One of the classic tropes of comics, this week we are tackling that undefined force of power, Energy. A catch of games and comics alike, Energy skirts definitions to exist as its own power.
Overwhelming Energy
Energy loves two things, knocking foes back, and knocking them silly. With multiple ways to knock targets down, or back, Energy can be one of the trickier power sets for teams unless heroes focus on keeping target’s from getting away, or knocking them back into range of their allies. With almost a quarter of Energy powers also Disorienting foes, they are equally as good at denying targets the ability to do little beyond moving. What at first might seem like a solid use for Stagger, because of Energy’s focus on this tactic, we are going a slightly different route. Finally, Energy is also known for landing big hits.
The Energy Power Sets Include:
- Energy Assault
- Energy Aura
- Energy Blast
- Energy Manipulation
- Energy Mastery
- Energy Melee
Energy Master
- Parent Attribute: Strength or Mental
- Primary Role: Offense
Ranged TY
Blast TY
Devastating (Boost Devastation, Penetrating, Total Devastation) MA4
Secondary Role: Defense (Full Role) MA2
Armor MA
Passive Defense TY
Unique Drawback: Activation Required
Secondary Role: Support: Movement MA
Healing (Self) (Regeneration) MA1TY
Locked Power: Only begins the Turn after Passive Defense is Activated
(S) Crippling Strike 10
(S) Power Strike 10
Cost: 1 Power + 30 Selections / AP
The Energy Master does not unleash rapid fire attacks, but rather makes every attack count, obliterating anything in front of them. To emphasize the power set’s big hits, Energy Master uses a few tools that layer over each other, but shouldn’t all be used simultaneously.
First, Energy Master is all in, with Devastating, Boost Devastation, and Total Devastation. This is then paired with Penetrating, and a Specialty in Power Strike allowing the hero to ignore a foe’s Armor, guaranteeing, at the cost of a slower Attack. Secondly, the Energy Master specializes in Crippling Strike, which was introduced in the Martial Arts In Metahumans Rising Series.
This Combat Maneuver allows the hero to trade 9 Damage to inflict an Injury on a foe. The Dazed Injury reduces the Target’s number of actions by 1, until they can recover (sacrificing 5 Stamina worth of Healing). This serves to disorient foes, leaving them on the back foot as they try to find a way to recover. With this works well with Penetrating, the hero will need to decide if they are also going to layer in a Power Strike, due to the added penalties of a second Combat Maneuver.
Finally, it wouldn’t be Energy, without some knock, and so the Master picks up Blast, and their Power supports Movement, to help close ranks quickly, after sending a foe flying.
Specializing Roles
Damage
Cone TY
Line TY
Increase Penetrating to Penetrating 4 (+ MA3)
Increase Total Devastation to Total Devastation 4 (+ MA3)
Cost: +14 Selections / AP
Ranged Option: Reduce Penetrating 4 to 3 and Total Devastation 4 to 3 and Increase Blast to MA, adding Boost Knock MA and Radius TY
Minions
Historically, Energy does not have pets, but Energy Master is inspired by, not a direct translation, so let’s give the Master a Node of Energy that pulses with power and can lash out harming anything close enough.
Backup: Energy Node (Powerful Backup 6: Striker + Immune to Physical Damage) MA7
Cost: +14 Selections / AP
Control
While not associated with Controllers, Energy Masters can add zone control though improved movement and lockdown options.
Trapping (Variable Traps, Power Pass, Untouchable Trap) MA4
New Movement: Energy Slide (Boost Speed, Rapid Acceleration) MA3
Cost: +14 Selections / AP
Tanking
Absorption: Energy, Physical (Retribution) MA3
Add Boost Armor and Impervious MA2
Add Boost Healing MA
Defends Against All MA
Cost: +14 Selections / AP