Chaotic
Chaotic [Major] by Iczer
'Feel that Heroes. Feel the Awesome might i project'
The character can increase localised chaotic forces, disrupting the very fabric of reality around him in uncontrolled and destructive ways.
1) Low level disruption: with just the merest amount of effort, the character begins to affect all things within 10 feet, like a protective dome. attacks passing through or coming into this bubble suffer a -4 to strike. Bullets dissolve, beams of light turn to sand, swords become oily etc. In addition, aside from the character himself, everything within this zone takes 2d4 damage every melee round from random chaos.
2) Destructive aura: The character can pump out this effect with additional concentration. At the cost of -2 to all combat moves, -10% to all skills, halving speed and reducing attacks per melee by 1, the character pumps the above 'bubble' of raw chaos out to 30 feet +10 feet per level. Everything in this area takes 3d6 damage three times per round (save of course the character himself). Machines malfunction almost immeadiately (50% chance, check once per round) while in this area and living creatures find the area very uncomfortable, imposing a -1 to all combat moves, and -5% to all skills.
3) Focused Chaos: By focusing on a single target, the character can direct chaos in a more devestating form. The character can fire a disruptive beam that extends for 60 feet +20 feet per level (+2 to strike). any target struck by this beam takes 1d6 damage, regardless of Armour rating. every successive blast increases this damage by 1d6 all the way to 10D6. This drops down by 1d6 for every missed blast of opportunity [Dr Kaotique fires at Ms Victoria, every one of his attacks this melee round. his 4th attack inflicts 4d6. for his fifth attack he dodges Ms Victoria's hurled buick. whe he fires on the first action of the next round he does only 4d6 again.] Eventually this power can shake anything apart.
4) So what sort of damage is Chaos anyway? Chaos damage is caused by very small but persistant and uncontrolled changes occuring when the laws of nature and physics get temporarilly turned on their head. atoms drift away, energy is created or destroyed etcetera. A park bench might be subject to withering heat for a few fractions of a second, before all it's paint turns to molten rock, right after gravity decides' it weighs 3000lbs. To simulate the aftermath of this power, every 25 damage or so should generate a 'residue' from the following chart.
- 01-10 Soft release of an energy (gravity, electricity, light etc)
- 11-20 Hard release of energy (Discharges quickly, inflciting random damage to itself or another object))
- 21-30 Twisted shapes (Local objects are twisted and distorted)
- 31-40 Melted (Local objects have melted somewhat and resolidified afterwards, or have 'bled' off a liquid that now lies about in pools)
- 41-50 Merged (Targets have squeezed together to form a single object)
- 51-60 Creatures (Either an object is now an animate lifeform, or it has given birth to many animate life forms)
- 61-70 Change lesser (Targets have suffered a cosmetic alteration)
- 71-80 Change moderate (Targets suffer a change that makes them bizzaire)
- 81-90 Change major (Objects are changed to completely different things)
- 91-100 Transmutation (Target has changed it's material state)
In all cases, Living creatures are a little more resilient to change. any living target affected by the above 'residue' effects may make a save (14+ PE bonuses count. -1 for every 25 damage taken) to be merely cosmetically affected. characters failing this save take an additional 4d6 damage fromt he change. [Example: Kaotique has been fighting the local mall cops for 5 minutes now and has inflicted 120 damage to the local landscape, (as well as to mall patrol. He rolls for the environment (34) each mall cop (22, 11,69) a mall Bench (99) and the eatery area (0. the GM rules that the ground has turned to uneven liquid goop, which drips from the ceilings and walls, the Mall bench has turned to ice, and the eatery area now suffers from anti gravity style effects (objects float for the next 20 minutes). Two cops make their saving throws (one becomes bruised and his uniform is all twisted and torn, the second one has discharged fire from his face. the third one not only sufferd extra affects ( cosmetic transmutation: skin has become reptillian) but he has suffered an additional 4d6 damage as a result.]
4) Miracle working: With application of raw will, the character can use this power to produce effects from #3 at will. The character needs to spend 5 full minutes of carefull concentration and make a saving throw (14+ ME bonuses count). should he be successful, he rolls on the residue chart. If he likes the effect, then he dictates how it functions. If he doesn't he must continue. If he is unsuccessful, the traget item loses 10% of it's SDC (but no more than 30). In either case, the character may continue until he gets it right or he gives up. At any rate every attempt inflicts 3d6 on the character from strain and backlash.
[Kaotique feels sorry for the security guard and visits him in hospital, determined to cure his condition. After 5 minutes of focusing, he makes his saveing throw and rolls on the chart. 71. a bizzaire change is no good. Kaotique takes 3d6 damage and continues. he rolls again after 5 minutes and fails. The security guard mutates further taking 10% damage (and considering he is in the hospital he doesn't have very much left). Kaotique takes another 3d6 and begins to feel the burn. as the guard falls into a coma Kaotique tries again. he makes the ME save, and rolls a 66. a cosmetic change. Kaotique dictates that this restores the guard's appearance. Kaotique has spent 15 minutes and taken 9d6 damage (not to mention has worsened the guard's state and gotten hospital security ver jump.)]