against this 
  special eﬀect.
  BIOLOGICAL
  Biological has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial eﬀect (except as discussed under Biological for 
  energy powers generally).
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction 
  with Sonics; it neither gains nor loses against this 
  special effect.
  CHEMICAL
  Chemical has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial eﬀect (except as discussed under Chemical for 
  energy powers generally).
  COSMIC ENERGY
  Sonic has no special interaction with Cosmic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect. However, if the Cosmic Energy manifests 
  with some other special eﬀect (such as Fire or 
  Sonics), use that special eﬀect for determining the 
  results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  DIMENSIONAL MANIPULATION
  Dimensional Manipulation has no special 
  interaction with Sonics; it neither gains nor loses 
  against this special eﬀect.
  EARTH/STONE
  Earth/Stone defenses, which are often particu-
  larly rigid and tough, don’t withstand the shaking, 
  shattering eﬀects of Sonic attacks well; they suﬀer a 
  -2 penalty before being applied to reduce the Sonic 
  damage. Earth/Stone attacks interact with Sonic 
  defenses normally.
  ELECTRICITY
  Electricity has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  157
  ELECTROMAGNETIC ENERGY
  Electromagnetic Energy has no special inter-
  action with Sonics; it neither gains nor loses against 
  this special eﬀect.
  ENERGY MANIPULATION
  Sonic has no special interaction with Energy 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  FIRE/HEAT
  Fire/Heat has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  FORCE MANIPULATION
  Sonic has no special interaction with Force 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  GRAVITY
  Gravity has no special interaction with Sonics; 
  it neither gains nor loses against this special eﬀect.
  HOLY/UNHOLY
  Sonic has no special interaction with Holy/
  Unholy powers; it neither gains nor loses against 
  this special eﬀect.
  ICE/COLD
  Typically, Ice/Cold has no special interaction 
  with Sonics; it neither gains nor loses against 
  this special effect. However, in the GM’s judg-
  ment the vibratory nature of Sonics can weaken 
  Ice/Cold defenses based on actual ice. This 
  works just like the Ice/Cold-Physical interaction 
  described under Ice/Cold, above, except that it’s 
  the Ice/Cold defense that suffers, and the reduc-
  tion applies to both PD and ED.
  KINETIC ENERGY
  Sonic has no special interaction with Kinetic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect (though as noted under Kinetic Energy, 
  above, Kinetic Energy attacks are often treated 
  simply as Physical attacks; see below for any addi-
  tional rules).
  LIFE FORCE ENERGY
  Sonic has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect.
  LIGHT
  Sonic has no special interaction with Light; it 
  neither gains nor loses against this special eﬀect.
  MAGIC
  Sonic has no special interaction with Magic; 
  it neither gains nor loses against this special 
  effect. However, if Magic manifests with some 
  other special effect (such as Fire or Darkness), 
  use that special effect for determining the results 
  of the interaction.
  MAGNETISM
  Magnetism has no special interaction with 
  Sonics; it neither gains nor loses against this spe-
  cial effect.
  
  158 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  MATTER MANIPULATION
  Typically Sonic has no special interaction with 
  Matter Manipulation; it neither gains nor loses 
  against this special eﬀect. However, particularly 
  rigid physical defenses may suﬀer the way Earth/
  Stone does (see above).
  MENTAL/PSIONIC
  Sonic has no special interaction with Mental/
  Psionic powers; it neither gains nor loses against 
  this special eﬀect.
  PHYSICAL
  Typically Sonic has no special interaction 
  with Physical; it neither gains nor loses against 
  this special effect. However, particularly rigid 
  Physical defenses may suffer the way Earth/Stone 
  does (see above).
  PULSON ENERGY
  Sonic has no special interaction with Pulson 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect.
  RADIATION
  Radiation has no special interaction with 
  Sonics; it neither gains nor loses against this special 
  eﬀect.
  TELEKINETIC
  Sonic has no special interaction with Teleki-
  netic powers; it neither gains nor loses against this 
  special eﬀect.
  TIME
  Sonic has no special interaction with Time 
  powers; it neither gains nor loses against this spe-
  cial eﬀect.
  VIBRATION
  Typically, Sonic has no special interaction 
  with Vibration; it neither gains nor loses against 
  this special eﬀect. However, since both involve 
  vibrations, it’s possible that a Sonic attack could be 
  particularly “harmonious” (or disharmonious) with 
  a Vibration defense, making it more (or less) eﬀec-
  tive. (The same could apply in reverse.) The two are 
  also good candidates for the Interference Combat 
  Maneuver described in Chapter Four.
  WATER
  As mentioned above, water conducts sound 
  well, making Sonic powers more eﬀective. A Water 
  defense is at -3 ED before being applied to reduce 
  a Sonic attack. Water attacks and Sonic defenses 
  interact normally.
  CONCLUSION:  THE SPECIAL EFFECT: 
  SONIC POWER MODIFIER
  Overall, Sonic has more beneﬁts than draw-
  backs. Therefore, Special Eﬀect:  Sonic constitutes a 
  +15 Character Point Adder in most campaigns.
  In campaigns where the characters are fre-
  quently underwater and the GM uses the rules 
  that improve Sonic powers in that environment, 
  increase this to a +25 Adder.
  If the GM allows Sonic attacks to “deafen” 
  characters automatically as discussed above, con-
  sider that a separate +10 Character Point Adder.  
  (Thus, if both the “underwater” and “deafening” 
  additions apply, the total value of Special Effect:  
  Sonic is +35 points.)
  EXAMPLE SONIC POWERS
  Here are some example Sonic powers:
  Offensive Powers
  FEEDBACK
  Effect: 
  Dispel Sonic Powers 14d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  260”
  END Cost: 5
  Description:  The character can generate feedback, 
  distortion, and opposing harmonics that distort, 
  cancel out, and ruin other sounds. The eﬀect is 
  often temporary — it may only last for a Phase 
  if whoever or whatever generated the opposing 
  sound can easily create another sound — but the 
  character can use this ability defensively to block 
  incoming attacks if he times it right. In some cases, 
  such as sonic powers generated by devices, the 
  feedback may disable the machine for some time 
  (at least until someone repairs it).
  Game Information:  Dispel Sonic Powers 14d6, 
  any Sonic power one at a time (+¼). Total cost:  
  52 points.
  INFRASONIC DREAD
  Effect: 
  Drain PRE 1d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  75”
  END Cost: 1
  Description:  The character can emit an infra-
  sonic pulse that makes the target feel edgy, ner-
  vous, even fearful.
  Game Information:  Drain PRE 1d6, Ranged 
  (+½). Total cost:  15 points.
  SHRIEK
  Effect: 
  Hearing Group Flash 12d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  180”
  END Cost: 4
  Description:  The character can project a beam of 
  sound so loud that it temporarily deafens whom-
  ever it hits.
  Game Information:  Hearing Group Flash 
  12d6 (36 Active Points); Does Not Work In A 
  Vacuum (-¼). Total cost:  29 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  159
  SONIC BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  275”
  END Cost: 5
  Description:  The character can project a beam of 
  focused sound capable of inﬂicting serious injury.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Sonic (55 Active Points); Does Not Work 
  In A Vacuum (-¼). Total cost:  44 points.
  SONIC LIQUIFICATION
  Effect: 
  RKA 3d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  The character can emit a blast of 
  sound so powerful, and so focused, that it liquiﬁes 
  ﬂesh, crumbles bone and other solid materials to 
  powder, and otherwise wreaks havoc on targets.
  Game Information:  RKA 3d6, Special Eﬀect: 
  Sonic (60 Active Points); Does Not Work In A 
  Vacuum (-¼). Total cost:  48 points.
  Defensive Powers
  SONIC SCREEN
  Effect: 
  Force Field (20 PD/20 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 5
  Description:  The character can create a screen or 
  shield of intensely-focused sound waves to pro-
  tect his body. The compact sound waves disrupt 
  energy attacks, and either disintegrate or deflect 
  physical attacks.
  Game Information:  Force Field (20 PD/20 
  ED), Special Effect: Sonic (55 Active Points); 
  Does Not Work In A Vacuum (-¼). Total 
  cost:  44 points.
  Sensory Powers
  SONAR
  Effect: 
  Active Sonar, Increased Arc Of Perception 
  (360 Degrees)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  Like a dolphin or a bat, the character 
  can emit ultrasonic “pings” and, by judging how 
  they impact objects and return to his ears, “see” the 
  world around him.
  Game Information:  Active Sonar (Hearing 
  Group), Increased Arc Of Perception (360 
  Degrees) (20 Active Points); Costs Endurance 
  (-½). Total cost:  13 points.
  SONIC PROBE
  Effect: 
  Find Weakness 11- with all Sonic attacks
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self (but see text)
  END Cost: 2
  Description:  The character can emit a sonar-
  like pulse of sound that allows him to sense the 
  minute cracks, stress points, and other weak-
  nesses in certain defenses.
  Game Information:  Find Weakness 11- with 
  all Sonic attacks (Resistant Defenses) (20 
  Active Points); Costs Endurance (-½), Only 
  Works On Targets Within 20” (-¼). Total 
  cost:  11 points.
  
  160 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  T
  elekinetic powers reﬂect a character’s ability 
  to move and aﬀect objects without touching 
  them. This may involve a form of psionic 
  power, the ability to manipulate planes of 
  force, or the like. Although some people in real life 
  claim to have telekinetic/psychokinetic powers of 
  some sort, by and large this is an entirely ﬁctional 
  energy type/special eﬀect and thus can be deﬁned 
  however seems appropriate to the GM. Telekinetic 
  powers are common in both the Science Fiction 
  and Superheroes genres, but occur in some form in 
  just about any genre that allows characters to have 
  unusual powers.
  Obviously the primary Power associated with 
  this energy type/special eﬀect is Telekinesis, but 
  Telekinetic powers can do many other things. See 
  the USPDs and The Ultimate Mentalist for many 
  examples.
  Telekinetic is a broad and ﬂexible energy 
  type/special eﬀect that can relate to many others, 
  include Force Manipulation, Matter Manipulation, 
  and Mental/Psionic. Any ability to move objects 
  (or even energy) without physically touching them 
  is often referred to as a “-kinesis” — magnetokine-
  sis (the Magnetism-based power to move ferrous 
  metal), pyrokinesis (control over ﬁre), cyberkinesis 
  (control of machines), and so forth.
  SECONDARY EFFECTS
  As a ﬁctional form of energy, Telekinetic force 
  doesn’t have any unusual “side eﬀects” — its exis-
  tence and nature defy scientiﬁc laws. Thus, the GM 
  can have Telekinetic powers function however he 
  wants. For example, in some settings Telekinetic 
  powers may generate or give oﬀ heat, posing cer-
  tain environmental risks but potentially expanding 
  the range of what characters can do with them. 
  In some it may conduct Electricity; in others it’s a 
  perfect insulator. The possibilities are limited only 
  by the general nature of Telekinetic powers and the 
  GM’s imagination.
  Similarly, characters can deﬁne their Teleki-
  netic powers in many diﬀerent ways, then work out 
  the implications from there. For example:
  ■ Gravitron’s Telekinetic powers work by selec-
  tively negating the eﬀects of gravity around an 
  object. This means his Telekinesis should take the 
  Aﬀects Whole Object (-¼) Limitation, since he can’t 
  squeeze or “punch” objects. It also restricts just how 
  far he can go with Telekinetic as a special eﬀect; 
  Telekinesis may really be the only power he has. On 
  the other hand, he may have more Gravity powers.
  ■ Telektron can create a “hand” of pure Telekinetic 
  energy and use it to manipulate objects. Since he 
  can create a “hand,” he can probably also create 
  Telekinetic shields, walls, ﬂying platforms, chains, 
  and other objects. He might want to look at the 
  Energy Manipulation section for more ideas.
  ■ Magnetron can magnetically manipulate ferrous 
  metals (deﬁned as Telekinesis, RKA, Transform, 
  and other powers with the Magnetism special eﬀect 
  and appropriate Limitations). Although his Tele-
  kinesis has a Limitation that restricts it to ferrous 
  metal only, he might be able to form enough fer-
  rous metal into a “hand” that can scoop up non-fer-
  rous objects and “carry them along” as it’s moved. If 
  he only does this occasionally, it’s no cause for con-
  cern; if he does it frequently, the GM should make 
  him buy oﬀ the  Only Works On Ferrous Metals 
  (-½) Limitation for his Telekinesis, since he’s eﬀec-
  tively found a way to bypass that restriction. (For 
  greater “ﬂavor,” maybe Magnetron buys the Limita-
  tion oﬀ as a “naked Advantage” with Limitations 
  like Extra Time or Concentration — thus he can 
  use his “Magnetokinesis” power readily and easily, 
  but his “Pick Up Objects With Big Steel Hand” 
  power requires a little more eﬀort.)
  ■ Mentatron has vast psionic powers, including 
  psychokinesis — the ability to move objects with 
  sheer mental power. He buys Telekinesis with the 
  Based On ECV Advantage and various other Power 
  Modiﬁers, as described in The Ultimate Mentalist.
  All four of those characters could be consid-
  ered “Telekinetic” characters if properly built and 
  deﬁned... but each of them gets to that destination 
  via a diﬀerent route, and each route has its own 
  implications and restrictions.
  TELEKINETIC
  TELEKINETIC
  BASICS
  Defense:  PD
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  161
  TELEKINETIC AND OTHER 
  SPECIAL EFFECTS
  As a “generic” form of energy, Telekinetic powers 
  typically has no special interaction with other special 
  eﬀects, though exceptions are noted in other special 
  eﬀects’ sections. Exceptions are noted below.
  ELECTRICITY
  Electricity has no special interaction with Tele-
  kinetic powers; it neither gains nor loses against 
  this special eﬀect. As a default, any “physical” 
  objects or shapes created by Telekinetic powers are 
  non-conductive, but the GM makes the ﬁnal deci-
  sion based on the nature of his campaign setting, 
  the powers involved, and similar factors.
  CONCLUSION:  THE SPECIAL EFFECT:  
  TELEKINETIC POWER MODIFIER
  Since Telekinetic is neutral as to all other special 
  eﬀects, Special Eﬀect:  Telekinetic is a +0 Advantage.
  EXAMPLE TELEKINETIC 
  POWERS
  Here are some example Telekinetic powers:
  Offensive Powers
  TELEKINESIS
  Effect: 
  Telekinesis (30 STR), Fine Manipulation
  Target: 
  One character or object
  Duration: 
  Constant
  Range: 
  275”
  END Cost: 5
  Description:  The character can move, damage, and 
  otherwise manipulate objects without having to 
  physically touch them. He can even perform ﬁne 
  work, like typing or playing the piano (assuming he 
  knows how to do those things).
  Game Information:  Telekinesis (30 STR), Fine 
  Manipulation, Special Eﬀect: Telekinesis (+0). 
  Total cost:  55 points.
  CLOSE YOUR EYES
  Effect: 
  Sight Group Flash 3d6, NND
  Target: 
  One character
  Duration: 
  Constant
  Range: 
  185”
  END Cost: 4
  Description:  The character can telekinetically grab 
  the target’s eyelids and shut them, preventing him 
  from seeing. Ordinary defenses against being 
  blinded, such as a tolerance for bright lights, don’t 
  apply, but the character has to be able to see the 
  target’s eyes to use the attack.
  Game Information:  Sight Group Flash 3d6, 
  NND (defense is anything that prevents the 
  character from clearly seeing the victim’s eyes, 
  or not having eyelids; +½), Continuous (+1). 
  Total cost:  37 points
  CRUSHING AND RENDING
  Effect: 
  RKA 3d6, Indirect
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  335”
  END Cost: 7
  Description:  The character has such power and pre-
  cise control with his telekinesis that he can selec-
  tively crush, expand, twist, tear, and pull at a target’s 
  form, inﬂicting terrible wounds or damage.
  Game Information:  RKA 3d6, Indirect (+½), Spe-
  cial Eﬀect: Telekinesis (+0) (67 Active Points); No 
  Knockback (-¼). Total cost:  54 points.
  TELEKINETIC BLAST
  Effect: 
  Energy Blast 9d6 (physical)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  225”
  END Cost: 4
  Description:  The character can telekinetically 
  “punch” or “smash” his enemies. (Treat this as a 
  Physical attack for purposes of interactions.)
  Game Information:  Energy Blast 9d6 (physical) 
  (45 Active Points); Special Eﬀect: Physical (-1). 
  Total cost:  22 points.
  Defensive Powers
  TELEKINETIC SHIELD
  Effect: 
  Force Field (25 PD/20 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can create a ﬁeld of tele-
  kinetic energy to protect himself from attacks.
  Game Information:  Force Field (25 PD/20 
  ED), Special Effect: Telekinesis (+0). Total 
  cost:  45 points.
  TELEKINETIC WALL
  Effect: 
  Force Wall (12 PD/8 ED)
  Target: 
  Varies
  Duration: 
  Constant
  Range: 
  250”
  END Cost: 5
  Description:  The character can create a barrier of 
  telekinetic energy to protect himself, and some-
  times others, from attacks.
  Game Information:  Force Wall (12 PD/8 ED), Spe-
  cial Eﬀect: Telekinesis (+0). Total cost:  50 points.
  
  162 ■ The Energy Spectrum 
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  Movement Powers
  TELEKINETIC FLIGHT
  Effect: 
  Flight 12”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 2
  Description:  The character can telekinetically pick 
  himself up, thus using his powers to ﬂy.
  Game Information:  Flight 12”. Total cost:   
  24 points.
  Sensory Powers
  TELEKINETIC AWARENESS
  Effect: 
  Radar
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character emits pulses of teleki-
  netic energy that rebound from physical objects 
  and return to him, allowing him to “feel” an area 
  even if he cannot see it. However, the presence 
  of large amounts of physical matter around him 
  — such as when he’s in a sandstorm, rainstorm, or 
  blizzard — may create “static” that hinders or blinds 
  his “radar.”
  Game Information:  Radar (no Sense Group), Dis-
  criminatory, Increased Arc Of Perception (360 
  Degrees), Range, Sense. Total cost:  32 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  163
  TIME
  T
  ime powers represent a character’s ability to 
  manipulate time and “chronal energy,” and 
  perhaps to travel through time as well. He 
  can speed things up, slow them down, and 
  even stop time to create various eﬀects. It’s a power-
  ful, ﬂexible energy type/special eﬀect.
  Because manipulating such a fundamental 
  force as time often requires absolute, or nearly 
  absolute, eﬀects, many Time powers have high 
  Active Point and Real Point costs. If necessary, the 
  GM can adjust them downward, and then address 
  the “absoluteness” of eﬀect as part of a dramatic 
  sense interpretation of game events.
  TIME IN THE REAL WORLD
  Theories about the nature of time diﬀer. One 
  school of thought considers time part of the funda-
  mental nature of the universe — an objective, linear 
  dimension that one can measure, and in which 
  events occur in sequence. Modern physics has 
  even hypothesized the chronon, a quantum of time 
  (though this theory also suggests that time is not 
  continuous). The other view considers time to be 
  more of a mental way people quantify and measure 
  events, rather than an objective thing. Most time 
  travel stories, and most characters who have Time 
  powers, are based more on the ﬁrst theory, which 
  has more dramatic implications and uses.
  SECONDARY EFFECTS
  Typically Time powers involve artiﬁcially 
  speeding things up, slowing them down, or other-
  wise “changing” them with regard to the standard, 
  objective, temporal frame of reference. In game 
  terms these powers are often represented with 
  Adjustment Powers (Draining or Aiding SPD, for 
  example), but taken to extremes a Time character’s 
  powers could Transform (person into younger/
  older version of himself) or kill (by aging some-
  thing to the point of death or disintegration). Time 
  powers that eﬀective are often bought as NNDs 
  (the defense being Life Support (Longevity), typi-
  cally), with Does BODY if necessary. After all, who 
  can resist the passage of time?
  Taken to extremes, Time powers could aﬀect 
  just about anything and generate all kinds of super-
  power-like eﬀects. Speeding up or slowing down 
  chemical or energy reactions could create eﬀects 
  like Fire/Heat, Cyberkinesis, or Ice/Cold powers, or 
  enhance other abilities.
  TIME AND OTHER  
  SPECIAL EFFECTS
  With a couple of exceptions (see below), Time 
  has no special interaction with any other energy 
  type/special eﬀect. Time aﬀects all things the same.
  CHAOS/ENTROPY
  It’s said that in the long term, Chaos/Entropy 
  wins out over everything; all things decay and dis-
  solve. But Time defenses tend to involve very long 
  periods of time, or manipulation of time in ways 
  that thwart Chaos. Chaos/Entropy attacks are at -1 
  DC before being applied to Time defenses. Time 
  attacks aﬀect Chaos/Entropy defenses normally.
  DIMENSIONAL MANIPULATION
  In general, Dimensional Manipulation has 
  no special interaction with Time powers; it nei-
  ther gains nor loses against this special effect. 
  However, if Time is considered a dimension (as 
  some theories posit), then Dimensional Manipu-
  lation powers might be unusually effective 
  against it (Dimensional Manipulation attacks 
  receive +2 DCs against Time defenses, while 
  Time attacks are at -2 DCs before Dimensional 
  Manipulation defenses apply to them). Alter-
  nately, time may be a “dimension” that Dimen-
  sional Manipulation powers simply can’t affect, 
  making them neutral toward each other (or even 
  granting benefits to Time powers).
  CONCLUSION:  THE SPECIAL EFFECT:  TIME 
  POWER MODIFIER
  Since Time is (with a few minor exceptions) 
  neutral as to all other special eﬀects, Special Eﬀect:  
  Time is a +0 Advantage.
  TIME
  BASICS
  Defense:  ED
  Knockback:  No
  
