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mutating terrigen mist. Still, as the Silver Surfer and Terrax learned, the source of the gift can often take away these transferred powers. Possession: Other beings and devices imbue their powers by taking control of an individual. The host gains the powers of the possessor in exchange for his or her mind. Possessin can be uncovered by mind scans, ans is assailable by exorcism. Equipment: If your hero has a cube or magic sword or supercomputer that gives powers, loss of equipment equals loss of powers. Also, unles an item is permanently bound to the hero, anyone can usethe device with some success. So don't worry if your hero loses a device, it'll return soon- and we don't mean that in a good way.
EQUIPMENTAs the Beetle can tell you, a good suit of powered armor can make up for a lifetime of insecurity. And while a magic cloak might not make one Sorcerer Supreme, it can sure levitate like nobody's business. Whether magical or technological, equipment is the source of more power than all the world's mutations combined.One rule governs equipment: Equipemnt can do anythong that powers can do. Of course, equipment can break, rust, combust, and fall apart in any number of ways. Relying on equipment is risky, as it can always be destroyed. And then your hero's just a mope in a shredded suit. A piece of equipment generally has only those abilities endowed by its creator. If the creator is the Shaper of Worlds, well, then it can do pretty much anything. But those items created by mortals have boundaries of size, pwoer, defense and usefulness. Success in creating something always comes from careful research. Of course, the user of the item doesn't have to be the creator. The item can be |
inherited, a la the Black Knight's Ebony Blade; bestowed, along the lines of Captain America's shield; bought, such as S.H.I.E.L.D>'s Mandroids; stumbled upon, such as Juggernaut's ruby of Cyttorak; or stolen, as with the Hobgoblin's "borrowed" Green Goblin paraphernalia. In the stranges of series, a player may even play a sentient equipment, such as Apocalypse's Ship.
MAKING EQUIPMENTA creator can endow any itme with powers within his or her fields of expertise. For magical powers, the creator will nee the skill Occult and at least some power in Magic. For technological powers, some science skills probably will be necessary.When the hro makes a piece of equipment, the Narrator sets a difficulty rating and the hero must equal or exceed that number in on Intellect action. At minimum, the difficulty will be the total of the item's intensity and (if more than one) the number of different powers the item has. Magical artifacts generally just have powers from this appendix, though a few are sentient an can move on their own. Technological items often have a bewildering array of esotecit powers without whch the user might be heading into battle unprepared. Or at least without headlights. Any item smaller than a house is assembled from the list of powers in the appendix and on the next page. A car, for example, may have powers of Lightning Speed, LIghts, an Alarm, and Passenger Compartments. Add Flight, A Projectile Weapon, a Tractor Beam, a CPU, and EMP Protection, and you're closer to a space fighter plane. Ditch the Passenger Compartment and the Lights and you might have a suit of powered armor. If you want a helicarrier or skyscraper, you're going to have more features than one person can design. |
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