Rolling Thunder

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Rolling Thunder (minor) by Stone Gargoyle

The hero can exercise control of electricity, drawing it toward himself and shaping it.

1.Bio-Electrical Extension: The hero can extend part of his own energy in a way similar to telekinesis, but rather than grabbing objects, the hero grabs electricity. This allows him to draw electrical energy within 40 feet, plus 5 feet per level, towards himself, and hold it for up to a full melee round before releasing it. Grabbing the energy uses one melee attack/action. The energy is held at a maximum distance in feet equal to the hero's ME attibute number. The energy must be held at a distance of at least 3 feet away to prevent the hero himself from taking damage. This will affect all energy sources within range, including Energy Expulsion attacks by other superbeings who come within range. If an attack is directed towards the hero himself, the hero can roll a parry with no bonuses to stop it and keep it under control. Otherwise grabbing the energy requires a roll to strike to grab the energy (d20) with no bonuses. The hero can stop electrical damage only equal to the maximum amount he can inflict with the energy (see Electrical Attack below), with any extra electrical energy continuing on its original path or remaining in its place of origin.
Even when not grabbing the electrical energy, the hero is Resisitant to Electrical Attack (half damage, +4 to save vs. Electrical Shock).

2.Electrical Attack: Once holding the energy, the hero can shape it into spheres and throw them for his ME attribute number X10 feet, as objects of electricity. He can do so as a normal attack while holding the energy, throwing part or all of the energy held. The hero can control and throw electrical energy, doing up to 4d6 damage, plus 1d6 per level, with a +2 bonus to strike. A Critical Failure (Natural 1) roll will cause him to lose control of the energy entirely. While held, the hero can divide the attacks, breaking the whole potential energy damage amount into multiple attacks which subtract from the total energy (so energy capable of a total of 4d6 damage can be broken into 4 attacks doing 1d6 each, 2 attacks doing 2d6 each or id6 and 3d6 respectively, etc.).

3.Other Abilities and Bonuses: +1d4 ME