Here’s how Sonic interacts with other energies/ special effects. These rules are optional; the GM may change or ignore them as he sees fit.
ACID
Acid conducts sound as well as water does, making Sonic powers more effective. An Acid defense is at -3 ED before being applied to reduce a Sonic attack. Acid attacks and Sonic defenses inter- act normally.
AIR/WIND
Air/Wind has no special interaction with Sonic powers; it neither gains nor loses against this special effect.
BIOLOGICAL
Biological has no special interaction with Sonics; it neither gains nor loses against this spe- cial effect (except as discussed under Biological for energy powers generally).
CHAOS/ENTROPY
Chaos/Entropy has no special interaction with Sonics; it neither gains nor loses against this special effect.
CHEMICAL
Chemical has no special interaction with Sonics; it neither gains nor loses against this spe- cial effect (except as discussed under Chemical for energy powers generally).
COSMIC ENERGY
Sonic has no special interaction with Cosmic Energy; it neither gains nor loses against this spe- cial effect. However, if the Cosmic Energy manifests with some other special effect (such as Fire or Sonics), use that special effect for determining the results of the interaction.
DARKNESS
Darkness has no special interaction with Sonics; it neither gains nor loses against this spe- cial effect.
DIMENSIONAL MANIPULATION
Dimensional Manipulation has no special interaction with Sonics; it neither gains nor loses against this special effect.
EARTH/STONE
Earth/Stone defenses, which are often particu- larly rigid and tough, don’t withstand the shaking, shattering effects of Sonic attacks well; they suffer a -2 penalty before being applied to reduce the Sonic damage. Earth/Stone attacks interact with Sonic defenses normally.
ELECTRICITY
Electricity has no special interaction with Sonics; it neither gains nor loses against this spe- cial effect.
ELECTROMAGNETIC ENERGY
Electromagnetic Energy has no special inter- action with Sonics; it neither gains nor loses against this special effect.
ENERGY MANIPULATION
Sonic has no special interaction with Energy Manipulation; it neither gains nor loses against this special effect.
FIRE/HEAT
Fire/Heat has no special interaction with Sonics; it neither gains nor loses against this spe- cial effect.
FORCE MANIPULATION
Sonic has no special interaction with Force Manipulation; it neither gains nor loses against this special effect.
GRAVITY
Gravity has no special interaction with Sonics; it neither gains nor loses against this special effect.
HOLY/UNHOLY
Sonic has no special interaction with Holy/ Unholy powers; it neither gains nor loses against this special effect.
ICE/COLD
Typically, Ice/Cold has no special interaction with Sonics; it neither gains nor loses against this special effect. However, in the GM’s judg- ment the vibratory nature of Sonics can weaken Ice/Cold defenses based on actual ice. This works just like the Ice/Cold-Physical interaction
described under Ice/Cold, above, except that it’s the Ice/Cold defense that suffers, and the reduc- tion applies to both PD and ED.
KINETIC ENERGY
Sonic has no special interaction with Kinetic Energy; it neither gains nor loses against this spe- cial effect (though as noted under Kinetic Energy, above, Kinetic Energy attacks are often treated simply as Physical attacks; see below for any addi- tional rules).
LIFE FORCE ENERGY
Sonic has no special interaction with Life Force Energy; it neither gains nor loses against this special effect.
LIGHT
Sonic has no special interaction with Light; it neither gains nor loses against this special effect.
MAGIC
Sonic has no special interaction with Magic; it neither gains nor loses against this special effect. However, if Magic manifests with some other special effect (such as Fire or Darkness), use that special effect for determining the results of the interaction.
MAGNETISM
Magnetism has no special interaction with Sonics; it neither gains nor loses against this spe- cial effect.
MATTER MANIPULATION
Typically Sonic has no special interaction with Matter Manipulation; it neither gains nor loses against this special effect. However, particularly rigid physical defenses may suffer the way Earth/ Stone does (see above).
MENTAL/PSIONIC
Sonic has no special interaction with Mental/ Psionic powers; it neither gains nor loses against this special effect.
PHYSICAL
Typically Sonic has no special interaction with Physical; it neither gains nor loses against this special effect. However, particularly rigid Physical defenses may suffer the way Earth/Stone does (see above).
PULSON ENERGY
Sonic has no special interaction with Pulson Energy; it neither gains nor loses against this spe- cial effect.
RADIATION
Radiation has no special interaction with Sonics; it neither gains nor loses against this special effect.
TELEKINETIC
Sonic has no special interaction with Teleki- netic powers; it neither gains nor loses against this special effect.
TIME
Sonic has no special interaction with Time powers; it neither gains nor loses against this spe- cial effect.
VIBRATION
Typically, Sonic has no special interaction with Vibration; it neither gains nor loses against this special effect. However, since both involve vibrations, it’s possible that a Sonic attack could be particularly “harmonious” (or disharmonious) with a Vibration defense, making it more (or less) effec- tive. (The same could apply in reverse.) The two are also good candidates for the Interference Combat Maneuver described in Chapter Four.
WATER
As mentioned above, water conducts sound well, making Sonic powers more effective. A Water defense is at -3 ED before being applied to reduce a Sonic attack. Water attacks and Sonic defenses interact normally.
CONCLUSION: THE SPECIAL EFFECT: SONIC POWER MODIFIER
Overall, Sonic has more benefits than draw- backs. Therefore, Special Effect: Sonic constitutes a +15 Character Point Adder in most campaigns.
In campaigns where the characters are fre- quently underwater and the GM uses the rules that improve Sonic powers in that environment, increase this to a +25 Adder.
If the GM allows Sonic attacks to “deafen” characters automatically as discussed above, con- sider that a separate +10 Character Point Adder. (Thus, if both the “underwater” and “deafening” additions apply, the total value of Special Effect: Sonic is +35 points.)