Rule
Rule Category:Powers
Rule Name:Flash
Source: 5th ed. rev.

Type:Standard Power/Attack Power/Sense-Affecting Power
Duration:Instant
Target:Target's DCV
Range:5" x Active Points
Costs END:Yes
Cost:See Flash Summary Table
A character with Flash can temporarily disable or "blind" an opponent's Senses (usually Sight Group senses). Some examples of Flash include blinding bursts of light, deafening shrieks of sound, pepper spray, or poking someone in the eyes.

Each 1d6 of Flash that affects a Targeting Sense Group costs 5 Character Points, regardless of how many Senses the Sense Group includes. Each 1d6 of Flash that affects a Nontargeting Sense Group costs 3 Character Points, regardless of how many Senses the Sense Group includes. If characters purchase half-dice of Flash (see page 114 for costs), a half die only adds a BODY ot the Flash if it rolls a 6.

Flash normally affects a single Sense Group. Each additional Targeting Sense Group costs +10 Character Points; each additonal targeting Sense separately costs +5 Character Points. Additional Nontargeting Sense Groups cost +5 Character Points; additional Nontargeting Senses separately cost +3 Character Points. Flash costs END to use.

FLASH SUMMARY TABLE
Cost per 1d6
Sense Group
5
Targeting
3
Nontargeting
 
Cost
Extra Senses
+10
Targeting Sense Group
+5
Targeting Sense (single)
+5
Nontargeting Sense Group
+3
Nontargeting Sense (single)

Using Flash
To use Flash, a character must make an Attack Roll. If he succeeds, he rolls the Flash dice and counts the Normal Damage BODY. The total number of BODY rolled, minus the target's Flash Defense (if any), is the number of Segments the Target's Sense(s) is (are) disabled. Begin counting the Segments in the Segment in which the character uses the Flash attack (even if the target's already had a Phase that Segment).

The target of a Flash is blinded (or deafened, unable to receive radio transmissions, or the like). He doesn't take STUN or BODY damage from the Flash. A Flashed character who cannot perceive his opponent(s) with a Targeting Sesne suffers penalties to his DCV and OCV (see page 349).

The GM may wish to allow characters who are prepared for or expecting a Flash to take defensive actions (covering their eyes with their hands, or something similar) to reduce or eliminate the effects of the Flash. (Character generally can't Abort to do this, since by definition that means they're not "prepared.") Obviously, whether such actions succeed depend on the special effect of the Flash - a character who covers his ears won't be protected from a Sight Group Flash!

Multiple Flashes
If a character's affected by a Flash, generally he can't suffer any further effect from other Flashes of the same Sense Group. Once he's Flashed by the first Flash, he cannot perceive further Flash effects the Flashed ("blinded") Sense until the first Flash wears off. The GM may waive this rule in light of special effects or other considerations, if appropriate.
POWERS


Adjustment Powers: Adjustment Powers can reduce or remove the effects of a Flash. See pages 187 and 354.


ADVANTAGES AND ADDERS


Autofire: Autofire Flashes cost an additional +1 Advantage (see Autofire, page 252). Autofire Flash is only useful against multiple targets; if used on a single target, the rules for multiple Flashes apply.

BOECV: A BOECV Flash does not require the Does BODY Advantage.

Continuous: Buying this Advantage for a Flash does not prevent a Flashed character from recovering his Senses, since the Flshed character's Sense is disabled and can't perceive the ongoing effect. Therefor the Flashed character recovers as normal, but as soon as he can perceive again is Flashed once more if his attacker has maintained the Flash effect.

Explosion: A Flash with this Advantage loses 1d6 of effect per hex out from the center of the Explosion.

Mental Defense: Mental Defense offers no protection against Flashes of the Mental Sense Group (unless the character takes a -1/2 Limitation on his Flash indicating tha Mental Defense functions as, and if appropriate adds to, Mental Group Flash Defense.


LIMITATIONS


Does Note Work Against Desolidified Characters(-1/4): Ordinarily, Flashes work against Desolidified characters - if the intangible character can perceive the solid world, he can be Flashed. However, some Flashes (such as pepper spray or poking someone in the eyes) have physical special effects. These Flashes do not work gainst Desolidified characters, since they require the attacker to physically touch his target, so they take this Limitation.


DISADVANTAGES


Vulnerability: If a character is Vulnerable to Flashes, multiply the number of BODY rolled by the Vulnerability multiplier before applying it to the character's Flash Defense (if any) to determine how long he's Flashed.

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