We start off once again with our overlooked powers round up:
- Therianthropology Mastery: A Shape Shifters Specialty in Occult and Tracking will cover most things listed in the Superpower Wiki. From here, adding a (S) Shape Shifters Supports Defense should get you the rest of the way based on the description provided.
- Primordial Light Manipulation: This one falls into our: No “I’m basically a god” powers clause in the ground rules. The entry even includes characters such as Lucifer from DC Comics and God from Supernatural. However, you might get a lot of what you are looking for here by mixing hard Light Constructs and Living Light, Metahumans Rising core book, pages 71 and 72.
- Courage Inducement: This gives us a moment to discuss the Leader Boon and Tactics Talent. Leader allows the hero to impact a Drive or Catalyst to an ally. Tactics allows you to take the Support Action, using the value of the hero’s Tactics instead of another applicable Talent. Leaders can rally others to their cause, helping them to push past obstacles, while a skilled tactician can provide better aid from the sideline than actually directly intervening. This can be a lot of fun, especially with a Diverse Talent Array.
- Invisible Attacks: Didn’t we already cover this? Take a look at Hidden Attacks from Powering Through 2: Coral Constructs.
- Chloro-Mechanical Physiology: Please see Plant Control, see Metahumans Rising core book, page 73.
- Enhanced Lifting: … Come on, you got this one.
- Nexus Creation: While interesting, this one really lives more in the realm of plot points and not player character powers. The Waypoints Boon can get you part of the way there depending on how deep you would like to invest.
Without further ado, let’s dive into this week’s power.
Demon Inheritance allows the hero to be born with traits and abilities of one or more of their biological parents. This can include memories or skills as well as powers. In this build, we will focus more on those inherited traits, but this can make for an interesting reason why some kid in middle school suddenly knows the names and addresses of the 72 lords of the underworld as a means to kick off a backstory.
- Parent Attribute: Wisdom (While we’re going Wisdom for learning how to use one’s natural inheritance, this could just as easily be Constitution or Mental.)
- Primary Role: Offense
Alternate Source: Physical Damage or Fire MA
Ranged TY
Devastating (Boost Devastation) MA2
Secondary Role: Defense (Full Role) MA2
Armor MA
Passive Defense TY
- Unique Drawback: Activation Required
Resit: Fire (Immunity) MA2
Resist: Demons MA
Linked: Passive Defense Activation and All Offense Boons.
Cost: 1 Power + 20 Selections or AP
This is a fun, “monster side” side power that allows the hero to take on their demonic persona. In this form, they can inflict grievous harm, either up close, or at range. They are immune to fire, and if mommy or daddy come calling, are set up for protection against them. Players may want to fold in aspects of Ultra-Human, see Metahumans Rising core book, page 75, to represent peak or beyond human physical characteristics as well, not to mention New Movement: Winged Flight, depending on the style of character one is going for.
It is my understanding that this power often comes with an oversized sword or two, the Sword, Great, see Metahumans Rising core book, page 73, should give heroes a baseline to start from for this as well.