Game Mastermind's Manual!
Diseases have 1 to 8 APs of the Plague Touch power. Serious illnesses, such as cancer or anemia are better treated with the Physical Restriction drawback or through a subplot. Systemic Antidote protects against diseases.
Drugs have 1-7 APs of a power that reflects their effects. Broadcast Empathy, Compel Truth, Phobia, Sleep, or Mental Illusion are common. RAPs from any mental attack are considered Killing Combat against the defender’s Current Mind Condition. Systemic Antidote protects against drugs.
Insanities have 1 to 8 APs of the Mental Illusion or Phobia power. Serious psychoses are better represented through drawbacks like Rage; Irrational Hatred, Attraction, or Fear; and Psychological Instability or through a subplot.
Poisons have APs of the Poison Touch (1-7 APs). Poisons are considered Killing Combat. Poisonous gas leaks have the Gas Effect bonus. Creatures that bleed poison automatically attack any target with 0 APs if they take physical Killing Combat damage, with no Multi-Attack penalty. Systemic Antidote protects against poisons.
Radiation is a mixed bag in comics. It generally has 3-20 APs of a power, but which power? Well, depending upon how realistic the comic is being it can have one of three effects: 1. The most common comic book effect of radiation is that it mutates the defender. Treat this as APs of the Mutation power with an Explosive Radius. 2. The second most common effect is that the radiation is a simple blast of power. Treat this as APs of the Energy Blast power with an Explosive Radius. This is a Killing Combat attack. 3. Finally, the most realistic effect of radiation is that it causes cancer and severe burns. It has the Heat Vision power with an Explosive Radius. This is considered Killing Combat. In addition, if the exposure is rated at 5 APs or higher, the character gets a Physical Restriction drawback representing the cancer he will develop. The above effects assume the character is exposed to a sudden burst of radiation. If the character is actually exposed for a long period of time to lethal ambient radiation, then he takes 1 point of Killing damage every phase he is exposed to the extreme radiation.
NATURAL DISASTERSThese are meant to supplement the rules found on page 106 of the DC Heroes 3rd edition rulebook.
Gravity is discussed on pages 136 and 165 in The Atlas of the DC Universe. Many examples of planets are presented there. Space is extremely dangerous. Pages 187-188 of The Atlas of the DC Universe give details for disasters in space.
attack a character with a Killing Combat physical attack that has APs of Earth or Ice Control at 6-8. Even if the character takes no damage, he is buried in 3-5 APs of dirt or snow. He must dig out, using his STR as AV/EV against an OV/RV of 6. The RAPs are the APs the character moves. This would be no problem except that the character cannot breathe and can “drown.” This can also be used for quicksand. In snow, the character is exposed to extreme cold as well. The only way to avoid an avalanche is by outrunning it or flying away from it. The speed of an avalanche is 6-7 APs.
Blizzards function like Hurricanes (DC Heroes 3rd edition, pg. 106) save that they have the Ice Control power at 7 to 15 APs. Even if the character takes no damage, he is buried in 3-5 APs of snow. He must dig out, using his STR as AV/EV against an OV/RV of 6. The RAPs are the APs the character moves. This would be no problem except that the character cannot breathe and can “drown.” Meteors falling through the atmosphere have an AV/EV against anything in their path and OV against being attacked equal to their APs of weight. In addition, they have the Flame Being power rated at the same APs. The BODY of a meteor is between 12 and 14 APs- this is its RV against being attacked. When a character attacks a meteor, he shatters it. This creates attacks against him and anyone within range (and rain down below on anything in its path) that act like APs of Projectile Weapons equal to the RAPs gained in the attack. Very strong characters may choose instead to catch a meteor.
Sand Storms have the Sand Blast power rated at between 7 and 15 APs. They function like Hurricanes (DC Heroes, 3rd edition, pg. 106). However, even if the character takes no damage, he is buried in 3-5 APs of sand. He must dig out, using his STR as AV/EV against an OV/RV of 6. The RAPs are the APs the character moves. This would be no problem except that the character cannot breathe and can “drown.”
Tidal Waves have the Water Control power rated at between 6 and 25 APs. They are huge as well, reaching sizes above sea level of 9 APs. These massive waves travel quickly, too- up to 9 APs!
Tornados can be dissipated or halted by an extremely fast character moving counter to its spin. The OV/RV of such an attempt is equal to the tornado’s APs of Air Control. RAPs are subtracted from the APs of Air Control until it is reduced to 0, at which point the tornado dissipates. For more details on Tornados see pg. 106 of the DC Heroes 3rd edition rulebook.
Far more dangerous, some volcanoes explode as they erupt with a Bomb power rated between 10 and 15. These explosions can be avoided by creating a hole in the side of the volcano, releasing the pressure. The OV/RV of such an attempt is equal to the volcano’s APs of Bomb.
Whirlpools have the Water Control power rated at 10-18 APs. They cover an area in APs equal to their APs of power. They will attack anything within their area with their power as AV/EV. The OV of this is equal to a character’s STR or a vehicle pilot’s APs of skill. The RV is the BODY of the character or the vehicle. RAPs are the APs the defender is pulled closer to the center of the whirlpool. Once RAPs have been earned against the character or vehicle that equal the whirlpool’s APs of Water Control, then the whirlpool has won and there is no way to escape its final attack. The final attack is the whirlpool’s APs of Water Control as AV/EV against the target’s BODY as OV/RV. RAPs are Killing Combat. To navigate free of the whirlpool requires a dice action with an AV of a character’s STR or a vehicle pilot’s APs of skill and an EV equal to the character’s STR or the vehicle’s APs of movement power. The OV and RV are equal to the whirlpool’s APs of Water Control. RAPs are subtracted from the cumulative RAPs the whirlpool has gathered against the character or vehicle. If that total is reduced to 0, the character or vehicle escapes.
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