  164 ■ The Energy Spectrum 
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  EXAMPLE TIME POWERS
  Here are some example Time powers:
  Offensive Powers
  AGE MANIPULATION
  Effect: 
  Major Transform 8d6 (aging)
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  750”
  END Cost: 15
  Description:  The character can advance a person 
  backward or forward through time, making him 
  into a younger or older version of himself. This may 
  cause related changes as well; for example, a mutant 
  whose powers manifested during puberty loses 
  those powers if he’s regressed to age 5, and a person 
  aged to the point of senility probably loses most (if 
  not all) of his abilities.
  Game Information:  Major Transform 8d6 
  (anything into older/younger/newer ver-
  sion of itself; heals via the application of 
  any chronal manipulation power), Improved 
  Result Group (+¼), Special Effect: Time (+0). 
  Total cost:  150 points.
  FAST TIME BUBBLE
  Effect: 
  Aid SPD 5d6, Costs Recipient END
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 0
  Description:  The character can put himself or 
  another person in a bubble of fast time, thus 
  making it look and act as if the subject is moving 
  in “fast forward” while the rest of the world moves 
  at normal speed. This tires the subject out quickly; 
  he must spend 2 END per point of SPD gained per 
  Phase (every Phase, not just the extra ones) while 
  the Aid remains in eﬀect.
  Game Information:  Aid SPD 5d6, Ranged 
  (+½) (75 Active Points); Recipient Must Spend 
  2 END Per Point Of Extra SPD Gained Per 
  Phase While Aid Remains In Eﬀect (-½). Total 
  cost:  50 points.
  NO SLEEP ’TIL BROOKLYN
  Effect: 
  Energy Blast 8d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  400”
  END Cost: 8
  Description:  The character rapidly accelerates the 
  target through time for a day or more, until the 
  target is too sleepy to stay awake.
  Game Information:  Energy Blast 8d6, NND 
  (defense is temporal/dimensional manipula-
  tion powers or Life Support [Diminished Sleep]; 
  +1). Total cost:  80 points.
  Defensive Powers
  TIME SHIFT FIELD
  Effect: 
  Force Field (24 PD/24 ED), Hardened
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 6
  Description:  The character surrounds himself with 
  a time manipulation ﬁeld and advances time within 
  the ﬁeld by a microsecond. The temporal barrier 
  thus created provides protection against attacks. 
  Only strong attacks can overwhelm the time diﬀer-
  ential horizon and injure the character.
  Game Information:  Force Field (24 PD/24 ED), 
  Hardened (+¼), Special Eﬀect: Time (+0). 
  Total cost:  60 points.
  Movement Powers
  TIME TRAVEL
  Effect: 
  Extra-Dimensional Movement (time travel)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 7
  Description:  The character can travel through 
  time, instantly reaching any date he desires. This 
  power can cause significant problems in the 
  game, and requires a lot of reasonable interpreta-
  tion by the GM.
  Game Information:  Extra-Dimensional Move-
  ment (any date in history or the future, cannot 
  physically travel between locations). Total cost:  
  67 points.
  Sensory Powers
  FORESIGHT
  Effect: 
  Danger Sense
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  By maintaining a partial glimpse into 
  the future of the immediate vicinity, the character 
  can perceive (and hopefully avoid) dangers before 
  they occur.
  Game Information:  Danger Sense (immediate 
  vicinity, out of combat, Sense) INT +6. Total 
  cost:  33 points.
  TACHYONS
  The tachyon is a theo-
  retical particle that 
  can travel faster than 
  the speed of light. As a 
  tachyon gains energy, 
  it loses speed, though 
  the slowest it can move 
  is the speed of light. In 
  theory this would allow 
  a tachyon to be sent 
  into the past, creating a 
  causality problem if the 
  theory of special relativ-
  ity is accurate. Therefore, 
  if tachyons exist, logi-
  cally the theory of spe-
  cial relativity is wrong 
  and time has a speciﬁc 
  order for all beings in 
  the Universe.
  In dramatic terms, 
  tachyons can serve 
  as a pseudo-scientiﬁc 
  explanation for all sorts 
  of phenomena — time 
  travel and manipulation, 
  faster-than-light travel 
  and communications, 
  and so on. A character 
  with Time or Light 
  powers might actu-
  ally be manipulating 
  tachyons in some way to 
  achieve his eﬀects.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  165
  V
  ibration is a ﬁctional form of energy/spe-
  cial eﬀect encountered almost exclusively 
  in Superhero settings. Vibration powers 
  involve control over vibratory energy and 
  related vibration phenomena. In some cases Vibra-
  tion powers are regarded as being related to Earth/
  Stone (seismic) powers, Sonic powers, or speedsters’ 
  abilities, but for purposes of The Ultimate Energy 
  Projector Vibration is considered to be a distinct, 
  discrete energy type/special eﬀect. 
  SECONDARY EFFECTS
  Depending on the intensity of a character’s 
  Vibration powers, many potential “side eﬀects” are 
  possible. The worst of them would be the chance to 
  trigger earthquakes and tremors, though “realisti-
  cally” this is probably only possible if (a) the char-
  acter is on or very near a major faultline, and (b) 
  is using a lot of vibrational energy (say, at least 250 
  Active Points’ worth, combined). On a smaller scale, 
  if the character vibrates constantly, he might in turn 
  continuously vibrate the air around him and thus 
  aﬀect people nearby. Possible eﬀects include nausea 
  (a small Drain CON), vertigo (a small Drain DEX), 
  or blurred vision due to vibrating the eyeballs (a 
  Change Environment with -1 to Sight Group PER 
  Rolls, or a small Sight Group Flash). If the character 
  wants to use abilities like this oﬀensively, he should 
  probably pay points for them, but if the GM feels 
  like these eﬀects should hinder the Vibration char-
  acter’s friends as much as his foes, he might let the 
  character buy it as a Side Eﬀect Limitation (typically 
  a Minor one worth -¼, multiplied to -½ if it occurs 
  all the time).
  For many types of Vibration powers, the Limi-
  tation Does Not Work In A Vacuum (-¼) may be 
  appropriate. Just like sound, this type of vibration 
  pulse needs a medium to propagate through, such 
  as air or water.
  Defenses
  Typically Vibration attacks apply against Phys-
  ical defenses due to the shaking, shattering, tearing 
  nature of the damage they cause. However, charac-
  ters may want to deﬁne some of them, such as an 
  attack that infuses the target with pure vibrational 
  energy, as applying against Energy defenses instead.
  VIBRATION AND OTHER 
  SPECIAL EFFECTS
  With a few exceptions (see below), Vibration 
  has no special interaction with any other energy 
  type/special eﬀect.
  DIMENSIONAL MANIPULATION
  Typically, Dimensional Manipulation has no 
  special interaction with Vibration powers; it neither 
  gains nor loses against this special eﬀect. However, 
  in some settings diﬀerent dimensions have speciﬁc 
  “vibrational frequencies” that allow Vibration-based 
  and speedster characters to access them. See under 
  Dimensional Manipulation, above, for further infor-
  mation and details.
  EARTH/STONE
  Earth/Stone defenses, which are often 
  particularly rigid and tough, don’t stand up to 
  Vibration powers very well. Reduce the protec-
  tion they provide by -3 before applying them to 
  reduce Vibration damage. Earth/Stone attacks 
  are at -1 DC before Vibration defenses apply to 
  reduce their damage.
  ICE/COLD
  Vibration aﬀects Ice/Cold defense strongly, 
  if the defense is based on actual physical ice. For 
  every full 50 Active Points in a Vibration attack, 
  reduce an Ice/Cold defense’s PD and ED by -2 
  points for the next Turn. (Thus, a 100 Active Point 
  Ice/Cold power would subtract -4 PD and ED, and 
  so on.) Ice/Cold attacks interact with Vibration 
  attacks normally.
  SONIC
  Typically, Vibration has no special interac-
  tion with Sonic; it neither gains nor loses against 
  this special eﬀect. However, since both involve 
  vibrations, it’s possible that a Sonic attack could be 
  particularly “harmonious” (or disharmonious) with 
  a Vibration defense, making it more (or less) eﬀec-
  tive. (The same could apply in reverse.) The two are 
  also good candidates for the Interference Combat 
  Maneuver described in Chapter Four.
  CONCLUSION:  THE SPECIAL EFFECT:  
  VIBRATION POWER MODIFIER
  Since Vibration has more beneﬁts than draw-
  backs, Special Eﬀect:  Vibration is a +15 Character 
  Point Adder.
  VIBRATION
  VIBRATION
  BASICS
  Defense:  Typically 
  Vibration attacks apply 
  against Physical defenses 
  due to the shaking, shat-
  tering, tearing nature of 
  the damage they cause. 
  However, characters 
  may want to deﬁne 
  some of them, such as 
  an attack that infuses 
  the target with pure 
  vibrational energy, as 
  applying against Energy 
  defenses instead.
  Knockback:  Yes
  
  166 ■ The Energy Spectrum 
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  EXAMPLE VIBRATION 
  POWERS
  Here are some example Vibration powers:
  Offensive Powers
  QUAKE BLAST
  Effect: 
  Energy Blast 8d6, Explosion
  Target: 
  8” radius
  Duration: 
  Instant
  Range: 
  410”
  END Cost: 8
  Description:  The character projects a wave of 
  vibratory energy into the ground, causing a sort 
  of intense mini-earthquake that can injure anyone 
  standing on the ground.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Vibration, Explosion (+½) (82 Active 
  Points); Only Aﬀects Targets On The Ground 
  (-¼), Extra Time (Full Phase; -½), Only Does 
  Knockdown, Not Knockback (-0). Total cost:  
  47 points.
  SHAKEN APART
  Effect: 
  Dispel Technological Object 16d6
  Target: 
  One object
  Duration: 
  Instant
  Range: 
  300”
  END Cost: 6
  Description:  Many technological devices, such as 
  powered armor suits, computers, and guns, have 
  delicate parts and/or rigid materials that do not 
  withstand prolonged, severe shaking very well. By 
  directing his vibro-blasts at such objects, the char-
  acter can literally shake them apart.
  Game Information:  Dispel Technological Object 
  16d6, any one Technological Object power one 
  at a time (+¼). Total cost:  60 points.
  VERTIGO GENERATION
  Effect: 
  Drain DEX 4d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 6
  Description:  The character’s vibro-energy plays 
  havoc with inner ears, gyroscopes, and the like, 
  causing characters to lose their perspective on “up” 
  and “down,” and become so disoriented and dizzy 
  that they can’t stand or hold on to objects.
  Game Information:  Drain DEX 4d6, Ranged 
  (+½). Total cost:  60 points.
  
  The Ultimate Energy Projectors ■ Chapter Two 
  167
  VIBRO-BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  275”
  END Cost: 5
  Description:  The character can project a blast of 
  vibratory energy powerful enough to knock a 
  target’s ﬁllings loose.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Vibration. Total cost:  55 points.
  Defensive Powers
  VIBRO-FIELD
  Effect: 
  Force Field (15 PD/15 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can establish a ﬁeld of 
  vibro-energy that protects his body by shaking 
  apart or deﬂecting physical missiles and disrupting 
  energy attacks.
  Game Information:  Force Field (15 PD/15 ED), 
  Special Eﬀect: Vibration. Total cost:  45 points.
  Movement Powers
  VIBRO-GLIDING
  Effect: 
  Running +15”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character’s feet vibrate as he 
  moves, allowing him to “skate” along virtually any 
  surface far faster than most people can run.
  Game Information:  Running +15”. Total cost:  
  30 points.
  Sensory Powers
  VIBRO-SENSE
  Effect: 
  Detect Physical Vibrations
  Target: 
  Self
  Duration: 
  Persistent
  Range: 
  Self
  END Cost: 0
  Description:  The character can sense vibrations and 
  tremors in the earth, making it possible for him to 
  track the movements of people even if he’s blinded.
  Game Information:  Detect Physical Vibra-
  tions (INT Roll) (Touch Group), Discrimina-
  tory, Range, Targeting (30 Active Points); Only 
  When In Contact With The Ground (-¼). Total 
  cost:  24 points.
  Miscellaneous Powers
  VIBRO-PHASING
  Effect: 
  Desolidiﬁcation
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character vibrates his body in 
  such a way that he can pass through solid objects 
  like walls, or allow most attacks to pass harmless 
  through him.
  Game Information:  Desolidiﬁcation (aﬀected 
  by  sonic-, vibration-, and air-based attacks). 
  Total cost:  40 points.
  
  168 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  T
  he fourth of the energy types/special eﬀects 
  based on the classical Four Elements, Water 
  powers involve the manipulation and con-
  trol of water — everything from generating 
  powerful blasts of water to transforming one’s body 
  into water. This category could also include steam-
  based powers (see Fire/Heat, above) if preferred.
  Water is one of the most common chemi-
  cal substances on Earth (covering approximately 
  71% of the planet’s surface) and is, according to 
  conventional modern science, necessary for life 
  to arise and exist (witness, for example, how all 
  major human civilizations began along or near the 
  sources of water necessary for human survival and 
  comfort). It’s a signiﬁcant component of the physi-
  cal form; approximately 70% of the fat-free mass of 
  the human body is water. Philosophically/mytho-
  logically, Water is often associated with healing, 
  birth, fertility, growth, and change.
  IMPLICATIONS AND SECONDARY EFFECTS
  Water powers can work one of two ways:  
  either the character can generate the water he needs 
  out of nothingness, or he requires a nearby source 
  of water to draw from to “fuel” his powers. In the 
  latter case, the GM may allow (or require) charac-
  ters to take a -¼ Limitation, Requires Nearby Source 
  Of Water, for Water powers. For the purposes of 
  this Limitation:
  ■ a Water power uses 1 liter of water per Active 
  Point; if a character has access to less than this, he 
  has to use his powers at less than full eﬀect
  ■ “Nearby” means within 10”. At the GM’s option, 
  a Water character can use these type of powers if 
  there’s enough water further away, but his powers 
  suﬀer a -5 Active Point reduction for every +1” dis-
  tance beyond 10” to the source of water.
  In most urban areas there should be enough 
  water available in pipes and the like to keep Water 
  powers functioning normally. Lack of water is only 
  likely to become a signiﬁcant factor in some wilder-
  ness areas, outer space, and the like. The accompa-
  nying table lists some examples of how much water 
  is in various bodies.
  Forms Of Water
  Water as an energy type/special eﬀect refers 
  to the standard, liquid, state of water. Solidiﬁed 
  water is ice, and gaseous water as water vapor, so 
  a broader view of Water as a special eﬀect might 
  allow a character to also have some Ice/Cold- or 
  steam-based powers.
  Heavy water is water in which the regular 
  hydrogen is replaced with deuterium, a hydrogen 
  isotope. Chemically the two are almost identi-
  cal, but heavy water has some useful properties. 
  For example, it’s used in nuclear reactors to slow 
  down neutrons, and if consumed by humans 
  in sufficient quantity to replace 25-50% of the 
  body’s water mass could prove fatal. A character 
  who could convert water to heavy water could 
  perhaps take advantage of some of these proper-
  ties to achieve various effects.
  Properties Of Water
  Water has a number of intriguing properties 
  that Water-based characters could use or manipu-
  late to achieve various eﬀects.
  Water has strong cohesion (its molecules 
  “stick” to each other well) and adhesion (they also 
  “stick” to other surfaces well). This creates a high 
  “surface tension” along a body of water, and allows 
  for capillary action (the ability of water to rise up a 
  tube, against the pull of gravity, to the point where 
  gravity counteracts the adhesive force due to the 
  water’s mass). A character who can manipulate 
  these properties could, for example, strengthen sur-
  face tension so he could walk on water, temporarily 
  enhance a Water-based defense by augmenting its 
  water’s cohesion, “walk up walls” by strengthening 
  adhesion, or the like. On the other hand, if some-
  one can ﬁnd a way to reduce the cohesion/surface 
  tension of water (for example, by dumping soap or 
  detergent into it, or by heating it), he might weaken 
  a Water-using character’s powers.
  Water’s often referred to as a “universal sol-
  vent” — most substances and objects left in water 
  eventually dissolve, though this may take millennia. 
  A Water character might have the power to “speed 
  up” this process to cause instantaneous rusting or 
  the like.
  Water Powers Underwater
  At the very worst, Water powers have their 
  normal eﬀect when used underwater. At the GM’s 
  WATER
  VOLUME OF WATER TABLE
  Body Of Water 
  Volume (Liters)
  Atlantic Ocean 
  325 trillion
  Hudson Bay 
  160 billion
  Indian Ocean 
  291 trillion
  Lake Erie 
  484 million
  Lake Superior 
  12 billion
  Mediterranean and Black Seas 
  4.2 trillion
  Paciﬁc Ocean 
  707 trillion
  Swimming pool, Olympic (2m depth) 2.5 million
  Water pipe 
  Varies with size
  1,000 liters = 1 cubic meter of water
  1 billion cu meters of water = 1 cubic kilometer of water
  WATER
  BASICS
  Defense:  PD
  Knockback:  Yes
  
  The Ultimate Energy Projectors ■ Chapter Two 
  169
  option, using Water powers underwater might 
  make them more powerful — as much as 25% 
  more eﬀective. The GM may prefer to express this 
  by adding an Advantage, such as Area Of Eﬀect 
  (One Hex), Double Knockback, or No Range Modi-
  ﬁer instead of just adding Damage Classes. Increas-
  ing the eﬀectiveness of Water powers is particularly 
  appropriate for powers that draw on ambient water, 
  as opposed to ones where the character generates 
  the water himself.
  Defenses
  Water attacks that involve projecting or other-
  wise “hitting” the target with large masses of water 
  work against Physical Defense. More exotic attacks, 
  like dehydrating the target, are usually bought as 
  NNDs (or the like) and have specially-deﬁned 
  defenses.
  WATER AND OTHER  
  SPECIAL EFFECTS
  Here’s how Water interacts with other ener-
  gies/special eﬀects. These rules are optional; the 
  GM may change or ignore them as he sees ﬁt.
  ACID
  As discussed under Acid, above, water neutral-
  izes Acid; immersion in water quickly stops an Acid 
  attack from harming its victim. In terms of com-
  paring an Acid attack to a Water defense, reduce 
  the Acid attack’s damage by 25% before applying 
  defenses. Similarly, Water attacks are at +1 DC 
  against Acid defenses.
  The typical laboratory safety rule when mixing 
  water and acid is to add acid to water, never the 
  other way around. At the GM’s option, an Acid attack 
  against a Water defense may generate a lot of heat 
  (which has potential eﬀects described in the Fire/Heat 
  section of this chapter); a Water attack against an Acid 
  defense may cause a lot of splattering and boiling.
  AIR/WIND
  Air/Wind has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  BIOLOGICAL
  Biological has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  CHAOS/ENTROPY
  Chaos/Entropy has no special interaction 
  with Water. While it’s true that Water is physical, 
  and thus would normally suﬀer in comparison to 
  Chaos/Entropy, Water’s constantly ﬂowing, shifting, 
  and changing nature counteracts that eﬀect.
  CHEMICAL
  Chemical powers tend to be weak when 
  compared to Water powers, since the Water easily 
  washes the Chemicals away (but see page 63 
  regarding chemicals that react in water). Chemi-
  cal attacks are at -1 DC against Water defenses, 
  while Water attacks are at +1 DC against Chemical 
  defenses.
  COSMIC ENERGY
  Water has no special interaction with Cosmic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect. However, if the Cosmic Energy manifests 
  with some other special eﬀect (such as Fire or 
  Sonics), use that special eﬀect for determining the 
  results of the interaction.
  DARKNESS
  Darkness has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  DIMENSIONAL MANIPULATION
  Because Dimensional Manipulation attacks 
  aﬀect physical reality, they’re particularly eﬀec-
  tive against Water, which manifests physically. A 
  Dimensional Manipulation attack typically receives 
  +1 DC against a Water defense before that defense 
  applies to reduce damage, while Water attacks are at 
  -1 DC against Dimensional Manipulation defenses.
  EARTH/STONE
  Earth/Stone has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  ELECTRICITY
  As discussed above under Electricity, pure 
  water is a good insulator... but characters will 
  almost never encounter pure water, and impure 
  water is a superb conductor of Electricity. That 
  makes Water a poor defense against it — reduce a 
  Water defense by 33% (one-third) before applying 
  it to reduce the damage from an Electricity attack. 
  Water attacks interact with Electricity defenses 
  normally... but as mentioned under Electricity, they 
  might interfere with Electricity powers by “short 
  circuiting” them. Even if the GM doesn’t want a 
  Water attack to shut oﬀ an Electricity power (or 
  powers) completely, he might reduce the aﬀected 
  defense (and/or any other powers he prefers) by 
  1 Active Point per 10 Active Points in the Water 
  attack. This eﬀect is cumulative; the more Water 
  attacks an Electricity user suﬀers, the weaker his 
  powers become (perhaps with some predeﬁned 
  limit, like 50% eﬀectiveness).
  ELECTROMAGNETIC ENERGY
  Water defenses are a little better than most 
  against Electromagnetic Energy attacks; increase 
  them by +1 before applying them to reduce Elec-
  tromagnetic Energy damage. Water attacks interact 
  with Electromagnetic Energy defenses normally.
  ENERGY MANIPULATION
  Water has no special interaction with Energy 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  FIRE/HEAT
  Fire and Water are, in both a proverbial and 
  practical sense, opposites. Few substances or mate-
  WEATHER POWERS
  For purposes of The 
  Ultimate Energy Projec-
  tor, weather powers — 
  the ability to control and 
  manipulate the weather 
  and weather-related 
  phenomena such as 
  wind and lightning — 
  are not considered a dis-
  tinct energy type/special 
  eﬀect because weather 
  manipulation simply 
  involves a mix of more 
  fundamental special 
  eﬀects grouped together 
  using a common theme. 
  (To put it another way, 
  “weather control” is an 
  origin special eﬀect, but 
  what really matters are 
  the various manifesta-
  tion special eﬀects it 
  uses.) You should treat 
  individual weather 
  powers as whatever they 
  manifest as:  lightning 
  bolts are Electricity; 
  wind control and fog are 
  Air/Wind; hail is Ice/
  Cold; rain is Water; and 
  so forth.
  
  170 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  rials are as good at extinguishing a ﬁre as water. 
  Typically, a Water defense is at +3 ED versus a 
  Fire/Heat attack, and a Fire/Heat defense is at -2 
  defense before being applied to reduce the damage 
  of a Water attack.
  See also Fire/Heat, above, regarding how the 
  interaction of Fire/Heat and Water can produce steam.
  FORCE MANIPULATION
  Water has no special interaction with Force 
  Manipulation; it neither gains nor loses against this 
  special eﬀect.
  GRAVITY
  Gravity aﬀects Physical better than average. 
  Water defenses are at -1 ED before applying to 
  reduce damage from Gravity attacks, and Grav-
  ity defenses are at +1 ED or PD against Physical 
  attacks.
  HOLY/UNHOLY
  Water has no special interaction with Holy/
  Unholy powers; it neither gains nor loses against 
  this special eﬀect.
  ICE/COLD
  Ice/Cold has no special interaction with Water 
  (ice is, after all, just frozen water); it neither gains 
  nor loses against this special eﬀect. (But see under 
  Physical, below, regarding buoyancy.)
  KINETIC ENERGY
  Water has no special interaction with Kinetic 
  Energy; it neither gains nor loses against this spe-
  cial eﬀect (though as noted under Kinetic Energy, 
  above, Kinetic Energy attacks are often treated 
  simply as Physical attacks; see below for any addi-
  tional rules).
  LIFE FORCE ENERGY
  Water has no special interaction with Life 
  Force Energy; it neither gains nor loses against this 
  special eﬀect.
  LIGHT
  Light has no special interaction with Water; it 
  neither gains nor loses against this special eﬀect.
  MAGIC
  Water has no special interaction with Magic; 
  it neither gains nor loses against this special 
  effect. However, if Magic manifests with some 
  other special effect (such as Fire or Darkness), 
  use that special effect for determining the results 
  of the interaction.
  MAGNETISM
  Magnetism has no special interaction with 
  Water; it neither gains nor loses against this spe-
  cial effect.
  MATTER MANIPULATION
  Water has no special interaction with Matter 
  Manipulation powers; it neither gains nor loses 
  against this special eﬀect.
  MENTAL/PSIONIC
  Water has no special interaction with Mental/
  Psionic powers; it neither gains nor loses against 
  this special eﬀect.
  PHYSICAL
  Typically, Physical has no special interaction 
  with Water; it neither gains nor loses against this 
  special eﬀect. However, the GM may want to con-
  sider several factors. An object that’s hydrodynamic  
  may have an easier time passing through a Water 
  defense (reduce the defense by -1 PD or more). 
  
  The Ultimate Energy Projectors ■ Chapter Two 
  171
  A buoyant object (such as Ice) may have a harder 
  time; increase the defense by +1 PD or more.
  PULSON ENERGY
  Water has no special interaction with Pulson 
  Energy; it neither gains nor loses against this 
  special effect.
  RADIATION
  Water defenses are a little better than most 
  against Radiation attacks; increase them by 
  +1 before applying them to reduce Radiation 
  damage. Water attacks interact with Radiation 
  defenses normally.
  SONIC
  As discussed under Sonic, above, water con-
  ducts sound well, making Sonic powers more 
  eﬀective. A Water defense is at -3 ED before being 
  applied to reduce a Sonic attack. Water attacks and 
  Sonic defenses interact normally.
  TELEKINETIC
  Water has no special interaction with Teleki-
  netic powers; it neither gains nor loses against this 
  special eﬀect.
  TIME
  Water has no special interaction with Time; it 
  neither gains nor loses against this special eﬀect.
  VIBRATION
  Water has no special interaction with Vibration; 
  it neither gains nor loses against this special eﬀect.
  CONCLUSION:  THE SPECIAL EFFECT:  
  WATER POWER MODIFIER
  Overall, Water has slightly more beneﬁts 
  than drawbacks. Therefore, Special Eﬀect:  Water 
  constitutes a +5 Character Point Adder in most 
  campaigns. In campaigns where the characters are 
  frequently underwater and the GM uses the rules 
  that improve Water powers in that environment, 
  increase the Adder to +10 points (or more).
  EXAMPLE WATER POWERS
  Here are some example Water powers:
  Offensive Powers
  DEHYDRATE
  Effect: 
  Energy Blast 5d6, NND
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  250”
  END Cost: 5
  Description:  With this power, a character can 
  remove or dry up the liquid in another person’s 
  body, causing intense pain and shock due to 
  dehydration. The effect wears off quickly if the 
  target is immersed in water (he gets a “free” 
  Recovery of this damage every Phase as an 
  Action that takes no time).
  Game Information:  Energy Blast 5d6, NND 
  (defense is Power Defense or a body that lacks 
  liquids; +1) (50 Active Points); Victims At Least 
  50% Immersed In Water Get A Free Recovery 
  Of This Damage Each Phase (-½). Total cost:  
  33 points.
  Options:
  1)  Dessicate:  The character’s ability to dry up liq-
  uids in the body is powerful enough to kill. Change 
  to:  RKA 1d6, NND (defense is Power Defense or a 
  body that lacks liquids; +1), Does BODY (+1) (45 
  Active Points); Victims At Least 50% Immersed In 
  Water Get A Free Recovery Of This Damage Each 
  Phase (-½). Total cost:  30 points.
  RUST ATTACK
  Effect: 
  RKA 1d6, Only Versus Ferrous Metal 
  Objects
  Target: 
  One ferrous metal object
  Duration: 
  Instant
  Range: 
  75”
  END Cost: 1
  Description:  The character uses his control over 
  water to cause ferrous metal objects to rust 
  instantly, often to the point where they fall apart or 
  become useless for their intended purpose. (“Real-
  istically,” instantaneously rusting objects like this 
  would release a tremendous amount of heat, which 
  could have unintended side eﬀects.)
  Game Information:  RKA 1d6, Special Eﬀect: 
  Water (20 Active Points); Only Versus Ferrous 
  Metal Objects (-½). Total cost:  13 points.
  
