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• ## Some powers

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• Explosive Death : When you die, each hero receives 20 unavoidable damage. Not too interesting. Fun for multiplayer, possibly. ... Government Bonds : You may
Message 1 of 1 , Nov 11, 2002
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Explosive Death : When you die, each hero receives 20 unavoidable
damage.

Not too interesting. Fun for multiplayer, possibly.

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Government Bonds : You may transfer X power from any hero to
yourself, up to half that hero's total energy. At the end of the
next 5 turns, including this one, pay back (X * 2)/5 energy, rounding
up.

Not explicitly stated, but you could use this as many times as you
like - once per hero, not over and over on the same hero. Good for
building up a lot of energy early if you think you can kill everyone
off before the payments overtax you. Could probably be phrased
better.

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Flak Jacket : After defense is applied, ignore attacks of less than
15 damage.

Make more sense if the defender gets to decide how defense is applies
to multiple incoming attacks. The rules are unclear on this. Some
powers refer to things like "Anyone who damages you this turn may not
use energy next turn". When you have defense enough to block both,
but not all attacks, who gets to pick what attack made it through?
Can you divy up the defense to allow both attacks through?

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Pecking Order : All players may only attack the player with the next
highest energy total. The player with the highest energy total may
attack any player.

Useful in multiplayer only.

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Field Harmonics : Upon winning this power, roll 2d6. Any damage
taken for which this number is a multiple is instead reflected back
at the attacker.

The idea behind this is that the attack has little control over the
exact number of the amount of damage that makes it through the
player's defenses. Perhaps it should be "For each attack, roll 2d6.
Or perhaps "For each attack, roll 1d6+1", to make it a bit more
powerful.

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Quantum Sheilding : Roll 1d6+1 each round. Damage amounts for which
this number is a multiple are negated.

Another try at a 'multiple' power. Perhaps these should/could be
worded better. Perhaps they're not very good at all. I thought of
this 'multiple' theme mostly because I was trying to think of new
ideas for defense, since that category is under-represented.

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Sabotage : Each turn, choose a power. That power requires twice as
much energy to activate next round.

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Hardened Carapice : Powers which target you have their power strength
weakened by 10 at the end of the round. If a power is reduced to
zero power strength or less, remove it from the game.

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Retrovirus : Upon winning this power, roll 1d6. At the end of this
numbered round, all players' energy drop to that of the player with
the least energy.

Retrovirus may seem like a power nobody would bid on. But - with
proper planning, it could be very nice. For example, you could pick
this power and another highly defensive power as your 2 starting
powers. Then, you would bid high on the defensive power, and bid
something on Retrovirus, hoping no one else is interested in it
either. Then, you will start the game with low energy, but high
defensive ability. In a few rounds, everyone else will be reduced to
the same low energy.

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Energy Throttle : Burn X : All players may not spend more than 100/X
energy on any one attack, defense or power next round.

This could probably have a more exciting name. Kind of a trick
power, sounds good, but can severely limit all players, including the
user. Could perhaps change to "All other players".

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ECM Countermeasures : Any power that targets you must target another
player before it can target you again.

Good for multiplayer. If allowed in two player, extremely powerful.

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Mutant Registration Act : Burn X : All players must burn X energy
each time they use a power next round.
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