Sun Spot
Sun Spot (Major) by Senator Cybus
The hero can create a floating ball of brilliant white plasma that generates a tremendous amount of heat and light; essentially, a miniature sun.
Forming the orb of stellar energy, which is roughly the size of a basket ball, requires one full melee round of intense concentration; no other actions are possible during this time. The Sun Spot initially appears 10 feet (3 m) above the super being, but can be raised as high as 100 feet (30.5 m), albeit slowly: it can be moved by only 15 feet (4.5 m) per melee round and doing so uses up all attacks/actions, due to the mental effort involved. The Spot will move as the super being moves, no matter how far or fast, always remaining directly above him.
The Sun Spot can be maintained for a maximum of 15 minutes plus 3 minutes per level of experience. It cannot be created again for another 60 minutes, as the super being’s internal energy supply requires time to recharge after expending such a phenomenal amount of power. The Spot can be instantly dispelled at any time.
The Sun Spot has a damaging effect on anything in its vicinity: just touching it causes 2D4x10 damage! Even being within 5 feet (1.5 m) of the Spot will cause 1D4x10 damage per melee round of exposure and any flammable materials will ignite instantly. Beyond that, at up to 10 feet (3 m) away, the heat is uncomfortable and the light is distracting, but the only damage will be a severe sunburn if exposed to the Spot for more than 10 minutes (the super being is immune to this effect; see bonuses below).
While the Sun Spot is active, the super being may use any of the following abilities at will:
- 1. Plasma Flare. The super being can will the Sun Spot to produce a roaring blast of superheated gas.
- Range: 50 feet (15 m), plus 30 feet (9.1 m) per level of experience. Keep in mind that the blast emanates from the Sun Spot, not the super being.
- Damage: 4D6 +1D6 per level of experience. The level of damage cannot be regulated.
- Duration: Instant
- Attacks Per Melee: Each Plasma Flare counts as one melee attack/action.
- Bonuses: No bonus to strike, but opponents are -3 to dodge, due to the difficulty in having to watch the dazzling Spot in order to judge the trajectory of the blast.
- 2. EMP Blast. The Spot can generate a powerful pulse of electromagnetic energy that can temporarily knockout electrical systems within the radius of attack: see Energy Expulsion: Electromagnetic Pulse (Powers Unlimited 1, page 22) for a full list of vulnerable electrical systems.
- Success Ratio: 70% +3% per level of experience. A failed roll means that a given device flickers for a moment, but remains operational.
- Range: 30 feet (9.1 m) radius around the Sun Spot affecting everything in its radius, plus 5 feet (1.5 m) per level of experience.
- Damage: Knocks out/takes offline electronic devices for 1D4x10 minutes plus 5 minutes per level of experience. Can also erase computer discs and magnetic tape.
- Duration: Instant
- Attacks Per Melee: Each blast counts as one melee attack/action.
- Special: Any vulnerable electronic items within 10 feet (3 m) of the Spot will automatically be disrupted; there is no need to roll for success and no way for the super being to prevent this.
- 3. Sun Shine. The Sun Spot is a natural source of heat and light. An area within its sphere of influence will be heated to approximately 90 degrees Fahrenheit (about the same temperature as noon on a hot summer day) and be lit with a corresponding radiance. This is real sunlight, so beings sensitive to the sun will react accordingly; vampires will burn, super beings with the ability of Solar Powered will see their attributes increase, etc.
- Range: 100 feet (30.5 m) plus 10 feet (3 m) per level of experience
- Damage: None, but anyone within the area will fatigue twice as quickly as normal. The super being is immune to this penalty.
- Duration: As long as the Sun Spot lasts; 15 minutes plus 3 minutes per level of experience.
- Attacks Per Melee: None. This is an automatic ability.
- Limitations: While not too noticeable during the day, the light will be immediately obvious at night, indoors or underground, and will ruin any attempt at stealth.
- 4. Super Nova. By far the most damaging and impressive aspect of the power, the super being can pump extra energy into the Sun Spot, overloading it and causing it to explode in a massive ball of flame. Initiating the Super Nova requires the sacrifice of 25 Hit Points, used to boost the Spot’s power, and one full minute of intense concentration. The character is effectively defenseless during this time and taking any amount of damage will require him to save vs. pain (16 or higher; M.E. bonuses applicable) or lose concentration: if this happens, the Spot remains unchanged and the Hit Points are wasted. Once the Super Nova is initiated, the character loses all control of the Sun Spot. It will remain fixed in place wherever it happens to be, as a chain reaction builds inside it. By this point, the Nova cannot be prevented: one minute later it will reach critical mass and explode.
- Range: Sun Spot and surrounding area.
- Damage: Special; automatically hits everything in the blast radius:
- Total Blast Radius - 700 feet (210 m)
- 10,000 points of damage to a 100 feet (30.5 m) radius from the center of the explosion.
- 5000 points of damage for the following 100 feet (30.5 m) radius.
- 1000 points of damage for the next 100 feet (30.5 m).
- 500 points of damage for the next 200 feet (61 m).
- 100 points of damage for the subsequent 200 feet (61 m).
- Duration: Instant
- Attacks Per Melee: Initiating the Nova requires one full minute of concentration. One minute after that, it will explode.
- Limitations:
- The Sun Spot cannot be re-created for 48 hours.
Expended Hit Points must be healed back over time in the normal way. - Even with a partial immunity to heat and fire (see bonuses), being caught within the range of the Super Nova will probably kill the character, so getting as far away as possible as fast as possible is vital.
- The Sun Spot cannot be re-created for 48 hours.
- 5. Bonuses.
- Takes half damage from heat, fire and radiation. Immune to sunburn and sunstroke.
- Cannot be dazzled by bright light, regardless of intensity.
- +10% to the skills of Navigation, Navigation: Space and Astronomy.