Atomic Conversion

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Atomic Conversion (Major) by Stone Gargoyle

"Don't make me mad or I'll blow."

The hero can cause a nucleus of his atomic structure to become unstable, absorbing radiation to shoot forth energy. The character converts the mass to energy, losing 1% of his body mass.

1. Atomic Energy Points: The hero generates atomic energy points by deconstructing his atoms. The resultant energy is expressed as atomic energy points. 1 point of SDC produces the hero's PE number in atomic energy points, with the limit being the hero's PE number in SDC.

2. Electron Cloud: The hero can separate the electrons from the energy created to produce electrical effects.

a) Energy Expulsion: Electricity: By burning one atomic energy point, the hero can cause electrical bolts to shoot from his eyes or fingertips. As the character gains experience, he can regulate the degree of damage in increments of 1d6.
Range: 400 feet maximum.
Damage: 3d6, +1d6 per level
Duration: Instant
Attacks per melee: Each electrical blast counts as one melee attack/action.
b) Energy Expulsion: Electrical Field: By burning 2 atomic energy points, the character can turn himself into a living dynamo, crackling with electrical energy. Standing stationary, the hero can generate a field of electricity around himself affecting everyone within the power's radius. Victims caught in the field will suffer a minimum of 4d6 damage for every five seconds caught in the field. Experience characters can diminish the field's damage to as little as 1d6 per 5 seconds of exposure. While the field is up, the character can block projectiles, bullets and thrown objects, which are -8 to strike but do full damage if they hit.
Range: 10 foot radius, +2 feet per level
Damage: 4d6 per five seconds. The damage of the field does NOT increase with experience or age.
Attacks per melee: The erection of the field counts as 2 melee attacks/actions. Remaining attacks/actions can be performed from within the electrical field.
Duration: One full melee (can be instantly renewed by burning more atomic power points.
Bonuses: Area effect; no aimed shot or long range attacks are possible, but everyone within the field takes damage.

3. Conduction: The hero can generate heat enough to boil water and inflict extra damage by burning an opponent (+2d6 damage to barehanded strikes) without burning any atomic energy points. By touch.

4. Discharging Neutrons: Each use of an atomic energy point creates neutron radiation. While this can be neutralized, the character can also discharge it in an attack or as flight. This costs no atomic energy points to accomplish.

a) Discharge Nuclear Fire: The hero can discharge nuclear fire from his eyes or hands. The severity can be regulated in increments of 1d6.
Range: 100 feet, plus 10 feet per level
Damage: 3d6, +1d6 per level
Attacks per melee: Discharging nuclear fire uses 1 melee attack/action
Bonus: +3 to aimed shot
Note that the nuclear fire is free from radioactive contaminants and does not harm the environment.
b) Flight: Energy: The nuclear fire can also be directed out of the hero's feet to allow the hero to fly, leaving a noticeable trail.
Bonuses in flight: The hero can hover several inches above the ground during combat to use his full bonuses.
Speed: 160mph, +20mph per level
+1 attack per melee
+1 to strike and parry
+2 to dodge when under 80mph; +4 at speeds over 80mph
+4 damage for every 20mph of flight speed
+20 SDC

5. Immunities: The hero is immune to the effects of extreme heat and fire and is impervious to electrical attack. He takes half damage from light and lasers. However, the hero takes twice damage from cold attacks.

6. Absorb Radiation: The hero automatically absorbs radioactive energy within a 100 foot radius, +10 feet per level, reducing the effects of extreme radiation by 5% and damage by 1% by means of his mere presence.

7. Other Abilities and Bonuses:

+1d4 PE
+1d4X10 SDC
Heals twice normal rate
Note that SDC converted into atomic energy points must be regained as part of the hero's normal healing process.