Liquify Energy
Liquify energy [Major] by Iczer
'ever been squirted by liquid flame. It's beautiful as well as deadly'
The character can cuase energy to transmute to a warm liquid, which follows the laws of nature as far as liquids go. Held in liquid form, the energy becomes harmless, until it reverts to it's normal form.
1) Disperse energy: The character can cause any form of energy within 30 feet to become liquid and thus drop to the ground and leach out of objects. the character can disperse 6d6 damage from a source of energy +1 d6 per level. With this the character can put out a fire, drain electricity from overhead powerlines (it drips to the ground) normal machines that rely on energy to run may make a save (14+ but high end, unsheilded electronics have -2) the superdevices of many superbeings as well as high tech robots and cyborgs need only a 10 to remain functioning. Each act of dispersal counts as 2 actions, and energy remains in liquid form for 1 round, plus one round per level (at which point it becomes dangerous again each round losing 1d6+1 points of damage).
2) Resist energy: The character is immune to energy attacks that he can see and is aware off, the liquid simply bouncing off his body. This is a relfexive action, though he has a limit of 10 points, plus 10 points per level. Damage in excess of this, or energy damage done by suprise is halved.
3) shape and pool liquid energy. The character can cuase pools of liquid energy to move and leap to attack others. Any pool of energy can be hurled up to 30 feet (+10 feet per level) as an attack doing 4d6 damage (+1 per level but no more than is actually available). The pools may be made to move up to 30 feet as part of an action, even moving upstiars and up walls. This can move deadly liquid energy to a safelocation for when it reverts back to a dangerous state, or can be used to make a safe source of energy dangerous. As an attack the energy has +4 to strike.
4) Other bonuses: +2 to PE, plus 1d4x10 to SDC