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Kinetic Energy

Power

Powers · p.129

Open source p.129

Sources: Elemental or Super. Focus: Gross physical force. This is the power to project beams and fields of force that attract or repel objects, act as reactionless thrusters, and so on. It’s named “Kinetic Energy” rather than “Force” because the only thing it has in common with any believable physical force is that it alters kinetic energy. Kinetic Energy power is intended mainly for highly cinematic supers. Gravity (p. 128) and Magnetism (p. 131) are slightly more realistic, while Psychokinesis (p. 133) is more suitable for psionic force control. Kinetic Energy Talent 5 points/level 5 points/level Kinetic Energy Abilities Binding, with Unbreakable; Summonable; Catfall, with Feather Fall; Damage Resistance, with Force Field and with Limited, Physical (-20%); Enhanced Dodge; Enhanced Move (any); Flight; Lifting ST; Protected Power; Resistant or Immunity to acceleration, motion sickness, etc.; Slippery; Striking ST; Super Jump, with Maneuverable; and Telekinesis. Crushing Attacks are also permissible. To stay true to the comics, these should have Double Knockback in a supers setting. Power Modifier: Kinetic Energy. The advantage belongs to the Kinetic Energy power. This modifier is nearly always Elemental (-10%), and often Super (-10%) as well.