Control Elemental Forces: Atomic
Control Elemental Forces: Atomic (Major) by Pepsi Jedi
The power to manipulate and control aspects of raw atomic energy. This is different from Control Radiation, as it focuses on the Atomic energies themselves and not the byproduct (Radiation).
1) Atomic blast: The super create blasts of directed atomic energy out of thin air and hurl it at a target. The blast can come from the hands, a finger, eyes and or mouth.
- Range: 600 ft max
- Damage: 3d6+1d6 per level of experience
- Duration Instant
- Attacks Per melee: Each Fire blast counts as one melee attack.
- Bonus+2 to strike
2) Atomic Agitation: By concentrating on the atoms in an object the character can hyper agitate them and cause them to burst into flame.
- Range 30 ft
- Damage: 5d6 to the object in the first round and 2d6 damage every subsequent round until the fire is extinguished
- Duration: instant
- Attacks per melee: Each use of this power uses one attack per melee.
3) Fuel Nuclear Reaction: The ability to increase and strengthen a nuclear reaction on the atomic level. A very strong power but one that needs a nuclear reaction to have been started in the first place.
- Range: and area up to 120 foot can be affected by the power and can be used on nuclear reactions up to 300 feet away.
- Duration: 4 minutes where the reaction multiples by the factor of 4 times it’s size per round.
- Attacks per melee: Each use of this power counts as one melee attack.
( Note: This is largely an ST decided power. It doesn’t have “dice damage” or anything. The ST will have to pick and choose what happens if you ever do this to a nuclear reaction. Be careful. The ST might fry you into crispy bits)
4) Atomic flight:By creating atomic blasts and forcing them behind the character he can achieve flight. This flight is quite dramatic and isn’t the sort of thing that goes unnoticed in anything shy of a war zone. Basically this is a weaker version of "Flight: energy". The super produces a showy 12 foot wake of atomic energy. It offers a bit lower bonuses but is fundimentally the same power. A different 'flavor' if you will of the same sort of thing.
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 of experience
- +1 attack per melee
- +1 strike and parry
- +2 dodge when hovering or flying at speeds under 80 mph, +4 dodge when over 80mph.
- +4 damage for every 20 MPH of flight speed
5) Deaden Atomic reaction: the control of the powers of atomic energy allow him to extinguish the atomic reaction in an inverse effect of the power that lets him fuel one. It can be used once every other melee, and can effect the power cores of many advanced power armors ( Cyborgs that use atomic power sources should get a save, but vehicles and armor do not).
- Range: An area up to 120 feet, in radius can be affected and the power can be used on atomic reactions up to 300 feet away
- Duration: Permanent (( Until a new reaction can be induced))
Attacks per melee: Each use of this power counts as two melee attacks.
6) Living radation dampener: The character’s body becomes a sponge that absorbs all of the nuclear radiation in the immediate area, making it safe for others. The radiation dampening aura radiates around the character and moves with him. Comes in handy when dealing with radiation leaks that endanger others.
- Range: 100ft+10 feet per level of experience
- Duration.: as long as he concentrates but no other attacks are possible when dampening radiation.
- Attacks per melee: Uses all attacks per melee
- Special: The radiation absorbed needs to be released, be it via an atomic energy blast, though flight or fueling an atomic reaction. Until it is, the character stores it and is unstable. After an hour there is the possibility of releasing it non voluntarily and harming things in a 100 foot radius as the blast rips free. Many atomic heroes will channel the radiation into a blast and shoot it straight up, Or fly high into the air and release it towards space to prevent this sort of thing happening.
7) Other abilities and bonuses:
- Invulnerable to fire, heat, radiation and atomic blasts. Could technically survive at ground zero of a nuclear missile. The energy from the blast wouldn’t kill him, but the shockwave of compressed air and debris will likely shred the super like swiss cheese.
- Can accurately sense any atomic energy with in 5 miles and hone in on it like a homing beacon.
- +50 SDC
- + 1 “level” Of strength due to atomic energy fueling the hero.
Normal strength becomes Extraordinary, Extraordinary becomes Superhuman, Superhuman becomes Supernatural.
NOTES ON DIFFERENCES BETWEEN CONTROL ELEMENTAL FORCE: ATOMIC AND CONTROL RADIATION
A point I'd like to address. The leaving behind of radiation and what not. In this sense, you are controlling the elemental force of Atomic energy. The "reaction" if you will is going on in the super hero the same place all "energy" stuff does in the super heros. Not outside. The "Outside" stuff, the blasts or the flight, are the result of such. When he punches forward with his fist and shoots a blast of energy at a bad guy that blast flys hits does it's damage and is gone. ZZAP!! or QUARK! or FOOOM! whichever. When he flys it's the same sort of thing but in reverse. He's going away from it. It's not leaving tons of radiation because what radiation would be caused is channeled by the hero to fuel the power. No more so than energy expulsion: energy leaves energy just lying around the place after a blast, or energy expulsion fire leaves fire all over the place (( unless you set something on fire but that's different)) But the point is, a guy with energy expulsion fire isn't burning his hands off when he makes the fire. It just "is" nothings "BURNING" to let the EE Fire blast go. It just does. In this case it's the same thing. There's no radioactive element that's causing the atomic blasts.
There might be slight residual rad count at the TARGETS of the blasts. Say, if a bad guy is shot 10 times with atomic blasts he's surely going to have a higher rad count. However, about 99% of the energy of the blast was used in the blast. It's a directed energy thing. A better "explanation" though is that there is no huge amounts of radioactive residue because the Control Elemental force Atomic character, by nature, absorbs all harmful radiation emitted by this powers as fuel for the power itself, thus negating negative radioactive effects.
( Rational: Ok. My thought process here. I looked at alot of energy expulsion powers and what not. EE Plasma for example has something like 6D6 and a horribly short range, but it doesn't grow. Some others start off really strong, like 1D6X10 +2 per level... but that gives them a rather artificial limit. Sure they start off strong but they plateau the +2 per level doesn't give as much as stat bonuses are.
So I started mine there and gave +1D6 per level. At 3rd level where most people sorta consider you past "Noob" but not really FULL POWERED this guy will be doing 6D6 per blast. At 7th level where the books pretty much consider you established he'd be doing 10d6....
Sure the atomic energy blast is strong but we're talking about a very very very minute blast that's being focused by the super hero. He's not letting off a Hiroshima every time he blasts a bad guy. He's letting out a microscopic fraction of that sort of power.))