Meteorites
Meteorites (Major) by Primus
This unique and destructive power grants the hero limited control over meteorite-like conditions and grants the ability to turn himself into a meteorite for travel. This power creates a link between the character and the rocky debris orbiting the earth allowing him to call upon it at whim via a very specific teleport power. This teleport pulls the target meteor through a dimension whose laws of physics are different from ours, resulting in the meteor speeding up to supersonic speeds before it reentering our dimension near the desired target. This power can be used to create small meteorite showers over a limited area or summon a single meteor aimed at a specific target. The meteors always come from above the target and are always falling towards the earth- it is not possible to summon a meteor below a target and aim it upwards; it is always going to appear moving towards the earth. Remember that these rocks are traveling at tremendous speeds, but they are not hot as they have not traveled through the atmosphere.
1. Summon a meteorite: This summons a single small meteor above a target. The meteor strikes the target from above so it may not be expected, and as such is -2 to dodge. The meteor itself is no more than 6 inches (15 cm) in diameter but hits with the force of a car.
- Range: 500 feet (150 m)
- Rate: Up to 3 times per melee; takes up one action
- Damage: 6D6 SDC per stone
2. Summon a meteor shower: This devastating area attack summons multiple small (2-3 inches/5-7 cm) meteors to attack an entire area as opposed to a single target. Because of the multiple summonings, the size of the meteors is considerably smaller than the single meteor attack. However, this attack still packs a punch. This requires no concentration as this is simply like an artillery strike as opposed to a sustained barrage and is a large, sudden strike. The only way to avoid this attack is to dodge to sufficient cover, but due to the area affect and type of attack the target is at -5 to dodge (if there is no sufficient cover, there is no dodge possible).
- Range: 350 feet (105 m)
- Rate: Up to 3 times per melee; takes up one action
- Damage: 3D6 to a 25 foot (7.5 m) radius; add 1d6 at levels 2, 5, 8, 11, and 14.
3. Barrage: This is sustained meteor shower attack over an area. This attack requires concentration on the part of the hero and can be disrupted by external attack. This is like a carpet bombing attack and can do tremendous damage to the affected area over a very short time. The only way to avoid this attack is to dodge to sufficient cover, but due to the area affect and type of attack the target is at -5 to dodge (if there is no sufficient cover, there is no dodge possible).
- Range: 300 feet (90 m)
- Rate: Once per melee; the attack can be sustained for 1 melee plus one per level of experience
- Damage: All people and structures in the 25 foot (7.5 m) radius take 5D6 SDC damage per melee in the rock shower. Add 1D6 at levels 2, 6, 10, and 14.
4. Meteoric Travel: The character has an unusual form of flight. They become ensconced in a ball of rock and iron ore and suddenly take off at ridiculous speeds, leaving behind a sonic boom. This form is very limited in that the hero has terrible control over the flight form. No other actions can be taken in flight. This is strictly a point A to point B type of movement like a teleport. The ball of rock travels at Mach 5 (approx. 3,350 mph/5,360 kph) over limited distances. There is no speed variance at all- it’s all or nothing. The meteor form can be shot at, but with a -9 penalty due to the blinding speed of the object. One control that the hero DOES have is how he lands. He may perform a soft touch-down, with his speed being constant until the rock form is about three feet off the ground at his destination then suddenly decelerating to land softly. The other option is a crashdown, much like a normal meteorite would. The impact site can be chosen by the character before landing. The landing may be aimed, but not at small targets (smaller than 10 feet tall or long). If this is the case, the landing can cause significant damage to that target. A strike roll must be made with a -4 penalty. If the target is mobile, they may dodge with all bonuses. If they do not dodge, the damage that occurs is remarkable- 3d4x10 SDC and if their weight is less than 1,000 lbs (455 kg) they are knocked down. In addition, those in the shockwave radius of 50 feet (15 m) may be knocked off their feet (01-70%), losing all attacks and initiative. The rock shell has an AR of 17 and 500 SDC and takes damage as normal except during a crashdown, which has no effect. Within three seconds after landing, the rock breaks apart and the character emerges. The maximum distance the meteor form can travel is 500 miles (800 km) per jump, which takes about 9 minutes. The character must rest and replenish for 5 minutes after a flight, then may resume. Despite the stops, this is still an extremely rapid transport power, adding up to about 2,000 mph (3,200 kph).
5. The Big One: Once a day per every third level starting at level 3 (so once at level 3, twice at level 6, 3 at level 9, etc), the character may summon a large meteor that does massive damage to a large area. The impact is huge, destroying almost anything in its radius and causing widespread collateral damage. The power works in the same way as the Summon Meteorite power does, with a special teleportation occurring that brings a large space rock into the atmosphere above the target. The meteor strike creates a smoking crater measuring 50 feet (15 m) in diameter plus 25 feet (7.5 M) per level and 15 feet (4.5 m) deep plus 5 feet (1.5 m) per level. Anything at ground zero (point of impact and 5 foot/1.6 m radius from center) takes 1D4x100 SDC in damage from the meteor itself as it strikes the ground. The impact causes the ground to collapse in the crater radius, causing fall damage to any structures. The impact also causes a shockwave within a 100 foot (30 m) radius plus 50 feet (15 m) per level of ground zero, knocking back anything weighing less than 750 lbs (340 kg) 1D4x10 feet and buffeting them with 3D4x10 SDC damage from the wave and associated debris. The wave will shatter windows, crack concrete and plaster, knock down trees, and shake the ground itself. The attack takes 1 minute (4 melees) of concentration where the character cannot perform any actions. Any attack that hits the character will disrupt the concentration and terminate the attack. After the fourth melee, the character may roll to strike the target. If the target is moving or small, a twelve or better must be rolled to hit; note that by “hit” it means that the target is directly on the impact site. The target may dodge the impact itself with full bonuses, however the odds are very good that the target, if not directly hit, will be in caught in the blast radius so a miss is not necessarily a “complete” miss. For large objects (10 feet/3 m tall or long) or stationary objects, a roll of 6 must be made. If the target is missed, it MUST be determined where the meteor came down. The meteor will be off target by 1D6x100 yards/meters if it is a true miss, and this is DOUBLED if the strike roll is a 1. So the character, if terribly unlucky, can actually be off target by as much as a half mile (0.8 km)! The character himself is not affected at all by the shockwave, debris, and damage done by the impact. The range on this power is 500 feet plus 100 (150 m plus 30 m) per level; the target must be in line of site.
A few things to consider with this power… This is an extremely dangerous power, capable of causing tremendous damage if used in populated areas. This is not a power that a truly good character will use in any kind of populated area as it can easily harm innocents and do unnecessary property damage. Characters with codes of honor may also be hesitant to use this power with others around. It is considered a power of last resort by most, even those of selfish alignment, simply due to the eventual ramifications of causing a meteor impact in a populated setting.
6. Other powers:
- Character takes ½ damage from falls
- Able to sense iron and nickel deposits
- Internal sense of major meteor showers accurate to 92%
- Able to identify meteorites by sight