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Mutants & Masterminds - [Review] Power Profiles #7: Electrical Powers


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Power Profiles #7: Electrical Powers

Vitals: Published By Green Ronin • 6 pages • $0.99 • full color PDF

Descriptors, Countering & Features

Three descriptors cover aspects of situations and effects that can impact play for an electrical character. Note of how to deal with electricity effects around conductive materials and electronic equipment and devices is also included which may prove helpful for a GM with a shockingly creative player. Countering covers the use of insulators to protect, or other related effects to disrupt electrical powers. Six features and a sidebar giving bechmarks for various voltage levels (car battery up through lightning strikes) add utility.

Offensive Powers

Six powers and a total of nine effects more than adequately cover the bases. Even an obvious effect like lightning is given not one but three suggestions for effects. Non-lethal effects also share the stage including an EMP write-up that was rather different from what I expected, but also elegant in execution.

Defensive Powers

Three powers but a total of six effects. The absorption effect offers a suggested extra that is new, and rather clever though a player or group of players could take advantage of it with careful play. The electrical immunity discussion is useful and dovetails nicely with the absorption effect as well.

Movement Powers

Three powers here including the lightning based teleport I had expected to see last week in the Weather Powers product. There are some interesting suggestions for limits are made here especially in regards to dependence on modern technology & infrastructure.

Utility Powers

Seven powers that cover a pretty wide swath of effects from generation of light to the summoning of lightning creatures. None of these stand out as having especially unique builds but all are solid additions to the arsenal of powers for an electrical hero. Of the lot, Electrical Shaping has the least obvious effect construction, and is worth taking a look at for similar effects using other energy types as well (e.g. fire, or lasers, etc).

Other Powers & Complications

Electricity, being related to magnetism and other electromagnetic effects, yield the possibility of magnetic, light-based, and even radiation-based power effects at extreme levels. Suggestions are also made on how to utilize Tech, Mental, and Weather powers as tie ins depending on your concept.

Complications covers six common complications. The best here are the discussions on Disabilities and the Weakness/Power Loss combo. As usual the discussions are well thought out, though some may find more, or less, use than others.

Closing Thoughts

In the past few weeks the profiles product line has come into its own, falling into a pattern of consistent quality coupled with a high degree of both immediate usefulness as well as providing insights into the design intents of the system. Electrical Powers continues this trend; this is a solid product that uses the basic tools of the system in creative ways while once again suggesting unconventional ways to create effects that can be applied not just to the titular effect but to effects of a similar nature.

Rating: 90%, Another solid entry in an increasingly "must have" product line.

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