Energy Generation Powers

Energy generation powers allow their possessor to spontaneously create vast amounts of power, of a specific variety, with each use. They tend to be rough on the environment around their wielder, whether or not he or she has lousy aim, as such dramatic releases of energy always cause considerable damage. There are fifteen known energy generation powers, though there may be even more - just waiting to be discovered.

C D E F H L M R S V

C

Celestial Light Generation
Energy Generation Power
Cost: 1 point per rank

Celestial light is a form of energy more at home in realms of existence above and beyond our own. It is a phenomenon that generally occurs in planes that are more commonly thought of as afterlives - spaces that the souls of the adherents of some faith or another travel to upon the demise of their corporeal forms. In fact, individuals suffering near-death experiences often report seeing this otherworldly illumination!

In appearance, celestial light invariably appears as ordinary light would, albeit when shone through beautiful gemstones with nothing less than a perfect cut. The color of celestial light is variable, however, seeming like that which has passed through a ruby, sapphire, amethyst, or maybe even a diamond - its hue depends on the nature and inclination of the deific beings who created the realms in which it is encountered.

While beautiful and complex in appearance, celestial light can nonetheless be mistaken for conventional illumination - at least, at a glance. When subjected to this empyrean form of energy, however, the differences between it and ordinary light will rapidly become apparent. Celestial light, when used offensively, inflicts its power rank in Deionic damage with each and every deadly attack!

Thus, those who wield this penetrative form of energy are most often deities or their servants... not that other, random souls don't occasionally acquire the ability through other circumstances, mind you. Of course, once it is revealed, such an ability almost invariably complicates one's life, the very power it generates attracting the attention of any number of immortal agencies who covet it... or despise it!

Celestial light generation functions within Near distance of its wielder.

Related Powers: aura (celestial light), carrier wave, celestial light control, theonic sense, transformation / self (celestial light).

Cold Generation
Energy Generation Power
Cost: 1 point per rank

Cold generation is the opposite, both mechanically and physically, of heat generation. It does not fire bursts of cold 'energy', so much as it creates a virtual thermal variance that induces an immediate flow of heat away from its target. This flow of heat away from the target of cold generation acts to instantly and dramatically cool it, to varying effects.

This power can be used on a single target, or affect everything around its wielder. The former can be used against foes within Near distance of the cold generator, though this requires an Agility FEAT to hit in the first place. The latter, on the other hand, affects those within Very Near range of a cold generator, and does so automatically if they remain within range of its effects.

Attacks with cold generation inflict power rank Energy damage with each application. If the target is alive, it may well suffer from hypothermia if exposed for long enough. Inanimate matter subjected to cold generation will be potentially weakened by the change in temperature, and resists breakage when struck by rolling against the intensity of cold or the physical force applied to them - whichever of the two is greater!

Cold generation is an excellent counter to abilities which produce large amounts of thermal energy. Fire and heat generation are such abilities, though many powers (such as catalysis) may cause heat as a side effect under certain conditions. The intensity of cold generation will act against the heat such abilities cause to directly neutralize them - or at least reduce them in intensity by this power's rank number.

Matter subject to cold generation will quickly resume its normal temperature, the 'energy' involved rapidly dispersing into the environment. In order to keep something much cooler than its surroundings, one must continue to inundate it with the cold caused by this power's use, lest it eventually return to room temperature - whatever that happens to be.

Related Powers: aura (cold), carrier wave, catalysis, ice generation, infravision, temperature control, weather control.

D

Darkness Generation
Energy Generation Power
Cost: 1 point per rank

Darkness is an otherworldly power, something that does not occur naturally within our own space-time. This mystical form of energy can manifest as a dark version of other energy types, appearing like blackened lightning or flame or even light, or possibly as a tarry sludge, vaporous tendrils, or even 'living' shadows. Regardless of its appearance, however, darkness generally behaves in the same basic fashion.

Darkness generation can be wielded either offensively or defensively, operating within Near distance either way.

Defensively, darkness can be used to blot out sources of light within its possessor's sphere of influence with power rank ability, doing so on either everything within the character's range or just inside a designated portion of such - or even around a specific character! Offensively, darkness can be wielded as a ranged attack, used to inflict its power rank in Sorcerous damage against one's foes.

