Energy Expulsion: Ambient Energy

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Energy Expulsion: Ambient Energy (minor) by Cardiac


This is effectively an Energy Expulsion power, but with additional pros and cons. Pro, the blast is more powerful and has a greater range. Con, the character cannot generate the energy necessary to power it on his own, and requires an outside source of energy - the character absorbs and amplifies the energy in question. The character cannot sense the energy per se, but he can feel when his body automatically starts to absorb energy. Also note that damaging levels of the energy in question will still damage the character - although he will take half damage (for instance - a solar powered hero will take half damage from a laser blast). Roll for or select one of the following energy sources:
01-20 Solar Powered: The character absorbs solar radiation and converts it into a laser-like heat blast. Absorbing a single charge of energy takes 1 minute (2 minutes during overcast days or in the shade), and the character can retain a number of charges of energy equal to his PEx2. Obviously, this power cannot be recharged at night or in dark areas, but the character can absorb light energy from artificial light sources. However, the recharge rate is slower than recharging on overcast days; 5 minutes per charge.
21-40 Sound Powered: The character absorbs sound. Each charge needs 120 decibels worth of sound and the character can retain a number of charges equal to his PEx2. Use the decibel table under Sonic Power to determine how many dbs are absorbed per melee. For example: a normal conversation is 30 db, meaning the character can absorb 30 dbs per melee if he stays within 20ft of the sound (otherwise it drops to the next level - another 20ft and it drops another level, etc), which can recover a charge in one minute.
41-60 Ambient Radiation: The character simply absorbs ambient Radiation (radio waves, UV, microwaves, etc) to power this ability. Absorbing a full charge takes 1 minute and the character can hold a number of charges equal to his PEx2. The charging process is doubled to 2 minutes if the character is either out of direct sunlight, inside a structure, or in a remote area away from civilization (5 min if two conditions are met, and cannot charge if all 3 are met). The character cannot recharge if in a shielded structure. The character can also absorb "hard" radiation, but large sources and/or prolonged exposure can be dangerous.
61-80 Electrically Powered: The character absorbs static electricity in the surrounding environment. Absorbing a charge takes 2 minutes normally, but this is cut in half if the character is close to (within 20ft) running electrical equipment or high voltage transistors or if the character deliberately moves to create static electricity (like shuffling on carpet). Absorbing the energy from batteries is also possible, but inflicts 1 SDC per attempt; 10 D-size batteries (or 20 C-size, 40 B-size -etc) equals one charge ,and the process takes 1 minute, after which the batteries are drained. Charges = PEx2.
81-00 PPE Absorption: The character absorbs Potential Psychic Energy to power this ability. The character has a base PPE equal to twice his PE number (or equal to his regular PPE, whichever is higher). The character's PPE recovers at the normal rate (fully recovered in 24 hours). The character can also drain PPE from magic talismans same as a magic user, and can draw in ambient PPE from ley lines and nexuses (but cannot drain it from living beings, even at the moment of their death). The character cannot "overcharge" himself like a mage can - he can only absorb to replenish his base PPE - and no more. Each Energy Blast takes up 1 PPE and can be considered a magical attack (but is not enhanced like a spell is when near a ley line or nexus). In addition, PPE vampires can drain the character of PPE. While this will not harm the character, it will prevent him from using this power. Mages cannot drain the PPE from this character without his knowledge - he can feel the "tug" of the energy drain and resist it.
Regardless of the power source, all energy blasts have the following attributes:
Range: 800 ft
Damage: 2D8 +1D8 per level of experience, plus any special effects (see individual EE powers). After level 3, the character can regulate the damage in increments of 1D8.
Special: Same as Energy Expulsion - Energy.
Duration: Instant
Attacks per Melee: Each energy blast count as one melee action; dual simultaneous divided blasts also count as one melee attack.
Bonuses: +3 to Strike Aimed or +1 on wild shot.