If there was ever one generic attack power in Champions, it would be Energy Blast. It can be used for anything from heat rays, to tazer gloves (with the No Range limitation), bombs (with the Time Delay limitation), and much, much more. In this article, it will be shown how Energy Blast can be used as a replacement for HTH Attack, how to make effective attacks out of other powers, and some alternate ways to use Advantages and Limitations.
Breaking down HTH Attack, we see that it is roughly Energy Blast with the No Range limitation. Energy Blast, however, has the advantage of adhering to the '5 active points/die' standard that is commonplace in the game. For those that would prefer an alternative to HTH Attack, try this addition to Energy Blast:
This ruling allows HTH attacks that are more balanced with other attacks, in terms of Endurance, active points, and the like.
Note that the above ruling can be applied to more than Hand-to-Hand attacks. Specifically, Telekinesis can be enhanced, making it more than just a power to grab people. As an example, say our hero Teke wants a 'Telekinetic Force Wave', which can be used to lift objects in addition to bashing opponents. So, Teke buys a 20 STR Telekinesis for 30 points, and adds 6d6 of Energy Blast, for another 30 points. Now, in addition to saving people falling from buildings, Teke has a 10d6 attack (4d6 for 20 STR + 6d6 EB) to stop the many villains he encounters.
Advantages and Limitations can make things more interesting. Apply the -1/4 Limitation of Limited Power: Beam Attack to the Energy Blast, to represent a Teke who's still learning his powers. Or, how about a limitation such as Not versus Hard Targets, to represent a vibratory attack which simply isn't effective against something too tough to shake apart. Depending on the effect you want, you can drop limitations on Telekinesis, Energy Blast, or both.
The following recommendation applies to any power, not just Energy Blast. For some powers, it makes sense that an Advantage shouldn't always have to be used. Picture the light-based super firing his Armor-Piercing laser. Wouldn't it be feasible that he could widen his beam, giving up the AP portion of his attack? There are two main reasons to do this sort of thing. The first, to save Endurance. If you're fighting an opponent with Hardened Defenses, why pay extra END for something you don't get a benefit out of? The second is far more heroic. When firing at an agent, you may not wish to risk doing BODY to him with Armor Piercing.
Regardless of the reason, it is recommended that, if the special effects are fitting, that a character have the option to ignore certain Advantages placed on their attacks. For those Special Effects that aren't conducive to this (an Energy Blast Explosion defined as a grenade, for example), it could still be possible, given the appropriate situation and skills. A gadget-using hero could modify his Stun Grenade to only affect the person it hits, or perhaps even change it temporarily from Explosion to a 1-hex Area of Effect (with a good roll and appropriately heroic circumstances).
If you feel game balance would be upset, you can always charge extra END, use multiple charges, assign Activation rolls, etc. A good rule is to assign a -1/2 limitation, or more if the character wants to get more than their normal point value from an item (such as raising an Explosion to a normal Area of Effect). In the latter case, take -1/2, modified by an amount equal to the difference between Advantages. The resulting number is the level of Limitation to assign to this special use of the power.
Remember, an Advantage is something a character has paid for. Give them the benefit of the doubt - especially if it advances the storyline. With powers in Champions so cut and dry, it's nice to have a little flexibility once in a while.
© 1996-2001 Casey McGirt
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