Those exposed to darkness are often affected in a psychic fashion, as well as physically. Something about this alien energy has a deleterious influence on sentient minds, and often instills uncontrollable fear within them. Characters directly exposed to darkness, whether it inflicts damage or not, should make a Psyche (will) FEAT against its intensity. Failing this FEAT will inflict a fear-induced Stun for 1d10 turns.

Related Powers: aura (darkness), blending, carrier wave, darkness control, emotion control (fear), transformation / self (darkness).

E

Electricity Generation
Energy Generation Power
Cost: 1 point per rank

A generator of electricity is an amazing power source, having the ability to create vast amounts of electrical energy - far more efficiently than any other source of such known to man. This energy may then be discharged by directing it at any target within Near range of its wielder, causing it to inflict up to its power rank in Energy damage with each attack.

Furthermore, electrical discharges have a disruptive effect on most living beings. Any entity that makes use of electricity in order to function, whether it is a robot (to power itself) or a human (its nervous system) will be Stunned for 1d10 turns by the application of electricity to their body, if they fail an Endurance (res) FEAT roll against its intensity.

While an overwhelming static discharge (lightning bolt) is by far the most impressive application of electricity generation, the power can be used in a more mundane fashion, supplying energy to any number of electronic or electrical devices. Electricity generation can come in the form of alternating or direct current when necessary, thus fueling its power rank in work for a device (according to its design).

Of course, a character may limit how the power works when desired, if they want to give it a bit more punch. For instance, restricting the range of electricity generation to touch only is a strong limitation, either granting it a +2 CS or reducing its cost by 2 points during character generation (or whenever the power is gained, for that matter).

Related Powers: aura (electricity), carrier wave, electricity control, energy absorption (electricity), magnetism generation, plasma generation, radiation generation, transception, transformation / self (electricity), weather control.

F

Fire Generation
Energy Generation Power
Cost: 1 point per rank

This destructive ability allows its wielder to project flames from their very body! No matter what form the fire manifests in, it can strike any target within Near distance of its generator, inflicting SD Energy damage with every strike. One can pull their punches when generating fire, and may either reduce the color result rolled or the damage inflicted upon making a successful attack.

While flames are an incredibly effective offense, the problem is that this ability tends to cause a lot of collateral damage. The SD portion of flames ensures that a lot of incidental fires are caused, even if this power's wielder has good aim. Anything flammable in contact with a person suffering the SD fire damage is liable to catch fire itself, and so on and so forth, making each blast of fire potentially 'contagious'.

When a character first acquires this ability, he or she may apply an enhancement to it which allows them to generate flames anywhere within their area of effect - not just from their own body. This is a strong enhancement, and is most commonly known as pyrokinesis. The advantage of this is that while a fire generator still has to roll to hit their target, said target might not see an attack coming in time to dodge (or whatever).

Alternately, fire generation may be limited such that it only works on touch. This is a strong limitation, and forces the character into melee combat in order to inflict the SD Energy damage upon their foes. On the other hand, the odds of the character so limited causing a plethora of unwanted property damage is greatly reduced, since a miss won't usually mean something (or someone) besides the target is set on fire!

Related Powers: aura (fire), carrier wave, fire control, heat generation, infravision, plasma generation, resistance (to fire and/or heat), transformation / self (fire).

Force Blast
Energy Generation Power
Cost: 1 point per rank

Force blasts are focused bursts of energy manifesting in a physical, tactile state. They can come in the form of dense energy-based attacks, artificially coherent particulate matter (like air) or even aggressive thoughts made manifest. A force blast is often the generic 'energy attack' used by any number of heroes or villains who have a ranged assault in beam or ray form that isn't really defined well - if at all.

A force blast typically operates within Near range of its wielder; force blasts attempting to fly further will often be degraded by air resistance and intervening objects to the point of uselessness. They naturally will inflict Force damage upon impact with their target - or anything else in their line of fire, which is advantageous in that a Force attack is not as inherently deadly as a Shooting or Energy attack form.

Related Powers: flaying, force field, kinetic energy control, kinetic focus, telekinesis.

