Chain Darkness

From The Black Vault
Jump to navigationJump to search

Chain Darkness (Major) by Stone Gargoyle

"Wait until this hits ya!"

The character can call "dark matter" and control the energy.

1. Impervious to Darkness and Shadow Attacks: Takes no damage from shadow powers, and half damage from other forms of raw energy.

2. Call Dark Matter: The character can summon a meteor-like sphere of darkness energy which strikes for incredible damage, or shoot it from his hands if already summoned for Dark Matter Energy Charge.

Range: Can strike targets at a distance of 100 feet per level of experience.
Duration: Instant
Damage: 1d6 per level of experience, controllable in increments of 1d6.
Attacks: Uses one melee attack/action
Bonuses: +3 to strike, plus any ME bonus.

3. Dark Matter Energy Charge: The character can charge his fists to add damage to punches.

Range: Self
Duration: 2d4 melee rounds
Damage: +3d6 damage to unarmed strikes
Attacks: As per regular attacks; uses 2 actions to call energy and charge up.
Bonuses: Normal bonuses to hand to hand strikes.

4. Darkness Chain: The character can wrap dark matter energy around the wrists or legs to restrain a target. Attempting to break the shadowy bonds will do 2d6 damage to anyone not impervious to shadow attacks but no damage if they do not struggle. Shadow bonds remain in place for 2d4 melee rounds (or until broken) once summoned using one attack/action and wrapped around the limbs using a second action. The dark matter energy line can also be held by the character to lead the restrained person around, with a range of 20 feet per level and an effective PS equal to the character's ME attribute score (PS over the ME can also break the restraint). Broken restraints simply disappear without incident.

5. Other Abilities and Bonuses: +2d4 ME