Eclipse

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Eclipse: Major by Iczer

'Time to turn the lights out'

The character generates a light disrupting field that actively destroys and hampers light. By expending an action, the character reduces the power of localised light sources by 80%. A bright, sunny day can become a gloomy dusk, while shadows deepen and darken.
The power of eclipse lies mostly in its vast range. The character can plunge an area 300 feet across at first level, and this area extends 100 feet every level. This field of dimmness lasts until cancelled, or he cannot concentrate on it (darkness lifts by 10% every round if not maintained). The area of darkness has the following consequences:

  • Everyone in the vicinity enjoys a bonus of 30% to prowl due to darkness.
  • Lasers and radiation are reduced to 20% effectiveness (one fifth range and damage).
  • Sunlight becomes negated. Vampires can tolerate the remaining light (though they feel that the sun is still 'up' and are tired, but the light does no damage. Likewise a target who is solar powered considers this darkness to be night. A target with nightstalking also considers the affected area to be 'at night'.

In addition, the character can instead coallesse this darkness upon themselves. They become a dark outline, standing in contrast to their surroundings. The character requires concentration to maintain this, counting as one action per melee to maintain. While darkened, he has a prowl of 90% while in normal darkness, and is immune to lasers and radiation, and take half damage from heat and fire.

Other bonuses:

The character has darkvision: He can see 120 feet even in complete darkness.
While in darkness (created by himself or another): He gains +50SDC, +6 PS +4 PP and doubles his Spd attribute.