H

Heat Generation
Energy Generation Power
Cost: 1 point per rank

The character with heat generation can spontaneously create vast amounts of thermal energy, which he or she can then emit into the environment. This is done via infrared radiation, which allows a heat generator to warm objects even without a material medium to transmit thermal energy through. Such energy can be transmitted in the form of omnidirectional radiation, or instead be focused at a specific target.

If radiating thermal energy in every direction, a character can affect everything within Very Near distance of their person. Alternately, if firing a beam of infrared light, a character can instead reach targets within Near distance of their current location. The latter requires a roll to hit one's target, while the former will crisp anyone foolish enough to remain close to the heat generator.

Heat attacks inflict SD Energy damage with each use, much as exposure to concentrated microwaves do. But then, the infrared frequencies used to transmit heat are quite similar in nature to radio waves, after all - aside from some oddities in the Terahertz band, that is. Characters with infravision risk being temporarily blinded by the use of this power, suffering such if its intensity can overwhelm their Endurance (res) score.

Characters exposed to intense heat over long periods of time are subject to heat exhaustion, and objects inundated with like thermal energy for lengthy periods may well suffer damage - if not melt entirely! Furthermore, such overheated objects (or people!) will tend to radiate heat as would an open flame, inflicting like SD Energy damage to anything in physical contact with them - for 1d10 turns, at least.

Related Powers: aura (heat), catalysis, carrier wave, fire generation, image projection, imaginary doubles, infravision, plasma generation, temperature control, transformation / self (heat), weather control.

Hellfire Generation
Energy Generation Power
Cost: 1 point per rank

Hellfire is a magically charged (or tainted) form of energy that superficially resembles ordinary flames. When it manifests, it will generally have the same basic characteristics of an ordinary blaze, though sinister faces and other shapes can be made out within as it flickers. Furthermore, hellfire can manifest in any color, leading to it being mistaken for ordinary fire, spectral flames, or even darkness!

Luckily for most, hellfire is not something normally encountered in conventional realms of existence, for it is typically the product of diabolic planes - or alternately, the inhabitants of such universes. Of course, the odd character with hellfire generation is the obvious exception to that rule; a body need not be from evil spaces to possess this ascendant ability... though it sure helps!

In addition to its striking visual characteristics, hellfire differs from normal flames in that it is so inherently magical. Either when used offensively or stumbled upon in the environment, hellfire inflicts its intensity in Sorcerous damage to anything coming into contact with it, whether or not it is typically considered flammable. Furthermore, hellfire will subject anything in contact with it to Probability Fallout (PF).

In other words, while standard flames will continue to burn matter, hellfire instead acts to change it! If alive, the victim of hellfire exposure must pass a Psyche (will) FEAT roll against the intensity of hellfire damage suffered or be changed, while inanimate matter must pass an m.s. check or be similarly affected. Such changes can be either slight or drastic, as the Judge (and the current situation) demands.

The amount of time hellfire-induced changes last are determined by a second hellfire generation FEAT. A white FEAT roll causes alterations to last for only 1d10 turns, while a green FEAT lets them endure for a number of turns equal to its power rank number. A yellow duration FEAT allows a change to last for a number of minutes equal to its power rank number, while a red FEAT extends this time to a like amount of hours.

Though inanimate objects, when affected by a red duration FEAT, can be considered permanently altered.

Hellfire generation functions within Near distance of its wielder.

Related Powers: aura (hellfire), carrier wave, hellfire control, magic sense, transformation / self (hellfire).

L

Light Generation
Energy Generation Power
Cost: 1 point per rank

The character with light generation acts as an inexhaustible source of light. He or she may emit light of any brightness or color, of up to their power rank in intensity. Light generated by this power is most effective within Near distance, and may be used to illuminate the entire area or a single target with intensities of light bright enough to temporarily blind others (Endurance (res) FEAT to resist).

In addition to dazzling the eyes of one's foes, light generation can be used to inflict more tangible damage. A focused burst of light generally has a concussive nature, which allows it to inflict Force damage with each application. The pressure a beam of light exerts on solid matter also allows one to apply leverage against it, either for the purposes of propelling oneself about or when shoving objects around.

