Normal Topic Mutant Power: Earth Control (Read 1545 times)
polarboy
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Mutant Power: Earth Control
Sep 21st, 2009 at 8:52pm
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When interpreting the Teen Titans for Different Worlds magazine, Jack Herman gave Terra from the Teen Titans an earth-based form of Solid Energy Illusions along with a Mutant Power that allowed her to travel on floating rock.

Two of the published V&V resources included additional forms of earth control. Each of the versions below has an "earth capacity" similar to magnetic powers, a differently constructed defense type, and a unique bonus ability built into the power.


The Empress from This Empress Earth.

Manipulate stone, dirt, sand, mud, etc. much in the same way that a character with Magnetic Powers can manipulate metal.

"Earth Capacity" is Strength x 100 lbs. per level, PR = 5. (Strength 10 x Level 10 x 100 lbs. = 10,000 lbs.)

Defends as Chemical Power, PR = 0 (The mud-villain Sludge from Secret in the Swamp also uses a chemical power defense.)

Can control sand or dirt to create darkness or attack as HTH with rocks (use weight and velocity to determine damage), PR = 5. Range = Strength inches.

As a separate power, this Empress also has Transmutation: alter the earth to make stone become sand, mud become rocks, or any other similar alteration. Roll 2d8 to determine how many cubic feet are altered. PR = 8. Range = Strength.


Terra-Rizer from SuperCrooks has the following abilities with Earth Control.

"Earth Capacity" is Strength x Level x 50 lbs. (Strength 52 x Level 4 x 50 lbs. = 10,400 lbs.), PR = 5 to manipulate. Use velocity damage with ranged attacks using earth, and brawling weapon damage of earth when fighting HTH.

Earth Defends as Force Field, PR of 2 per turn of defense.

When stomping foot, can create earthquakes with a diameter in inches of Strength x Level. Others must make an Agility save to remain standing when caught in a quake, PR = 5.



« Last Edit: Sep 21st, 2009 at 9:04pm by polarboy »  
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dsumner
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Re: Mutant Power: Earth Control
Reply #1 - Sep 21st, 2009 at 9:25pm
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And don't forget Avalanche from Assassin, who has powers similar to Terra. His description reads: "Animate Illusions: earth based; Range = 30 inches."
  

"There is no such things as a dangerous weapon, only dangerous men."

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Re: Mutant Power: Earth Control
Reply #2 - Sep 22nd, 2009 at 9:30pm
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oh yeah! Forgot about Avalanche!
  
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polarboy
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Re: Invsibility Variant
Reply #3 - Sep 23rd, 2009 at 12:56am
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Here's an earth-based invisibility variant that appears in two V&V resources.

Gargantua from This Empress Earth...
Invisibility: In a ntaural earth environment, Gargantua can blend in as if invisible. No PR cost.

Terra-Rizer from SuperCrooks & Criminals....
Invisibility: Occurs only agains earth background. No PR.
« Last Edit: Sep 23rd, 2009 at 1:09am by polarboy »  
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Re: Mutant Power
Reply #4 - Nov 3rd, 2009 at 11:05pm
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Here are two more villains with Mutant Powers that have an effect on matter.

Anima-Man from Battle Above the Earth
Mutant Power: 
Can animate any inanimate substance. Is treated like Illusions, Solid Energy, Animate, except that it takes 2 creation points to manipulate 1 structural point. Structure point is then treated as a creation point for determining movement and hit points (walls cannot move, although they can extend tentacles). Rage = 18" (his agility).


Psi-Prime from The Secret in the Swamp
Mutant Power: Velocity Control:
This power enables Psi-Prime to instill instant velocity into objects up to 1481 lbs. (his carrying capacity) in weight. The velocity the object will attain when it hits will always be terminal velocity (1000 inches per turn). Damage from this attack will depend upon the weight of the 'thrown' object plus 4d10 (the damage done by an object flying at terminal velocity). The use of this power costs PR of 2 per object. The power can also be used to allow Psi-Prime to fly at a speed of 227 miles per hour (1000 inches per turn). It will also function as a defense against all projectiles used against him and all such projectiles are considered to reach a velocity of 0 just before hitting Psi-Prime, thus always falling harmlessly short of their mark. When used in this fashion, the power has a PR of 2 per use.
« Last Edit: Nov 3rd, 2009 at 11:06pm by polarboy »  
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