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Energy Path

This is a combination of Energy Body and Carrier Wave. The hero is transformed into energy and is propelled at Power rank speed along currents of that energy. The maximum speed is that normal Energy. The hero is limited to places where the energy currents flow. The player must choose what form of energy the hero turns into. Upon reaching the destination or the limit of the energy current, the hero safely rematerializes.

Travel can be affected by anything that disrupts the current, such as a break in an electric line or the use of Energy Emission or Control Powers. When a disruption occurs, the hero must make a Power FEAT to detour around the obstacle and continue on. Failure means the hero rematerializes on the spot and can not reenter the energy path for an hour. The hero must be within 10' of the current in order to join it. Insulation of an Intensity exceeding his Power rank prevents the hero from joining the current.

The hero can transform and tow along an additional mass. Treat the Power rank in terms of Strength to determine how much additional material can be transported by this Power. For example, a Ty rank can transport an additional 100-200 pounds.

While in an energized state, the hero is extremely vulnerable to the energy altering Powers. These are Absorption Power, Energy Solidification, Energy Sponge, and Energy Vampirism. Any of these have the potential to trap or even destroy the hero. Fortunately the hero is moving at the speed normal for his energy type is thus a rather difficult target.

Optional Powers include Energy Detection and either Energy Emission or Control for the appropriate type of energy.

The Nemesis is the appropriate Energy Control.

Range: See Above.