Affects Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible or APS: Mist super beings, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires). Armor Piercing: The blasts are super- focused and able to punch through tough structures. For strike purposes, treat them as you would armor piercing bullets - good for those pesky APS: Metal fellows! Add a +2 to strike at level one, +1 more at levels four, eight, and twelve. Apply this bonus only when attacking targets with an armor rating, natural or from body armor. Think of it more as lowering a high A.R. rather than as a strike bonus. A natural roll of 18-20 will partially penetrate forcefields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range. Aura Effect: Same as ability #3 described in the Super- Energy Expulsion power, page 293 of HU 2nd Ed. Me? I'd change the range to 10ft +2ft per level of experience and increase the damage to 3d6 +1 per level of experience (it has to keep up with Energy Expulsion: Electrical Field), both for this special effect and the Super- Energy Expulsion version. Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per melee to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks. When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target. Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes. Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!) Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more. An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)! Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action. The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack). Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! A strike roll must still be made every melee, but if the roll is between 1 and the target's A.R. then only half damage is done to the target (a quarter of the normal attack power maximum). This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound. Range of this effect is only five inches, plus one inch per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired. Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 10ft square section) has to be depleted. Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 30ft. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done. While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R. Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability). Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. The explosive blasts have half the normal range. Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power. Note: These extra attacks cannot be used with any extra damage blasts (as per below) or with super blasts fired by Super Energy Expulsion or Power Blast. Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range. The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Invulnerable, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst). Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range. Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss). It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce. Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher). Phasing: The power can pass through one object (plus one more at levels three, six, nine, and twelve) without damaging it and do full damage to a target just beyond it. If used on a character wearing armor, it passes through the armor and the character. Useful in hostage situations, for penetrating walls, against vehicles, and when fighting in crowded conditions. This power will not penetrate any sort of force field and the phasing blasts have half the range of a normal shot. Best combined with some sort of penetrating vision. Protective Field: The character can coerce his attack power to encircle himself, shielding him from attacks. The barrier acts like a low power force field that absorbs all damage (no A.R. - total shielding). It has an S.D.C.tm base of 40, +5 more per level of experience, and recovers at a rate of 4d4 S.D.C.tm per melee. When the attack power is bent into a field, it cannot be used to fire ranged attacks. The shield does a quarter of the normal damage or 1d6 damage (whichever is more) to those who touch the field. Also add this damage to any hand to hand strikes or melee weapon attacks. This special effect requires some concentration to maintain - the character loses one melee action and -2 on initiative when it is in use. The shield takes no damage from similar energies (fire, heat, and microwaves can't damage a flame shield, lasers can't affect a light shield, etc.) Kinetic energy shields are the only exception, which instead are resistant to kinetic energy/ impacts and take half damage from them. The shield absorbs half the damage from falls, heavy impacts (like ramming attacks), and supernatural strength attacks - the other half hits the character. All other damage is soaked up by the barrier. Halve the shield recovery rate, halve the S.D.C.tm base, and turn both into M.D.C.tm for Rifts®. Ricochet Blast: Same as ability #4 described in the Super- Energy Expulsion power, page 293 of HU 2nd Ed. Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles. This ability cannot be selected until level three. One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleporation, no shapeshifting, no control powers, etc.) The spheres have range of attack of 90ft +10ft per level of experience (which is 120ft at level three). Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The main benefit of the speheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).
Level 2: +1 on automatic dodge, +2 to entangle. Level 3: +1 melee action, +2 to disarm Level 4: One kick or hold of choice. Level 5: +1 to initiative, +1 to strike, +2 to dodge. Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown). Level 7: One kick or hold of choice. Level 8: +1 on automatic dodge. Level 9: Critical strike (double damage) or knockout from behind, pick one. Level 10: +1 to initiative. Level 11: One kick or hold of choice. Level 12: +1 melee action. Level 13: +1 to disarm and entangle. Level 14: +1 to strike. Level 15: +1 on automatic dodge. Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.
If more than 50% of the character's hit points are used for overloading, he is afflicted by weakness and fatigue after the time limit of the effect run out. Speed and P.S. are cut by 25%, strength drops one level (supernatural becomes superhuman, superhuman becomes extraordinary, and extraordinary becomes normal), and he also loses a -2 on initiative and one melee action. Invulnerable characters also start to suffer 25% of the normal damage from attacks - some of their invulnerability goes away! If more than 75% of the hit points are used for overloading, the above penalties are suffered plus another -2 on all combat rolls (including initiative - becomes a -4 penalty), -10% on skill rolls, and the loss of another melee action. Using more than 90% of the hit points will double all penalties! Further, invulnerable characters suffer a full 50% of the normal damage from attacks! If the character goes all the way to zero hit points by overloading, he is in no danger of death. He is, however, unconcious for 1d4+2 hours and only a medical doctor can determine that he isn't dead. As soon as the character recovers enough hit points to get above the 50%, 75%, or 90% level, the penalties associated with the special hit point loss dissappear. Note that you do not include hit points lost to damage in the above. If a character has 30 hit points, suffers 14 hit points of damage from a hard blow, and then uses 15 to fuel a super- strong energy blast he is at 1 hit point (down to less than 10% of his hit point base) but suffers the penalties of 50% use (because the 90% of the hit points that are gone weren't used for overloading, just around 50% were). Note that in the weakened state it is easier to be killed.
Add +1 die (almost always a 1d6) to the damage of an attack power per two hit points used. This extra damage lasts for one melee per odd numbered level of experience! Thus, at level five it is possible for a character to expend ten hit points for an extra 5d6 damage on an energy blast and the increase will last for three melees. To channel life force into damaging powers for an extended duration such as this causes the loss of one melee action and a -2 on initiative, due to concentration. In the alternative, 3 hit points can instead give a static +10 damage bonus to a single attack - the benefit here is that the extra damage is not rolled and so more damage on average is done. The damage limit is half the maximum normal damage - 1d4x10 could have up to +20 added for 6 hit points and 1d6x10+30 could have up to +45 added for 15 hit points. An attack that is charged for extra damage suffers a -1 strike penalty per 30 points or fraction thereof (+45 damage creates a -2 strike penalty). It is not a good idea to use a large number of hit points to perform these channeled blasts, since it is easier to be killed while in the drained state.