Copy Energy Structure
Copy Energy Structure(Major) by Mr. Twist
This ability allows the super being to transform into a creature of energy. While versatile in the types of energy that can be transformed into, this being does lack the power of of an APS.
1. Switching to an energy form requires two melee actions to perform(1 to absorb and analyze, 1 to transform). This takes up the character's next two actions. Being knocked unconcious or stunned before the second action takes place will stop the transformation.
2. In ANY energy form, the character gets AR 13 against all physical attacks. Any attack under the AR does no damage as it passes through the character harmlessly. Any attack over the AR is substantial enough to disrupt the character's form enough to cause damage.
3. The character has 200 SDC in all energy forms.
4. The character is resistant to energy in all forms, even when not transformed. The first 10 points of any attack do no damage. After the initial 10 points, the rest of the damage is halved. This does apply to magical energy attacks. Physical attacks, magic weapons, psionics, and explosions do normal damage.
5. All of the characters hand to hand attacks to an extra 1d6 damage due to the energy causing damage. Likewise, any character attempting to physically attack the character in melee(unprotected hands, feet, etc...) takes 1d6 damage.
6. The character has a short range energy bolt ability, as per energy type. The range is only 50ft due to the fact the energy bolt comes from character's body; it is a part of him. This attack does no damage to the character because as soon as it hits it is reabsorbed into the character. If dodged, the attack misses, etc..., the bolt dissipates immediately at the end of the 50ft range.
- Range
- 50ft.
- Damage: 3d6+1 point per experience level.
- Strike Bonus: Like a firearm. Aimed shots only at +3.
- Note: This can also be used to form energy melee weapons(may require a power stunt). Treat them as doing 3d6 damage. If used to coat a weapon that is immune or resistant to the energy the character has become, that weapon does an extra 1d6 damage.
7. In energy form, the character has a Horror Factor of 10. This is increased to 14 if the opponent is particularly vulnerable to whatever energy the character has become.
8. No, you can't fly unless some other power gives you the ability to do so.
9. Through concentration, the character can increase the damage taken by objects(or people) that come into contact with them.
- Range: Very close, only a few inches out from the character.
- Damage: 4d6+1 point per experience level.
- Limitation: The character can take only a few actions while this is being done. No attacking or dodging possible; any attempt to do so immediately cancels this power. Parrying is possible, but without benefits of bonuses of ANY kind. Slowly burning through a door(or other such non combat kinds of attacks) are allowed.
10. The character takes on the particular qualities of whatever energy they have become. This means becoming electricity can disrupt machinery, fire and plasma can burn, radiation can burn and cause problems later on for the affected, sunlight(and only sunlight, not laser or other artifical light) can harm(and even kill) vampires, etc... Use the normal energy bolt damage, or hand to hand damage as it applies.
11.Limitations: While the character is transformed, actions requiring a delicate touch are impossible. Same with holding guns and such. They suffer too much damage to stay usable(though if the char wants to pick up a gun while transformed into fire or plasma, let them. And watch the bullets explode). They also take on the vulnerabilities of the energy form. In most cases, they will be forced to transform into their original form. Treat damage taken as a percentile roll. Any roll under the damage taken, before any resistances gained through this power, forces the character to transform back to their original form. A roll of 12 or higher on a 20 sided die, including ME bonuses, can be made for an immediate renewal of the energy form. This takes up the standard one action to transform, and all damage taken to far still applies. No instant healing. For example, as a fire creature, extreme cold or a LOT of water can force the transformation back. GM's discretion on what can force the change.
12,Additional: Recognize energy signatures: 55% +5% per level. Limited to 1 hour old +1 hour per level after the first.