  172 ■ The Energy Spectrum 
  Hero System 5th Edition Revised
  WATER BLAST
  Effect: 
  Energy Blast 8d6
  Target: 
  One character
  Duration: 
  Instant
  Range: 
  200”
  END Cost: 4
  Description:  The character can project a power-
  ful blast of water that hits the target like a batter-
  ing ram.
  Game Information:  Energy Blast 8d6, Special 
  Eﬀect: Water. Total cost:  45 points.
  Defensive Powers
  WATER SHIELD
  Effect: 
  Force Field (18 PD/12 ED)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can protect himself by 
  wrapping his body in a protective ﬁeld of water.
  Game Information:  Force Field (18 PD/12 ED), 
  Special Eﬀect: Water. Total cost:  35 points.
  Movement Powers
  SUPER-SWIMMING
  Effect: 
  Swimming +30”
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 3
  Description:  The character can move through the 
  water faster than the fastest ﬁsh or submarine.
  Game Information:  Swimming +30”. Total cost:  
  30 points.
  WALK ON WATER
  Effect: 
  Flight 6”, Only In Contact With Level Water 
  Surface 
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 1
  Description:  The character has the power to walk 
  on water. The surface of the water has to be reason-
  ably level and calm; he can’t walk on a raging sea, 
  river rapids, or a waterfall.
  Game Information:  Flight 6” (12 Active Points), 
  Only In Contact With Level Water Surface 
  (-½). Total cost:  8 points.
  Miscellaneous Powers
  BODY OF WATER
  Effect: 
  Desolidiﬁcation, Damage Reduction (50% 
  Physical, 25% Energy)
  Target: 
  Self
  Duration: 
  Constant
  Range: 
  Self
  END Cost: 4
  Description:  The character can transform his body 
  into water.
  Game Information:  Desolidiﬁcation (aﬀected by 
  water, ﬁre, and cold attacks) (40 Active Points); 
  Cannot Pass Through Solid Objects (-½) (total 
  cost:  27 points) plus Physical Damage Reduc-
  tion, Resistant, 50% (30 Active Points); Costs 
  Endurance (-½) (total cost:  20 points) plus 
  Energy Damage Reduction, Resistant, 25% (15 
  Active Points); Costs Endurance (-½) (total 
  cost:  10 points). 40 + 30 + 15 = 85 Active 
  Points; total cost 27 + 20 + 10 = 57 points.
  FILL ’ER UP
  Effect: 
  Major Transform 3d6 (create water out of 
  nothing)
  Target: 
  Self One character
  Duration: 
  Instant
  Range: 
  No Range
  END Cost: 4
  Description:  The character can create water out of 
  thin air. For every BODY rolled on the Transform 
  dice, he creates 4 liters (approximately 1 gallon) of 
  pure water. Unless he has a container of some sort 
  he can put the water in, it simply splashes all over 
  the ground.
  Game Information:  Major Transform 3d6 
  (create water out of nothing) (45 Active Points); 
  No Range (-½). Total cost:  30 points.
  
  chapter three:
  chapter three:
  ENERGY  
  PROJECTORS 
  GENRE BY GENRE
  
  174 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  E
  nergy projectors are most common in the 
  Superheroes genre, where characters who 
  can ﬁre beams of energy and protect them-
  selves with energy shields are everyday 
  encounters. Any type of energy, and any type of 
  way to manipulate or use it, could be encountered 
  in a Champions campaign.
  Because the rules in Chapter Two are optional, 
  they’re not applied to the powers and abilities 
  in these character sheets (or the others in this 
  chapter). The exception is the character sheet for 
  Howler, to demonstrate how a character sheet using 
  the energy spectrum rules might look.
  AURA
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [1]
   23 DEX 
  39 
  14- 
  OCV:  8/DCV:  8
   30 CON 
  40 
  15-
   15 BODY 10 
  12-
   13 INT 
  3 
  12- 
  PER Roll 12-
   10 EGO 
  0 
  11- 
  ECV:  3
   25 PRE 
  15 
  14- 
  PRE Attack:  5d6
   16 COM 
  3 
  12-
   8 PD 
  6 
   
  Total:  18 PD (10 rPD)
   12 ED 
  6 
   
  Total:  24 ED (12 rED)
   6 SPD 
  27 
   
  Phases:  2, 4, 6, 8, 10, 12
   20 REC 
  24
   150 END 
  45
   40 STUN 
  5 
  Total Characteristics Cost:  223
  Movement: 
  Running:  6”/12”
   
  Flight:  20”/40”
  Cost Powers 
  END
  80 
  Life Force Projection And Manipulation:  
  Multipower, 80-point reserve
  7u 
  1)  Life Force Blast:  Energy Blast 12d6,  
  Personal Immunity (+¼) 
  7
  7u 
  2)  Life Force Leeching:  Drain BODY 4d6, 
  Ranged (+½), Reduced Endurance  
  (½ END; +¼) 
  3
  7u 
  3)  Life Force Exchange I:  Transfer 2d6, 
  BODY to STUN, Transfer To Other (self  
  or another person; +1), Ranged (+½) 
  7
  7u 
  4)  Life Force Exchange II:  Transfer 2d6, 
  BODY to BODY, Transfer To Other  
  (self or another person; +1), Ranged (+½) 7
  8u 
  5)  Life Force Anodyne:  Healing BODY  
  and STUN 4d6, two Characteristics  
  simultaneously (+½), Ranged (+½) 
  8
  7u 
  6)  Cure Disease:  Healing Characteristics  
  5d6, any one Characteristic at a time (+¼), 
  Reduced Endurance (½ END; +¼) 
  3 
  33 
  Life Force Field:  Force Field (10 PD/ 
  12 ED), Reduced Endurance (0 END; +½) 0
  40 
  Life Force Flight:  Flight 20” 
  4
  12 
  Aura Vision:  Detect Aura 14-  
  (Sight Group; see text), Discriminatory 
  0
   
  Perks
  1 
  Fringe Beneﬁt:  License To Practice Medicine
   
  Skills
  6 
  +2 with Life Force Projection And Manipula-
  tion Multipower
  3 
  Acrobatics 14-
  3 
  Deduction 12-
  3 
  Paramedics 12-
  3 
  Persuasion 14-
  15 
  Power:  Life Force Manipulation Abilities 18-
  2 
  SS: Biology 11-
  2 
  SS: Medicine 11-
  3 
  Stealth 14-
  Total Powers & Skills Cost:  249
  Total Cost:  472
  200+ Disadvantages
  10 
  Distinctive Features:  Mutant  
  (Not Concealable; Always Noticed;  
  Detectable Only By Unusual Senses)
  20 
  Hunted:  DEMON 8- (Mo Pow, NCI, Kill)
  20 
  Hunted:  VIPER 8- (Mo Pow, NCI, Capture)
  20 
  Psychological Limitation:  Code Versus Kill-
  ing (Common, Total)
  15 
  Psychological Limitation:  Must Preserve 
  Human Life (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Amelia 
  Bynum) (Frequently, Major)
  10 
  Vulnerable:  2 x STUN from Necromantic 
  Magics (Uncommon)
  10 
  Vulnerable:  2 x BODY from Necromantic 
  Magics (Uncommon)
  152 
  Experience Points
  Total Disadvantage Points:  472
  Background/History:  Amelia Bynum discovered 
  she was special one day when she was eight and 
  found a dead squirrel. It made her very sad, and she 
  wished as hard as she could that the squirrel hadn’t 
  died. And suddenly, before her eyes, his injuries 
  healed, then he woke up and scampered away!
  From then on Amelia made a point of helping 
  all the hurt animals she could. She never brought 
  another dead one back to life (and later realized, 
  when she was older, that the squirrel must just have 
  been badly injured, not dead), but she repaired 
  many a broken wing or leg. And whenever she 
  hurt herself playing, she could make it all better 
  without even needing her mom to kiss it. But she 
  instinctively kept her “secret magic” from other kids 
  CHAMPIONS
  
  The Ultimate Energy Projectors ■ Chapter Three 
  175
  and adults, somehow knowing that they wouldn’t 
  understand.
  When she got older, Amelia knew exactly what 
  she wanted to do:  become a doctor. That way she 
  could use her power on people, subtly and carefully, 
  and make them better without having to expose her-
  self to a media frenzy. After graduating from Millen-
  nium City University School of Medicine, she became 
  a doctor at a clinic serving lower-income people from 
  throughout the former Detroit area.
  One day while she was on her way to work 
  she found herself an 
  innocent bystander at a 
  superhero battle. Nigh-
  twind and Ironclad 
  were fighting a ragtag 
  band of villains that 
  included Freakshow, 
  Ankylosaur, Ambush, 
  and Esper. The heroes 
  were getting the best of 
  the villains thanks to 
  teamwork and clever 
  tactics when Nigh-
  twind got a little too 
  close to Ankylosaur’s 
  tail... and paid for it 
  by taking a blow to 
  the chest so hard that 
  Amelia could hear his 
  ribs break all the way 
  across the street.
  Heedless of her 
  own personal safety, 
  Amelia rushed to the 
  fallen hero and began 
  using her medical 
  training. But it soon 
  became apparent that 
  conventional medicine 
  wouldn’t be enough; 
  it looked like he had a 
  badly-punctured lung. 
  While everyone else was 
  paying attention to the 
  battle, she used her heal-
  ing powers to save his life.
  After the battle, the grateful Nightwind real-
  ized what had happened and oﬀered to introduce 
  Amelia to people who could train her to use her 
  powers better. She didn’t particularly like the idea 
  until he pointed out that wearing a costume and 
  being a superhero would let her use her powers 
  openly and save even more people than she already 
  was. That sold her... and a few months later Aura 
  made her debut.
  Personality/Motivation:  Aura isn’t your typical 
  superhero. She’s not so much concerned with ﬁght-
  ing crime as she is with protecting and healing the 
  victims of supercrime, and superheroes and villains 
  who suﬀer injury in battle. She regard all human 
  life as worth preserving; she’d gladly sacriﬁce her 
  own life to save someone else’s, even if it was Dr. 
  Destroyer’s or the Black Harlequin’s. Nighthawk 
  (among others) has tried to make her think a little 
  more “practically,” but she refuses to compromise 
  her convictions one bit.
  Quote:  “All human life is 
  precious... no matter how a 
  person chooses to live.”
  Powers/Tactics:  Aura’s 
  mutant genetic structure 
  somehow allows her to 
  “tap into” her own life force 
  and the life force of other 
  people. In the hands of a 
  villainous or mercenary 
  person this ability could 
  become a deadly and irre-
  sistible weapon, but she’s 
  chosen to ignore that side 
  of her powers to focus on 
  the positive side — heal-
  ing and succoring the 
  injured and sick. Most of 
  her powers either involve 
  healing people directly and 
  permanently (they use the 
  Power Healing) or shifting 
  life force from one person 
  to another for temporary 
  “healing” or boosts of health 
  (they use the Power Trans-
  fer). At the GM’s option she 
  can use her Transfer on her-
  self to sacriﬁce some of her 
  own BODY for a short time 
  to help someone else (this 
  may require a Life Force 
  Manipulation Abilities roll, 
  or the GM may “charge” her 
  an extra BODY or two for the privilege).
  If push comes to shove and Aura has to 
  fight, she primarily relies on her Energy Blast 
  and her Drain BODY (though she dislikes having 
  to use the latter), with the Transfers held in 
  reserve to help her comrades (or even injured 
  enemies, since she refuses to let anyone, no 
  matter how villainous, die or suffer pain if she 
  can help it). She can also channel her life force 
  energy to fly, and can see other peoples’ life force 
  AURA PLOT SEEDS
  The classic Aura plot:  
  someone important is 
  in desperate need of 
  Aura’s healing powers... 
  but she’s missing! It’s 
  up to the heroes to ﬁnd 
  her in time to save the 
  VIP’s life.
  VIPER decides that 
  having a “living hospital” 
  in its ranks would be 
  ideal, so it kidnaps Aura 
  and begins brainwash-
  ing her. The heroes have 
  to rescue her before she 
  becomes a puppet of the 
  Supreme Serpent!
  The Circle of the Scar-
  let Moon believes that 
  Aura’s powers make her 
  the perfect sacriﬁce for 
  its most important ritual 
  ever... one that will iden-
  tify the new Archmage-
  to-be and put him under 
  the Circle’s control! If 
  the heroes don’t uncover 
  the Circle’s plot in time 
  to thwart it, or at the 
  very least rescue Aura 
  before the ritual takes 
  place, mystic evil will 
  reign!
  
  176 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  (their “auras”; see The Ultimate Mentalist, page 
  161, or The UNTIL Superpowers Database, page 
  160, for details on her Detect Aura power).
  Because Aura’s powers involve sensing and 
  manipulating life force, she feels the eﬀects of attacks 
  that strike directly at her life force — necromantic 
  magic, in other words — more strongly than most 
  heroes do. The GM may extend this to some “death 
  touch” powers and the like, if appropriate.
  Campaign Use:  Aura can be both an incredibly 
  helpful ally and an enormous thorn in the side of 
  your PCs. Her healing powers make her invaluable 
  for dangerous missions... but her tendency to heal 
  villains as well as heroes may not sit well with some 
  of the player characters (particularly those of more 
  vigilante or “Iron Age” bent).
  To make Aura more powerful, expand the range 
  of what she can Transfer from and to, allowing her to 
  aﬀect any Primary Characteristic and most Figured 
  ones. To reduce her eﬀectiveness, put Limitations like 
  Extra Time and Concentration on most of her attacks 
  so she can’t use them easily in combat.
  Aura doesn’t Hunt anyone.
  Appearance:  Aura is a white female, 5’9” tall with a 
  slender, attractive ﬁgure and short blonde hair well-
  styled. Her costume is a one-piece bodystocking in 
  light blue, white, and light gold. A narrow band of 
  light gold forms a sort of broad V along her decol-
  letage, running up to the shoulders and then down 
  sharply onto her upper arms just above the armpit. 
  The costume above this band of light gold, includ-
  ing her half-face mask, is white. Below the band it’s 
  light blue (this includes the arms below where the 
  band terminates). Her gloves and boots are light 
  gold, and she wears a white sash as a belt.
  EMP
   Val Char 
  Cost Roll 
  Notes
   15 STR 
  5 
  12- 
  Lift 200 kg; 3d6 [1]
   25 DEX 
  45 
  14- 
  OCV:  8/DCV:  8
   25 CON 
  30 
  14-
   15 BODY 10 
  12-
   15 INT 
  5 
  12- 
  PER Roll 12-
   20 EGO 
  20 
  13- 
  ECV:  7
   25 PRE 
  15 
  14- 
  PRE Attack:  5d6
   10 COM 
  0 
  11-
   8 PD 
  5 
   
  Total:  28 PD (20 rPD)
   10 ED 
  5 
   
  Total:  50 ED (40 rED)
   6 SPD 
  25 
   
  Phases:  2, 4, 6, 8, 10, 12
   8 REC 
  0
   50 END 
  0
   50 STUN 14 
  Total Characteristics Cost:  179
  Movement: 
  Running:  6”/12”
   
  Teleportation:  30”/60”
  Cost Powers 
  END
  210 
  Electromagnetic Energy Attacks:   
  Multipower, 210-point reserve
  12u 
  1)  Electromagnetic Blast:  Energy Blast  
  10d6, Indirect (passes through physical 
  barriers, see text; +½), Penetrating (+½), 
  Reduced Endurance (0 END; +½) 
  0
  7u 
  2)  Concentrated Electromagnetic Blast:   
  RKA 2d6, Indirect (passes through  
  physical barriers, see text; +½), Penetrating 
  (+½), Reduced Endurance (0 END; +½) 
  0
  13u 
  3)  EMP Burst:  Dispel Electronic Device 
  powers 15d6, all Electronic Device  
  powers simultaneously (+2), Area Of  
  Eﬀect (16” Radius; +1), Reduced Endurance  
  (0 END; +½); No Range (-½) 
  0
  21u 
  4)  Focused EMP Blast:  Dispel Electronic 
  Device powers 20d6, all Electronic Device 
  powers simultaneously (+2), Reduced  
  Endurance (0 END; +½) 
  0
  12u 
  5)  Radio Interference Blast:  Radio Group 
  Flash 20d6, Indirect (passes through  
  physical barriers, see text; +½), Reduced 
  Endurance (0 END; +½) 
  0
  18u 
  6)  Disrupt Energy Powers:  Drain 8d6,  
  any one Energy power at a time (+¼), 
  Ranged (+½), Reduced Endurance  
  (0 END; +½) 
  0
  45 
  Electromagnetic Energy Powers:   
  Elemental Control, 90-point powers
  45 
  1)  Electromagnetic Shield:  Force Field  
  (20 PD/40 ED), Reduced Endurance  
  (0 END; +½) 
  0
  45 
  2)  Energy Form Travel:  Teleportation  
  30”, Reduced Endurance (0 END; +½) 
  0
  34 
  3)  Radio Interference Field:  Darkness  
  to Radio Group 11” radius, Personal  
  Immunity (+¼), Reduced Endurance  
  (0 END; +½); No Range (-½) 
  0
  48 
  Broad Radio Interference Field:  MegaScale  
  (1” = 10 km; +½) for Radio Interference  
  Field 
  4
  15 
  Energy Sense:  Radio Group Flash  
  Defense (15 points) 
  0
  45 
  Energy Form:  Life Support (Total) 
  0
  
  The Ultimate Energy Projectors ■ Chapter Three 
  177
  5 
  Energy Mind:  Mental Defense  
  (9 points total) 
  0
  10 
  Energy Form:  Power Defense (10 points) 0
  25 
  Energy Sense:  Radar (Radio Group),  
  Discriminatory, Increased Arc Of  
  Perception (360 Degrees) 
  0
  22 
  Energy Sense:  HRRP (Radio Group),  
  Discriminatory, Analyze 
  0
  5 
  Energy Sense:  Infrared Perception  
  (Radio Group) 
  0
  5 
  Energy Sense:  Ultraviolet Perception  
  (Radio Group) 
  0
   
  Skills
  9 
  +3 with Electromagnetic Energy Attacks  
  Multipower
  1 
  Computer Programming 8-
  3 
  Electronics 12-
  2 
  KS: The Superhuman World 11-
  2 
  PS: Play Computer Games 11-
  2 
  SS: Electronic Engineering 11-
  3 
  SS: Physics 12-
  Total Powers & Skills Cost:  664
  Total Cost:  843
  200+ Disadvantages
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  PRIMUS 8- (Mo Pow, NCI, Capture)
  15 
  Psychological Limitation:  Totally Callous; 
  Has No Regard For Or Interest In “Ordinary” 
  Humans Anymore (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Barton 
  Schwartz) (Frequently, Major)
  10 
  Susceptibility:  takes 1d6 per Turn when in 
  intense magnetic ﬁelds (Uncommon)
  10 
  Vulnerability:  2 x Eﬀect from Drains/Trans-
  fers of Energy Powers (Uncommon)
  10 
  Vulnerability:  2 x STUN from Magnetism 
  attacks (Uncommon)
  10 
  Vulnerability:  2 x BODY from Magnetism 
  attacks (Uncommon)
  533 
  Experience Points
  Total Disadvantage Points:  843
  Background/History:  Barton Schwartz was a gradu-
  ate student studying high-energy particle physics. 
  Arrogant, high-handed, condescending, and stand-
  oﬃsh, he wasn’t exactly popular with anyone else 
  in the department. In fact, some of his less mature 
  colleagues took to playing practical jokes on him 
  practically every week. He simply ignored their 
  juvenile antics... which only made them try harder.
  One day Schwartz was working on some 
  experiments involving Millennium City Universi-
  ty’s cutting-edge experimental particle accelerator. 
  The radical design of the accelerator was allowing 
  scientists to perform work that was previously 
  impossible or impractical, and Schwartz wanted 
  to take full advantage of his limited time on the 
  machine. He started the countdown while still pre-
  paring the chamber, knowing he had plenty of time 
  to ﬁnish the preparations before the countdown 
  ﬁnished. But then his colleagues’ latest practical 
  joke backﬁred, locking him inside! Unable to stop 
  the countdown, he banged helplessly on the door 
  right up until the acclerator activated.
  Somehow being bombarded with high-energy 
  particles by the experimental accelerator changed 
  Schwartz. He blacked out shortly after the machine 
  began working, and when he came to he was no 
  longer entirely human. His ﬂesh body was gone, 
  replaced by some sort of human-shaped “energy 
  matrix” that granted him vast powers over electro-
  magnetic radiation. But it also changed his mind, 
  making him cold-hearted and cruel. He realized 
  what had happened and knew who was responsible. 
  Using his new powers he blasted his way to free-
  dom, killed the men who’d been tormenting him 
  for years, and then teleported away to become a 
  supervillain. The media soon christened him “EMP,” 
  and he, liking the sound of that name, kept it.
  Personality/Motivation:  EMP (pronounced ee-
  em-pee, like the abbreviation for “electromag-
  netic pulse,” not “emp”) is no longer human in 
  body or mind. The accident that gave him his 
  powers also unhinged him, making it impossible 
  for him to truly identify with ordinary humans 
  anymore. To him they’re lesser beings, mired in 
  their flesh and the limitations it imposes. He’s 
  a higher, more perfect entity, a creature of pure 
  energy who’s so much more than they can ever 
  hope to be. He feels nothing when he kills, hurts, 
  abuses, or exploits them; it’s about the same as a 
  normal person crushing an ant.
  EMP longs for the power to “enter worlds of 
  pure energy” (as he puts it) and “leave ﬂeshly exis-
  tence truly behind.” What he means by this isn’t 
  exactly certain, but he may mean something like 
  the “cybernet” depicted in Cyberpunk science ﬁc-
  tion, or simply become small enough to interact 
  with atomic particles. If he could ﬁnd a way to 
  “enter” these “worlds,” it’s possible he might leave 
  Earth altogether and never return.
  Quote:  (delivered in an eerie, slightly crackling, 
  “electronic”-sounding voice) “You are a thing of 
  ﬂesh. Your weaknesses are manifest, while mine are 
  non-existent.”
  Powers/Tactics:  EMP has the power to control 
  electromagnetic energy in various ways. (If you 
  need a more precise special eﬀect, assume his 
  powers involve microwaves, but for the most part 
  you can assume he can use any of the types of 
  energy described under “Electromagnetic Energy” 
  in Chapter Two.) He can project energy for vari-
  ous eﬀects, not just to damage but also to interfere 
  with radio, television, and the like. He’s often hired 
  by mercenary groups and other military forces to 
  disrupt enemy communications.
  EMP’s attacks are Indirect, defined at the +½ 
  level as allowing them to pass through physical 
  barriers. The attack always originates with EMP, 
  but due to the nature of his energy it can pass 
  through any physical barrier between itself and 
  the target. Primarily this means walls, and does 
  not allow the attack to ignore a target’s personal 
  defenses. However, since EMP doesn’t have N-
  Ray Perception or the like, he may not be able to 
  perceive a target through a barrier (or perceive it 
  imperfectly at best), which affects his OCV per 
  the standard rules.
  EMP PLOT SEEDS
  The authorities tell the 
  PCs that there seems 
  to be proof that EMP’s 
  activities in Millennium 
  City are causing a mas-
  sive rise in the rate of 
  cancer among the citi-
  zens. It’s time to capture 
  him for good... or put 
  a stop to him perma-
  nently. Are the authori-
  ties telling the truth, or 
  do they have an ulterior 
  motive for wanting EMP 
  eliminated?
  EMP believes that 
  gaining the power to 
  “enter worlds of energy” 
  somehow involves 
  siphoning oﬀ the energy 
  of a character who can 
  Shrink. If a PC has that 
  power, EMP goes after 
  him; otherwise the PCs 
  will have to rescue the 
  likes of Shrinker or 
  Hummingbird... and 
  some of them may not 
  want to, thinking that 
  if EMP succeeds it will 
  eliminate two villains at 
  one stroke.
  EMP decides to re-
  create the accident that 
  gave him his powers 
  so he’ll become even 
  more powerful. He takes 
  the staﬀ at the particle 
  accelerator hostage and 
  forces them to help him. 
  The PCs have to eﬀect 
  a rescue before EMP 
  becomes too powerful 
  to stop!
  
