Alter Physical Structure: Electricity - Revised

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Alter Physical Structure: Electricity - Revised (Major) by Stone Gargoyle
Based on new material provided by Wayne Breaux, Jr and Glen Evans

This is an incredible transformation into a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity. The superbeing either ripples with electrical energy with energy crackling from the eyes, or actually tuns into a humanoid who appears to be an energy beng composed of electricity.

1. Electrical SDC: The character's body becomes energy, gaining an additional 40 SDC and capable of healing at an increased rate (4D6 SDC points per ten minutes). When the character is reduced to zero SDC, he loses the ability to stay transformed and cannot access any of these powers.
The character's body is a powerful electric field that makes him semi-invulnerable. Attackers using conventional weapons such as clubs, knives, or guns must roll a 15 or higher to strike and do damage. Any roll less than 15 bounces off the natural armor rating harmlessly doing no damage to the character. Physical attacks will do damage if the attacker rolls 15 or higher, however anyone who physically hits or touches the electrically charged person also suffers 2D6 points of damage. All attacks above a roll of 15 strike and do their normal amount of damage. The only exceptions are electrical and lightning attack but they do no damage, while all fire and energy attacks do half damage. Shadow powers/bolts, force bolts, and sound (sonic) attacks also do full damage.

2. Electrical Attacks: The character is able to shoot electrical energy from his fingers or eyes. The electricity is shocking, so when hit by an attack, flesh and blood opponents have a 01-50% chance of being knocked down, losing initiative and one melee attack/action. Machines hit by the electricity will overload, being rendered useless for 1d6 minutes, including robots and power armor as well as electric drills and computers.

A) Electrical Ray: This is the character's most powerful blast.

Range: 100 feet (30.5 m) + 20 feet (6 m) per level of experience.
Damage: 1D6x10+2 per level of experience, plus the chance of knockdown and the machine disruption.
Duration: Instant
Attacks per Melee: Each blast counts as one melee attack/action.
Bonus: +2 to strike with electrical ray

B) Mini Lightning Bolt: The character can release a small electrical energy bolt that does little physical harm but can potentially knock opponents down and disrupt machines.

Range: 100 feet (30.5 m) + 20 feet (6m) per level of experience.
Damage: 1D6 SDC only, plus the chance of knockdown and machine disruption.
Duration: Instant
Attacks Per Melee: Uses one melee attack

C) Lightning Bolt: The character can release streams of electricity in the form of lightning. Whatever is directly hit by the lightning bolt takes full damage. Everything within 5 feet (1.52 m) per level of experience of the intended target takes 2D6 points of damage. Plus the chance of knockdown and machine disruprion for everything taking damage from the bolt.

Range: 300 feet (91.5 m) + 30 feet (9 m) per level of experience, plus 5 foot radius around strike point.
Damage: 5D6 +2 points of damage per level of experience to main target, plus 2D6 damage to everything in range. Plus chance of knockdown and machine disruption.
Duration: Instant
Attacks per Melee: Equal to the character’s hand to hand attacks/actions.
Bonus: +3 to strike.

3. Electrical Travel: The character becomes a being of pure electrical energy, making it possible for him to travel through electrical conductive materials at supersonic speed or travel through the air as lightning.

A) Line Transit: The character can travel along wires and cables at a rate of one mile per melee action but is limited in this form of travel by the need for wires to travel throgh. He also requires an outlet/exit point, such as a receiver, open telephone line, modem, electrical outlet, etc. If someone is touching the exit point, they will take 2D6 damage and have a 01-50% chance of being knocked down, losing initiative and one melee attack/action.
The effective range on this is 300 miles; attempting to travel further than that requires a navigation roll- Base Skill: 55% +4% per level of experience (-5% penalty for every 300 miles of distance). A failed roll means that the character emerges 3-18 miles from his target location (roll 3D6 to determine the distance). If the location is unfamiliar, he is in a strange place and does not know where he is until he can get out and ask directions. The character will need to find out where he is before he can try again.
The character can also use this ability to hide inside wiring and machines, and he can potentially overload a machine while inside it, overloading it for 1D6 minues.

Range: 300 miles (1600 km) before needing to navigate; effectively unilimited.
Duration: Can remain in wiring indefinitely and can even occupy machines in this manner
Damage: None, but the character can choose to do 2D^ damage upon exiting to anyone holding the exit point (as in a phone or electrical outlet
Attacks per Melee: Counts as two melee attacks/actions to enter or exit wiring
Note: Furthermore, because the character is actually inside a computer, he can engage in physical combat and use all of his abilities in cyberspace (See Galaxy Guide™ sourcebook for further details).

B) Electric Flight: The individual can transform into a bolt of living energy and rocket himself short distances.

Maximum Range: One mile (1.6 km, max. speed 300 mph, min. speed 200mph. A full speed body block or ram at this speed does 1D4X10 damage and has a 01-50% chance of knocking the target down, making them lose initiative and one melee attack/action. It will also overload machines if hitting them, making them lose function for 1D6 minutes.
Duration: One melee (15 seconds)
Damage: None except from ramming/collisions, or will overload machines if passing closer than 5 feet from them (losing function for 1D6 minutes)
Attacks per Melee: Counts as two melee attacks/actions
Note: This is not Flight: Energy, so the character cannot hover over the ground. Nor can the character regulate his speed.

4. Generate Electricity: The character can generate a field of electrical energy around himself or another person with a radius of four feet (1.2 m) per level of experience. This electric field can be used to trap and attack. Anyone who touches the electric field or tries to pass through it suffers damage.

Range: Self or other person up to 10 feet (3 m) away. The electric field has a four foot (1.2 m) radius per level of experience.
Damage: 3D6 +1D6 per level of experience to anyone who touches it. The person in the middle of the field is not harmed by the electricity unless he tries to flee or touch it. Flesh and blood creatures caught in the field can potentially be knocked down (01-50% chance, losing initiative and one melee attack/action) , and machines will overload, losing power while in the field and 1D6 minutes after leaving the field
Duration: Concentration. He can maintain it indefinitely as long as he concentrates, but this makes it difficult to do anything else.
Attacks per Melee: Creating and sustaining the electric field counts as four attacks/actions whether placed around himself or others.

5. Other Abilities and Bonuses:

Character has a Horror Factor of 14
+15% to computer and electrical skills