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Bioenergy

Power

Powers · p.123

Open source p.123

Sources: Biological, Chi, Psionic, or Super. Focus: The body’s internal energy. Comics and anime often portray powerful mutants (Biological), martial artists (Chi), psis (Psionic), and supers (Super) as being able to direct bodily energies – far more than the human body could realistically contain – to blast enemies, project force fields, fly, etc. Unlike most ray-shooting powers, Bioenergy isn’t associated with an element such as fire or light. This makes it a useful catch-all power for energy-projecting heroes who don’t fit elsewhere. Bioenergy Talent 5 points/level Bioenergy Abilities Damage Resistance, with Force Field; Flight; Healing; Obscure (any), as long as it’s flashy; Protected Power; Rapier Wit, with Based on HT; Scanning Sense (Para-Radar); Terror, with Based on HT; and Vibration Sense, with Sense of Perception. Bioenergy can justify almost any kind of Affliction or Innate Attack, too. The kung fu masters of video games and anime can breathe fire, conjure Astral Beings glowing swords, kill enemies with a with touch, and so on. The GM should limit each hero to a small number of “signature” attacks and require elaborate power names and special effects. Power Modifier: Bioenergy. The advantage belongs to the Bioenergy power. This modifier is typically Biological (-10%), Chi (-10%), Psionic (-10%), or Super (-10%). with