  178 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  EMP thinks 
  of himself as both 
  powerful and invul-
  nerable, so he usually 
  ﬁghts aggressively. 
  He opens up with a 
  few Energy Blasts or 
  RKAs, switching to 
  more “sophisticated” 
  attacks if the fron-
  tal assault doesn’t 
  work well or he can 
  neutralize an enemy 
  advantage that way.
  Campaign Use:  EMP 
  is a mercenary 
  supervillain whom 
  your PCs could 
  encounter in a vari-
  ety of situations. He 
  works not only for 
  money (which he 
  uses to buy equip-
  ment and other 
  things he needs for 
  his own schemes) 
  but for unusual 
  technology, access 
  to strange forms of 
  energy, and the like.
  You have several options if you want to make 
  EMP more powerful. First, you could expand his 
  powers to cover the entire electromagnetic spec-
  trum — give him a Multipower of Light Powers 
  and one of Radiation Powers. Second, you could 
  give him more “body of energy” powers, such as 
  Desolidiﬁcation, MegaScaled Teleportation, or FTL 
  Travel. To weaken him, reduce his DEX to 20 and 
  SPD to 5, and cut the DCs in his attacks to about 
  75-80% of what he currently has.
  EMP only Hunts heroes if hired to, in which 
  case he follows orders. He’d only Hunt someone on 
  his own initiative if that person possessed energy 
  powers (or related abilities) that intrigue him for 
  some reason.
  Appearance:  EMP is a human male... or rather, he 
  used to be. He still looks human, though in fact 
  his body’s composed as much of energy as it is of 
  ﬂesh. His eyes glisten and glow with this energy, 
  and occasionally crackles of it surround his hands. 
  He no longer has any hair on his head (or anywhere 
  else on his body, for that matter). His costume is a 
  simple dark blue bodystocking and matching boots; 
  the costume ends at the wrists and neck, leaving his 
  hands and head uncovered.
  HOWLER
   Val Char 
  Cost Roll 
  Notes
   13 STR 
  3 
  12- 
  Lift 150 kg; 2½d6 [1]
   26 DEX 
  48 
  14- 
  OCV:  9/DCV:  9
   23 CON 
  26 
  14-
   10 BODY 0 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   13 EGO 
  6 
  12- 
  ECV:  4
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   18 COM 
  4 
  13-
   7 PD 
  4 
  Total:  27 PD (20 rPD)
   7 ED 
  2 
  Total:  27 ED (20 rED)
   5 SPD 
  14 
  Phases:  3, 5, 8, 10, 12
   8 REC 
  0
   46 END 
  0
   30 STUN 
  1 
  Total Characteristics Cost:  121
  Movement: 
  Running:  6”/12”
   
  Flight:  20”/40”
  Cost Powers 
  END
  27 
  Sonic Powers:  Elemental Control,  
  80-point powers; all OIF (amulet; -½)
  27 
  1)  Sonic Scream I:  Energy Blast 13d6,  
  Special Eﬀect: Sonic; OIF (-½) 
  8
  67 
  2)  Sonic Scream II:  Energy Blast 11d6,  
  Special Eﬀect: Sonic, Variable Advantage  
  (+½ Advantages; +1); OIF (-½) 
  var
  73 
  3)  Sonic Scream III:  Energy Blast 7d6,  
  Special Eﬀect: Sonic, Variable Advantage  
  (+1 Advantages; +2); OIF (-½) 
  var
  27 
  4)  Deafening Scream:  Hearing Group  
  Flash 18d6, Reduced Endurance (0 END; 
  +½); OIF (-½) 
  0
  28 
  5)  Sonic Liquiﬁcation:  RKA 2½d6, Special 
  Eﬀect: Sonic, +1 Increased STUN Multiplier 
  (+¼), Reduced Endurance (½ END; +¼) 
  3
  28 
  6)  Sonic Screen:  Force Field (20 PD/20 ED), 
  Special Eﬀect: Sonic, Hardened (+¼),  
  Reduced Endurance (½ END; +¼); OIF (-½) 3
  33 
  7)  Riding The Soundwaves:  Flight 30”,  
  Reduced Endurance (0 END; +½); OIF (-½) 0
  48 
  Pump Up The Volume:  Absorption 6d6 
  (energy), all Sonic powers simultaneously  
  (+2), Delayed Return Rate (points fade at  
  the rate of 5 per Minute; +¼); OIF (amulet; 
  -½), Limited Phenomena (sonics only; -½) 
  0
  30 
  Sonic Immunity:  Energy Damage  
  Reduction, Resistant, 75%; OIF (amulet;  
  -½), Only Works Against Limited Type  
  Of Attack (sonics; -½) 
  0
  20 
  Sonar:  Active Sonar (Hearing Group), 
  Increased Arc Of Perception (360 Degrees) 0
  3 
  Enhanced Hearing:  Ultrasonic Hearing 
  (Hearing Group) 
  0
  6 
  Enhanced Hearing:  +3 PER with Hearing 
  Group 
  0
  
  The Ultimate Energy Projectors ■ Chapter Three 
  179
   
  Talents
  3 
  Perfect Pitch
   
  Skills
  12 
  +4 with Sonic Powers Elemental  
  Control attacks
  5 
  Mimicry 13-
  2 
  AK: Africa 11-
  2 
  AK: The Middle East 11-
  2 
  AK: Millennium City University 11-
  4 
  KS: Ancient History 13-
  3 
  KS: The Archaeological World 12-
  2 
  PS: Archaeologist 11-
  2 
  PS: Professor 11-
  3 
  PS: Singing 13-
  2 
  SS: Archaeology 11-
  2 
  SS: Sonics 11-
  3 
  Stealth 14-
  5 
  Ventriloquism 13-
  Total Powers & Skills Cost:  469
  Total Cost:  590
  200+ Disadvantages
  40 
  Dependence:  must remain in contact with 
  her amulet or take 2d6 damage per Turn 
  (Uncommon)
  5 
  Distinctive Features:  sultry voice (Easily 
  Concealable, Noticed And Recognizable)
  20 
  Hunted:  Sentinels 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  UNTIL 8- (Mo Pow, NCI, Capture)
  20 
  Psychological Limitation:  Code Versus  
  Killing (Common, Total)
  15 
  Psychological Limitation:  Superstitious 
  (Common, Strong)
  15 
  Psychological Limitation:  Xenophobia; 
  Fears Aliens Will Try To Take Amulet Away 
  (Common, Strong)
  5 
  Rivalry:  Professional (with another archae-
  ologist)
  15 
  Social Limitation:  Secret Identity (Susan 
  Sonderheim) (Frequently, Major)
  20 
  Vulnerability:  2 x STUN from Electricity 
  (Common)
  215 
  Experience Points
  Total Disadvantage Points:  590
  Description:  This character sheet revises Howler 
  using the rules from Chapter Two of this book, and 
  expands her powers slightly. See Conquerors, Killers, 
  And Crooks, page 162, for full information on her 
  background, personality, and tactics.
  
  180 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  PULSON
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [1]
   18 DEX 
  24 
  13- 
  OCV:  6/DCV:  6
   15 CON 
  10 
  12-
   12 BODY 4 
  11-
   13 INT 
  3 
  12- 
  PER Roll 12-
   12 EGO 
  4 
  11- 
  ECV:  4
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   10 COM 
  0 
  11-
   6 PD 
  4 
   
  Total:  21 PD (15 rPD)
   10 ED 
  7 
   
  Total:  25 ED (15 rED)
   4 SPD 
  12 
   
  Phases:  3, 6, 9, 12
   5 REC 
  0
   30 END 
  0
   30 STUN 
  5 
  Total Characteristics Cost:  78
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  28 
  Pulson Power:  Endurance Reserve  
  (80 END, 20 REC) 
  0
  30 
  Pulson Ampliﬁcation Riﬂe:  Multipower,  
  60-point reserve; all OAF (-1)
  3u  
  1)  Standard Pulson Beam:  Energy Blast 
  12d6; OAF (-1) 
  6
  3u  
  2)  Focussed Pulson Beam:  Energy Blast  
  8d6, Armor Piercing (+½); OAF (-1) 
  6
  3u  
  3)  Long-Range Pulson Beam:  Energy Blast  
  8d6, No Range Modiﬁer (+½); OAF (-1) 
  6
  3u  
  4)  Modulated Pulson Beam:  Energy  
  Blast 6d6, NND (defense is ED Force  
  Field; +1); OAF (-1) 
  6
  1u  
  5)  High-Intensity Pulson Beam:  RKA  
  3d6; OAF (-1), Increased Endurance Cost  
  (x3 END; -1) 
  12
  30 
  Body Armor:  Armor (15 PD/15 ED);  
  OIF (-½) 
  0
  5 
  Helmet Polarized Faceplate:  Sight Group 
  Flash Defense (8 points); OIF (-½) 
  0
  6 
  Helmet Communications System:  HRRP 
  (Radio Group); OIF (-½), Aﬀected As  
  Sight And Hearing Groups As Well As  
  Radio Group (-½) 
  0
  10 
  Lucky Stiﬀ:  Luck 2d6 
  0
   
  Skills
  12 
  +4 with Pulson Ampliﬁcation Riﬂe  
  Multipower
  3 
  Computer Programming 12-
  1 
  Demolitions 8-
  3 
  Electronics 12-
  1 
  KS: The Superhuman World 8-
  1 
  SS: Chemistry 8-
  2 
  SS: Force Field Physics 11-
  2 
  SS: Physics 11-
  2 
  SS: Pulson Physics 11-
  1 
  Systems Operation 8-
  Total Powers & Skills Cost:  150
  Total Cost:  228
  200+ Disadvantages
  5 
  Distinctive Features:  distinctive burn scars 
  along left arm and side (Easily Concealed; 
  Noticed And Recognizable)
  20 
  Hunted:  PRIMUS 8- (Mo Pow, NCI, Capture)
  15 
  Psychological Limitation:  Greedy (Common, 
  Strong)
  10 
  Psychological Limitation:  Eager For Ways 
  To Increase/Improve His Powers (Common, 
  Moderate)
  15 
  Social Limitation:  Secret Identity (Robert 
  Jeﬀerson) (Frequently, Major)
  Total Disadvantage Points:  265
  Background/History:  Robert Jeﬀerson was a junior-
  grade technician working at a Harmon Industries 
  research division that specialized in energy weap-
  ons and other cutting-edge military technology. 
  Despite being well-qualiﬁed for the position, he 
  rarely seemed to take his job seriously; he was 
  always cracking jokes, playing pranks, and disrupt-
  ing projects. He got his work done without fail, but 
  attitude kept him from advancing in the company.
  One day Robert’s luck ran out. He had a great 
  joke in mind to play on some of his co-workers, but 
  he didn’t see the warning signs that the lab was in 
  the middle of a weapons test. He walked right into 
  the middle of a delicate procedure... and the whole 
  experiment went to hell. He felt a zap like getting 
  hit with a lot of static electricity, and then there was 
  a boom, and then a BOOM, and he passed out.
  He woke up in the hospital two days later. He 
  was relieved to learn that no one had died, and no 
  one been hurt worse than he... and he wasn’t sur-
  prised when he lost his job. There was no way his 
  employer could overlook this, no matter how good 
  his work record was. Not sure what he was going to 
  do with his life, he started to feel depression creep-
  ing in around the edges.
  That changed one night when he woke up and 
  wanted some water. Straining to reach the pitcher 
  on the table beside his hospital bed, he shot a tiny 
  bolt of pulson energy into the pitcher, shattering 
  it! He was so surprised he nearly fell out of bed 
  backing away. When he got out of the hospital a 
  few days later he began experimenting in earnest 
  and learned that he could project tiny amounts 
  of pulson energy very short distances... just a few 
  inches, really. It was a superpower, but hardly one to 
  write home about.
  Convinced he could ﬁnd a way to augment his 
  new powers, he began researching them intensely, 
  once or twice even breaking into the Harmon 
  facility to use its equipment at night. Within a few 
  months he’d developed the Pulson Ampliﬁcation 
  Riﬂe that let him ﬁre beams as powerful as any 
  superhero’s. Christening himself Pulson, he set out 
  to make his name in the Superhuman World.
  Personality/Motivation:  Pulson desperately wants to 
  be considered “a real, powerful superhuman” and 
  “a member of the Superhuman World.” The fact 
  that his powers depend on a device has given him a 
  real inferiority complex. He’d love to ﬁnd a way to 
  “boost” or “expand” his powers so that he could toss 
  his Riﬂe aside and use them like a normal energy 
  PULSON  
  PLOT SEEDS
  Pulson achieves his 
  dream... his powers 
  expand to the point 
  where he no longer 
  needs his Riﬂe! Unfortu-
  nately they also seem to 
  be consuming him alive, 
  “eating” his life force 
  away bit by bit with 
  every Energy Blast he 
  ﬁres. He needs the PCs’ 
  help before he kills him-
  self by using his powers 
  one too many times.
  The military wants to 
  study Pulson, believing 
  his biology may hold 
  the key to a procedure 
  for creating superhu-
  mans on demand. But it 
  doesn’t want anyone to 
  know what it’s up to, so 
  it decides to use the PCs 
  as its pawns to capture 
  him.
  In an attempt to 
  enhance his powers, 
  Pulson attacks a nuclear 
  reactor facility. The 
  PCs have to get there 
  and stop him before he 
  succeeds, causes a melt-
  down, or both.
  
  The Ultimate Energy Projectors ■ Chapter Three 
  181
  projector. Beyond that, he’s the 
  typical sort of small-minded, 
  greedy supervillain so often 
  encountered by heroes... and 
  he still loves a good practical 
  joke.
  Quote:  “Even you can’t stand 
  up to a blast of pure energy!”
  Powers/Tactics:  The accident 
  in the energy weapons lab 
  gave Pulson superpowers... 
  just very low-grade ones. 
  He has the power to proj-
  ect pulson energy, but in its 
  natural state it’s so weak that 
  he can’t do much more than 
  produce a neat light show and 
  perhaps (with some eﬀort) 
  light a candle with the heat 
  from the energy. To make his 
  powers strong enough to be 
  combat-eﬀective he designed 
  the Pulson Ampliﬁcation Riﬂe 
  that he now carries. With the 
  Riﬂe, he can project devastat-
  ing pulson energy bolts in 
  various conﬁgurations; with-
  out it, he’s basically helpless 
  in a super-battle (though the 
  accident did enhance his body, 
  making him faster and more 
  ﬁt than most humans).
  In combat Pulson usually 
  prefers to go on the oﬀensive (his way of covering 
  up for his general feelings of inadequacy). But he’s 
  smart enough not to be overconﬁdent or tactically 
  stupid, and enough in awe of “real” supervillains 
  that he has no problem taking orders from an 
  employer or team leader.
  Campaign Use:  Pulson is a fairly low-end supervil-
  lain-for-hire. He doesn’t really have the motivation 
  or smarts to concoct schemes of his own most of 
  the time; he’d rather work for someone else with a 
  hefty budget.
  The easiest way to make Pulson more powerful 
  is to eliminate the need for the Pulson Ampliﬁca-
  tion Riﬂe, either wholly or partly (in the latter case, 
  he buys about one-third of his attack DCs without 
  the Focus Limitation, and the rest with). Another 
  point of SPD would also be a big help. To weaken 
  him, remove about one-fourth of the Active Points 
  in his attacks.
  Pulson only Hunts heroes if hired to, in which 
  case he follows orders. The only reason he’d go after 
  a hero on his own is if he thought that hero was 
  somehow the key to amplifying his powers.
  Appearance:  Pulson is a half-black, half-Hispanic 
  male, 5’11” tall with the athletic, muscular build of 
  someone who engages in intensive regular exercise. 
  He wears a suit of blue-grey body armor with a 
  matching helmet (which covers most of his head, 
  and has lenses over his eyes, but leaves his lower 
  face visible), gloves, and thick-soled boots. There 
  are several pockets along his upper arms, thighs, 
  and belt to hold various small gadgets and weap-
  ons. His weapon, the Pulson Ampliﬁcation Riﬂe, 
  is a high-tech energy blaster riﬂe that’s mostly 
  bronze-colored.
  
  182 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  HEROIC 
  GENRES
  W
  hile energy projectors are most 
  common in Champions campaigns, 
  they also exist in other genres. After all, 
  superheroes and villains don’t have a 
  monopoly on using and manipulating energy! Here 
  are a few examples of the Energy Projector arche-
  type in other genres.
  DARK CHAMPIONS
  Energy projectors are rare in Dark Cham-
  pions games; the gritty world of modern-day 
  action-adventure just doesn’t lend itself to energy 
  projection and manipulation powers. Most “energy 
  projectors” are characters who use weapons that 
  project some “realistic” form of energy — ﬂame-
  throwers, tasers, and the like.
  VOLTAIC
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [2]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   10 BODY 0 
  11-
   10 INT 
  0 
  11- 
  PER Roll 11-
   10 EGO 
  0 
  11- 
  ECV:  3
   10 PRE 
  0 
  11- 
  PRE Attack:  2d6
   8 COM 
  -1 
  11-
   4 PD 
  2 
   
  Total:  10 PD (6 rPD)
   4 ED 
  1 
   
  Total:  10 ED (6 rED)
   3 SPD 
  5 
   
  Phases:  4, 8, 12
   5 REC 
  0
   26 END 
  0
   22 STUN 
  0 
  Total Characteristics Cost:  28
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  15 
  Battery Packs:  Endurance Reserve  
  (120 END, 10 REC); OIF (-½) 
  0
  30 
  Voltaic Gauntlets:  Multipower;  
  45-point reserve; all OIF (-½)
  2u 
  1)  Taser Touch I:  Energy Blast 4d6,  
  NND (defense is insulated rED; +1);  
  OIF (-½), No Range (-½) 
  4
  1u 
  2)  Taser Touch II:  Energy Blast 3d6,  
  NND (defense is insulated rED; +1),  
  Continuous (+1); OIF (-½), Lockout  
  (can’t use other Multipower slots while  
  maintaining this slot; -½), No Range  
  (-½), Must Maintain Touch To Maintain 
  Eﬀect (-¼) 
  4
  2u 
  3)  Taser Blast:  Energy Blast 4d6, NND 
  (defense is insulated rED; +1); OIF (-½), 
  Limited Range (6”; -¼) 
  4
  1u 
  4)  DC Grip:  Entangle 3d6, 3 DEF, Takes  
  No Damage From Attacks (+½); OIF  
  (-½), No Range (-½), Lockout (can’t use 
  other Multipower slots while maintaining 
  this slot; -½), Must Maintain Touch To  
  Maintain Eﬀect (-¼), Costs Endurance 
  (every Phase, to maintain; -½) 
  4
  2u 
  4)  Deadly Touch I:  RKA 3d6; OIF (-½), 
  Increased Endurance Cost (x2 END; -½),  
  No Range (-½) 
  8
  1u 
  5)  Deadly Touch II:  RKA 1d6+1,  
  Continuous (+1); OIF (-½), Increased  
  Endurance Cost (x2 END; -½), No Range  
  (-½), Must Maintain Touch To Maintain 
  Eﬀect (-¼) 
  8
  
  The Ultimate Energy Projectors ■ Chapter Three 
  183
  2u 
  6)  Lightning Blast:  RKA 3d6; OIF (-½), 
  Increased Endurance Cost (x2 END; -½), 
  Limited Range (6”; -¼) 
  8
  27 
  Electriﬁed Armor:  HKA 1d6+1, Continuous 
  (+1), Damage Shield (does damage in HTH 
  combat; +¾); OIF (-½), No STR Bonus (-½) 5
  5 
  Impressive Electriﬁcation:   +15 PRE; OIF  
  (-½), Linked (to Damage Shield; -½), Only  
  For Fear-/Intimidation-Based Presence  
  Attacks (-1) 
  0
  12 
  Insulated Body Armor:  Armor  
  (6 PD/6 ED); OIF (-½) 
  0
  4 
  Insulated Body Armor:  Armor (+6 ED);  
  OIF (-½), Only Versus Limited Type Of 
  Attack (electricity; -½) 
  0
  5 
  Helmet:  Sight Group Flash Defense  
  (8 points); OIF (-½) 
  0
   
  Skills
  6 
  +2 with Voltaic Gauntlets Multipower
  3 
  Combat Driving 12-
  1 
  Computer Programming 8-
  1 
  Electronics 8-
  1 
  Mechanics 8-
  1 
  Security Systems 8-
  3 
  Stealth 12-
  1 
  Streetwise 8-
  Total Powers & Skills Cost:  126
  Total Cost:  154
  75+ Disadvantages
  20 
  Hunted:  HCPD 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  US Army 8- (Mo Pow, NCI, Capture)
  10 
  Hunted:  DarkAngel 8- (As Pow, Capture)
  20 
  Psychological Limitation:  Casual Killer 
  (Very Common, Strong)
  15 
  Psychological Limitation:  Greedy  
  (Common, Strong)
  15 
  Social Limitation:  Secret Identity (Andy 
  Detwiler) (Frequently, Major)
  Total Disadvantage Points:  175
  Background/History:  Andy Detwiler was a ﬁve-time 
  loser who escaped a long jail term only by virtue of 
  being so lousy at crime that he never got involved in 
  any truly signiﬁcant schemes. During the time he did 
  spend in jail he at least had the good sense to spend 
  his time trying to better himself through correspon-
  dence TV repair courses and things like that.
  After he got out of jail for the fifth time 
  in 2003, he got lucky and found a job working 
  for Dr. Emerson Sloane. Sloane was a genius of 
  selfish and eccentric bent who put his talents 
  to work designing weapons and other gadgetry 
  for members of the underworld. He’d finally 
  decided to build one for himself and make some 
  real money. He’d been studying a 1930s criminal 
  knowns as “the Electricutioner” and felt he could 
  re-create his suit, making it better and more 
  powerful. But he needed an assistant to help with 
  the work. Andy looked like the perfect man for 
  the job — he knew enough to be useful, but not 
  enough to ask questions or go into business for 
  himself, and he didn’t expect much in the way of 
  wages compared to what others were asking.
  But Andy, it turned out, had a ruthless streak 
  no one had ever known about. He realized that 
  what the Doc was building could set a man up for 
  life. He waited patiently and did the work without 
  causing any fuss, paying close attention to every-
  thing Sloane did. And when the suit was ﬁnished 
  and ready for regular use, he killed Sloane and took 
  it for himself. Choosing the name Voltaic, he’s been 
  a part of the Hudson City underworld, and a thorn 
  in the side of the HCPD, ever since.
  Personality/Motivation:  Becoming Voltaic has made 
  a new man out of Andy Detwiler. Gone is the 
  relatively laid-back, not particularly disciplined or 
  driven second-rate crook he used to be, replaced 
  by somone who’s been transformed by power. Now 
  he’s cold, calculating, and eﬃcient — and what’s 
  worse, quick to use lethal force on anyone who gets 
  in his way. With the trail of bodies he’s left behind 
  him there’s a hard storm coming for him... it’s just 
  a question of whether that storm takes the form of 
  a police beating and a life sentence, or a vigilante’s 
  bullet between the eyes.
  Quote:  “Ready to ride the lightning, hero?”
  Powers/Tactics:  Voltaic’s powers all involve the 
  battery-charged suit Emil Sloane built. The batter-
  ies in the “backpack” structure feed power to the 
  gauntlets. Depending on how he controls the ﬂow 
  of power, Voltaic can project bolts of electricity for 
  short distances (6”), touch people for deadly, para-
  lytic, or taser-like eﬀects, and so on. The armor also 
  protects him from his opponents’ attacks.
  Voltaic thinks he knows a lot more than he 
  really does. More than once he’s gotten himself (or 
  an employer) in trouble because he thought he’d 
  have “no problem” bypassing a security system or 
  defeating a particular hero. Sooner or later this 
  (admittedly mild) streak of overconﬁdence could 
  cause him major problems.
  Campaign Use:  Voltaic is a “throwaway” costumed 
  criminal for Dark Champions campaigns. Since 
  his powers all come from his suit, you can let your 
  heroes gun him down pretty much whenever they 
  want to... then let someone else come along and put 
  on the suit.
  To make Voltaic tougher, increase his SPD to 4 
  and improve his Skills to full Characteristic-based 
  rolls. To weaken him, give most (or all) of the suit’s 
  attacks Activation Rolls.
  Voltaic doesn’t Hunt heroes unless hired to, in 
  which case he follows orders.
  Appearance:  Voltaic is six feet tall with a mod-
  erately muscular build. His costume is a some-
  what bulky-looking suit of modiﬁed body armor. 
  Attached to the back is a backpack-like device con-
  taining the batteries used to operate the suit. Wires 
  run from the battery pack down to his gauntlets, 
  which have metal tips on the ﬁngers so he can 
  easily deliver electric shocks; concealed wires 
  throughout the suit allow him to electrify his entire 
  body if necessary. His boots have thick rubber 
  soles to insulate him better. To conceal his identity 
  he wears a large, barrel-like helmet with a smoked 
  glass eyeplate.
  VOLTAIC  
  PLOT SEEDS
  Unknown to Andy 
  Detwiler, Dr. Sloane kept 
  several backup copies 
  of the plans for the suit 
  hidden away. Someone 
  must have found one of 
  the copies, because now 
  there’s a second Voltaic 
  out there! The PCs have 
  to ﬁnd and capture (or 
  kill) both of them before 
  their conﬂict over “who’s 
  the real Voltaic” hurts 
  innocent civilians.
  The Army’s interested 
  in Voltaic’s suit. It hires/
  persuades/blackmails 
  the PCs into investigat-
  ing Voltaic and obtain-
  ing a copy of his suit 
  and/or the plans used to 
  build it.
  A job goes bad, and 
  Voltaic ﬂees... right into 
  one of the city’s biggest 
  power stations! Now he’s 
  got a dozen hostages 
  and is threatening to 
  black out the city if his 
  demands aren’t met. The 
  police seem paralyzed 
  with indecision; it’s 
  time for the PCs to take 
  action....
  
