Thunder Jump
Thunder Jump [Major] by Iczer
'Yeah i can get out of here, but I have no Idea where I'm going'
The character can transform himself into a bolt of negatively charged energy. when he does so, he creates a sonic boom and leaps Hundreds of feet into the air reforming high in the atmosphere, where he may reverse the process, landing back on the ground.
1) Leaving the earth: Transforming into energy in this fashion causes the character to jump upwards into the sky. The character needs an uninterupted access to the sky to perform this leap and needs to expend one action. Additionally, he must be standing on a grounded surface. while this is pretty much most open air places on the earth, a thick sheet of rubber or plastic will hinder his ability.
When he leaves the earth, he creates a sonic boom. all living creatures within 15 feet of his departure point must make a saving throw (16+ PE bonuses apply) or lose an action from the sudden shock. (as a sonic effect, creatures with hearing protection gain a +4 to the saving throw, or may be immune depending on the protection). anyone touching the character takes 2D6 damage from the electrical conversion. The character can take up to 15lbs with him as he leaps, but held items will also take the listed damage.
Once he has leapt, he finds himself in the air, roughly 4000 feet, plus 250 feet per level and falling.
2) Returning to earth: By expending another action, the character reverses the process, his positively charged state drawing him downwards. The character arrives back on earth with the same boom and inflicting 4D6 damage to his point of landing.
Actually aiming this landing is frought with problems though. Becuase he's riding lines of electrical potential back down to earth, his aim is often deflected by the viccisitudes of physics. factor in the 3 second freefall between his actions ( a drop of about 150 feet) and the general inability to see his landing point means that he's guided by general desire and his own vague senes of direction. The maximum angle he can deflect himself is only a few degrees, giving him a landing point of up to 1000 feet plus 100 feet per level away from his starting location. the character has an Error rating of about of 20% (Roll 1D20. thats the percentage 'drift' from his desired landing spot in a random direction. if the character has heightened senses sufficient to see the ground clearly, then his error rating is dropped by half) as a general rule, the power tends to cause him to land on higher places rather than lower places, and on conductive/grounded places rather than non grounded.
3) General protections and immunities: No fear of heights. Resistant to cold and electricity (half damage) Immune to the sound of his own sonic booms, and resistant to other dangerously loud soaunds (half damage or +4 to save as appropriate).
4) Combat options: By jumping into the air (normally) and dropping down on a target by turning positively charged, the character can inflict extra damage on a target. This attack requires 2 actions and inflicts the listed 4D6 damage in addition to the basic attack. It cannot be parried, but it can be dodged at -4. the attack itself is made without combat bonuses (aside from PP) Combined with a leap attack of any kind, or jump kick, it adds the base 4D6 and sonic boom to the mix at the cost of an additional attack.
The character can also leap upwards as part of a dodge. This adds +4 to the dodge attempt, but obviously places the character over 1000 feet in the air and falling.