Hooded Lantern
Hooded Lantern- Revised (Major) by Stone Gargoyle
"I am the light you seek".
The character is able to change his body into a hollow metal shell containing photon particles.
1. Photon Blast: The character can release the energy within him as physical attacks.
- Range: 1000 feet, plus 100 feet per level
- Damage: 1d4X10, +2 per level
- Duration: Instant
- Attacks per melee: Each beam counts as one melee attack/action
2. Light Beam: The character can also shoot a light beam which is harmless and does no damage. It is so bright that it can be used to partially blind an opponent (Partially opponents are -5 to all combat actions for 1d6 melee rounds).
- Range: 2000 feet
- Damage: None
- Duration: Instant
- Attacks per melee: Each blast counts as one melee attack/action. Can maintain the beam for a full melee round with no further actions used.
3. Photon Particle Points: Upon becoming metal, the character splits off his original SDC, converting it into photon particle points which he can use for his photon blasts. For the purposes of this power, photons are considered to be quantum electromagnetic particles which emit light and energy. The photon particles must be replaced before the character can return to human form. He regains it by absorbing photon particles to replace those used, requiring one full melee to regain 15 photon particles( regains one point per second). This cannot be done at night or in areas of limited light.
4. Bio-Armor: The character appears to be an armored humanoid. The "armor" is actually a type of organic metal shell. Note that while hooded" by the Bio-Armor, the light itself cannot be harmed by shadow attacks and other things which might harm the light body. Light escaping is regulated by a system of valves and lenses. The Photon Blast and Projecting Out as Light subabilities require the valves to be opened, but the Light Beam can be shot out of the lenses. It is these lenses which allow the character to see.
The main body color is one consistent color, typically pewter, light grey steel, medium grey steel, dark steel-blue, blue-black or black. Additional highlights are usually limited to the lenses and stylish lines and patterns. These additional markings can be a different color than the main body, but never consist of more than two additional colors(typically just one extra color or shade). any of the previous colors may be selected.
- Damage Bonus: +1d6 to Hand the Hand combat damage/strikes
- Natural Armor Rating: 16. Any attack below 16 does no damage. Any rolls above 16 do damage to the armor shell. Lenses have a Natural AR of 12(considered Plexiglass). If targeting the lenses, they are a called shot at -6 to hit. See Limitations for the effect, as shattering the lens is the equivalent of breaking a hole in the Bio-Armor.
- SDC: 200, +20 per level for main body of Bio-Armor, 10 SDC for lenses.
Movement Penalty: Character's speed is reduced 50%. Penalty to prowl of -40%; cannot climb in this form.
- Combat penalties: -2 to strike, parry and dodge, -4 to roll with punch, fall or impact, -4 to pull punch, -2 to disarm
5. Projecting Out As Light: The character can leave the shell temporarily, up to 2d6 melee rounds, but will have to return before that time expires. The hero can exist as light in a room in order to spy on others, but does not have the benefit of his shell, so any SDC lost comes off this form, with the photon points acting as SDC, but as the hero is immune to most attacks this is not really a big problem. The hero cannot attack in this form and is invulnerable to all but psionic, magic and shadow based attacks. Shadow attacks do double damage.
6. Limitations and Disadvantages: The character has only very limited movement outside the shell, having to remain within it most of the time. The armor is a permanent feature of the power and connot be removed except when projecting for a limited time as light. The armor is big an bulky (see movement and combat penalties), and the character cannot pass as a normal human, though at times might be mistaken for a robot.
Does not protect against psionic or magical attacks. Immune to light and laser attacks as energy. Explosions ignore the shell AR when doing damage, though he takes only half damage from concussive blasts as both armored shell and photonic light. Damage that cracks the armor will release photons, the hero doing 4d6 damage to the attacker. If a hole is broken in the shell, the hero loses one photon particle point per second and cannot regain it, being forced to return to human form with any lots points appearing as damage (-1 SDC for each photon particle point lost). The character can choose to erupt as a suicide attack, doing 4d4X10 damage to the assailant, but if he does this must roll a save vs. coma/death or have his essence dissipate permanently.
All of his senses are half as effective while in the metal shell, making him -4 to perception rolls.
7. Mass and Strength adjustment: Weight is half, but physical strength becomes Extraordinary in this form. Fatigues at half normal rate.
8. Other Abilities and Bonuses: Horror Factor: 13