  184 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  FANTASY HERO
  In Fantasy campaigns, energy projectors are 
  mostly wizards and other types of spellcasters. The 
  most classic example of the archetype in Fantasy 
  is the “elemental wizard,” who commands spells 
  and beings pertaining to one or more of the four 
  classical elements of Air, Earth, Fire, and Water. In 
  some settings wizards can also specialize in “ele-
  ments” such as Shadow, Chaos, Ice, Time, or Holy/
  Unholy. Similarly, some feature “mixed” elements 
  that combine two of the classical ones. Examples 
  include Smoke (Fire and Air), Ice (Air and Water), 
  Mud (Earth and Water), and Lava or Ash (Fire and 
  Earth). Typically Air and Earth are regarded as 
  “opposites” that don’t mix (or mix poorly); the same 
  applies to Fire and Water.
  ARKOSH STONEFLAME
   Val Char 
  Cost Roll 
  Notes
   8 STR 
  -2 
  11- 
  Lift 75 kg; 1½d6 [2]
   14 DEX 
  12 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   10 BODY 0 
  11-
   20 INT 
  10 
  13- 
  PER Roll 13-
   18 EGO 
  16 
  13- 
  ECV:  6
   20 PRE 
  10 
  13- 
  PRE Attack:  4d6
   10 COM 
  0 
  11-
   4 PD 
  2 
   
  Total:  4 PD (0 rPD)
   7 ED 
  4 
   
  Total:  7 ED (0 rED)
   3 SPD 
  6 
   
  Phases:  4, 8, 12
   5 REC 
  0
   28 END 
  0
   21 STUN 
  0 
  Total Characteristics Cost:  66
  Movement: 
  Running:  6”/12”
  Cost Spells
  32 
  Reserves Of Mystical Power:  Endurance 
  Reserve (120 END, 20 REC) 
  0
   
  Air Magic
  11 
  Blaithelock’s Call To The Wind (FHG 63)
  2 
  Blaithelock’s Sphere Of Air (FHG 70)
  5 
  Calm The Winds (FHG 64)
  9 
  Donver’s Whirlwind (FHG 65)
  5 
  Fogbreaking (FHG 65)
  2 
  Freshen Air (FHG 72)
  5 
  Lightning Bolt (FHG 66)
  2 
  Mage’s Wind (FHG 66)
  2 
  Mistshaping (FHG 73)
  6 
  The Spell Of The Deadly Cloud (FHG 67)
  5 
  Stelrane’s First Spell Of The Slumbrous 
  Vapors (FHG 68)
  7 
  Ulgar’s Spell Of Deadly Deprivation (FHG 69)
  4 
  Wall Of Cloud (FHG 70)
  3 
  Wings Of The Wind (Free version) (FHG 71)
   
  Earth Magic
  4 
  Dereketh’s Catapult (Quick version) (FHG 74)
  3 
  Earthenroad (FHG 81)
  5 
  Hands Of Stone (FHG 75)
  16 
  Meldana’s Spell Of The Shaking Earth 
  (FHG 76)
  10 
  Stone Into Mud (FHG 77)
  3 
  Stoneshaping (FHG 82)
  1 
  Stonyskin (FHG 79)
  6 
  Wall Of Stone (FHG 81)
   
  Fire Magic
  11 
  Blaithelock’s Call To Flame (FHG 87)
  4 
  Enﬂame (FHG 89)
  2 
  Everburning Flame (FHG 99)
  5 
  Fiery Arrow (FHG 89)
  4 
  Fiery Aura (FHG 90)
  5 
  Fiery Orbs (FHG 91)
  6 
  Fireball (FHG 91)
  9 
  Fireshaping (FHG 92)
  7 
  Firestorm (FHG 93)
  5 
  Harthuvian’s Vaultﬂame (FHG 93)
  5 
  Hasari’s First Spell Of The Dragon’s Fire 
  (FHG 94)
  3 
  Khelred’s Flammifer (FHG 94)
  5 
  Mageﬁre (FHG 95)
  3 
  Protection From Fire (FHG 96)
  4 
  Quench Flame (FHG 95)
  10 
  Wall Of Fire (FHG 97)
   
  Water Magic
  5 
  Control The Waters (FHG 101)
  3 
  Fist Of The Waters (FHG 102)
  5 
  Meldana’s Harnessed Waves (FHG 103)
  1 
  Oldrusân’s Spell Of Aquatic Comfort  
  (FHG 104)
  1 
  Water-Walking (FHG 105)
   
  Wizardry
  1 
  Detect Magic (FHG 221)
  4 
  Stelrane’s Spell Of Dispersion (FHG 223)
  1 
  Wizard’s Scribe (FHG 244)
  3 
  Wizard’s Shield (FHG 231)
   
  Perks
  10 
  Money:  Wealthy
   
  Talents
  5 
  Magesight
   
  Skills
  9 
  +3 with Spells
  3 
  Conversation 13-
  2 
  Cryptography 13-; Translation Only (-½)
  3 
  Deduction 13-
  3 
  Inventor (Spell Research) 13-
  2 
  Language:  Aarnese (ﬂuent conversation; 
  Umbrian is Native)
  2 
  Language:  Trade-Talk (ﬂuent conversation)
  2 
  Language:  Vestrian (ﬂuent conversation)
  1 
  Literacy
  25 
  Power:  Air Magic 24-
  29 
  Power:  Earth Magic 26-
  29 
  Power:  Fire Magic 26-
  23 
  Power:  Water Magic 23-
  17 
  Power:  Wizardry 20-
  3 
  Stealth 13-
  3 
  Scholar
  2 
  1)  KS:  Air Magic 13-
  2 
  2)  KS:  Arcane And Occult Lore 13-
  2 
  3)  KS:  Earth Magic 13-
  2 
  4)  KS:  Famous Wizard And Enchanted 
  Items 13-
  2 
  5)  KS:  Fire Magic 13-
  2 
  6)  KS:  History Of Ambrethel 13-
  2 
  7)  KS:  History Of Magic 13-
  
  The Ultimate Energy Projectors ■ Chapter Three 
  185
  2 
  8)  KS:  Legends And Lore 13-
  2 
  9)  KS:  Mystic Theory And Philosophy 13-
  2 
  10)  KS:  Water Magic 13-
  2 
  11)  KS:  Wizardry 13-
  Total Powers & Skills Cost:  453
  Total Cost:  519
  75+ Disadvantages
  20 
  Hunted:  Seven Sorcerers of Vfran 8-  
  (Mo Pow, NCI, Capture/Kill)
  20 
  Psychological Limitation:  Wants To Prove 
  The Superiority Of Elemental Magic 
  (Common, Total)
  5 
  Rivalry:  Professional, with master practitio-
  ners of various other arcana of magic
  399 
  Experience Points
  Total Disadvantage Points:  519
  Background/History:  In his younger days, Arkosh 
  Stoneﬂame was an adventuring mage of the ﬁrst 
  water. Together with his companions, the Brother-
  hood of the Fiery Blade, he explored the depths 
  of the Sunless Realms, fought infernal horrors 
  summoned by foul cultists, bearded dragons in 
  their lairs, and stood opposed to those who would 
  oppress the weak and helpless. But time takes its 
  toll on all men, even wizards, and the day came 
  when Arkosh no longer felt up to the rigors of the 
  road. With the good wishes of his companions, he 
  retired to the life of a scholar-mage.
  Ensconced in his tower in Mezendria, Arkosh 
  began a comprehensive review of Elemental Magic, 
  seeking to add scholarly depth of understanding to 
  the breadth of experience and power he’d obtained 
  as an adventurer. Slowly but surely, he lost contact 
  with the outside world — he stopped maintain-
  ing contact with his friends or visiting the nearby 
  towns and cities, content to stay home, study, and 
  provide for his own needs via magic or enchanted 
  servitors. He withdrew entirely into his world of 
  books, scrolls, and theories... and in time, he made a 
  profound discovery.
  Arkosh realized that it was Elemental Magic, 
  and Elemental Magic alone, that was the founda-
  tion of Ambrethel and its magic. All other magics 
  were corruptions of the true Art of the Four, and 
  their corruption poisoned all of existence, creat-
  ing the woes of the world and strengthening the 
  Scarlet Gods.
  Breaking the habit of long years, Arkosh con-
  tacted his brother wizards and told them of his 
  discovery. They laughed at him and told him he was 
  deeply mistaken. In the face of their scorn, he had 
  another revelation — and with this revelation came 
  purpose. Only he could see the Truth of the World, 
  and thus only he could set the world to rights. It 
  was up to him to sweep away the corrupt magics 
  and establish his beloved Elemental Magic in its 
  deserved place of supremacy.
  Once again he got out his scrolls and books 
  and set to work....
  Personality/Motivation:  As the years have passed 
  and Arkosh has become more and more focused on 
  his studies, he’s become convinced that Elemental 
  Magic is vastly superior to all other arcana. In fact, 
  based on what he’s learned through his research he 
  believes that all other arcana are just ﬂawed permu-
  tations and debasements of Elemental Magics. He 
  now wants to “purify” magic by somehow “eliminat-
  ing” all the other arcana and subsuming them into 
  Elemental Magic in their “correct” forms. Were he 
  somehow to succeed, the very nature of reality in 
  Ambrethel would be forever altered....
  Quote:  “You cannot see past the shell of the world, 
  the veil the Scarlet Gods have cast before your 
  eyes. But I have delved more deeply than you, and 
  I know the Truth... and nothing will stop me from 
  serving that Truth.”
  Powers/Tactics:  Arkosh is a master Elemental Mage 
  who can knows many powerful spells pertaining 
  to the Four Elements, as well as general Wizardry. 
  (The “FHG” notation after each spell refers to the 
  page of The Fantasy Hero Grimoire where you can 
  ﬁnd the full text of the spell.) Although he hasn’t 
  adventured in years, he remembers well how to 
  respond to threats and violence; he won’t lose 
  his head or waste time with useless actions when 
  combat starts. His ﬁrst act is to cast one or more 
  defensive spells on himself, like Stonyskin or Wiz-
  ard’s Shield; he values his life too much to lose it to 
  a lucky sword-blow. Then he lays his foes low with 
  all the Elemental power at his command, usually 
  favoring Fire and Air spells for this purpose.
  Campaign Use:  Arkosh is a zealot in service of a 
  cause only he believes in... and that makes him 
  dangerous. He thinks he needs to “destroy” all other 
  types of magic to make Elemental Magic the One 
  True Magery, and the actions he takes toward that 
  goal could damage all Reality. Even if they don’t 
  literally unmake the world, they could have a nigh-
  equal eﬀect — such as, for example, freeing the 
  ARKOSH STONEFLAME’S 
  ENCHANTED ITEMS
  Arkosh acquired many enchanted items during his 
  adventuring career, but most have long since been 
  used up or put on a shelf to gather dust. Some of 
  the favorites that he still keeps with him most of the 
  time include:
  Master Elementalist’s Staff:  This powerful staﬀ 
  enhances Elemental Magic in various ways. (+4 with all 
  rolls related to Elemental Magic; Aid Elemental Magic 
  6d6, Self Only, 4 Charges; Armor (6 PD/6 ED) only 
  versus Elemental Magic and related powers.)
  Imperial Magus Robes:  Able to change color (and 
  to some extent style) to suit the wearer, these silk 
  robes both protect him and enhance his mystic 
  powers. (Armor (4 PD/4 ED); +4 with all types of 
  the Magic Skill)
  Ring of the Thunderbolt Sphere:  This ring emits a 
  blast of lightning all around the wearer. (RKA 3d6, 
  16” Radius, Personal Immunity, No Range; 4 Charges 
  (out of 6) remaining.)
  Amulet of Domination (Mind Control 10d6,  
  Telepathic, ½ END)
  
  186 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  gods of Thûn. It’s up to the PCs to stop him; of the 
  handful of people who know what he believes, none 
  consider him a threat.
  In essence, Arkosh is a walking plot device. 
  Whether he attracts the attentions of the PCs by 
  hiring them to accomplish some secondary goal that’s 
  a part of his overall plan, or simply appears full-blown 
  on the stage as a major enemy for part of the cam-
  paign, he’s certain to make their lives interesting.
  Arkosh is already powerful, but if you need 
  him to be more powerful still, there are several 
  good ways to go about it. First, you can give him 
  more enchanted items; during his career as an 
  adventurer he could have found nearly anything 
  you want him to. Second, you could give him one 
  or more servants, lieutenants, or henchmen who are 
  powerful in their own right — constucts he’s cre-
  ated, demons he’s summoned and bound, just about 
  anything is possible. To weaken him, just start strip-
  ping away spells and other abilities until he’s at the 
  right level of power.
  Arkosh doesn’t Hunt heroes; he has bigger 
  things to deal with.
  Appearance:  In his prime, Arkosh Stoneﬂame was 
  a handsome man with the ﬁt build and conﬁdent 
  look of a seasoned adventurer. Now that he’s old 
  enough to have a long white beard, the ﬁtness has 
  mostly faded and the handsomeness has been 
  replaced by a look of dignity, but the conﬁdence 
  remains. He typically wears well-tailored blue robes 
  (enchanted, of course) cinched at the waist with a 
  leather belt, and keeps his hair out of his eyes with a 
  silver ﬁllet. He carries a Master Elementalist’s Staﬀ, 
  a straight black staﬀ shod in silver with a silver 
  pyramid for a cap. Orbiting the cap in a perfectly 
  equidistant “square” are a gout of mageﬂame, a tiny 
  cloud of grey-white fog, a spar of smoky quartz 
  crystal, and a sphere of water.
  GALAVANDRIAN TWELVEFIRES
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [2]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   13 CON 
  6 
  12-
   10 BODY 0 
  11-
   15 INT 
  5 
  12- 
  PER Roll 12-
   13 EGO 
  6 
  12- 
  ECV:  4
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   11 COM 
  1 
  11-
   4 PD 
  2 
   
  Total:  4 PD (0 rPD)
   4 ED 
  1 
   
  Total:  4 ED (0 rED)
   4 SPD 
  15 
   
  Phases:  3, 6, 9, 12
   5 REC 
  0
   26 END 
  0 
   22 STUN 
  0 
  Total Characteristics Cost:  56
  Movement: 
  Running:  7”/14”
  Cost Spells
   
  Wizardry
  1 
  Detect Magic (FHG 221)
  4 
  The First Spell Of The Crimson Ring 
  (Lengthy version) (FHG 232)
  4 
  Stelrane’s Spell Of Dispersion (FHG 223)
  1 
  Wizard’s Eye (Attentive version) (FHG 235)
  2 
  Wizard’s Power (Weak version) (FHG 228)
  1 
  Wizard’s Scribe (FHG 244)
  2 
  Wizard’s Shield (Weak version) (FHG 231)
   
  Powers 
  END
  2 
  Fleet-Footed:  Running +1” (7” total) 
  1
   
  Skills
  3 
  Conversation 12-
  1 
  KS: Arcane And Occult Lore 8-
  1 
  KS: Wizardry 8-
  1 
  Literacy
  3 
  Persuasion 12-
  15 
  Power:  Wizardry 18-
  1 
  Sleight Of Hand 8-
  3 
  Stealth 12-
  2 
  WF: Blades, Bows
  Total Powers & Skills Cost:  47
  Total Cost:  103
  75+ Disadvantages
  20 
  Hunted:  Red Talon Guild 8- (Mo Pow,  
  NCI, Kill)
  15 
  Psychological Limitation:  Greedy (Common, 
  Strong)
  10 
  Psychological Limitation:  Coward 
  (Common, Moderate)
  10 
  Psychological Limitation:  Lazy; Always Looks 
  For The Easy Way (Common, Moderate)
  Total Disadvantage Points:  130
  Background/History:  Some years ago, Galavan-
  drian Bortellson, now better known as Twelveﬁres, 
  was a simple wizard’s apprentice... and not a very 
  good one at that. His eternally-suﬀering master, a 
  paragon of patience, tried repeatedly to improve 
  Galavandrian’s work ethic and knowledge of the 
  Arts Arcane, but against the young man’s natural 
  laziness he was ﬁghting an uphill battle.
  
  The Ultimate Energy Projectors ■ Chapter Three 
  187
  Things might have gone on that way for years, 
  with Galavandrian learning a bit here and there 
  and never really becoming a journeyman (much 
  less a true wizard) had his master not dropped 
  dead one day of a heart attack. At ﬁrst sad (for he 
  was truly fond of the old man) and unsure of what 
  to do, Galavandrian eventually realized that the 
  wizard’s tower was a treasure-trove. He took what 
  he wanted, including several magical wands and 
  various other minor enchanted items, and sold the 
  rest of it for a handsome sum.
  But it wasn’t handsome enough. A year or 
  two of living high on the hog and Galavandrian 
  was about out of money, and with no prospects in 
  sight. Then fate took a hand on his behalf. As he 
  was passing through a small town a group of ban-
  dits descended on the place, intent on robbery and 
  rapine. Galavandrian used his wands to ﬁght oﬀ the 
  attack, earning the accolades of the townsfolk and a 
  rich reward as well.
  Since then Galavandrian’s made his way in the 
  world as a sort of “wizard” for hire or mystic mer-
  cenary. He uses his wands — the ones he took from 
  his master, plus others he’s obtained over the years 
  — to accomplish missions for his employers. He’s 
  not the most powerful mercenary out there, but 
  sometimes he’s just the right one for the job.
  Personality/Motivation:  Three personality traits 
  dominate Galavandrian’s mind:  his greed; his lazi-
  ness; and his cowardice. Typically the ﬁrst wars 
  with the second (and sometimes also the third) 
  as he tries to ﬁnd ways to make money or launch 
  some scheme to improve his lot in life. Although 
  he’s a fairly bright and witty person, he isn’t nearly 
  as clever as he thinks he is. He often gets himself in 
  trouble by pretending to have more magical power 
  than he really does, claiming to know things he 
  really doesn’t, and being able to do things he can’t.
  Galavandrian is becoming increasingly con-
  cerned about using up the power in his wands 
  GALAVANDRIAN  
  TWELVEFIRES’S  
  ENCHANTED ITEMS
  Galavandrian’s collection of enchanted items 
  mainly consists of the twelve wands that give him 
  his sobriquet.
  Baneful Wand Of Charge Depletion (Major Transform 
  10d6, enchanted item with Charges to the same item 
  with only 1d6 Charges; 18 Charges left)
  Featherbright Wand (Telepathy 5d6, only to communi-
  cate with animals; costs END)
  Iron Serpent Wand (Entangle 8d6, 8 DEF; Range Based 
  On STR, 1 Recoverable Charge)
  Wand Of Enervation (Drain STR 4d6, Ranged; 21 
  Charges left)
  Wand Of Fireballs (RKA 4d6, Explosion; 9 Charges left)
  Wand Of The Five Fires (various Fire-based attacks; see 
  The Turakian Age, page 264 or Enchanted Items, page 
  192; 29 Charges left)
  Wand Of Healing (Simpliﬁed Healing 4d6; 6 Charges left)
  Wand Of Mystic Might (RKA 2½d6, 32” Line;  
  18 Charges left)
  Wand Of Night’s Shadow (various Shadow Magic-based 
  powers, many of which are useless to Galavandrian, see 
  Enchanted Items, page 193; 15 Charges left)
  Wand Of Secret Door And Trap Detection (Detect Secret/
  Concealed Doors and Traps 18-; 30 Charges left)
  Wand Of Transformation (Major Transform 7d6, human-
  oids into animals; 11 Charges left)
  Wand Of The Wilds (Summon any one animal built on 
  up to 250 Character Points; 1 Charge per day)
  
  188 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  (especially his Wand of Healing, which is nearly 
  depleted). He’s always on the lookout for new 
  wands he can obtain, or even better ways to 
  “recharge” the ones he has, and a solid lead on 
  either is often enough to overcome his natural “cau-
  tion” (as he puts it) about dangerous situations like 
  dragons’ lairs or the Sunless Realms.
  Quote:  “With the powers I have at my command, 
  we are assured of success!”
  Powers/Tactics:  Galavandrian typically deals with 
  crisis and combat situations by coming on strong, 
  hoping to bring events under control with enough 
  force or impressiveness. First he casts his Wizard’s 
  Shield to protect himself, then opens up with one 
  of his more powerful oﬀensive wands. He’ll stand 
  his ground as long as he’s not too badly injured or 
  close to getting Knocked Out, but when things start 
  to look bad he’ll try to ﬁnd a way to escape imme-
  diate danger and regroup. If necessary he tries to 
  buy enough time to use his Crimson Ring spell to 
  Teleport away, then keeps Teleporting until he feels 
  completely safe.
  Campaign Use:  Depending on the nature of your 
  group of PCs, Galavandrian could be an ally, a foil, 
  or a target. If the PCs are weak and need a boost 
  of ﬁrepower for an adventure, Galavandrian might 
  be just the help they’re looking for... in exchange 
  for a generous share of the loot, of course. In other 
  situations he might be a sort of comic relief, a rival 
  who often comes up against them and at ﬁrst seems 
  to have the upper hand, but in the end always gets 
  tripped up by a combination of his own ﬂaws and 
  the PCs’ virtues and cleverness. If your PCs are 
  powerful enough that they just see him as a source 
  of magical treasure, you can rein the problem in by 
  reducing the Charges on most (or all) of his wands 
  so it turns out he really doesn’t have that much ﬁre-
  power for them to steal.
  To make Galavandrian a tougher foe, give 
  him some other magical items — a ring or two to 
  protect him or make it easier for him to get out 
  of danger, boots or a cloak that expand his move-
  ment capabilities, or the like. To weaken him, 
  reduce his SPD to 3.
  Galavandrian isn’t likely to Hunt heroes 
  unless hired to, in which case he follows orders. 
  But if he hears that a PC has a particularly inter-
  esting or powerful wand, he just might try to 
  obtain it for himself....
  Appearance:  Galavandrian Twelvefires is 5’7” tall 
  with a slender build and short black hair. He has 
  a rather roguish appearance, one that’s accentu-
  ated by the simple, sturdy leather clothing he 
  favors — to most eyes he looks more like a thief 
  than the accomplished wizard he is. He wears a 
  broad pouch along his right hip to hold most of 
  his twelve wands.
  PULP HERO
  MORDECAI BRAND
  The Element-Master
   Val Char 
  Cost Roll 
  Notes
   10 STR 
  0 
  11- 
  Lift 100 kg; 2d6 [2]
   15 DEX 
  15 
  12- 
  OCV:  5/DCV:  5
   14 CON 
  8 
  12-
   12 BODY 4 
  11-
   15 INT 
  5 
  12- 
  PER Roll 12-
   15 EGO 
  10 
  12- 
  ECV:  5
   15 PRE 
  5 
  12- 
  PRE Attack:  3d6
   12 COM 
  1 
  11-
   5 PD 
  3 
   
  Total:  5 PD (0 rPD)
   10 ED 
  9 
   
  Total:  10 ED (2 rED)
   4 SPD 
  15 
   
  Phases:  3, 6, 9, 12
   5 REC 
  0
   28 END 
  0
   24 STUN 
  0 
  Total Characteristics Cost:  75
  Movement: 
  Running:  6”/12”
  Cost Powers 
  END
  21 
  Temperature Control:  Multipower, 42-point 
  reserve; all Concentration (½ DCV  
  throughout use; -½), No Range (-½)
  2u 
  1)  Make It Hotter:  Change Environment  
  16” radius, +4 Temperature Levels,  
  Reduced Endurance (½ END; +¼);  
  Concentration (½ DCV throughout  
  use; -½), No Range (-½) 
  1
  2u 
  2)  Make It Colder:  Change Environment  
  16” radius, -4 Temperature Levels,  
  Reduced Endurance (½ END; +¼);  
  Concentration (½ DCV throughout use;  
  -½), No Range (-½) 
  1
  25 
  Object Heating:  Multipower,  
  25-point reserve
  1u 
  1)  Heat Worn/Carried Metal:  RKA  
  1 point, Continuous (+1), Penetrating  
  (+½); Concentration (½ DCV throughout 
  use; -½), Limited Range (8”; -¼), Only  
  Versus Persons Wearing/Carrying Metal  
  (see text; -½) 
  1
  1u 
  2)  Heat Metal Locks:  RKA ½d6,  
  Continuous (+1), Penetrating (+½);  
  Concentration (0 DCV throughout use;  
  -1), Extra Time (Full Phase; -½), No  
  Range (-½), Only Versus Metal (-1) 
  2
  1u 
  3)  Heat Flammable Objects:  RKA 1 point, 
  Continuous (+1), Penetrating (+½),  
  Reduced Endurance (0 END; +½), Sticky 
  (only aﬀects ﬂammables; +¼),  
  Uncontrolled (power ends when it runs  
  out of fuel or oxygen, or someone  
  extinguishes the ﬂames; +½); Concentration  
  (½ DCV when activating; -¼), Extra Time  
  (Full Phase; -½), Limited Range (8”; -¼) 
  0
  1 
  Temperature Resistance:  Damage  
  Resistance (2 ED) 
  0
  4 
  Temperature Resistance:  Life Support (Safe 
  Environments:  Intense Cold; Intense Heat) 0
  GALAVANDRIAN 
  TWELVEFIRES  
  PLOT SEEDS
  The classic Galavandrian 
  plot #1:  the PCs have 
  something that some 
  powerful person wants, 
  but doesn’t want to be 
  directly associated with. 
  Through intermediaries 
  he hires Galavandrian to 
  get it for him.
  The classic Galavandrian 
  plot #2:  in one of his 
  (mis)adventures Gala-
  vandrian learns some-
  thing really valuable, but 
  he needs the PCs’ help 
  to exploit the informa-
  tion (e.g., to follow a 
  treasure map to a rich 
  hoard of gold). Can the 
  heroes trust him not to 
  try to get all the wealth 
  for himself?
  The classic Galavandrian 
  plot #3:  something that 
  Galavandrian’s master 
  used to own, and that 
  Galavandrian sold, turns 
  out to be crucial to the 
  PCs. They have to some-
  how learn from him 
  who he sold it to (and 
  possibly what it is). This 
  works best if for some 
  reason they can’t let him 
  know who they are and 
  why they want the infor-
  mation.
  
