Microwave Manipulation

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Microwave Manipulation(Major) by Stone Gargoyle

The hero can generate microwaves, using them in various ways.

1.Energy Expulsion: Microwave: The hero can cause a target's body to generate heat by focusing a microwave pulse beam at them. The microwave enrgy bypasses all forms of natural body armor, Kevlar, ceramic, pastic, and other types of armor which are not made of metal(upon roll to strike above 5). Microwaves are reflected by all types of metal, including material as flimsy as tin foil.

Range: 100 feet per level

Duration: Instant

Damage: 2d6, +1d6 at levels 4, 8 and 12

Can regulate damage in increments of 1d6 after level 3.

2.Flight: Energy: Same as monir super ability.

The hero can fly by expelling microwave pulses from the bottoms of his feet producing an 8-12 foot energy tail, leaving a traceable trail for those able to sense microwaves.

Bonuses in Flight: The hero can hover several inches above the ground during combat in order to use his full bonuses.

Speed: 160 mph, +20mph per level
+1 attack per melee round
+1 to strike and parry
+2 to dodge when hovering or fluing at speeds under 80mph, +4 to dodge when flying at speeds of 80mph or faster.
+4 damage for every 20mph of speed
+20 SDC
Damage Optional Rule: Those hit by the energy tail take 1d6 damage.

3.Impervious to Microwaves and Harmful Radiation: Takes no damage from microwaves and harmful radiation, and only half damage from fire and heat, as well as other forms of energy.

4.Sense Microwaves and Radiation: The hero has the ability to sense microwave radiation, as well as other radioactive elements or sources. Range: 200 feet, +20 feet per level

5.Other Abilities and Bonuses:

Living Thermostat: The hero can determine air temperature to within 1d4 degrees by simple feel, as well as always being aware of his own body temperature.

Fatigues at half normal rate

+2d6 PE

+2 to save vs. shock/trauma

This power was combined with Control Elemental Force: Microwaves by Pepsi Jedi to beome Control Energy: Microwaves