Particular

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Particular ( Major) by Stone Gargoyle

The hero has a limited ability to control particles, allowing him to create a few useful effects.

1.Electronic Conversion: The hero can seperate ions and neutrons in the air from electrons to form a protective field of electrical energy.

Range: 40 foot radius, plus 10 feet per level
Damage: The field does 4d6 to all coming into the field of charged particles (attackers taking 1d6 electrical damage from striking the hero even if the field is not active).
Attacks: Uses 2 melee attacks/actions to seperate and activate the electrons
Duration: Particles disperse after a time equal to the hero's ME number of melee rounds.

Defensively, this makes the hero immune to electrical attacks, ionic blasts, photon blasts and other types of charged particles used for Energy Expulsion attacks.

2.Particle Accelleration: The hero can also stratify and condense particles to slow them down and make them more brittle.

Effect: Opponents entering this field are reduced to half attacks, half Speed and do half damage on physical and melee strikes, suffering one quarter of their normal damage back on themselves due to their own molecular structure being affected. In addition, they are -4 to their AR and take half the damage they sustain directly to Hit Points, with the other half going to SDC as normal. In the case of a Critical Strike, no damage is taken to Hit Points and the normal amount of damage for a non-Critical Strike is taken to SDC, the reason for this being that the particles are hit in such a way as to allow them to reassert themselves after the strike. Concussive blasts, explosions and energy blasts occurring within the field all do double damage to targets so affected.
Range: 40 foot radius, plus 10 feet per level
Damage: None to organic beings (see effects above), but inorganic aliens and those with powers like APS Stone take 1d4 damage for each melee round they are in the area of effect.
Attacks: Uses one attack to activate the effect and one attack/action per melee round to maintain it.
Duration: As long as the hero concentrates on it, up to his ME number of melee rounds.

3.Disintegration: The hero can touch any object and cause its particles to disperse.

Range: Touch at level 1, one foot per level starting at level 2.
Damage: 1d4X10, vaporizing material touched regardless of AR. Only affects inorganic matrter. Damage from this attack cannot be repaired.
Attacks: Large objects must be held or remain immobile for three full melee attacks/actions. This means that the hero must hold the wearer of armour immobile or render them unconscious in order to affect it. Small handheld objects take only two melee attacks/actions to destroy.
Limitations: Cannot be used on plants, animals, people, or any other organic beings, as only inorganic material can be affected. If used on inorganic beings it will only do damage to their SDC. Objects larger than the hero cannot be affected unless consisting of smaller parts (so a brick can be disintegrated but not a full wall all at once, making opening doors and walls by this method tedious and time consuming). Can only disintegrate a number of items equal to his ME attribute number per hour. Does not affect magical items or those that are considered indestructible. Cannot be used through skin to destroy items inside an organic body (to destroy bullets, artifical organs, pacemakers, artificial joints or bionic and cybernetic parts).

4.Other Abilities and Bonuses:

+1d4 ME
+2d6 HP
+1d4X10 SDC
+2 to save vs. biomanipulation powers