  The Ultimate Energy Projectors ■ Chapter Three 
  189
   
  Perks
  5 
  Money:  Well-Oﬀ
   
  Skills
  4 
  +2 OCV with Object Heating Multipower
  3 
  Conversation 12-
  1 
  AK: The Orient 8-
  2 
  CK: Hudson City 11-
  2 
  KS: Hudson City Underworld 11-
  1 
  Language:  Mandarin Chinese (basic conver-
  sation; English is Native)
  1 
  Language:  Tibetan (basic conversation)
  1 
  SS: Archaeology 8-
  1 
  SS: Chemistry 8-
  1 
  SS: Physics 8-
  3 
  Stealth 12-
  3 
  Streetwise 12-
  Total Powers & Skills Cost:  86
  Total Cost:  161
  75+ Disadvantages
  20 
  Hunted:  HCPD 8- (Mo Pow, NCI, Capture)
  20 
  Hunted:  Captain Battle and the Science 
  Police 8- (Mo Pow, NCI, Capture)
  15 
  Psychological Limitation:  Arrogant And 
  Vain; Has To Prove Himself To Be The Best 
  (Common, Strong)
  15 
  Psychological Limitation:  Greedy  
  (Common, Strong)
  15 
  Social Limitation:  Public Identity  
  (Frequently, Major)
  1 
  Experience Points
  Total Disadvantage Points:  161
  Background/History:  Mordecai Brand was a 
  young archaeology student whose research con-
  vinced him that a long-lost civilization once 
  ruled most of Asia and the Pacific. Scorned 
  by his professors and peers for his “wild-eyed” 
  notions, he went to the Orient to find the proof 
  he needed and make laughing-stocks of them all.
  While exploring a remote part of western 
  China, Brand happened upon an old man who’d 
  been trapped by a landslide. Freeing the helpless 
  fellow, Brand took the old man back to his hut 
  and nursed him to health. When the old man had 
  recovered sufficiently, he revealed to Brand that 
  he was a Tibetan mystic, and out of gratitude 
  offered to pass some of his secret wisdom on to 
  the young American.
  Intrigued, and thinking this might be a way to 
  further his researches, Brand accepted. At ﬁrst the 
  mystic only taught him basic Eastern philosophy, 
  but in time revealed to Brand that he possessed cer-
  tain strange powers that came from intense study. 
  Brand pressed him to reveal more, and eventually 
  the mystic gave in, teaching Brand the secret of 
  controlling temperature with his mind.
  Brand practiced diligently with his new-
  found powers, using them to make his life in the 
  cold Himalayan foothills much more comfort-
  able. But when he asked the mystic to teach him 
  more, the old man refused — he could sense 
  that Brand’s plans for mystic wisdom were not 
  benign. Furious, Brand began to force the old 
  man to teach him more powers... but he forced 
  too hard, and the mystic died.
  Abandoning his quest for the long-lost Asian 
  civilization, Brand returned home to Hudson 
  City. Unable to find a teaching position due to 
  his arrogant demeanor and strange theories, he 
  soon ran out of money. Eventually he decided to 
  steal what he needed. His powers made it easy to 
  melt locks on doors and safes, and soon he had 
  plenty of money.
  Becoming more and more self-conﬁdent, 
  Brand decided to recruit a gang and take over 
  the underworld. He dubbed himself “the Element 
  Master” and put his grand scheme in action. It 
  would have worked.... had Captain Battle and the 
  Science Police not discovered what he was up to 
  and captured him. Revealed to the public as a crim-
  inal mastermind, he was put on trial and sentenced 
  to life in prison. But what matters prison to a man 
  who can melt metal with his mind? Eventually the 
  authorities slipped up and left him alone too long, 
  allowing him to make his escape. Now he lurks 
  in the underworld once more, no doubt plotting 
  revenge against Captain Battle and society for not 
  recognizing his genius.
  
  190 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  Personality/Motivation:  Between his intellectual 
  vanity, his conﬁdence in his “awesome powers 
  of elemental control!” (as he calls them), and his 
  generally high-handed attitude, Mordecai Brand is 
  arrogance personiﬁed. As he sees it, Captain Battle 
  “only narrowly defeated me through treachery and 
  deceit” — which, even if true, completely ignores 
  the fact that Brand uses treachery and deceit when-
  ever it suits him. He refuses to acknowledge anyone 
  his superior, and in fact is determined to do what-
  ever he must to prove that he is the superior man in 
  any confrontation.
  Quote:  “Don’t be a fool — what hope have the likes 
  of you against the Element Master?”
  Powers/Tactics:  Tibetan mystic training has given 
  Mordecai Brand a limited ability to alter the local 
  temperature, or the temperature of certain objects, 
  with his mind. At their most basic level his powers 
  allow him to make it up to 80 degrees Fahrenheit 
  hotter or colder over an approximately 100 foot 
  radius area around him. This rarely has any combat 
  eﬀect, though it can be dangerous with long-term 
  exposure. But he’s also learned how to focus his 
  powers to heat up metal objects, or cause ﬂam-
  mable objects to catch ﬁre. He uses the former abil-
  ity to injure opponents carrying guns, knives, and 
  other metal objects — the objects become red-hot 
  and keep burning the person holding, carrying, or 
  wearing them. Most heroes quickly drop a heated 
  weapon rather than suﬀer burns to their hands. (At 
  the GM’s option, 2 BODY or more damage to the 
  hands from a red-hot object causes injuries that 
  impose DEX Roll penalties equal to the amount 
  of BODY taken, minus 2; also at the GM’s option 
  a character has to make an EGO Roll to hold onto 
  a red-hot metal object.) When he has more time 
  to concentrate, Brand can even make metal hot 
  enough to melt, a power he most often uses on 
  locks and vault doors.
  Campaign Use:  Mordecai Brand is a “weird” or 
  “occult” crime boss and second-rate master villain 
  suitable for Pulp adventures that take place in the 
  Big City. He’s not powerful enough to stand up to 
  the PCs by himself, but with a lot of thugs to sup-
  port him he can strike some telling blows with his 
  powers.
  To make Brand a tougher foe, remove some of 
  the Limitations on his powers to make them more 
  combat-eﬀective, and perhaps give him one or two 
  more. For example, maybe he can instantly create 
  small gouts of ﬂame (RKA 1d6 or Sight Group 
  Flash 6d6, range 2”). To weaken him, reduce his 
  DEX and CON to 13 each.
  Brand is a grandiose and grandiloquent 
  Hunter, the type who likes to take his enemies cap-
  tive, put them in deathtraps, and then deliver a long 
  speech describing the doom that’s about to befall 
  them before he pulls the lever.
  Appearance:  Mordecai Brand usually wears a 
  ﬁnely-tailored men’s suit and tie to emphasize his 
  personal class and sophistication. He’s got a heavy, 
  severe-looking face topped by black hair.
  STAR HERO
  BOSS SATURN
   Val Char 
  Cost Roll 
  Notes
   0 STR 
  -10 
  9- 
  Lift 25 kg; 0d6 [1]
   20 DEX 
  30 
  13- 
  OCV:  6/DCV:  6
   20 CON 
  20 
  13-
   10 BODY 0 
  11-
   25 INT 
  20 
  14- 
  PER Roll 14-
   20 EGO 
  20 
  13- 
  ECV:  7
   25 PRE 
  20 
  14- 
  PRE Attack:  5d6
   10 COM 
  0 
  11-
   6 PD 
  6 
   
  Total:  6 PD (6 rPD)
   10 ED 
  6 
   
  Total:  10 ED (10 rED)
   4 SPD 
  10 
   
  Phases:  3, 6, 9, 12
   10 REC 
  12
   60 END 
  10
   30 STUN 10 
  Total Characteristics Cost:  154
  Movement: 
  Running:  0”/0”
   
  Flight:  6”/12”
   
  FTL Travel:  1 LY/year
  Cost Powers 
  END
  60 
  Az’arc’a Energy Projection:  Multipower,  
  60-point reserve
  4u 
  1)  Standard Blast:  Energy Blast 8d6 
  4
  3u 
  2)  Intense Blast:  RKA 2d6; Increased  
  Endurance Cost (x2 END; -½) 
  8
  7 
  Pushed Standard Blast:  Energy Blast +4d6 
  (adds to Standard Blast); Increased Endur-
  ance Cost (x3 END; -1), Side Eﬀect (auto-
  matically loses 1 BODY per 1d6  
  used, heals back normally; -1) 
  6
  5 
  Pushed Intense Blast:  RKA +1d6  
  (adds to Intense Blast); Increased  
  Endurance Cost (x3 END; -1), Side  
  Eﬀect (automatically loses 1 BODY  
  per DC used, heals back normally; -1) 
  6
  15 
  Az’arc’a Telekinesis:  Telekinesis  
  (6 STR), Fine Manipulation; Affects  
  Whole Object (-¼) 
  2
  60 
  Az’arc’a Energy Absorption:  Absorption  
  6d6 (energy; to BODY, REC, END, or  
  STUN), any one of four Characteristics  
  at a time (+¼), Delayed Return Rate (points 
  fade at the rate of 5 per 20 Minutes; +¾) 
  0
  8 
  Energy Form:  Damage Resistance  
  (6 PD/10 ED) 
  0
  47 
  Energy Form:  Life Support (Total except  
  for Diminished Eating, and including  
  Longevity:  Immortality) 
  0
  -12 
  Energy Form:  Running -6” (0” total)
  12 
  Drifting:  Flight 6” 
  1
  10 
  Az’arc’a Space Travel:  FTL Travel  
  (1 LY/year) 
  0
  12 
  Az’arc’a Perception:  HRRP (Radio Group) 0
   
  Perks
  5 
  Criminal Rank:  major crimelord in the Del-
  tanis system
  10 
  Money:  Wealthy
   
  Talents
  3 
  Lightning Calculator
  MORDECAI BRAND 
  PLOT SEEDS
  Brand decides to steal 
  the museum’s Tibetan 
  exhibit and reference 
  materials in the hopes 
  of ﬁnding greater mystic 
  powers he can wield. He 
  ﬁnds them... but they 
  may be too much for 
  him to control. If the 
  PCs don’t stop him, he 
  may end up destroy-
  ing the city instead of 
  ruling it!
  Hoping the two groups 
  of heroes will ﬁnish each 
  other oﬀ, Brand plants 
  evidence with Captain 
  Battle that the PCs are 
  secretly Nazi spies!
  Brand kidnaps a reclu-
  sive scientist and forces 
  him to invent a Weird 
  Science device that 
  magniﬁes his “element 
  control” powers consid-
  erably. To defeat him, 
  the PCs have to rescue 
  the scientist; only he has 
  studied Brand and the 
  device closely enough to 
  know their weak points.
  
  The Ultimate Energy Projectors ■ Chapter Three 
  191
  3 
  Perfect Pitch
   
  Skills
  3 
  Bribery 14-
  1 
  Bureaucratics 8-
  3 
  Computer Programming 14-
  3 
  Deduction 14-
  3 
  Electronics 14-
  3 
  Streetwise 14-
  3 
  Scientist
  2 
  1)  SS: Astronomy 14-
  2 
  2)  SS: Astrophysics 14-
  2 
  3)  SS: Electronic Engineering 14-
  2 
  4)  SS: Human Psychology 14-
  2 
  5)  SS: Mathematics 14-
  2 
  6)  SS: Physics 14-
  3 
  Scholar
  2 
  1)  KS: Deltanis Underworld 14-
  2 
  2)  KS: Detective Fiction 14-
  1 
  3)  KS: Galactic Underworld 11-
  2 
  4)  KS: History Of Human Crime 14-
  8 
  5)  KS: All Sorts Of Unusual Stuﬀ  
  He’s Learned Over Dozens Of Human 
  Lifetimes 20-
  Total Powers & Skills Cost:  301
  Total Cost:  455
  75+ Disadvantages
  10 
  Physical Limitation:  Alien Physiology (has 
  diﬃculty getting medical attention and the 
  like, see page 64 of Star Hero) (Infrequently, 
  Greatly Impairing)
  15 
  Hunted:  other Deltanis crime bosses 8- (As 
  Pow, NCI, Kill)
  15 
  Psychological Limitation:  Fascinated By 
  Human Behavior, Particularly Criminal And 
  Romantic/Sexual (Common, Strong)
  340 
  Experience Points
  Total Disadvantage Points:  455
  Background/History:  Among the many strange 
  and mysterious species Humanity has encoun-
  tered, the Az’arc’a certainly rank near the top. 
  Energy beings native to a radiation belt sur-
  rounding a gas giant in a system far too close to 
  the Galactic Core to support physical life, they 
  have a psychology that Human scholars have 
  found largely unfathomable. Most seem content 
  to remain by themselves or among their own 
  kind, venturing out among “flesh-beings” (as they 
  call corporeal races) only when necessary and 
  keeping interaction to a bare minimum.
  But a few members of the species diﬀer. Some 
  seem intrigued by larger galactic society and eager 
  to mingle with it on some level. Most of these 
  Az’arc’a develop some fascination or obsession 
  with some ﬁeld of study — Se’ecra art, Perseid 
  scientiﬁc research, Human architecture, Mon’dabi 
  dance, or any of a trillion other subjects — and 
  pursue it with devotion and zeal. Some Humans 
  like them, or ﬁnd them intriguing, and others are 
  disturbed by them, but no one who meets one can 
  totally ignore him.
  Boss Saturn is one such Az’arc’a. Unfortu-
  nately for the inhabitants of the Deltanis system, a 
  loosely-settled system of 14 planets on a second-
  ary but important trade route coreward of the 
  Mandaarian Road, Boss Saturn’s obsession is with 
  Human behavior... particularly its uglier sides, such 
  as crime. What’s worse is that he wasn’t content 
  simply to study these phenomena — he decided to 
  get personally involved.
  For the past decade, Boss Saturn has been one 
  of the leading ﬁgures in the active Deltanis under-
  world. Living primarily on a secret, specially-con-
  structed zero-g space station located somewhere in 
  Deltanis space and shielded by powerful cloaking 
  technology, he has his “ﬁngers” in many pies... and 
  he seems to enjoy using his energy powers to ﬂash-
  fry anyone who tries to get a piece.
  Personality/Motivation:  Uncertain. Trying to ﬁgure 
  out exactly what an Az’arc’a is thinking, or why he 
  does what he does, is largely an exercise in futility 
  for Human psychologists. There are times he seems 
  a lot like any other crimelord — greedy, ruthless, 
  macho, powerhungry. But there are other times 
  when he ignores his “job” to spend the day studying 
  the mathematician Fibonacci and running strange 
  Fibonacci sequences, or to order his minion to 
  atomize various Human foods and spritze him with 
  them. Law enforcement treats him like a highly 
  eccentric Human crime boss, and that seems to 
  work.
  Boss Saturn’s minions have noticed that 
  sometimes his grasp on Humanity’s time-frame is 
  tenuous. Occasionally he’ll concoct plans that won’t 
  come to fruition for several decades, forcing his 
  underlings to remind him that their enemies need 
  to be disposed of now, not years from now.
  Quote:  (“spoken” via special translation devices) 
  “The ﬂesh-being Carboli has tried to double-cross 
  us. Bring him to me and I’ll show him what it 
  means to truly get burned.”
  Powers/Tactics:  Boss Saturn is an Az’arc’a, with 
  all the usual energy powers of his species. As an 
  energy being he’s largely immune to phenomena 
  that Humans can’t tolerate, like extremes of temper-
  ature or the vacuum of space. He can project bolts 
  of energy as deadly attacks, absorb the power from 
  lasers and other energy attacks and use it to make 
  himself stronger, ﬂy through the air at the same 
  speed a Human can run, and ﬂy unaided through 
  space at the speed of light.
  Boss Saturn can “push” his oﬀensive powers to 
  the extreme, allowing him to do up to 50% more 
  damage than normal, but at a severe price — not 
  only does this tire him out much more quickly, 
  it actually uses up some of his personal “essential 
  energy,” in eﬀect injuring him. (In theory he can use 
  his Energy Absorption to “heal” these losses tempo-
  rarily, and thus possibly attack to the point where 
  he’d otherwise begin to discorporate. But in prac-
  tice the boost from his Absorption fades so quickly 
  that this simply means he takes longer to die unless 
  he receives immediate medical attention of a sort 
  rarely available among ﬂesh-being societies.)
  In addition to his personal powers, Boss 
  Saturn can call on a large criminal organiza-
  tion that he painstakingly built over the past 
  four decades. The people serving him — mostly 
  BOSS SATURN  
  PLOT SEEDS
  While passing through 
  the Deltanis system, 
  the PCs are arrested on 
  suspicion of being part 
  of one of Boss Saturn’s 
  smuggling rings. The 
  only way to prove their 
  innocence is to bring 
  the Az’arc’a crimelord in 
  themselves!
  When Boss Saturn con-
  tracts some mysterious 
  Az’arc’a “disease,” he 
  hires the PCs to get the 
  cure... which involves 
  inﬁltrating and robbing 
  a heavily-guarded power 
  plant.
  Boss Saturn decides to 
  start collecting micro-
  chips. Some device the 
  PCs own has a par-
  ticularly rare or unusual 
  one, and he simply must 
  have it....
  
  192 ■ Energy Projectors Genre By Genre 
  Hero System 5th Edition Revised
  Humans, but with a smattering of members of 
  other species — are among the most clever, vicious, 
  and vindictive criminals in Deltanis space (or any-
  where else), and Boss Saturn has no qualms about 
  using them.
  Campaign Use:  Boss Saturn is a twist on the typical 
  “crimelord” villain, since his non-Human nature 
  makes even the most eccentric of criminal master-
  minds seem normal. When dealing with him the 
  PCs should never be entirely sure what he’s going to 
  do. His vast intelligence, simultaneously linear and 
  non-linear way of thinking, and lifetimes of experi-
  ence and knowledge should 
  make him a diﬃcult foe for 
  even the most powerful group 
  of PCs to grapple with.
  To make Boss Saturn 
  a tougher foe, expand his 
  energy powers. The ones 
  on his character sheet are 
  typical for an Az’arc’a — but 
  perhaps Boss Saturn is atypi-
  cal in more ways than one. 
  A wider variety of energy 
  beams, including some 
  STUN-only ones, would 
  make him an even tougher 
  opponent, and to face some 
  groups he might need to 
  have a Force Field for addi-
  tional defense. To weaken 
  him, decrease his END and 
  increase the END cost of his 
  energy powers.
  As a Hunter, Boss 
  Saturn is both tenacious and 
  unpredictable. He may start 
  with the direct approach of 
  sending some of his goons 
  after the PCs... but if that 
  doesn’t work he’ll escalate 
  things until he’s trying 
  strategems that seem totally 
  bizarre to the PCs but seem 
  perfectly plausible to him.
  Appearance:  For the most 
  part Boss Saturn looks like a typical Az’arc’a:  
  he’s a nearly spherical mass of pulsing rings and/
  or loops of plasma occupying a volume of up to 
  10 meters across. But since (like other Az’arc’a) 
  he has a small degree of control over his form, 
  he’s chosen to give himself a slightly more coher-
  ent central form surrounded by a light “ring” 
  of energy, leading to his underworld nickname. 
  Whether he did this with the intention of earn-
  ing such a sobriquet is unknown.
  
  chapter four:
  chapter four:
  ADVENTURING 
  WITH ENERGY 
  PROJECTORS
  
  194 ■ Adventuring With Energy Projectors 
  Hero System 5th Edition Revised
  Like other archetypes, energy projectors raise a few 
  issues when it comes to combat (and similar crisis 
  situations).
  PERCEIVING ENERGY  
  PROJECTORS
  Of all the diﬀerent character archetypes, 
  energy projectors tend to be the “ﬂashiest” — their 
  powers are brighter, more noticeable, more visually 
  striking than those of other character types. Even 
  when they’re at rest they often glow, have colored 
  energy leaking from their eyes, or otherwise pro-
  vide visual evidence of what types of powers they 
  have and how powerful they are. This can have sev-
  eral implications in HERO System terms.
  PERCEIVING AN ENERGY POWER
  First, consider your character’s perceivability 
  in light of the rules for perceivable special eﬀects 
  and the Invisible Power Eﬀects Advantage. Even 
  if an energy projector has energy powers that are 
  Persistent or bought to be Invisible to ordinary 
  eyesight, “realistically” one can only do so much to 
  hide the sort of energy output most energy projec-
  tors have. Virtually all types of energy should be 
  perceivable by Infrared Perception either as giving 
  oﬀ heat or, in the case of types like Ice/Cold, as an 
  absence of heat. Similarly, most energies are per-
  ceivable by Ultraviolet Perception. In some cases 
  this may entitle a character to a slight reduction in 
  the value of Invisible Power Eﬀects.
  Radio Interference
  And even if an onlooker has none of these 
  senses, energy powers may cause interference with 
  that radio he’s carrying — static and the like. Any 
  energy type from the electromagnetic spectrum is 
  particularly likely to interefere with telecommunica-
  tions signals. As a general rule, assume that any source 
  that can broadcast or receive communications that’s 
  within (Active Points in energy power/10) hexes from 
  a character using that power suﬀers interference. If the 
  source is within one-quarter of that radius the inter-
  ference is intense; at best someone receiving a trans-
  mission made from or to that area suﬀers a -6 PER 
  Roll penalty. If the source is within half that radius, at 
  best someone receiving a transmission made from or 
  to that area suﬀers a -3 PER Roll penalty. Beyond that 
  the PER Roll penalty is no more than -2 (at most), and 
  may even be as low as -0.
  Example:  Thunderbolt controls the awesome 
  power of electricity. He’s using his Lightning 
  Blast (Energy Blast 15d6), which has 75 Active 
  Points. Therefore any communications source 
  within (75/10 =) 7” suﬀers interference from 
  his power. Within 2” of him, sources suﬀer a -6 
  PER Roll penalty. Within 2-3” of him, sources 
  suﬀer a -3 PER Roll penalty. Beyond 3” from 
  him, sources suﬀer at most a -2 PER Roll pen-
  alty, and possibly less.
  DISTINCTIVE FEATURES
  Second, in some cases an energy projector’s 
  “visibility” may rise to the level of a Distinctive Fea-
  ture. This is most appropriate when (a) the visual 
  eﬀect of the power can’t be turned oﬀ (for example, 
  the character always glows, even when not actively 
  using his powers), and (b) that causes signiﬁcant 
  drawbacks for the character. In many settings just 
  looking “unusual” isn’t enough; there has to be 
  some other problem connected with being distinc-
  tive that isn’t covered by other Disadvantages (like 
  Physical Limitation and Social Limitation). For 
  example, maybe the character’s appearance reveals 
  what type of energy he uses, and it’s a type that 
  inspires a Major or Extreme Reaction. For example, 
  how many people are likely to want to spend time 
  around someone they think is highly radioactive?
  COMBAT MODIFIERS
  Here are a few additional rules about various 
  Combat Modiﬁers and how they specially apply to 
  energy projectors.
  BOUNCING AN ATTACK
  As stated in the rules, typically a character 
  uses 1 Combat Skill Level with an attack for each 
  Bounce he performs. However, some characters 
  may want to be skilled with Bouncing An Attack in 
  general, regardless of the type of attack used. At the 
  GM’s option, characters can buy 3-point Combat 
  Skill Levels with Bouncing An Attack. These CSLs 
  don’t increase a character’s OCV at all; they simply 
  allow him to Bounce his Ranged attacks.
  COORDINATED ATTACKS:  ENHANCEMENT
  At the GM’s option, energy projectors can use 
  an expanded form of Coordinated Attacks known 
  as Enhancement. This Combat Modiﬁer takes 
  advantage of the fact that certain energy types com-
  ENERGY  
  PROJECTORS 
  IN COMBAT
  
