Death Note
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Death Note (Major) by Stone Gargoyle
"This is the sound of you dying."
This is a silent but deadly major version of Energy Expulsion: Ultrasonic Screech.
1. Energy Expulsion: Inaudible Attack: The superbeing is capable of emitting soundwaves which cannot be detected by normal hearing. Animals with advanced Hearing and heroes with Heightened Sense of Hearing will hear it but be -2 to save against its more deadly effects.
- Range: 40 foot radius, +10 feet per level. Cannot be used underwater.
- Duration: Damage continues to be inflicted as long as the inaudible screeching noise is maintained- One melee round at level one, plus an additional melee round at levels 2,4,6,8,10,12, and 14.
- Damage: 1d4 damage directly to hit points at the start of the screech and 1d4 additional hit point damage each subsequent round. The victims will be deafened following the attack. Even if making a successful save, the victims bleed from the nose; -15% to perform any skills(-30% to Acrobatics and Gymnastics or any other skill that involves balance)and are unable to perform any skills having a sound or verbal element unless they are proficient at reading lips, and are -4 to initiative, -6 to strike, parry and dodge, and superpowers like Radar and Sonar are disrupted( reduce range and related skills and abilities by 80%). Of course, characters who are deaf are immune to the penalties, though the damage will still be inflicted and a save vs. the extreme effects of their power will still need to be made. Following the attack, characters with Heightened Sense of Hearing and animals with Advanced Sense of Hearing will be made temporarily deaf for 1d4 +2 days unless using protection for their ears (but why would they?). All others are deafened for 1d4 melee rounds following the attack.
- Attacks per melee: To maintain the inaudible screech, the character uses up half his attacks and is -15% to skill performance.
- Immunity to Sonic Attack: The character himself cannot be harmed by sonic powers such as Ultrasonic screech or Sonic Boom, nor be deafened by loud noises.
- Saving Throw: The victims must save vs. brain hemorrhage/seizure (14 or better, PE bonus applies) or suffer severe shock, losing all of his melee attacks for the round and the next 3d4 melee rounds following. There is also a 60% chance they will lose consciousness for 2d4 minutes.
- Other Notes: The victim can only recover if removed from the area of attack, and then will experience severe pain for a time until he can receive medical attention. Speed is reduced by 80%, combat bonuses are lost (penalties due to deafness still apply), attacks are reduced to one and skill performance reduced by 90%. Unless the victim receives medical attention, he will die.
2. Heightened Sense of Hearing: Same as the minor super ability.
- Range: 360 foot radius (75 feet: as low as 1 decibel, 150 feet: as low as 10 decibels, 360 feet: only sounds above 30 decibels)
- Estimate Distance of Sound: 60% +5% per level
- Estimate Speed and Direction of Approach: 50% +5% per level
- Recognize Voice or Sound: 40% +5% per level
- Imitate Voice: 30% +5% per level
- Bonuses:
- +1 parry
- +2 dodge
- +6 initiative
3. Other Abilities and Bonuses:
- +1d4 PE
- +20% save vs. coma/death
- +2d6 Hit Points