Adapted from Plasma Blast- Superpower Wiki
Lately, I have been exploring various realms of genre fiction and wondering if there was a way to combine them in a tabletop experience. This means figuring out a way to balance unrelated effects against each other. I love Mutants and Masterminds for its ability to describe almost any character ability you can think of, so I am experimenting with M&M’s tools to work on ways to fold multiple genres together.
Plasma Blast
The power to release plasma on a specific target area. Sub-Power of Plasma Attacks. Variation of Energy Blast.
Capabilities
The user can release plasma over a specific target area, causing great damage and/or delivering shock waves of pure force.
Mechanics
Plasma Blast is an area Damage Effect with a Plasma descriptor, as a base it costs 2 power points per level 30- 60 ft.
Plasma Weilders
Supernova Character 10
Supernova's principal power is his ability to manifest the Solar Flame. Each of his Plasma-based powers is derived from the Solar Flame. He can manifest a separate instance of solar flame from each of his hands because they are derived from the same power source. Using multiple powers at the same time diminishes their effect. Only one power can be used at one hundred percent of its power.
Dynamic Effect- Cone of Plasma
Instead of focusing on a bolt, Solar Flame's wielder opens up a cone of fire that affects anyone in a 120 ft cone. 120ft Cone Plasma Damage 6
Dynamic Effect- Line of Flame
As opposed to focusing on a bolt, Solar Flame's wielder forms a column of plasma that affects anyone in a 60 ft Line. 60 ft Line Plasma Damage 6
Alternate Effect- Nova Blast
Supernova collects the solar flame within him and releases it in a 30 ft area 30ft Burst Plasma Damage 10
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