Chakras
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Chakras [Major] by Iczer
'That glowing spot? That's the thing that's going to kick your arse'
The character can energize his chakra points (really just clusters of nerves in the body) to produce varying effects. When so energized, the character's chakrass glow producing light and in some cases heat.
- Igniting Chakras:
- Crown: When lit, the character enjoys a mental boost, adding +10 to IQ and adds the minor power of Iron will.
- Third eye: When lit, the character enjoys a heightened perception and wisdom. The character gains the minor power of sixth sense. when lit, other people have -20% to seduce, manipulate or deceive the character (who can see through all forms of illusion)
- Throat: when lit, the character gains +10 MA and develops the minor power of awe factor (requiring the character to speak for it to function of course)
- Heart: When lit the character enjoys +10 to PE and enjoys a force field like effect with 50 SDC (regenerates 1 point per minute)
- Solar plexus: When lit, the character enjoys the power of extraordinary PS and his ability to deliver measured fury adds +2 to strike in melee combat.
- Sacral: When lit, the character enjoys unbounded flexibility and mobility, enjoying +10% to any dance skills, acrobatics and gymnastics skills, +4 to PP and an extra attack per melee
- Root (base of spine): When lit, the character becomes anchored and stable. He regenerates HP at a rate of 1 per minute, and SDC at a rate of 2 per minute. In addition, he enjoys +20% to save vs coma/death and has +4 to all PE based saving throws.
- Bioenergy burst: The character can, after igniting a chakra, release it as a burst of bio-electrical energy. The blast inflicts 6D6 damage out to 80 feet with +2 to strike, with an additional bonus depending on the chakra it originated from.
- Crown: +2 to strike with the blast
- Third eye: Ignore 4 points of AR on the target
- Throat: The blast is around 4-6 feet wide and can snag multiple close targets.
- Heart': +8 damage
- Solar plexus: Bolt is instead pure heat rather than electricity. damage is considered doubled when calculating knockback or knock down.
- Sacral: damage is 2D6 but is treated as a short burst (double damage and -4 to be dodged, or damage may be spread over up to 4 targets.)
- Root: The blast inflicts double damage to inanimate objects (and characters transformed into non-living objects) but half damage to living/organic targets.
- Drawbacks and Limitations: The character, while resistant to electricity (half damage), must make a saving throw (16+ PE bonus applies) whenever struck by electricity. On a failed save one of the unused chakras on the body ignites. In addition, it takes one action to ignite a chakra, only one may be ignited at any time and firing a bio-energy blast extinguishes the current chakra.