Solar Forge

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Solar forge [Major] by Iczer

'Is it hot in here, or is it just me.....'

The caracter can create a mini sun, fusing hydrogen from the air to create a globe of radioactive fusion.

1) Fusion aura: By expending 2 actions per round, the character forms a corona of heat around himself. He literally lights himself up, scorching the air and emitting radiation, heat and light. Anyone making contact with him during this time takes 4D6 damage from the heat. The area for 30 feet becomes flooded with radiation which shorts out any unsheilded electrical equipment and every being within that range has a 15% chance per melee round of contracting radiation sickness. The affected area heats to 120 degrees Fahrenheit which is uncomfortable for most people. The character is at half speed and half combat bonuses while using this aspect of the power. The energy given off is virtually identical to sunlight. While ablaze the character automatically melts all small projectiles coming into contact with him (is effectively bulletproof). The character is immune to heat and fire and radiation while this power is active (and merely resistant - half damage- when it is not).

2) Generate Solar replica: After the character has used the fusion aura for a round, he may generate a tiny sun with it. Generating and manitaining the sun uses all the characters actions for the round, during which time he is still surrounded by the fusion aura. The created sun is about 20 feet across, and forms roughly 20 feet above the ground. The sun's surface inflicts 1D4x10 damage per round to any object it comes in contact with. Radiation is shed for 100 feet in all directions (+20 feet per level), and the local temperature for that radius is jumped to 300 degrees F (refer to HU2 Page 242).

3) Gravity field: The mini sun simulates it's own gravity field as well. At 100 feet to it's outer radius, objects weighing 5 pounds or less are dragged 5 feet per round towards the sun. At 75 feet objects of 10lbs or less are dragged 10 feet per melee round closer. At 50 feet, objects of 25 lbs are dragged 20 feet per round and at 25 feet objects of 50lbs or less are dragged towards the sun at 25 feet per melee round. Within 10 feet the sun can pull objects as heavy as 120lbs towards itself and unless held by a stronger force, drags it into it's own mass. This pulls air as well causing it to rush towards the blazing sun. People within 50 feet of the sun will find that they lose an action and -4 to initiative from the rushing pull of high velocity air. Ranged attacks within 50 feet of the character are at -8 as gravity and swirling winds make accurate aim impossible.

4) Cancelling the sun: There are three ways to cancel the sun. The first is to will it to stop. This is not easy though, as the character is usually far less powerfull than the forces he has unleashed. Through force of will, the character can withdraw the sun back down to the fusion aura. This requires 2 full melee rounds to achieve and the character must make a saving throw 14+, with any appropriate ME bonuses.
The second method is to push the sun to supernova. This takes 4 melee rounds to achieve. when those rounds are up, the sun swells and then rips apart. The first 20foot radius takes 6D6x10 damage. Each successive 20 feet takes one less dice damage (5D6x10, then 4D6 x10) out to 100 feet. After 100 feet (1d6x10 damage) the damage becomes 1d4x10 damage out to 120 feet, then 4D6 out to 140 feet, 2D6 to 160 feet and then 1D6 to 180 feet. The character is not immune to this explosive force but his reistance to heat and radiation does halve the damage). the sun only hangs 20 feet above the character, so the ground will take a large chunk of this explosive damage as well. The third method is to extinguish either the sun or the fusion aura. The sun itself has an SDC equal to the character's MEx100. Cold damage affects this normally, while most matter and energy attacks inflict no damage. Explosive force can also inflict damage to the sun's surface by 'splashing away' parts of the ball of plasma. The sun regenerates the character's ME in SDC every round.
Knocking out the character, or breaking his concentration can work, only the sun itself is pretty much self sustaining. If the character is knocked unconscious there is a 30% chance that the sun peters out in 1D4 melee rounds (the process takes 1D4 melee rounds). If the fusion aura can be destroyed (inflicting 30 or more damage from cold forces the character to make a saving throw 16+ or lose the sun and the fusion aura) also moving the character more than 100 feet from the sun will also cause it to wink out within 1D4 melee rounds. Water can also do the trick, but it needs to be sizable quantities... Remember the sun is a mere 20 feet away and will pull as much of that water into it's surface.
The best way to end it is to convince the character to simply stop. He is pretty much immobile while using this power. The threat of a bus mowing him down may convince him to step away from the reaction.