Controlled Energy Expulsion

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Controlled Energy Expulsion (Major) by Stone Gargoyle

The hero has the power to redirect his energy pulses through the use of his chakra points.

1. Energy Expulsion: Energy: The hero can generate energy which can be released in directed pulses. The energy pulses can be fired from the top of the head, the forehead, the eyes, the mouth, the center of the chest, the hands, the belly, the groin or the feet. The pulse can be fired from any of these locations.

Primary Locations: The hero must select one location as the default firing/expulsion point. Movement to a different expulsion location or the addition of additional locations(after level 3) takes an additional action.
Range: 600 feet maximum.
Damage: 2d6, +1d6 per level of experience
Special: The more powerful and experienced characters (3rd level and higher) can regulate the strength of each blast in increments of 1d6. In addition, the more experienced superbeing can divide the energy to fire two simultaneous blasts at two different targets at level 3, three different targets at level6, four different targets at level 9, five different targets at level 12, and six different targets at level 15.
Limitations of Divided Attack: No bonus to strike. All targets must be within line of sight. Each target beyond the first 2 imposes a -1 shot penalty to hit (cumulative, so the fourth target would be at -2 and so on).
Duration: Instant
Attacks per melee: One, though relocating or activating more chakra locations uses an additional attack.
Bonuses: +3 to an aimed shot, +1 wild; no bonus is applicable to divided attacks.

2. Meditation Amplification: By meditating for one full melee prior to expelling the energy attack, the hero can cause all the chakra locations to fire at full damage rather than dividing the attack damage (so at level nine he could potentially fire a blast using multiple chakra points to shoot a single target for 40d6(4d6X10) or four separate targets doing 10d6(1d6X10) damage each). While meditating, the hero must enter a meditative trance and cannot perform any other actions. If interrupted, he will have to start over in order to channel the energy again. The meditative trance must take place the melee round prior to the hero using the energy expulsion to be effective. Using this sort of amplified attack uses up all the melee attacks/actions for that round.

3. Flight: Energy: The hero can fly by expelling energy out of the bottoms of his feet.

Bonuses in flight: The hero can hover several inches above the ground during combat in order to use his full bonuses, though this will reduce his available expulsion locations by one and reduce his damage, as if dividing the attack to shoot from the feet, by 1d6.
Damage: Anything within his flight wake (within 600 feet) will take 1d6 energy damage as a result.
Flight Speed: 160mph, +20mph per level
+1 attack per melee
+1 to strike and parry
+2 to dodge when hovering or flying at speeds under 80mph; +4 at speeds greater than 80mph
+4 damage for every 20mph of flight speed
+20SDC

4. Other Bonuses:

Immune to pulse energy, takes half damage from other types of energy
+2d6 ISP
+10% to Divination, philosophy and religion skills
Automatically gains Meditation skill (see N&SS Mystic China)
+2 to save vs. mind control
+2 to HtoH combat moves