Control Elemental Force: Microwaves
Control Elemental Force: Microwaves. by Pepsi Jedi
This power gives the hero the ability to control and direct microwaves to a variety of effects. From attacks to more subtle uses.
1: Microwave beam: The hero generates a directed microwave beam at a target. It ignores forms of armor and strikes the target itself. Damage is done by the spinning of the water molecules in a substance (( also fats and sugars.)) The molecular movement generates heat. The heat is the source of the damage.
Damage: 2d6+1d6 per level
Range: 100ft +100ft per level
Duration: Instant.
Counts as one melee attack.
2: Microwave communication: Before the advent of fiber optic transmission, most long distance telephone calls were carried via microwave point-to-point links through sites like the AT&T Long Lines facility shown in the photograph. Starting in the early 1950's, frequency division multiplex was used to send up to 5,400 telephone channels on each microwave radio channel, with as many as ten radio channels combined into one antenna for the hop to the next site, up to 70 km away.
The hero can use Microwaves for a short range telephone. Concentrating his power and making a "call" up to 70km away. Works as standard phone with hero as the receiver. Can't call unlisted numbers or the like and must spend all attacks per melee concentrating to maintain a stable link to ONE phone line.
3: Disrupt various communications
- Microwave radio is used in broadcasting and telecommunication transmissions because, due to their short wavelength, highly directive antennas are smaller and therefore more practical than they would be at longer wavelengths (lower frequencies). There is also more bandwidth in the microwave spectrum than in the rest of the radio spectrum; the usable bandwidth below 300 MHz is less than 300 MHz while many GHz can be used above 300 MHz. Typically, microwaves are used in television news to transmit a signal from a remote location to a television station from a specially equipped van.
By concentrating on his power he can disrupt these communications in a limited area. All radio and broadcasting is disrupted in the sphere of influence.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment. Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
Wireless LAN protocols, such as Bluetooth and the IEEE 802.11 specifications, also use microwaves in the 2.4 GHz ISM band, although 802.11a uses ISM band and U-NII frequencies in the 5 GHz range. Licensed long-range (up to about 25 km) Wireless Internet Access services can be found in many countries (but not the USA) in the 3.5–4.0 GHz range
By concentrating on his power he can distrupt these communications in a limited area.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment.
Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
Metropolitan Area Networks: MAN protocols, such as WiMAX (Worldwide Interoperability for Microwave Access) based in the IEEE 802.16 specification. The IEEE 802.16 specification was designed to operate between 2 to 11 GHz. The commercial implementations are in the 2.5 GHz, 3.5 GHz and 5.8 GHz ranges.
Wide Area Mobile Broadband Wireless Access: MBWA protocols based on standards specifications such as IEEE 802.20 or ATIS/ANSI HC-SDMA (e.g. iBurst) are designed to operate between 1.6 and 2.3 GHz to give mobility and in-building penetration characteristics similar to mobile phones but with vastly greater spectral efficiency.
- Cable TV and Internet access on coax cable as well as broadcast television use some of the lower microwave frequencies. Some mobile phone networks, like GSM, also use the lower microwave frequencies
By concentrating on his power he can distrupt these communications in a limited area.
Range 100ft per lvl
Damage: None. just scrambles the transmission. Doesn't damage the equipment.
Range. self or up to 100 feet away.
Duration: Indefinite, but requires half the char's melee actions per round to maintain.
4: Disrupt radar: Much the same as disrupting communications. But for radar. Radar also uses microwave radiation to detect the range, speed, and other characteristics of remote objects
Damage: None.
Duration: Indefinite, but requires half attacks per melee
Range 100ft +100ft per level of experience.
5: Microwave flight.
Flight: Energy: Same as minor super ability.
The hero can fly by expelling microwave pulses from the bottoms of his feet producing an 8-12 foot energy tail, leaving a traceable trail for those able to sense microwaves.
Bonuses in Flight: The hero can hover several inches above the ground during combat in order to use his full bonuses.
- Speed: 160 mph, +20mph per level
- +1 attack per melee round
- +1 to strike and parry
- +2 to dodge when hovering or fluing at speeds under 80mph, +4 to dodge when flying at speeds of 80mph or faster.
- +4 damage for every 20mph of speed
- +20 SDC
6: Impervious to Microwaves and heat: Takes no damage from microwave attacks or heat based attack. Fire it self will burn a character but ambient heat will not.
7 Sense microwaves: Range 500ft,+50 feet per level.
8.Other bonuses:
+20 SDC
+1d6 PE
This power was edited by Stone Gargoyle and combined with his Microwave Manipulation to create Control Energy: Microwaves, though this power was perfectly good, just requiring editing, and making the other power redundant except for minor abilities which were edited in to the later power.