  The Ultimate Energy Projectors ■ Chapter Four 
  195
  plement, or enhance, one another in ways energy 
  projectors can exploit.
  To use Enhancement, two (or more) energy 
  projectors must each be using a type of energy 
  that is somehow related to or complementary with 
  the type the other uses. It’s up to the GM to decide 
  which types of energy are “related to” other types; 
  here are a few examples of types that are usually 
  considered “related”:
  ■ Any type of energy relates to itself
  ■ Electricity, Electromagnetic Energy, Light, Mag-
  netism, Gravity, and Radiation all relate to each 
  other
  ■ Sonic and Vibration
  ■ Magnetism relates to Ice/Cold, but not vice-versa 
  (Ice/Cold can be used to Enhance Magnetism, but 
  Magnetism cannot Enhance Ice/Cold) (the same 
  may apply to Electricity and Ice/Cold)
  ■ Depending on the nature of the GM’s setting, 
  other “related” energy types may be obvious. 
  For example, in a Fantasy setting where Shadow 
  and Ice magic are considered “evil,” Darkness, 
  Ice/Cold, and Unholy may all be related to one 
  another. On the other hand, some types of energy 
  are “opposites” and never relate to one another, 
  like Fire/Heat and Ice/Cold, Fire/Heat and Water, 
  and Darkness and Light.
  If the GM determines that the two energy 
  types are suﬃciently “related,” the two characters 
  can try to gain an Enhancement bonus. Enhance-
  ment works just like an ordinary Coordinated 
  attack — the characters involved have to act on the 
  same DEX in the same Phase, must succeed with 
  Teamwork Skill rolls, and so forth. If all that applies 
  (if they successfully Coordinate, in other words), 
  then each of them must make an appropriate Power 
  Skill roll. If both rolls succeed, they have success-
  fully made an Enhanced attack. What occurs here is 
  that the two energy types work together construc-
  tively, sort of like two ocean waves traveling in the 
  same direction coming together to form one larger 
  wave.
  An Enhanced attack multiplies the damage 
  caused by the larger of the two powers (the one 
  with the most Active Points or most dice, which-
  ever the characters involved prefer) by 50% — for 
  example, it makes an 8d6 attack do 12d6 damage. 
  (This eﬀect is instead of, not in addition to, Coor-
  dinated Attack bonuses; characters using Enhance-
  ment do not also get a Coordinated attack as well.) 
  The smaller attack does not damage the target at 
  all; its power went into Enhancing the larger attack. 
  The attack has the same energy type/special eﬀect 
  as the larger attack.
  Characters can only use Enhancement with 
  the same sorts of attacks they can Coordinate with 
  — attacks that do STUN damage. The GM may, at 
  his discretion, allow Enhancement of other types of 
  eﬀects (for example, using a Sonic attack to enhance 
  a Vibration-based Drain DEX deﬁned as inducing 
  vertigo), but if so he may wish to reduce the bonus 
  provided by Enhancement or impose penalties on the 
  rolls involved to represent the diﬃculty of the task.
  Enhancement can only be used with Autoﬁre 
  attacks if all attacks involved are Autoﬁre attacks 
  (though they don’t have to have or use the same 
  number of “shots”). The characters only have to 
  make one Teamwork roll to “Coordinate,” but 
  
  196 ■ Adventuring With Energy Projectors 
  Hero System 5th Edition Revised
  they have to make a separate Power Skill roll for 
  each shot used; if either of them miss on any shot, 
  they cannot try to Enhance any later shots in that 
  sequence (though they could try to Enhance their 
  attacks again in a later Phase). The damage bonus 
  applies to each shot successfully Enhanced.
  Enhancement only works with Area Of Eﬀect/
  Explosion attacks if all attacks involved have either 
  of these Advantages, and all cover areas at least as 
  large as the area covered by the “larger” power (the 
  one that gets Enhanced). The Enhancement bonus 
  only applies to the area covered by the larger power, 
  and the smaller power used to Enhance it does 
  not cause any damage beyond its boundaries if the 
  smaller power covers a larger area.
  Coordinating Autoﬁre Attacks
  If two characters with Autoﬁre attacks make 
  their Teamwork rolls to coordinate their attacks, 
  the two ﬁrst hits add together and are applied to 
  defenses as usual for Coordination, the two second 
  hits add together and are applied to defenses 
  as usual for Coordination, and so on until one 
  person’s number of hits runs out and the other’s are 
  applied by themselves (if that happens at all).
  SPREADING AN ATTACK
  A character can only Spread a multiple-Power 
  attack if he can Spread all the powers used in the 
  attack. He must Spread both of them equally, and 
  though the Spreading reduces both powers’ DCs, he 
  only gets one OCV bonus. For example, if a charac-
  ter has an Energy Blast and an RKA, he can reduce 
  both by 3 DCs to obtain +3 OCV with them in a 
  multiple-Power attack (he only gets +3, not +6).
  Characters may not Spread non-damaging or 
  non-harmful “attacks” or Powers, such as Aid.
  Speciﬁc Powers
  The rules on page 380 of The HERO System 
  5th Edition, Revised rulebook explain how to 
  Spread most attacks. Here are the rules for some 
  unusual attacks.
  Adjustment Powers:  Since Drain costs 10 points 
  per die, use the “10-point” column on the Damage 
  Class Table to determine how a Drain loses 
  “Damage Classes” when Spread. For a Transfer, 
  use the “Killing” column; for a Suppress, use the 
  “Normal” column.
  Entangle:  When Spread, an Entangle loses 1 BODY 
  and 1 DEF per +1 OCV or +1 hex ﬁlled. If the GM 
  is willing to accept a little complication, the char-
  acter can subtract 1 BODY or 1 DEF, alternating, 
  from the Entangle for each +1 OCV or +1 hex.
  Flash:  When Spread, a Flash loses 1d6 of eﬀect for 
  every +1 OCV or +1 hex ﬁlled.
  Transform:  On the Damage Class Table, use the 
  “Killing” column for Major Transforms, the “10-
  point” column for Minor Transforms, and the 
  “Normal” column for Cosmetic Transforms, to 
  determine how a Transform loses “Damage Classes” 
  when Spread.
  COMBAT MANEUVERS
  Here are a two new Optional Combat Maneu-
  vers intended primarily for energy projectors.
  INTERFERENCE
  Interference is a new Optional Combat Maneu-
  ver that the GM can allow in the campaign. It’s 
  primarily intended for energy projectors, but the 
  GM can allow other characters to use it as well in 
  appropriate circumstances. It’s based on the fact 
  that certain energy types can “counteract” each 
  other in ways energy projectors can exploit. What 
  occurs here is that the two energy types interact 
  negatively, work together constructively, sort of like 
  two ocean waves crashing together and destroying 
  or weakening one another.
  To use Interference, a character must have 
  two things:
  1.  An Action available. Typically this means he’s 
  Held his Action in anticipation of using Interfer-
  ence, but at the GM’s option a character can Abort 
  to Interfere. (The GM can even allow a character to 
  Abort to Interfere with an attack directed at some-
  one other than himself, if that seems appropriate 
  and properly heroic.)
  2.  A Ranged attack power that (a) is a non-Mental 
  Power that directly causes damage, such as Energy 
  Blast, RKA, Drain, or Telekinesis, and (b) is of 
  a type of energy that’s related to the attack the 
  character wants to interfere with. “Related” in this 
  situation means that the two powers have the same 
  energy type (i.e., both are Sonic attacks, both are 
  Fire/Heat attacks) or are conceptually opposed to 
  or opposites of each other (e.g., Fire/Heat and Ice/
  Cold, Darkness and Light, Fire/Heat and Water). 
  At the GM’s option, characters can use Interference 
  with powers that are not so closely “related”; use 
  the deﬁnition provided under Coordinated Attack:  
  Enhancement, above, as a guideline. The GM has 
  the ﬁnal say about whether one attack can be used 
  to Interfere with another.
  To use Interference, a character must make an 
  Attack Roll that pits his OCV against the OCV of 
  the character using the power he wants to Inter-
  fere with (similar to Block). The character suﬀers 
  a -2 OCV penalty and -2 DCV penalty for using 
  the Maneuver. If the roll succeeds, the character’s 
  power has Interfered with the other power — their 
  “harmonics” or “frequencies” or “wavelengths” 
  interact in ways that diminish the other power, or 
  their opposed forces simply cancel each other out. 
  The character using the other power subtracts the 
  Active Points of the Interfering power from the 
  Active Points of his power. If the result is 0 or less, 
  his attack is totally Interfered with and does no 
  damage; if the result is higher than 0, he can still 
  try to hit his intended target, but his attack only has 
  Active Points equal to the result. (The GM may rule 
  that there’s a certain minimum of eﬀect, such as 
  1d6, regardless of the results of Interference.)
  An attack used to Interfere does not have to 
  be based on the same power (i.e., a character can 
  counter an Energy Blast with an RKA or Telekine-
  
  The Ultimate Energy Projectors ■ Chapter Four 
  197
  sis, he doesn’t have to use another Energy Blast). 
  However, the GM may impose penalties on the 
  Attack Roll if he feels the powers are signiﬁcantly 
  diﬀerent (such as an RKA trying to interfere with 
  an NND or Drain STUN).
  It’s not necessary for two powers to have the 
  same Advantages for them to Interfere with one 
  another. An ordinary, un-Advantaged, attack can 
  Interfere with one that is an Area Of Eﬀect, Auto-
  ﬁre, NND, No Range Modiﬁer, or what have you. 
  However, the GM may impose penalties on the 
  Attack Roll if he feels the Advantages on either 
  power make it signiﬁcantly diﬀerent from the other.
  SUSTAINED ATTACK
  This new Optional Combat Maneuver allows 
  a character (typically an energy projector) to tem-
  porarily convert an Instant attack (such as an ordi-
  nary Energy Blast, RKA, or Drain) into a Constant 
  attack. The attack only does 75% of its standard 
  damage (calculated as 75% of the Active Points 
  in the power), but it costs its full END cost every 
  Phase that it’s used. (If the power uses Charges, it 
  uses its ordinary number of Charges every Phase 
  it’s in use.) Unless the GM rules otherwise, charac-
  ters cannot Push a power while it’s used to perform 
  a Sustained Attack.
  A Sustained Attack imposes a -2 OCV penalty 
  and -2 DCV penalty. The OCV penalty only applies 
  when he makes the Attack Roll; the -2 DCV penalty 
  remains in eﬀect as long as he maintains the Sus-
  tained Attack.
  Using Sustained Attack requires a Full Phase 
  Action each Phase that it’s maintained. Since that 
  means the character cannot move, if his target 
  moves beyond the Range of his power or breaks 
  Line Of Sight by moving behind cover or the like, 
  the Sustained Attack immediately stops.
  A character has to declare that he’s performing 
  a Sustained Attack before he ever uses the attack. 
  He can’t make an ordinary, Instant, attack in one 
  Phase and then declare in his next Phase that he 
  wants to “convert” it into a Sustained Attack.
  Example:  Helios has an Energy Blast 12d6 that 
  he wants to use as a Sustained Attack. As a 
  Sustained Attack it does only Energy Blast 9d6 
  damage (based on 45 Active Points, 75% of the 
  60 Active Points in the power). However, it still 
  costs him 6 END per Phase to use. He suﬀers a 
  -2 OCV penalty on his Attack Roll, and he’s at 
  -2 DCV as long as he keeps making the Sus-
  tained Attack. He has to spend a Full Phase 
  making the attack, and a Full Phase every 
  Phase thereafter to maintain it.
  OTHER COMBAT EFFECTS
  Here are a few additional rules regarding 
  energy projectors in combat.
  BREAKING THINGS
  For simplicity’s sake, the HERO System rules 
  give objects, Vehicles, and Bases a DEF that’s the 
  same for all attacks. For GMs desiring greater “real-
  ism,” this may not be the best approach; after all, 
  not all objects are equally impervious to sledge-
  hammers and to ﬁre! If you prefer to diﬀerentiate 
  objects’ defenses a little, convert DEF to Physical 
  Defense and Energy Defense. For objects that buy 
  their DEF (like Vehicles and Bases), PD and ED 
  each cost 3 Character Points for ever 2 points of 
  defense, and the defense is automatically Resistant. 
  For objects that derive their defenses (such as Foci 
  and everyday items), assume they have the same 
  PD and ED as their current DEF under the rules, 
  unless the GM changes that.
  CONTESTS OF POWER
  A Contest Of Power can occur whenever two 
  characters attack each other with some form of 
  Ranged attack they can maintain over time (i.e., 
  attacks with Charges or physical weapons may not 
  work). A Contest Of Power can only occur in a 
  one-on-one duel, or at an appropriately dramatic 
  moment; it’s too complex and time-consuming for 
  regular combat use.
  Use the following steps to determine the out-
  come of a Contest Of Power:
  1. One character (“the Attacker”) launches a 
  Ranged attack at another (“the Defender”). This 
  attack can be an Energy Blast, a Ranged Killing 
  Attack, or even such powers as Ego Attack or Tele-
  kinesis. The GM determines what Ranged attacks 
  can be used, if necessary; typically they’re attacks 
  that directly cause damage in some way.
  2. The Defender, who must have an Action avail-
  able, decides if he wants to counter the attack 
  with one of his own. The Defender can Abort to 
  a Contest of Power only if he has a Phase in this 
  Segment but his DEX has not yet occurred in the 
  initiative order. The Defender cannot use any 
  power with a longer Extra Time Limitation than 
  the one the Attacker uses.
  3. Unless the GM rules otherwise, a Defender can 
  only counter an incoming attack if his attack has a 
  related special eﬀect. “Related” means the two attacks 
  have either similar energy types/special eﬀects (such 
  as Fire/Heat and Light, Magic and nearly anything, 
  or Magnetism and Electricity) or opposing energy 
  types/special eﬀects (a Light-based attack versus a 
  Darkness-based one, or Fire/Heat versus Ice/Cold 
  or Water). The attacks used do not have to be based 
  on the same power (i.e., a character can counter an 
  Energy Blast with an RKA or Telekinesis, he doesn’t 
  have to use another Energy Blast). However, it usually 
  isn’t possible for a character to counter an Ego Attack 
  without having mental powers of his own. The special 
  eﬀects of an attack should determine if and how it can 
  be contested.
  
  198 ■ Adventuring With Energy Projectors 
  Hero System 5th Edition Revised
  In some cases the GM may decide that it’s 
  cinematic and fun to let two characters engage in a 
  Contest Of Power even if they don’t meet the above 
  qualiﬁcations. In that case any two powers suﬃce, 
  regardless of their special eﬀects.
  4. Once both characters have declared their attacks, 
  they make their Attack Rolls (including all modi-
  ﬁers for Combat Skill Levels, Spreading, and the 
  like). The Attacker has to roll to hit the Defender’s 
  DCV, while the Defender has to roll to hit the 
  Attacker’s current OCV. If they both miss, there are 
  no further eﬀects. If one hits and the other misses, 
  determine damage as normal. If both hit, the Con-
  test of Power has begun. Since they both performed 
  an attack this Phase, neither character may take 
  further actions.
  5. Once the Contest begins the point of impact for 
  the two attacks is midway between the two partici-
  pants (i.e., if two characters 18” apart enter into a 
  Contest Of Power, the starting point for the contest 
  is 9” from each character). Alternately, the GM can 
  place the point of impact closer to the character 
  who made his Attack Roll by the least; subtract how 
  much he made his roll by from how much the other 
  character made his roll by, and move the impact 
  point 1” per point closer to the “lesser” character. 
  (But even using this method, typically the impact 
  point moves no more than halfway the distance to 
  the character who made his roll by the least, regard-
  less of the numbers.)
  Characters involved in a Contest Of Power 
  are at ½ DCV due to strain and concentration and 
  cannot move, even if the Contest Of Power takes 
  more than one Phase. If a third character attacks 
  one (or both) of the participants in a Contest Of 
  Power, he may disrupt the Contest. If he does 
  damage to a participant, but does not Stun him, 
  Knock him Out, or do Knockback to him, the Con-
  test continues as normal. If he Stuns him or Knocks 
  him Out, the other participant’s attack in the Con-
  test automatically succeeds and hits the Stunned/
  Knocked Out character. (It does not Coordinate 
  with or otherwise add to the attack that disrupted 
  the Contest.) If he does Knockback to a participant, 
  the Contest ends without either character damag-
  ing his opponent.
  If a character moves through the beams of 
  energy or other effects of the Contest Of Power, 
  he takes damage from both effects and the Con-
  test ends.
  6. To determine the outcome of a Contest Of 
  Power, each character rolls his dice of damage and 
  counts the BODY in the usual manner for the type 
  of attack used. The character with the higher BODY 
  wins this Phase. The winner subtracts the loser’s 
  BODY total from his own, and then moves the 
  point of impact that many inches toward the loser’s 
  hex. (Alternately, the GM can have the characters 
  use Knockback done instead of BODY rolled.) The 
  GM can restrict the number of inches the impact 
  point can move in a given Phase if he sees ﬁt; this 
  can draw out the Contest and make it a bit more 
  tense in some situations. Various Advantages and 
  Limitations can aﬀect this die roll; see below.
  6a. Eﬀect of Advantages:
  Advantages not listed have no special applica-
  tion in a Contest Of Power.
  Area Of Effect, Explosion:  An Area Of Eﬀect or 
  Explosion attack cannot be opposed in a Contest 
  Of Power, unless the opposing attack also has either 
  the Area Of Eﬀect or Explosion Advantage. If a 
  character uses an Area Of Eﬀect/Explosion attack 
  to contest a normal attack, determine the results 
  normally, but add +1 BODY for every 1” of Radius/
  Cone/Line.
  Autoﬁre:  An Autoﬁre attack adds +1 BODY to the 
  Contest result for every shot that hits.
  Continuous:  See Step 8 below.
  Double Knockback:  Double Knockback increases 
  the number of DCs in an attack (and thus the 
  number of dice rolled for damage) by 75% for pur-
  poses of a Contest Of Power.
  Indirect:  Generally, attacks with this Advantage 
  cannot be opposed, or be used to oppose, in Con-
  tests Of Power, but the GM may allow it if the spe-
  cial eﬀects and the situation are appropriate.
  6b. Eﬀect of Limitations:
  Limitations not listed have no special applica-
  tion in a Contest Of Power.
  Beam, No Knockback:  Characters cannot use 
  attacks with these Limitations in a Contest Of 
  Power. If used, they automatically fail.
  Reduced By Range:  An attack with this Limita-
  tion subtracts damage dice based on the distance 
  between the character and the point of impact 
  before rolling for the result of a Contest Of Power.
  7. If the point of impact moves into a character’s 
  hex, his attack is overwhelmed. His opponent’s 
  attack automatically hits him, with damage 
  determined normally. If the impact point 
  remains somewhere between the two characters, 
  they are in a stalemate and the Contest continues 
  on the next Phase.
  If at any point the BODY total for one blast is 
  twice or more that of the other, the attack with the 
  higher BODY total instantly overwhelms the other 
  and goes on to hit its intended target automatically.
  8. If the initial Contest Of Power ends in a stale-
  mate, then the Contest continues. Characters roll 
  on any Segment in which they both have an Action 
  Phase, at the DEX of the character who moves ﬁrst 
  in that Segment (including Lightning Reﬂexes). 
  If only one character has a Phase during a Seg-
  ment, he automatically moves the Contest point 1” 
  towards his opponent without rolling. An attack 
  with the Continuous Advantage moves the Con-
  test point 1” towards an opponent every Segment 
  the opponent does not have a Phase (this 1” is not 
  cumulative with the 1” obtained in Phases only the 
  character has.)
  Characters must spend END to keep the 
  Contest Of Power going, but each of them spends 
  this END only on his opponent’s Phases. Character 
  can Push their attacks if they wish, and can spend 
  STUN as END if needed. A character can end a 
  CONTEST OF 
  POWER EXAMPLES
  Blastron the Battler 
  (DEX 26, SPD 6) is 
  ﬁghting his adversary 
  Chiller (DEX 26, SPD 
  5). Chiller unleashes an 
  Energy Blast12d6 based 
  on Ice/Cold energy. 
  Blastron, not to be out-
  done, responds with an 
  Energy Blast 14d6 based 
  on Fire/Heat. Both suc-
  ceed with Attack Rolls. 
  The Contest Of Power 
  has begun!
  Since the two warriors 
  are standing 10” apart, 
  the impact point is 5” 
  away from either char-
  acter. At this point both 
  characters roll their dice. 
  Chiller rolls only 10 
  BODY, while Blastron 
  rolls 15 BODY. Blastron 
  wins, and the impact 
  point moves 5” towards 
  Chiller, hitting him.
  Now, assume both Blas-
  tron and Chiller had 
  12d6 EBs instead. Start-
  ing on Phase 12, Chiller 
  rolls 12 BODY, while 
  Blastron rolls 14. The 
  impact point moves 2” 
  towards Chiller. On Seg-
  ment 2, Blastron’s Phase, 
  the impact point moves 
  1” closer to Chiller, 
  while on Chiller’s Phase 
  in Segment 3, it moves 
  1” towards Blastron. On 
  Blastron’s Phase in Seg-
  ment 4, it moves 1” back 
  towards Chiller, while 
  on Chiller’s Phase 5 it 
  moves 1” back towards 
  Blastron. Finally, on 
  Blastron’s Phase in 
  Segment 6, it moves 1” 
  towards Chiller, and 
  on Segment 8 Chiller 
  and Blastron roll again, 
  since they both have a 
  Phase. Blastron rolls 12 
  BODY, while Chiller 
  gets only 9 BODY. The 
  impact point moves 3” 
  towards Chiller, and 
  on Blastron’s Segment 
  10 his blast hits him, at 
  which point he decides 
  he’d rather not be in any 
  more examples.
  
