Aid
Aid allows a character to increase his own or anothers characteristics or powers. Examples include a character who is a living battery to boost others strength or an enchanted item that increases a mages magic powers.
Several 'attack' powers are very useful to simulate Aid:
Heal@* is appropriate for aid to Stun or Body.
Normalise@* is appropriate for aid to drained attributes.
Accelerate@* for Aid to Speed or Dexterity.
Armour
Provides a fully resistant defence for physical and energy attacks.
Armoured can be appropriate obviously. Consider compensating for the -1 Speed.
Invulnerable is also very appropriate but grades above 20 should be used with extreme care.
Change Environment
Allows modest changes to the local environment, such as altering temperature, creating magnetic fields or causing all plants to bloom.
Environment Control with customizations will give the best simulation of this power.
Light Control for the power to change ambient light levels.
Weather Control for weather related Change Environment.
Characteristics
Exceptional characteristics should be reflected by Beautiful, Energetic, Grim Resolve, Iron Jaw, Presence, Resilient or Solar Stores.
See Atributes for details.
Clairsentience
Can make remote use of one or more senses (usually sight), possibly including perception of the future or thye past. Examples include magic scrying spells or close-circuit television.
Options include Only through the senses of others. Only through dreams, Precognition and Retrocognition.
Cosmic Awareness is often appropriate.
Enhanced Senses* is a good alternative.
Energy Detection* should also be considered.
Precognitive, especially if properly scripted, can be useful for Precognition.
Clinging
Allows clinging to walls and other sheer surfaces as if they were level.
Allocate Wall Climbing.
Damage Reduction
A character with damage reduction is tougher than normal. They are only affected by a percentage of the damage (physical, energy and mental must be allocated separately) they receive.
Use Physical Resistance* possibly with the addition of some levels of Invulnerable*
Immortal* can be a good alternative.
Damage Resistance
Allows defences to applied to killing attacks.
Not normally reflected in Freedom Force but it's presence or absence should be concidered in allocating other defences.
Darkness
Creation of a field impervious to one sense (usually sight). Examples include smoke grenades, spells of silence and fields of inpenetrable darkness.
Blind@ (Mystical) can be appropriate for darkness to sight if used with an area or Projectile/radius attack.
Density Increase
Allows a character to increase density, becoming stronger and tougher.
Most often best simulated by altering the characters mass and material composition. Mass Control would be appropriate if the character also has Desolidification
Desolidification
Allows a character to become intangible, allowing walking through walls and invulnerabilty to attacks.
Mass Control would be appropriate if the character also has Density Increase
Dispel
Turns off another characters power and any ongoing effects. Examples include counterspells, light to dispel darkness or the abilty to destroy gadgets.
Nothing prevents another attempt to use that power.
Breach@* represents Dispel against defensive powers very well.
Drain
Reduces the value of an opponents characteristics or powers, possible to zero. They recover over time.
Density Max@ can simulate Movement or SPD drain.
Hex@ can stand in for a variety of weak and distracting Drains.
Genetic Damage@ can represent attacks on CON or defences such as PD or ED.
Weaken@* can represent reduction of strength or attack powers.
Duplication
Characters with this abilty can create duplicates of themselses, which may have the same or different abilties.
The special power Clone Self will be most often appropriate.
Duplication as an astral form should be simulated with the allocation of Astral Form and Astral Projection.
Russian Doll* works well for 'only duplicates whem KO'd'.
Inner Being* is perfect to simulate duplication with altered duplicates.
Accidental Cloning* reflects uncontrolled Duplication.
Ego Attack
An Ego Attack directly attacks the opponents mind bypassing normal defences and causing stun damage. Examples include pain induction, drowsiness or inducing euphoria.
Mental Damage@* is very appropriate.
Endurance Reserve
An END reserve is a seprate supply of endurance used to fuel powers. Examples include batteries in s uit of armour, a mystic wand or the fuel in a jet pack.
Energy Blast
A ranged attack doing normal damage. Examples include blunt throwing weapons, a force blast or a bolt of mystic energy.
See Projectile, Beam or Direct attacks.
Enhanced Senses
The abilty to sense thing beyond the capacity of a normal human. Examples include active sonar, radar, radio hearing and microscopic vision.
Entangle
Allows one character to restrain immobilize or paralyze another. It also allows the creation of relatively small barriers.
Examples include ice bonds, handcuffs, glue bombs, paralyitic touch, gravity manipulation or transforming the ground into mud.
Notable modifiers include Stops a Given Sense and Backlash, which causes damage to the victim, usually when attempting to escape.
Crystallisation@* is suitable for many entangles.
FireCage@* for Flame based entangle with backlash.
Freeze@ is perfect for Ice based entangles.
Purgatory@ is suitable for entangles where the victim cannot break out or be readilly broken out or harmed by others.
Stasis@ simulates many Entangle Attacks.
Static Cage@* for Energy based entangles with backlash.
