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Carrier Wave

The hero can manipulate energy currents to support and propel his body, thus attaining a form of Flight. The energy can be any type found in the hero's environment, such as magnetism, sound, light, heat, and electricity. The hero can use only 1 form; the player has to decide which one when he creates the hero.

The Carrier Wave can support the hero and an additional load equal to its Power rank in terms of Strength. For example, Magneto's Rm(30) rank enables him to tow up to a ton of material. The carrier wave is temporarily solid and visible.

Flight occurs at Power rank speed. The maximum speed is that of normal energy of the type composing the wave. For example, a sonic carrier wave is limited to SX speed. It is limited to areas where that energy exists. As the limits of that energy's domain are reached, it becomes weaker and finally fizzles out. The hero continues to move in a ballistic arc before he finally crashes.

Carrier waves can be affected by the appropriate Energy Emission and Control Powers. Emission can change the speed or direction of the hero's travel. The Intensity of an opposing Energy Power decreases this Power's rank. A supporting Energy Power adds its Intensity to the Power rank.

Example: Lodestone possesses In(40) Magnetic Manipulation. He tries to stop Magneto from flying away. Lodestone's In(40) rank decreases Magneto's Rm(30) rank to -10. Magneto comes to an inaudibly screeching halt and begins to fly in reverse at Gd(10) speed.

The Optional Power is Energy Detection and an Energy Control Power of the same type as the Carrier Wave.

The Nemesis is the appropriate Energy Control.

Range: See Above.