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Radiation

Power

Powers · p.133

Open source p.133

Sources: Elemental or Super. Focus: Energetic particles and electromagnetic radiation. This power lets the user detect, control, and emit dangerous radiation. It’s really only suitable as a superpower (Elemental and Super); the scientific sophistication implied by an understanding of radiation meshes poorly with supernatural powers. Like the comics, Radiation power treats radiation as a monolithic phenomenon. In reality, alpha particles, gamma rays, neutrons, X-rays, and so on differ greatly. The GM decides what impact, if any, such distinctions have on this power. Radiation Talent Radiation Abilities Control (Radiation); (Radiation); Damage Resistance, with Limited, Energy (-20%); Detect, for all Unbreakable; radiation or particular Hyperspectral Vision, with Extended High-Band; Modular Abilities, with Limited, Radiation Physical; Penetrating Vision; Protected Power; Power; Radiation Tolerance; Regeneration, with Radiation Super Jump; Scanning Sense (Para-Radar); and Telecommunication (Neutrino). Radiation power also includes Burning Attacks and Toxic Attacks with the Radiation enhancement. Given the sheer deadliness of radiation in settings without TL8+ shielding and medicine, the GM might wish to impose serious restrictions on these attacks in low-tech game worlds. Power Modifier: Radiation. The advantage belongs to the Radiation power. This modifier is nearly always Elemental (-10%), and often Super (-10%) as well.