Extra-dimensional Movement
Allows travel between dimensions. Examples include spells opening interdimensional gates and time travel machines.
Will often (always) require scripting.
Either Four-Dimensional*, Speed Force* or Natural Teleporter* might be appropriate for a partial representation.
Extra Limbs
Choice of mesh and keyframes. Apart from tails, these cannot be really reflected unless one of the incredibly rare multi-limb meshes is appropriate.
Faster-than-light Travel
Allows FTL space travel.
Cannot be reflected outside of scenario scripting.
Find Weakness
The character can find weaknesses in the defences of others for use with one or more of their attack powers.
Flash
Ac character with Flash can temporarily disable an opponents senses, usually sight. Examples include bursts of light, deafening sounds, pepper spray or poking in the eyes.
Blind@ will be most often appropriate for sight-based flash, often as an area or Projectile/radius attack.
Flash Defense Reduces the effects of Flash.
Flight
Allows flight through the air.
Use:
Flier for Flight at speeds of 12+", or Levitate for Flight at speeds of 11-".
Optional extras are:
Fast Flier* Flight at speeds of 30"+.
Glider* Gliding at speeds of 6"-.
Limited Flight* for characters with flight/levitation at a noticeable endurance cost.
Nimble Flier* for characters with enhanced defences whilst airbourne.
Combinations:
Air Superiority*, combines Fast Flier with Nimble Flier.
Force Field
Usually best represented by an Active Defence.
Temporary Invulnerability* can be a good alternative.
Force Wall
Flame Control* allows for fire based force walls.
Ice Control* allows for ice based force walls.
Gliding
See Flight.
Basic Levitation* might be useful for the most limited gliding ability.
Growth
Choice of mesh and keyframes. Shape Shifter*/Temporary Form* to allow change of mesh and attibutes.
Ponderous and/or Slow Moving might be appropriate.
Hand-to-hand Attack
See Mellee attacks.
Healing
Lesser Regeneration*, Fast Healing and Superhealer* all work well for Healing as regeneration.
Images
Invisibility
Use Special powers Cloak of Shadows$ and Decloak$.
Chameleon can work well for characters than are only invisible when stationary.
Killing Attack (HTH)
See Mellee attacks.
Killing Attack (Ranged)
See Mellee attacks.
Knockback Resistance
Substantial Knockback resistance should be reflected by Rooted.
Lack of Weakness
Leaping
Use:
Jumper for Leaping of ?"-.
Jump Travel* for Leaping ?"+.
Clumsy Jumper
Super-Leaper*
Combinations:
Jumping Jack, combines Clumsy Jumper with Jump Travel and Superleaper.
Life Support
Luck
Mental Defence
Dispassionate* and/or Fearless* can reflect low levels of Mental Defence.
Level Headed is also appropriate.
Mindless* represents very strong Mental Defences.
Disciplined would usually represent the very best Mental Defences.
Cybernetic Brain is similar but bestows accuracy similar to Crack Shot (effectivly a combination attribute).
Mental Illusions
Mind Control
Pheremones is appropriate for Mind Control effective against the opposite sex.
See Attacks.
Mind Link
Mind Scan
Either Cosmic Awareness or Enhanced Senses* will simulate Mind Scan quite well.
Missile Deflection
See Active and Passive defences.
Anti-Missile Defence* might be appropriate for flawless protection from missiles.
Anti War Zone*, with customization can also be appropriate.
Multiform
Latent Mutant* can be appropriate for uncontrolled multiforms.
Mutator* can be appropriate for a cyclical Multiform
Power Defence
Running
Reflect with the Speed attribute.
Shape Shift
Latent Mutant* can be appropriate for uncontrolled Shapeshift.
Metamorphic is approprate for shape shifting into dispersed structures.
Shape Shifter*/Temporary Form* is naturally often very appropriate.
Shrinking
Choice of mesh and keyframes. Shape Shifter*/Temporary Form* to allow change of mesh and attibutes.
Nimble might be appropriate.
Skills
Stretching
Summon
Summoner* is the natural power to use. However use:
Angelic Ally for one shot summoning.
Divine Intervention for summon that only works in situations of extreme danger.
Suppress
Swimming
Swinging
Allocate Ropeswinger. Note that Flier or Levitate attribute is also required!
Telekinesis
Obviously Telekinetic* is most often appropriate.
Magnetic* is appropriate for TK as magnetic control.
Untouchable reflects an always on uncontrolable repulsion field.
Naturally Super TK* often best represents extreme Telekinetic power.
Telepathy
Allows a character to read or send thoughts. Examples include mind reading, the ability to deduce inpending actions by close observation or application of a truth drug.
Teleportation
Allows travel from point to point without physically moving.
Notable Advantages include taking extra mass (I.e. others).
Allocate the special power Teleport Self.
Alternativly Natural Teleporter.
Group Teleporter* functions well for Telportation with increased mass or usuably on others.