On the other hand, a coherent beam of light, known as a laser, has a much more deleterious effect on matter. A laser is different than an 'ordinary' burst of light in that its component photons are spatially and temporally in sync, thus allowing them a staggering increase in focus. This focus allows a laser to inflict Energy damage instead of a light beam's ordinary, concussive damage, and also carries an Armor Piercing effect as well.

Furthermore, a laser beam can inflict additional damage, if applied to the same target for multiple turns. For each doubling of turns a laser strikes the same point on a target, its damage can be increased by +1 CS - to a maximum benefit of +4 CS. For example, a Good (10) ranked laser beam trained on the same location for sixteen turns will ultimately inflict Amazing (50) Armor Piercing Energy damage on each subsequent turn.

Finally, light generation can be used to emit light that is not actually visible to the naked eye. Near infrared light, with a wavelength of up to 2,500nm, and near ultraviolet light, down to 300nm in wavelength, may also be produced by light generation. The advantage of this is that the power can be used to transmit information (or even attack) without most individuals even being aware what is going on!

Related Powers: aura (light), carrier wave, light control, plasma generation, transformation / self (light).

M

Magnetism Generation
Energy Generation Power
Cost: 1 point per rank

The character with magnetism generation can spontaneously manifest tremendous amounts of this fundamental force of nature. This power can inundate the area within Very Near distance with a pulse of magnetic energy, or simply focus it at a specific target within Near distance of their person. Doing the former requires no 'to hit' roll, while the latter can be dodged by those aware of the danger magnetism can pose.

The effects of magnetism on matter depends on its characteristics. A ferrous material will typically be attracted to magnetic fields, while a diamagnetic substance will instead be repelled by such. The former explains how a magnet can hold on to objects made of or containing iron (possibly with incredible force), while the latter details how (potentially mad) scientists can levitate frogs and the like with superconductors.

When ferrous objects are imbued with magnetic force, they will generally attract other ferrous objects. This can cause them damage if enough acceleration is involved, usually at a maximum intensity equal to this power's rank number. Similarly, enough ferrous material can 'stick' to a magnetized object such that it might be slowed down by the additional mass - if not stopped abruptly!

A diamagnetic substance, on the other hand, will produce a repellent magnetic force when magnetism is applied to it. With powerful enough magnetism, then, one can actually repel diamagnetic objects away with considerable force. Since water is a diamagnetic substance, most carbon-based lifeforms are subject to such repulsion, and a 'bolt' of magnetic force can either be used to move them or to inflict Force damage!

Finally, magnetic fields have a deleterious effect on functioning electronics. If exposed to a powerful magnetic field, such devices must pass an operations check against the intensity of the magnetism present to avoid malfunctioning (assuming they are unshielded). Depending on their nature, this may simply scramble their operation, thus forcing a reboot, or just might damage them permanently!

Such attraction, repulsion, scrambling, and direct damage function with power rank strength.

Related Powers: aura (magnetism), carrier wave, electricity generation, force field, magnetism control, plasma generation, transformation / self (magnetism).

R

Radiation Generation
Energy Generation Power
Cost: 1 point per rank

Conventional radiation, as is defined by the Universal Heroes Role Playing Game, is a photonic ray with a wavelength of 400 nanometers or less. This form of energy, then, includes ultraviolet light, x-rays, and gamma rays. Such energies are primarily invisible to the naked eye, but can have effects on matter that make them indirectly visible (such as the fluorescence caused by a blacklight).

A character wielding radiation generation can strike targets within Near distance of his or her person, inflicting power rank Energy damage when doing so. The shorter a wavelength radiation has, however, the more it can penetrate matter. Thus, x-ray attacks will carry an Armor Piercing effect against physical armor, while gamma rays are doubly Armor Piercing, affecting material protection as if it was -4 CS in rank.

Furthermore, radiation with a wavelength of less than 10 nanometers, which is the highest band of ultraviolet light, is also ionizing in nature. What this means is that a radiation generator using x-rays or gamma rays will inflict SD Metabolic damage on his or her target, if they fail an Endurance (res) FEAT roll against its intensity. On the other hand, SD radiation damage is automatic if a foe attempts a bracing maneuver against it.

