Stolen Thunder

From The Black Vault
Jump to navigationJump to search

Stolen Thunder (Major) by Stone Gargoyle

This is an alternate version of Energy Absorption. The character absorbs static electricity from the area around him, draining energy from machine and robbing certain superbeing's of their control on it in the process,

1. Energy Siphoning: The hero draws in static electricity and charred particles, causing machines to shut down and there to be less available to those who use static electricity and electrical attacks. Those possessing energy control powers must save vs. the effect in order to maintain control of their powers or have them reduced to half effects (damage, range and duration).

Range: Affects machines and superbeings within 120 foot radius of the character, plus 10 feet per level
Duration: Constant; cannot be turned off. After leaving the area of effect, machines and targets return to normal after 1d4 melee rounds.
Limitations: Only affects storm based and electrical and static powers. Does not affect other energy manipulation powers.
Attacks: Occurs automatically and requires no actions to activate
Saving Throw:Targets can save vs. the effect; 14 or better (ME bonuses apply), plus 1 at levels 4, 8 and 12

2. Lessen Storms: The superbeing causes storms to reduce in intensity by his mere presence. This decreases wind speed and precipitation as well as static in the clouds.

Range: 320 foot radius
Duration: Constant while the hero is present, plus 4 minutes per level after he has left the area.
Limitations: Mainly affects roaring storms and will not stop it from raining.

3. Energy Expulsion: Electricity: Same as the minor superability.
The absorbed energy can be released via bolts of electricity. As the character gains levels (3rd or higher), he can regulate the damage by increments of 1d6.

Range: 400 feet maximum
Damage: 3d6, plus 1d6 per level
Duration: Instant
Attacks per melee: Uses 1 melee attack; can shoot two simultaneous beams using only one melee attack
Bonus: +3 to a strike when aimed, +1 when wild

4. Immune to Electrical Attacks: Cannot be harmed by raw electrical current but can be affected by the physical aspects of storms and the damage they cause.

Range: Self
Duration: Constant
Limitations: Can be harmed by other forms of energy attacks, though light and laser attacks only do half damage.

5. Other Abilities and Bonuses:

+2 ME
+2 PE
+1d6 SDC