  The Ultimate Energy Projectors ■ Chapter Four 
  199
  Contest Of Power voluntarily at anytime, either 
  by accepting the attack or by executing a Dive For 
  Cover on his Phase.
  NOVA BLASTS
  A “nova blast” is an especially powerful version 
  of an energy blaster’s primary attack — an all-out 
  eﬀort that maximizes his power and destructive-
  ness, but often at the expense of using up his power, 
  tiring him out, weakening him, or even causing him 
  bodily harm.
  In HERO System terms, you can represent this 
  sort of ability in several ways. The simplest is to 
  use the Combat Maneuver Haymaker. However, 
  this may not be suitable for all nova blasts — it 
  only adds +4 DCs, and it imposes some signiﬁcant 
  restrictions on what the character can do.
  To get around those restrictions, energy pro-
  jectors can build the sort of ability they want and 
  then buy it with Character Points. Typically they’re 
  bought either as extra dice for a favored attack 
  with Limitations like Concentration, Extra Time, 
  Increased Endurance Cost, and/or Side Eﬀects, or as 
  an Aid. Some work in conjunction with Haymaker; 
  others are independent. Here are several examples 
  using Energy Blast:
  Nova Blast I:  Energy Blast +4d6 (20 Active 
  Points); Only When Using Haymaker (-1). Total 
  cost:  10 points.
  Nova Blast II:  Energy Blast +4d6 (20 Active Points); 
  Increased Endurance Cost (x5 END; -2), Only 
  When Using Haymaker (-1). Total cost:  5 points.
  Nova Blast III:  Energy Blast +10d6 (50 Active 
  Points); Extra Time (Full Phase; -½), Increased 
  Endurance Cost (x5 END; -2). Total cost:  14 points.
  Nova Blast IV:  Energy Blast +8d6 (40 Active Points); 
  Extra Time (Full Phase; -½), Side Eﬀect (Drain 
  STUN 4d6, always occurs; -1). Total cost:  16 points.
  Nova Blast V:  Energy Blast +20d6 (100 Active 
  Points); Extra Time (Full Phase; -½), Increased 
  Endurance Cost (x3 END; -1), Side Eﬀect (Drain 
  STUN 5d6, always occurs; -1). Total cost:  29 points.
  Nova Blasts:  Aid Energy Blast 10d6, any one 
  Energy Blast power at a time (+¼), Trigger (when 
  character wants to create a nova blast, activating 
  Trigger takes no time; +1) (225 Active Points); 
  Costs Endurance (-½), Extra Time (Extra Phase; 
  -¾), Increased Endurance Cost (x2 END; -½), 
  Side Eﬀect (Drain STUN 5d6, always occurs; -½), 
  Cannot Be Used More Than Once Per Minute (-¼). 
  Total cost:  64 points.
  Absorber (archetype) ...................................... 8
  Absorption (Power) ....................................... 14
  Acetylene torch, damage caused by ............. 97
  Acid ................................................................. 45
  Acid Cloud (example power) ....................... 49
  Acid Projection (example power) ............... 49
  Acid Sheen (example power) ....................... 50
  Acid Shield (example power) ....................... 50
  Acid Tunneling (example power) ................ 50
  Adjustable (Advantage for Force Field) ...... 19
  Adjustment Powers ................................. 12-14
  Advantages ..................................................... 29
  Adventuring ......................................... 193-199
  Age Manipulation (example power) .........164
  Air Blast (example power) ............................ 54
  Air Bubble (example power) ........................ 55
  Air Shield (example power) ......................... 55
  Air/Wind ........................................................ 51
  Alteration (background) ................................. 6
  Alternating current (AC) .............................. 83
  Always On (Limitation) ................................ 34
  Amperes .......................................................... 83
  Anti-Life Attack (example power) .............125
  Archetypes ........................................................ 8
  Area Of Eﬀect (Advantage) .......................... 29
  Arkosh Stoneﬂame ......................................184
  Armor (Power), radiation shielding of .....148
  Atmosphere, radiation shielding of ...........148
  Attack Versus Limited Defense (Advantage) 33
  Aura ...............................................................174
  Autoﬁre (Advantage) .................................... 30
  Autoﬁre Skills (Skill) ..................................... 10
  Automobile electrical system, volts in ........ 83
  AVLD (Advantage) ........................................ 33
  Backgrounds ..................................................... 6
  Bases (opposed to acids) ............................... 45
  Batteries, volts in ............................................ 83
  Being of Pure Energy (archetype) ................. 8
  Biological ........................................................ 56
  Blast Furnace, damage caused by ................ 97
  Blizzard (example power) ...........................118
  Body Of Energy (example power) ............... 96
  Body Of Shadow (example power) ............. 72
  Body Of Stone (example power) ................. 81
  Body Of Water (example power) ...............172
  BODY, Suppressing ....................................... 24
  Boiling Oil or Tar, damage caused by ......... 97
  Boss Saturn ..................................................... 90
  Bouncing An Attack (Combat Modiﬁer) .194
  Brand, Mordecai, the Element Master ......188
  Breaking things ............................................197
  Brick, radiation shielding of .......................148
  Burner, electric, damage caused by .............. 97
  Burning Corruption (example power) .....112
  Burns ............................................................... 98
  Cage (type of Area Of Eﬀect) ....................... 29
  Campﬁre, light provided by ........................100
  Cancer ...........................................................149
  Candle, light provided by ............................. 99
  Cauterizing wounds ....................................100
  Ch’i ................................................................123
  Champions ...................................................174
  Change Environment (Power) ..................... 15
  Chaos/Entropy ............................................... 59
  Chaotic Blast (example power) .................... 62
  Chaotic Destruction (example power) ....... 62
  Character Creation .....................................5-40
  Chemical ......................................................... 63
  Chest (power point of origin) ...................... 12
  Claws (example power) ..............................144
  Close Your Eyes (example power) .............161
  Clothes Horse (example power) ................140
  Cold/Ice ........................................................114
  Combat ................................................. 193-199
  Combat Maneuvers .....................................196
  Combat Modiﬁers .......................................194
  Combat Sense (Talent) .................................. 11
  Combat Skill Levels, Telekinesis and .......... 24
  Comic book radiation .................................148
  Compound Powers, Adjusting ..................... 12
  Concealment (Skill) ...................................... 10
  Conductivity .................................................. 85
  Conductivity Channeling (example power) 88
  Contagion (example power) ........................ 58
  Contests of Power ........................................197
  Coordinated Attack (Combat Modiﬁer) ..194
  Coordinated Attacks  
  (Combat Modiﬁer) .............................19, 194
  Cosmic Awareness (example power) .......... 68
  Cosmic Blast (example power) .................... 67
  Cosmic Energy ............................................... 67
  Cosmic Flight (example power) .................. 68
  Cosmic Form (example power) ................... 68
  Cosmic Hero (archetype) ............................... 8
  Cosmic Manipulation (example power) ..... 68
  Cosmic rays, rad exposure of .....................147
  Cosmic Shield (example power) .................. 68
  Cosmic Spaceﬂight (example power) ......... 68
  Cosmic Transmutation (example power) ... 68
  Create Light (example power) ...................131
  Creating objects ............................................. 44
  Crushing And Rending (example power) 161
  Current, electrical .......................................... 83
  Cyberkinetic powers .............................85, 133
  Damage Shield (Advantage) ......................... 30
  Danger Sense (Talent) ................................... 11
  Dark Champions .........................................182
  Darkblast (example power) .......................... 72
  Darkness (energy type/special eﬀect) ......... 69
  Darkness (Power) .......................................... 15
  Darkness Field (example power) ................. 72
  Darkshield (example power) ........................ 72
  Deadly Radiation (example power) ..........152
  Deafening .....................................................155
  DeciBels .................................................. 154-55
  Decontamination .........................................149
  Deep Freeze (example power) ...................118
  Defense Powers .............................................. 14
  Deﬁnition of “Energy Projector” ................... 6
  Dehydrate (example power) .......................171
  Delayed Recovery (Advantage for Flash) ... 17
  Desolidiﬁcation (Power) .......................16, 127
  Dessicate (example power) .........................104
  Detached (personality type) ........................... 7
  Diamagnetism ..............................................133
  Dimensional Bypass (example power) ....... 77
  Dimensional Manipulation .......................... 73
  Dimensional Rip (example power) ............. 76
  Dimensional Shunt Field (example power) 77
  Dimensional Transit (example power) ....... 77
  Dimensional Trap (example power) ........... 76
  Direct current (DC) ...................................... 83
  Direct Current Paralysis (example power) ......89
  Disadvantages ................................................ 37
  Dispelling The Darkness (example power) ..129
  Distinctive Features, energy  
  projectors and ...........................................194
  Does Knockback (Advantage) ..................... 31
  Does Not Work In The Absence Of  
  Air (Limitation) .......................................... 55
  Does Not Work In A Vacuum  
  (Limitation) .......................................155, 165
  Double Knockback (Advantage) ................. 31
  Dwarven Steel, radiation shielding of .......148
  Earth/Stone .................................................... 78
  Earthmoving (example power) .................... 81
  Earthquake (example power) ....................... 81
  Electric Burner/Heater, damage caused by .....97
  Electric Shield (example power) .................. 89
  Electrical train overhead lines, volts in ....... 83
  Electrical train/subway “third rail,” volts in 83
  Electricity ........................................................ 83
  Electromagnetic Energy ............................... 90
  Electromagnetic Sense (example power) ... 94
  Electromagnetic Shield (example power) .. 94
  Electromagnetic Teleportation  
  (example power) ......................................... 94
  Elemental (archetype) ..................................... 9
  Elemental Controls .................................. 14, 36
  Elemental Energy Personality  
  (personality type) ......................................... 7
  Elven-Silver, radiation shielding of ...........148
  EMP ...............................................................176
  Endurance Limitations (Limitation) ........... 34
  Endurance Reserve (Power) ......................... 16
  Energy Blast (Power)..................................... 16
  Energy Bolt (example power) ...................... 95
  Energy Hand (example power) .................... 95
  Energy Leeching (example power) .............. 96
  Energy Maelstrom (example power) .......... 96
  Energy Manipulation .................................... 95
  Energy Projection Attacks (Martial Art) .... 10
  Energy Shield (example power) ................... 96
  Energy Spectrum, the ............................ 41-172
  Energy, Transforming ................................... 28
  Energy types (generally) ......................... 42-44
  Enhanced Senses (Power) ............................ 17
  Enhancement  
  (form of Coordinated Attack) .................194
  Entangle (Power) ........................................... 17
  Entropy/Chaos ............................................... 59
  Environmental Movement (Talent) ............ 11
  Expanded Deﬂection (Advantage) .............. 22
  Explosion (Advantage) ................................. 29
  Eyes (power point of origin) ........................ 12
  Fallout ..................................................... 147-48
  Fantasy Hero ................................................184
  Fast Time Bubble (example power) ..........164
  Feedback (example power) ........................158
  Ferrous metals ..............................................133
  Fiery Flight (example power) .....................105
  Fiery Prison (example power) ...................104
  INDEX
  
  200 ■ The Ultimate Energy Projector 
  Hero System 5th Edition Revised
  Fiery Warmth (example power) ................105
  Fill ’Er Up (example power) .......................172
  Fine Manipulation ......................................... 24
  Fire Blast (example power) .........................104
  Fire/Heat ......................................................... 97
  Fire
   Light provided by ............................... 99-100
   Wood/oil/chemical, damage caused by ... 97
  Fire Shield (example power) ......................105
  Fireball (example power) ............................104
  Fixed Shape (type of Area Of Eﬀect) .......... 29
  Flame Aura (example power) .....................104
  Flash (Power) ................................................. 17
  Fleshwarping (example power) ................... 58
  Force Barrier (example power) ..................107
  Force Blast (example power) ......................106
  Force Field (Power) ....................................... 18
  Force Field, radiation shielding of .............148
  Force Manipulation .....................................106
  Force Shackles (example power) ...............106
  Force Shield (example power) ...................107
  Force Spear (example power) ....................106
  Force Wall (Power) .......................15, 19-21, 23
  Force Wall, radiation shielding of ..............148
  Forceriding (example power) .....................107
  Forehead (power point of origin) ................ 12
  Foresight (example power) .........................164
  Fortune Of Chaos (example power) ........... 62
  Friction .........................................................120
  Friction Manipulation (example power) ..121
  Friction Negation (example power) ..........122
  Functions As Multiple Special Eﬀects  
  (Limitation) ................................................. 34
  Galavandrian Twelveﬁres ...........................186
  Gamma Blast (example power) ................... 94
  Gamma rays ................................................... 91
  Gate Razor (example power) ....................... 77
  Gauss Blast (example power) .....................136
  Genre by Genre .................................... 173-192
  Glass, shattering with sound ......................156
  Gravitic Blast (example power) .................111
  Gravitic Manipulation (example power) ..111
  Gravitic Shield (example power) ...............111
  Graviton Manipulation (example power) ....111
  Gravity ..........................................................108
  Gravity Alteration (example power) .........111
  Gravity Cancellation (example power) .....111
  Grounding ...................................................... 83
  Guardian (personality type) ........................... 7
  Half life .........................................................148
  Hands (power point of origin) .................... 12
  Hardened (Advantage) ................................. 31
  Hardened Flesh (example power) ............... 58
  Head (power point of origin) ....................... 12
  Healing Eﬀect (Advantage) .......................... 13
  Healing via Adjustment Powers ................... 13
  Hearth ﬁre, light provided by .....................100
  Heater, electric, damage caused by .............. 97
  Heavy water ..................................................168
  Heroic Genres ..............................................182
  Holy Fire (example power) ........................112
  Holy Shield (example power) .....................113
  Holy/Unholy ................................................112
  Household electrical outlet, volts in ............ 83
  Howler ..........................................................178
  Human Geiger Counter (example power) ...153
  Hypnotic Lights (example power) .............129
  Ice Armor (example power) .......................119
  Ice Blast (example power) ..........................119
  Ice Block (example power) .........................119
  Ice/Cold ........................................................114
  Ice Dart (example power) ...........................119
  Ice Slides (example power) .........................119
  Ice Wall (example power) ...........................119
  Igniting things ................................................ 98
  Impermeability of Force Field ..................... 18
  Increased STUN Damage (Advantage) ...... 17
  Indirect (Advantage) ..................................... 31
  Inertia ............................................................120
  Infrared Blast (example power) .................129
  Infrared Light ...............................................126
  Infrasonic Dread (example power) ...........158
  Infrasound ....................................................154
  Intense Magnetic Field (example power) .....136
  Interference (Combat Maneuver) .............195
  Introduction ..................................................... 4
  Invisibility, Light powers and .....................127
  Ionize (example power) ................................ 89
  Ionizing radiation ........................................147
  Iron in ﬂesh and blood ...............................133
  Irradiation ....................................................149
  Jovian radiation belt, rad exposure of .......147
  Killing Attack, Ranged (Power) ................... 21
  Kinetic Energy .............................................120
  Kinetic Missile (example power) ...............121
  Kinetic Shield (example power) ................122
  Lantern, damage caused by .......................... 97
  Lantern, light provided by ............................ 99
  Larger Wall (Adder for Entangle) ................ 17
  Laser Blast (example power) ......................130
  Laser torch, damage caused by .................... 97
  Lasers ............................................................126
  Lava ................................................................. 99
  Lead, radiation shielding of ........................148
  Life Force Blast (example power) ..............125
  Life Force Energy .........................................123
  Life Force Shield (example power) ............125
  Life Support (Power) ..................................... 21
  Light ..............................................................126
  Light Bolt (example power) .......................130
  Light Manipulation (example power) .......131
  Lightbending (example power) .................131
  Lightning Blast (example power) ................ 89
  Lightning, volts in .......................................... 83
  Lightspeed Travel (example power) ..........131
  Limitations ..................................................... 34
  Limited Power (Limitation) ......................... 34
  Linked (Limitation) ....................................... 34
  Liquids
   Force Field and ............................................ 18
   Manipulating with Telekinesis .................. 25
  Lord of Power (personality type) .................. 8
  Magic .............................................................132
  Magic (background) ........................................ 6
  Magma ............................................................ 99
  Magnetic Blast (example power) ...............136
  Magnetic Force Riding (example power) .136
  Magnetic Shield (example power) .............136
  Magnetism ....................................................133
  Magnetokinesis (example power) .............136
  Magnetosphere ............................................133
  Manifestation special eﬀect .......................... 43
  Manipulator (archetype) ................................ 9
  Martial Arts (Skill) ........................................ 10
  Matter Awareness (example power) ..........140
  Matter Control (example power) ..............138
  Matter Creation Attack (example power) .138
  Matter Manipulation ...................................137
  Mental/Psionic .............................................141
  Metal, molten, damage caused by ................ 97
  Microwave Blast (example power) .............. 94
  Microwaves ..................................................... 90
  Missile Deﬂection and Reﬂection (Power) .....22
  Moisture, Ice/Cold and ...............................114
  Moisture Manipulation (example power) 119
  Molecular Cohesion (example power) .....140
  Molecular Incohesion (example power) ...139
  Molten Metal, damage caused by ................ 97
  Momentum ...................................................120
  Momentum Subtraction (example power) ..122
  Multiple Special Eﬀects (Advantage) .......... 32
  Multipowers ................................................... 36
  Mutation (background) .................................. 6
  Neutralizing acid ........................................... 45
  NND (Advantage) ......................................... 33
  No Knockback (Limitation) ......................... 35
  No Normal Defense (Advantage) ................ 33
  No Sleep ’Til Brooklyn (example power) .....164
  Non-ionizing radiation ...............................147
  Nova blasts ...................................................199
  Nuclear fallout, rad exposure of ................147
  Nuclear reactor core, rad exposure of .......147
  Object Creation (example power) .............139
  Object Ruination (example power) ............. 62
  Object Shield (example power) .................140
  Objects, creating ............................................ 44
  Occupational safety limit, rad exposure of ..147
  Ohms ............................................................... 83
  Oil, boiling or ﬂaming, damage caused by . 97
  One-Trick Pony (archetype) .......................... 9
  Only Works Against Limited Type Of  
  Attack (Limitation) ..................................... 14
  Only Works On (Ferrous) Metals  
  (Limitations) .............................................133
  Opacity, Light powers and ..........................127
  Origin special eﬀect ...................................... 43
  Other Combat Eﬀects .................................197
  Overhead lines, electric train, volts in ......... 83
  Oxy-Hydrogen torch, damage caused by ... 97
  Oxygen, ﬁre and ...........................................100
  Pain In Vein (example power) ...................136
  Perceive Evil (example power) ...................113
  Perceiving Energy Projectors .....................194
  Personal Electric Field (example power) .... 89
  Personalities ..................................................... 7
  pH .................................................................... 45
  Pheromonic Control (example power) ....... 66
  Photonic Shield (example power) .............131
  Physical .........................................................142
  Physical Manifestation (Limitation) ........... 35
  Plasma ...........................................................101
  Plasma torch, damage caused by ................. 97
  Plastic, radiation shielding of .....................148
  Plutonium, rad exposure of ........................147
  Point of origin of a power ............................ 12
  Points Of Entropy (example power) ........... 62
  Potential energy ...........................................120
  Power (Skill) ................................................... 10
  Power Advantages .......................................... 29
  Power Defense (Power) .......................... 14, 23
  Power Frameworks ........................................ 36
  Power Limitations ......................................... 34
  Power Punch (example power) ..................144
  Power transmission lines, volts in ............... 83
  Power-Flight (example power) .................... 96
  Powered Armor Energy Projector  
  (archetype) ..................................................... 9
  Powers ............................................................. 12
  Pressure, Air/Wind and ................................ 51
  Protective Skin (example power) ..............144
  Protects Carried tems  
  (Adder for Force Field) .............................. 18
  Pulp Hero .....................................................188
  Pulson ...........................................................180
  Pulson Beam (example power) ..................145
  Pulson Bolt (example power) .....................145
  Pulson Cone (example power) ..................146
  Pulson Energy ..............................................145
  Pulson Flight (example power) ..................146
  Pulson Shield (example power) ................... 16
  Puppeteering .................................................. 25
  Pyrokinesis (example power) .....................104
  Quake Blast (example power) ....................166
  Questionite, radiation shielding of ............148
  Racial (background) ........................................ 7
  Radiation ......................................................147
  Radiation Blast (example power) ..............152
  Radiation Resistance (example power) ....153
  Radiation Shield (example power) ............153
  Radiation Sickness (example power) ........152
  Radiation suit, radiation shielding of ........148
  Radio interference from energy powers ...194
  Radio waves .................................................... 90
  Radioactive Zone (example power) ..........153
  Rads ...............................................................147
  Ranged Martial Arts (Skill) .......................... 10
  Reactor core, rad exposure of ....................147
  Real Electricity (Limitation) ........................ 84
  Realism ............................................................. 4
  Requires Oxygen (Limitation) ..................... 97
  Ride The Lightning (example power) ......... 89
  Rock Blast (example power) ........................ 81
  Rock, radiation shielding of .......................148
  Rocket Exhaust, damage caused by ............. 97
  Rocky Skin (example power) ....................... 81
  Rust Attack (example power) .....................171
  Scarring ...................................................47, 100
  Science .............................................................. 4
  Science Skill (Skill) ........................................ 10
  Sense Energy Fields (example power) ........ 96
  Sense Life Force (example power) .............125
  Shaken Apart (example power) .................166
  Shield Of Entropy (example power) ........... 62
  Shriek (example power) ..............................158
  Sight Range (type of Area Of Eﬀect) .......... 29
  Siphoned Punch (example power) ............122
  Skills ................................................................ 10
  Small Explosion (type of Area Of Eﬀect) ... 29
  Smoke .............................................................. 98
  Soil, radiation shielding of ..........................148
  Solar/Celestial Powers .................................101
  Solar ﬂare, rad exposure of .........................147
  Sonar (example power) ...............................159
  Sonic ..............................................................154
  Sonic Blast (example power) ......................159
  Sonic Liquiﬁcation (example power) ........159
  Sonic Probe (example power) ....................159
  Sonic Screen (example power) ..................159
  Spacesuit, radiation shielding of ................148
  Special Eﬀect (Power Modiﬁer) ................... 42
  Special eﬀects (generally) ....................... 42-44
  Spirit Merging (example power) ................125
  Spirit projection ...........................................123
  Spreading An Attack (Combat Modiﬁer) .....195
  Star Hero ......................................................... 90
  Stealth (Skill) .................................................. 10
  Steam
   Generally ....................................................103
   Superheated steam, damage caused by .... 97
  Steel, radiation shielding of ........................148
  Stepping Through Shadows  
  (example power) ......................................... 72
  Stinking Vapors (example power) ............... 66
  Stone/Earth .................................................... 78
  Stony Prison (example power) ..................... 81
  STUN Only (Limitation) .............................. 16
  Subway “third rail”, volts in ........................... 83
  Suﬀocation ................................................ 51-52
  Suﬀocation (example power) ....................... 54
  Super-Swimming (example power) ..........172
  Suppress (Power) ........................................... 23
  Susceptibility (Disadvantage) ...................... 37
  Sustained Attack (Combat Maneuver) .....197
  Tachyons .......................................................164
  Talents ............................................................. 11
  Tar, boiling, damage caused by .................... 97
  Technology (background) .............................. 7
  Telekinesis (example power) ......................161
  Telekinesis (Power) ........................... 23, 24-27
  Telekinetic ....................................................160
  Telekinetic (archetype) ................................... 9
  Telekinetic Awareness (example power) ...162
  Telekinetic Blast (example power) ............161
  Telekinetic Flight (example power) ...........162
  Telekinetic Shield (example power) ..........161
  Telekinetic Wall (example power) .............161
  Thermal Vision (example power) ..............105
  Third rail, train/subway, volts in .................. 83
  Time ..............................................................163
  Time Shift Field (example power) .............164
  Time Travel (example power) ....................164
  Torch, light provided by ................................ 99
  Torches, various types, damage caused by .. 97
  Train, electrical “third rail” or  
  overhead lines, volts in ............................... 83
  Transfer (Power) ............................................ 27
  Transfer To Other (Advantage for Transfer) ..27
  Transform (Power) ........................................ 27
  Transparency, Light powers and ................127
  True Flight (example power) ....................... 55
  Tunnel Creation (example power) .............. 82
  Two-Weapon Fighting (Skill) ...................... 10
  Ultrasound ...................................................154
  Ultraviolet Flare (example power) ............130
  Ultraviolet Light ..........................................126
  Underwater, various  
  energy types ...............................Chapter Two
  Unholy/Holy ................................................112
  Uniﬁed Defense ............................................. 14
  UNTIL Superpowers Databases .................... 4
  USPDs ............................................................... 4
  Variable Advantage (Advantage) ................. 33
  Variable Eﬀect (Advantage) ......................... 14
  Variable Limitation (Limitation) ................. 35
  Variable Power Pools ..................................... 36
  Variable Special Eﬀects (Advantage) ........... 33
  Vehicle hull, radiation shielding of ............148
  Venom Touch (example power) .................. 66
  Vertigo Generation (example power) .......166
  Vibration .......................................................165
  Vibro-Blast (example power) .....................167
  Vibro-Field (example power) .....................167
  Vibro-Gliding (example power) ................167
  Vibro-Phasing (example power) ...............167
  Vibro-Sense (example power) ...................167
  Voice Range (type of Area Of Eﬀect) .......... 29
  Voltaic ...........................................................182
  Volts, voltage .................................................. 83
  Vulnerability (Disadvantage) ....................... 38
  Walk On Water (example power) ..............172
  Walls, creating ................................................ 17
  Warmth, ﬁre and ..........................................100
  Water .............................................................168
  Water Blast (example power) .....................171
  Water, radiation shielding of ......................148
  Water Shield (example power) ...................172
  Watts ................................................................ 83
  Weaponeer (archetype) ................................... 9
  Weather Powers .....................................51, 169
  Welding/Industrial torch,  
  damage caused by ....................................... 97
  Wind/Air ........................................................ 51
  Wind Control (example power) .................. 54
  Wood, radiation shielding of ......................148
  X-Ray, medical or laser, rad exposure of ..147
  X-rays .............................................................. 91
  
SOURCE: textdata/thevault/Hero System/Hero System The Ultimate Energy Projector.pdf