Energy Expulsion: Cold Zone
Energy Expulsion: Cold Zone(minor) by Stone Gargoyle
The character generates a refrigeration field with freezing effects.
1.Refrigeration Field:
Range: A radius of 40 feet, +10 feet per level
Duration: The character must concentrate to keep the cold in effect. He can incrrease or decrease the temperature by 35 degrees per melee round. The temperature will rise on its own at the same rate when the character ceases using the power or moves from the area.
The Damaging Effects of Cold: The temperature can be regulated by the character.
- 70 degrees Fahrenheit: Room Temperature (average)
- 50 to 35 degrees Fahrenheit: Uncomfortably cold.
- 34 to 0 degrees Fahrenheit: Water frezes; the ground becomes slippery around the character (20% chance of slipping). Those approaching must make a maintain balance roll to keep fron falling. Anyone without warm clothing or powers to compensate will be numbed by the cold and suffer the following penalties: -2 to initiative, -1 to strike, parry and dodge, -2 to roll with punch, fall or impact. Penalties and numbness last 2d4 melee rounds after the victim leaves the area of effect.
- -1 to -35 degrees Fahrenheit: All of the above, plus hypothermia and frostbite will begin to affect those unprotected from cold for more than 10 minutes (cold skin, frozen extremities, purplish lips). Penalties: -20% to skill performance, -1 attack, -4 to initiative, -2 to all combat rolls, speed is halved and the victim will have a hard time talking clearly. Frostbite will occur after 20 minutes of exposure; 1d6 damage per 20 minutes. Victims need 2d6X10 minutes of being warm and dry to return to normal, but any damage from frostbite will remain and may require medical attention.
2.Limitations: While the character is not affected by his own cold field, he can be hurt by the effects of cold when the aura is not around him.
3.Bonuses: The field protects the character from the effects of cold except for those effects greater than those of the field he is generating. It allows him to take half damage from heat and fire attacks. No protection is given when the field is not in place.