Energy Webbing

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Energy Webbing (Major) by Stone Gargoyle

A form of advanced energy control, the character can create strands of solid energy. Being made of energy, it can be created out of available electrons and photon particles, and disperses when the character is finished with it. Because the strands/lines are made of energy, the character can pull himself along it magnetically and "reel" himself in to the connecting point as well as to anything clung to or magnetically held by the webbing. It can be bent to bind prisoners and used to swing as an energy line/tether.

1. Energy Expulsion: Energy: Same as the minor superability (HU2 page 230)

2. Energy Net or Web: The character can generate a web of static electrons and photons, creating a solid holographic line which clings to objects or magnetically holds them. The energy shoots from the character's fingers; point and shoot. Pointing with a single finger emits a single beam tether strong enough to support its creator, plus up to 100 pounds of additional weight per level of experience. Releasing several tethers out of three or more fingers creates an energy net which can be used to capture and hold prisoners (with a static cling with a PS equivalent to the character's ME attribute number times two, or magnetically hold an iron-based metal with a Supernatural PS equivalent of the ME attribute times two), used to strap down cargo and equipment, or used as a safety net to catch a falling person or debris.
Getting caught in the web reduces a victim's number of attacks by half, causes them to lose initiative, and imposes a -5 strike, parry and dodge penalty if held only by static cling. Iron-based armor and objects are completely immobilized. Binding targets completely with energy webbing is also possible. Immobilizing them in such a way requires at least 4 melee attacks/actions. Completely bound victims are held with the same PS strength as iron-based metal, since the web will magnetically lock onto itself. Holographic web lines have an effective SDC equal to the character's ME attribute number times two per 10 feet of line used.
When a net is needed to catch a falling victim or object, the cling and magnetic effects may be canceled. The outer edge will still stick to fixed objects of metal to anchor it, though can be stuck to other objects for less holding strength. It can be used as a barrier to block a hallway/passage, or temporarily hold a door or window closed.

Range: Energy webbing can be fired up to 300 feet away, plus 10 feet per level of experience.
Area of Effect: The energy net can be attached to and spread between objects in a 60 foot radius.
Weight Tolerance: 300 pounds, plus 100 pounds per level.
Duration: The energy web lasts for as long as the hero remains in contact with it, and will remain for another ten minutes per level of experience before dissipating into residual energy which WILL be traceable on sensory equipment. The character can also choose to dissipate a single line/strand at a time as desired.
Damage: None, but the character can amplify it to do 1d4 damage per melee round to victims held by expending an additional action.
Attacks: An energy line can be created in just one melee attack/action by the superbeing, a net counts as two, and a larger net or web may require an entire melee round of concentration and work.
Bonuses: +2 to strike with an Aimed/Called Shot (plus any PP attribute and skill bonuses).

3. Energy Line/Tether: Creating a single line of energy, the character can use it as a swing line. It will allow the character to use his energy web as a quick shooting grapple and swing line to swing from building to building, or rappel across openings between buildings and chasms, and other swinging and climbing purposes. It can be used to snare and immobilize opponents and to tie them up.
An energy line can be used as a tractor beam on metal objects or as a grappling line to reel in objects or victims, or to pull the character up. The entire energy line may be pulled up in one attack/action, allowing for quick ascents and descents, and has a PS equivalent to the character's ME attribute number times two.
The energy line has SDC equivalent to the character's ME attribute number times two per ten feet of line. Victims held are bound with the equivalent of Supernatural PS equal to the character's ME attribute number times two.

Range/Length of Line: 300 feet, plus 10 feet per level of experience.
Weight Tolerance: 300 pounds, plus 100 pounds per level.
Note: The character can swing at a speed of 60 mph, plus 5 mph per level, provided there are sufficient objects to swing from or between.
Damage: None.
Attacks Per Melee: Each use counts as one melee attack/action
Bonuses: +2 initiative (to shoot first), +2 to strike or disarm with an Aimed/Called Shot (plus any PP attribute and skill bonuses).

4. Energy Whip: Same as the minor superability (PU1 page 25)

5. Other Abilities and Bonuses:

Immune to the cling and magnetic effects of his own lines and those created by those of others, and immune to electrical attacks.
Has no fear of heights or of speed, and gets +15% bonus to the Acrobatics and Gymnastics skills.
+1d4 PS
+2 PP
+2d6 SDC