A character with radiation generation cannot produce other forms of ionizing radiation 'out of the box', though they can master the ability to do so as a power stunt for each type. The creation of non-photonic ionizing radiation tends to overlap with other powers, however; beta rays, for instance, are high velocity and/or energy electrons (or positrons). Beta rays are not Armor Piercing, but do inflict ionizing SD damage.

Alpha rays, on the other hand, are helium nuclei stripped of their electrons that travel at high speeds. They also lack an Armor Piercing component, and carry only half the SD damage of ionization (-4 CS per turn). Neutron radiation, however, is more harmful, as it lacks an electrical charge - and thus, penetrates further into matter. It is both Armor Piercing and carries a doubled SD effect (only -1 CS per turn).

Finally, cosmic rays are a grab bag of the above. Almost ninety percent of cosmic rays consist of hydrogen nuclei - or, in other words, protons. The rest are really alpha or beta rays, or the nuclei of even heavier elements, but count the same as the rest for game purposes. Incredibly dangerous, cosmic rays carry both a doubled Armor Piercing effect like gamma rays, and doubled SD damage like neutron radiation.

A player may limit this power to one form of radiation generation in order to acquire a higher power rank - or to better define a character who is designed to, say, simply wield x-rays. This is considered a weakly limited form of radiation generation, adding +1 CS to its rank or reducing its cost by 1 point - and can consist of any form of radiation described above, photonic or otherwise.

Related Powers: aura (radiation), carrier wave, electricity generation, light generation, matter generation, plasma generation, radiation control, radivision, transformation / self (radiation), transparent vision, ultravision.

Radio Wave Generation
Energy Generation Power
Cost: 1 point per rank

Radio waves are at the 'bottom' of the electromagnetic spectrum. They are transmitted with wavelengths ranging from 100 kilometers (man-made noise) to 100 micrometers (t-rays). This portion of electromagnetic radiation covers a very wide array of energies, any number of which have been exploited by mankind and its technology. The character with this power, however, needs no equipment to generate radio waves!

As such, characters with radio wave generation can transmit signals in any of the twelve commonly recognized radio frequency bands, as well as even longer wavelength signals such as that caused by man-made electronic noise. He or she can modulate such signals as they wish, changing either amplitude (AM), frequency (FM), or phase (PM), in order to convey information within Far range.

When used offensively, radio waves inflict power rank Energy damage within Near distance of their generator. They have a deleterious effect on unshielded electronics within range as well, and such equipment may malfunction as a result of the power's use. In fact, this may be the desired result, and such equipment must make an operations check against the rank of the radio wave generation in order to avoid malfunction.

Based on the frequency used, radio waves may stray from the norm indicated above. For example, the four longest bands of radio waves (ELF, SLF, ULF, and VLF - anything below 30 KHz) have the benefit of being useful offensively within Middle distance. The SHF band, commonly known as microwaves, can rapidly heat objects to inflict SD Energy damage on top of the straight-forward damage such beams will cause.

Beyond microwaves, EHF signals can induce pain in a target (Endurance (res) FEAT to resist), instead of inflicting actual damage, as they only penetrate 1/64th of an inch into the skin. This is the entire principle behind directed-energy weapons such as the Active Denial System, meant to provide non-lethal crowd control applications (though powerful enough EHF signals may extend the time any pain they cause is felt).

Finally, THF waves, commonly known as t-rays, do not penetrate into tissue more than a few millimeters, but are excellent for the purposes of imaging the items under an individuals' clothing, like the backscatter x-ray machine in airports - without any ionizing radiation exposure.

Related Powers: aura (radio waves), carrier wave, computer link, heat generation, pain, radar sense, radio wave control, radivision, transception, transformation / self (radio waves), transparent vision.

S

Sound Generation
Energy Generation Power
Cost: 1 point per rank

The ability to generate sound is the power to emit, almost unceasingly, large amounts of sonic energy. This energy may be generated at any frequency, pitch, or volume, of up to its creator's sound generation power rank. Focused bursts of sonic energy have an immediate physical effect on their target, inflicting power rank Force damage with almost every attack.

