Chain Lightning
Chain Lightning (Major) by Stone Gargoyle
"Wait until this hits ya!"
The character can call lightning and control the energy.
1. Impervious to Electrical Attacks: Takes no damage from electricity and half damage from other forms of raw energy.
2. Call Lightning: The character can summon lightning which strikes for incredible damage, or shoot it from his hands if already summoned for Lightning 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. Lightning 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. Lightning Chain: The character can wrap lightning around the wrists or legs to restrain a target. Attempting to break the electrical bonds will do 2d6 damage to anyone not impervious to electrical attacks but no damage if they do not struggle. Lightning 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 electrical 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