Power Battery
Power Battery (Minor) by Mr. Scorpio
The character possesses a Minor Super Ability which is powered by an internal battery which must be recharged from some external source. The character has the ability to recharge this battery by absorbing the energy he/she needs from almost any available source. This makes the character completely immune to attacks from the type of energy he/she needs to absorb (even after the character's internal battery is full).
Battery Points: The character can absorb damage from attacks (or from coming into contact with large amounts of energy) and store it as energy for a limited time within his/her body. To determine the character's Battery Points (simply the amount of energy the character can absorb) multiply the character's P.E. by 10. For example: a character with a P.E. of 14 would have 140 Battery Points.
Power Cost: The character must spend 6 Battery Points per die of damage (or 6 points per melee that the effect lasts) to power the Super Ability. Because the character has full control of the energy that has been absorbed it is possible to direct more of it into a single attack allowing the character to “super charge” that attack. The character is able to increase the power of an attack up to 50% without causing him/herself any harm. For Example: a 3rd level character with E.E.: Electricity would be able to super charge his attack allowing him to do 9D6 points of damage instead of his usual 6D6.
It is possible to increase the power of an attack by even more than 50% however the character runs the risk of loosing control of the Power. Anytime a character increases an attack by more than 50% there is a chance (equal to the percentage of the increase –50) that he/she will loose control of the Power causing a Super Nova like blast. This Nova blast causes damage to the character as the power erupts from within him/her and everything within 10’ radius + 2’ per level. For Example: the 3rd level character decides to double the power of his E.E.: Electricity attack (for a whopping 12D6!) and runs a 50% chance of causing a Nova blast that would do 12D6 points of damage in a 16’ radius (including the character!).
Type of Energy: Roll on the following table (or choose one) to determine what type of energy the character needs to absorb and then roll (or choose) which Minor Super Ability the character has that is powered by the battery.
- 1-15 Cold (1-50 E.E.: Cold 51-100 E.E.: Icy Mist)
- 16-30 Electricity (1-50 E.E.: Electricity 51-100 E.E.: Electrical Field)
- 31-50 Fire/Heat (1-50 E.E.: Fire 51-100 E.E.: Flame Ring)
- 51-60 Kinetic Energy (1-50 E.E.: Force 51-100 Power Channeling)
- 61-75 Light (1-50 E.E.: Light 51-100 Glow Bug)
- 76-85 Radiation (1-50 E.E.: Microwave 51-100 Glow Bug*)
- 86-100 Sound (1-50 E.E.: Directed Sound 51-100 E.E.: Ultrasonic Screech)
- Anyone who stays within 20 feet of a character using Radiation powered Glow Bug for more than a melee or two has a 01-15% chance of contracting radiation sickness.