Furthermore, whenever a character is struck by a beam of sonic energy, they must pass an Endurance (res) FEAT roll against its intensity or be deafened for 1d10 turns. Usually such damage is only temporary in nature, but can last longer under particularly severe sonic assaults, or when a character is exposed to such over long periods of time (Judge's discretion).

A beam of sound can be modulated to produce a variety of disruptive effects, as well. When doing this, a sonic beam will instead inflict Metabolic damage against live foes, and the target must pass the above Endurance FEAT to avoid being Stunned for 1d10 turns. Deleterious effects of such sound attacks include the disruption of a character's balance, heartbeat, or even their digestive processes!

An important consideration with sound generation is the environment in which it is used. For example, sound cannot travel through a vacuum, and is thus useless in outer space. One could use a solid medium to transmit sound directly by touch, but at intensities high enough to cause damage, such sound may well destroy the medium one wishes to use in the first place!

Related Powers: aura (sound), carrier wave, energy absorption (sound), flight, image projection, imaginary doubles, sonar sense, sound control, transformation / self (sound), vocal control, vibration generation, weather control.

Spectral Flame Generation
Energy Generation Power
Cost: 1 point per rank

Spectral flames are a strange, otherworldly form of energy most often encountered in the astral plane. They often look like mundane flames save for their color, which ranges from a silvery white to any number of pastel variants. Furthermore, instead of crackling and popping like an ordinary fire, spectral flames will instead howl and wail while burning something, making them quite distressing to be anywhere near.

Though rarely, if ever, occurring naturally in a conventional plane of existence, spectral flames can often find their way into the world through the occasional rift or dimensional interface - or thanks to this power. Spectral flame generation allows its possessor to spontaneously create this bizarre form of energy whenever he or she sees fit, projecting it anywhere within Near distance of their person.

Those struck by the 'mind fire' this power generates suffer its rank in Karmic damage, even though it is a form of energy. An automobile will suffer damage when exposed to spectral flames, for example, despite not being sentient... or even animate! However, sentient targets struck by spectral flames will suffer from Psionic Saturation (PS), and are thus subject to the effects of such for 1d10 turns per application of them.

What this means is that, while inundated with PS, a character must pass a Psyche (will) FEAT against the intensity of spectral flame damage suffered, or their thoughts will radiate out within Very Near distance as if using uncontrolled thought projection. Similarly, failing this FEAT will cause a character damaged by spectral flames to hear thoughts within a similar range, as if they wielded uncontrolled auscultation.

Related Powers: aura (spectral flames), carrier wave, resistance (spectral flames), spectral flame control, spectral sense, spectral vampirism, transformation (spectral flames).

V

Vibration Generation
Energy Generation Power
Cost: 1 point per rank

Vibration generation is the ability to induce powerful mechanical oscillations in matter.

This is similar to the sound generation power, and the vibrations that this power can create may actually be audible. But sound is not the primary product of this power, nor is it the damaging component of such. No, sound is often simply a hallmark of the use of vibration generation, for while their effects on matter can be quite visible, vibrations in and of themselves are not.

This power can be used in several different fashions. The first involves the creation of a shockwave that travels between a vibration generator and his or her opponent. Such a shockwave can inflict power rank Force damage within Near distance with each attack, which can easily cause considerable damage upon anything between its creator and its target, if the shockwave isn't simply passing through the air.

Another involves inducing vibration in mass. While the former can be avoided by a defensive maneuver, the latter prompts an Endurance (res) FEAT roll to avoid damage, since this use of the power can affect anything within Near distance that its wielder can see. Those failing such a FEAT suffer power rank Metabolic damage, as their entire body suffers mechanical damage due to the intense vibrations it is subject to.

A final, devastating use of vibration generation involves emitting vibrations in every direction at once. This application of the power can affect everything within Very Near distance of its possessor, inflicting damage equal to either its power rank or the material strength of the surroundings as they are thrown about - whichever of the two is less - as if performing a shockwave-style indirect strike maneuver.

Related Powers: aura (vibration), carrier wave, solid animation, sound generation, transformation / self (vibration), vibration control.

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