Transfer
Allows a character o drain an opponents characteristics or powers and add them to their own. The powers added need not nessesarily be the same as those drained.
Absorber* works well for many applications of this power.
Transform
Allows a character to tranform a target or impose some other lasting change. Examples include the ever popular 'turn into frog', turning into stone or inflicting permanent blindness.
Transmutator* is perfect for Transform that reflects the alteration of the atomic structure of inanimate objects.
Puppet Master(Nature) and Puppet Master(Urban) can reflect more radical transformations?
Tunneling
Allows a character to tunnel thtough object or the ground, usually with the option of closing the hole behind them.
Absorber* can be appropriate for power pools designed to reflect the acquisition of powers and attributes from others or the environment.
Sorcerer Supreme* is suitable for a magic-based power pool. (Combines Fire Control, Cosmic Awareness, Guardian (physical), Summoner (grade 2) and Group Teleporter.)
Plasma Sculptor* is suitable for many magic or cosmic power pools.
Power Cosmic* is suitable for a cosmic power pool. (Invulnerablity Grade 2, Metabolic Strenghth, Solar Powered and Transmutator.)
Earth Control* is suitable for earth-based elemental controls/multipower pools.
Flame Control* is suitable for flame-based elemental controls/multipower pools.
Ice Control* is suitable for cold-based elemental controls/multipower pools.
Area Effect (Radius, Cone, line, Any)
Chained and/or Impact Spawn Projectile attacks are well suited to small area effect attacks.
Armour Piercing
Light Speed can simulate this advantage for beam attacks.
AVLD
Autofire
Flight Spawn Projectile attacks are perfect.
Based on Ego CV
Damage Shield
Acid Blood*: An acid area damage shield.
Biohazard*: A damage shield/uncontrolled emission.
Blazing Glory* can function well as an uncontrolled damage shield.
The special power Empathy$ can reflect an EGO based damage shield.
Frostbite*: A cold-based samaged shield/aura.
Overheated: An always on heat emmission.
Psychic Conduit* reflects a EGO based damage shield.
Short Circuited*: An electrical damage shield/aura.
Spiny*: A low level, physical samage shield.
Untouchable Aura: An always on kinetic field.
Delayed Effect
Difficult to Dispel
Does Body
Does Knockback
Allocate knockback of Medium to attack powers that would normally have none.
Double Knockback
Increase the Knockback of attack powers by one or two levels.
Continuous, Persistant and Inherent
Explosion
Chained and/or Impact Spawn Projectile attacks are well suited to small explosion attacks.
Indirect
Penetrating Beam attacks can simulate Indirect attacks.
Invisable Power Effects
Not really relevant in Freedom Force. The option to use 'blank' effects exists however.
Megascale
Speed Force* can represent Megascale Movement.
No Normal Defence
Penetrating
Personal Immunity
Ranged
Ensure Attack powers have a range.
Reduced Endurance
Select EP cost appropriatly.
Sticky
Time Delay
Transdimensional
Direct attacks may provide a partial representation. Otherwise such attacks must be scripted.
Trigger
Uncontrolled
Usable On Others
Group Teleporter* functions well for Telportation with increased mass or usuably on others.
Castle@* can be used for Teleportation on others to swap positrion.
Variable Advantages
Variable Special Effects
Charges
Battery Powered* is often appropriate.
Concentration
Duration
Endurance Costs
Select EP cost appropriatly.
Extra Time
Focus
Not really relevant. Select a mesh with the appropriate objects if possible.
Gestures, Gradual Effect and Incantations
Not really relevant. Select a mesh with the appropriate keyframes if possible.
Independant
Limited Power
Hirsute for defences that function against cold.
Invertebrate for defences that function against radiation.
Level Headed for defences that function against Mental or magical attacks.
Neutralize for defences that function against Acidic attacks.
Nocturnal can simulate powers that function better at night or during storms.
Radioactive for defences that function against Radiation.
Solar Powered* for REC that only works in light or does not work in darkness.
Solid Skeleton for defences that function against blows and impacts.
Strange Visitor for defences that function against energy attacks.
Temperature Control for defences that function against heat and cold attacks.
Unbeliever for defences that function against magical attacks.
Volcanic for defences that function against heat attacks.
No Concious Control
Accidental Change/Involuntary Form for Shape Shift with no concious control.
Fluctuation for no concious control of the intensity of powers.
Poltergeist is perfect for Telekinesis with no concious control.
Unstable Energy works well for a no concious control Damage Shield.
Very Unstable Molecules* as a component of Shape Shift with no concious control.
Only in Hero ID
If its relevant, assign Shape Shifter*/Temporary Form*.
Range Limitations
Ensure Attack powers have no or short range.
Reduced Penetration
Restrainable
Not really relevant.
Side Effects
Not normally relevant.
Variable Limitations
Visible
Not normally relevant. Dummy or blank effects can be assigned if available.