<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372910#msg16372910">Quote from: Avernale on 05-01-2023, 06:18:50</a></div></div><blockquote class="bbc_standard_quote">I replaced Flight because I don't really see Amber flying.  I do imagine her super-jumping with lightning somehow, but I couldn't figure out how to do that with the options available.<br/><br/>Also, I kinda wanted to be a Fairy Tail-style Dragon Slayer.  Heh.  And the description the Energy Absorption sample power says it can come with Protection or Immunity, but didn't list a cost for it.  I was confused, so I just left Electricity Immunity on the sheet as is.  Otherwise, I would might have replaced that instead (or also).<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Leaping is just 1 point per rank, you can have it electrically-themed or electromagnetic repulsion.  A short-range teleport, turning into lightning and zapping somewhere is another possibility, or a longer-range teleport with Medium (electrical wires).  Speed with Medium (power lines or metal) could let you skate along power lines or railroad tracks.<br/><br/>Big Fairy Tail fan here too! :)  Mutants and Masterminds has very strict limits on power... you can't really enhance yourself beyond them, the way you can in Champions.  This can make basic character design simpler but does inhibit temporary power-up character concepts.<br/><br/>What the Absorption writeup was suggesting was that you could buy Impervious on your Toughness, Limited to (element in question that you absorb) as an additional defense as part of the power, or Immunity to the power type.  Since the basic energy controller writeup already had Immunity, it was moot in this case.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372910#msg16372910">Quote from: Avernale on 05-01-2023, 06:18:50</a></div></div><blockquote class="bbc_standard_quote">That does sound pretty neat, actually.  It lets me do electric melee attacks, right?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Yes indeed!  Make sure to buy some Close Combat skill to take advantage of this and your absorbed Strength.  Plus it works with Slam attacks, flying/jumping/running into someone, which would do the collision damage and the aura's shock.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=347850.msg16372910#msg16372910">Quote from: Avernale on 05-01-2023, 06:18:50</a></div></div><blockquote class="bbc_standard_quote"><br/><br/>Revised power set: (Taser is no cumulative, throwing master removed from Magnetism, Thunder Punch replaces EMP, Electricity Absorption now enhances Strength.  I might change that later)<br/><br/>Electric Aura: Damage 3, Reaction [12 points]<br/>Electricity Control: Ranged Damage 12 [24 points] with 3 Alternate Effects [3 points]<br/>- Alternate Effect - Taser:  Close, Cumulatively Afflicts Impaired &gt; Stunned &gt; Incapacitated 10 [20 points], Resisted by Parry, overcome by Fortitude <br/>- Alternate Effect - Magnetism: Moves Objects made of ferrous metal towards or away 8 [4 points]<br/>- Alternate Effect - Thunder Punch: Enhances Electric Aura 6 [24 points]<br/>Electricity Immunity 5 (Damage only) [5 points]<br/>Electricity Absorption 7: Enhances Strength by +7 as a Reaction to being hit with Electricity attacks, Fading at a rate of 1 point per turn. [14 points]<br/>Force Field: Protection 10, Impervious, Sustained [20 points]<br/>Quick Change: Feature 1 (transform into costume as a free action) [1 point]<br/><br/>Also adding an "Offense" section to the sheet to show what I have to roll.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>The Energy Controller template has a Ranged Combat skill of 8, so you have some options for the Magnetism... it's 8 effect and +8 to hit, so that's 16 out of PL 20.  You could add Accurate 2 to it for 2 points, giving you +12 total for using magnetism, or increase the Move Object ranks up to 12 to move big things.<br/><br/>You could add Area Burst and Selective, letting you move any or all metal in the area that you want, which means you don't need any to-hit roll at all.  Area Burst 2 and Selective would be 24 points... or you could make it a Close Area 3 Selective Move Object 8 (Towards ore away only, Ferrous metals only) as a sort of "magnetic aura," making your character the center of where things are being pushed or pulled, within 120 feet in every direction.