Shell Shock
From The Black Vault
Shell Shock (minor) by Stone Gargoyle
"This should be a shocker."
The hero causes armor and objects held in close contract to his skin to become charged with electrical energy. The object must be solid enough to act as a conduit, so normal clothing will not work but body armor will. Any type of armor will suffice but metal works best.
- Range: Touch
- Duration: Constant and cannot be turned off
- Damage: The electricity does one point of damage per minute to non-metal armor worn. When he is wearing armor, attackers striking him without clothing resistant to electricity take 1d4 points of damage when striking in unarmed combat. If using barehanded strikes, this becomes 1d6 and the opponent must save vs. electrical shock or be stunned for 1d4 melee rounds, losing initiative and all attacks. Once the armor takes damage equal to 10% of its total SDC, the armor will do more damage, gaining an additional +!D4. Metal armor also conducts the electricity better, adding another +2d4 to the damage inflicted upon the attacker.
- Energy fed through a melee weapon will add +1d4 to damage of a weapon not made of metal and +3d4 to metal weapons (this applies only to melee weapons and cannot be used to charge arrows and the like).
- Drawbacks: The hero takes an extra die of damage from water attacks directed at him and cannot use a conventional shower or bathtub due to potentially electrocuting himself, though he is resistant to electrical attacks (half damage). If he is submerged in water, others within a 50 foot radius, plus 5 feet per level, will take 4d6 points of damage per melee round and suffer from electrical shock (though the hero himself will also suffer shock and take 2d6 damage per melee round and have to make a similar saving throw).
- Saving Throw: Those suffering shock may make a saving throw to resist it (16 or better, PE bonus applies; the hero may resist the shock with a 24 or better, PE bonus applies).
- Other Bonuses:
- +2d4 PE
- +1d6 Hit Points