Exotic Energy Generation
Exotic energy generation: [Major] by Iczer
'Let's see what the pretty colours do'
The character can generate a wide variety of energy forms in uncontrolled bursts.
1) Temporal energy: a generated burst of temporal energy can be used to send the character 1D4 melee rounds into the future, or can be used to suffuse him with a localised time distortion adding 1 attack per melee and +2 to strike/parry and dodge for 2 melee rounds. Attacking a target with concentrated time energy sends them 1D4 melee rounds into the future but you must hit (+3 to strike, 90 foot range) and they have the chance to resist (saving throw 16+ PE bonuses apply).
2) Magic: The massive burst of PPE either adds 6D6 PPE to the character's pool or 3D6 to a target. Focused as an attack, it inflicts 3D6 damage, but only to magical or supernatural beings (+3 to strike 90 foot range) This PPE remains for 1 minute per level, and no target can absorb more than twice their PE in excess PPE (though spellcasters are the obvious exception).
3) Psionic: The character generates 5D6 ISP in himself, or 2D6 in another. Generated ISP lasts for just one round, unless the target is an accomplished psychic, and even then this can only top up their ISP pool, not exceed it. as an attack it has the typical range (90 feet +3 to strike). it inflicts 4D6 to any target, which must be alive and cognizant (and they may make a saving throw vs psionics for half damage).
4) Entropy: Cascading entropic energy causes things to break down, and fall apart. when used on himself he may control it to reduce the effects of another attack, ending its effects. as a parry (+4) it can reduce an attack, lowering its damage by 5D6. Gas clouds can be made to fly apart and chemical reactions can be made to simply finish. used on a person or object it inflicts 5D6 damage, but living targets may make a saving throw (14+ PE bonuses apply) to resist. As an attack, it has a range of 90 feet with +3 to strike.
5) Dimensional: Extradimensional energies can cause localised targets to change state and function while so charged, assuming the functions and features of an alternate dimension. Objects affected retain their purpose (weapons remain weapons for instance) but a single feature, such as material construction(AR and SDC), range, weight, speed ammunition capacity can be increased or decreased by up to 50%. Targets remain so changed for 1 minute per level and must mass less than 100lbs plus 50 lbs per level. Living targets can be affected, but they receive a saving throw (14+ PE bonuses apply). A living target will gain or lose 2 points per level, divided amongst his existing attribute scores (no more than a 50% gain or loss) and will undergo cosmetic changes according ly (as if affected by alter physical body).
6) Molecular: Simple raw energy, the same used to keep atoms afloat in their own atomic orbits. This can manifest as raw heat (4D6 damage) or as a kind of matter rearranger. Objects with additional molecular energy either gain or lose AR (1D4, plus one at levels 2,4,6,8,10,12 and 14) and gain or lose 10% SDC per point of AR. Reinforced objects become more cohesive. liquids become jellies, gasses become liquids, gells become solids, While atomic loosening reverses this. Living targets find this sort of effect uncomfortable, and must make a saving throw (14+ PE bonuses apply) or lose 2 PE (from either process). all changes including lost PE revert after one minute per level.