Vox Horriblis
Vox horriblis [Major] by Iczer
".....war....." (accompanied by a sonic boom)
The character's voice can be modulated to produce high range sounds, that can be modulated to produce specific effects.
Area of effect: In most instances, the power produces a 45 degree cone 50 feet long (+10 feet per level of experience). The effect itself can be heard up to 2 miles away.
Actions: Typical usages of this power require two actions. One to 'take a breath', and another to expel. Opponents have their intervening action to take whatever defensive measures they like (including getting out of range, though the character is free to alter his angle of attack, move up to his Spd in feet or simply cancel the attack in response)
Effects: Each use of the power can have one of the following effects:
- Damage: Every target in the area of effect takes 2D4 damage per level of the character. as an area affect, AR becomes irrelevant, but opponents/targets made of glass or crystal will take an additional 50% extra damage. anyone with 3 feet of a glass or crystal object will take an additional 1D6 damage from flying glass fragments
- Disorientation/Nausea: By switching to low frequency sounds, the character can inflict nausea and affect balance. All targets must save against this power (14+ PE bonuses apply) or lose half their attacks, and suffer -2 to all combat skills (plus a -40% to balance). Nausea/disorientation only lasts for the melee round the power is used, plus the very next round.
- Stunning: A different modulation to the above, this time the targets must Save. 12+ or be stunned for the rest of the round (can move at half speed and defend oneself (at -2) but can perform no meaningful actions.
- Pain: A sustained effect, the scream is modulated in disharmonious frequencies, causing a small amount of damage and excruciating pain. all targets in the area take 1D4 damage (Physical trauma) and Must Save Vs pain (14+ PE bonuses apply). Those that fail suffer 1 HP damage and lose all attacks for the duration and have -6 to all defenses. Those who save are still hurting suffering -1 attack and -2 to all combat abilities. Concentration is impossible for the targets. This effect continues until the character stops screaming (takes any other action, loses an action, moves etc) The character can swivel his head to widen the area of effect but only once per melee. Targets in the area take the 1d4 damage every round, plus one HP per minute. targets may save again every melee round.
- Liquification: By pitching his voice correctly the character may target specific materials in his area of effect. The character chooses the materiel in question (concrete, wood, steel etcetera) and attempts to isolate the specific frequency to break it down. the character has a flat 30% chance of isolating it +5% every level, and +5% to each successive attempt. when isolated, all material of the same type takes 2D4x10 damage (+2 per level). all similar materials take 4D6 damage. (If the pitch is not right, then the character inflicts 2D6 damage to a randomly determined material in range. when used on living tissue, the damage is a mere 1d4 per level.
- Sonic boom: As a single action, the character can direct a wave of vocalized sound to to strike a target within 120 feet. This attack does 1d6 damage per level of experience and enjoys a +4 to strike. Body armor, natural or otherwise is fairly ineffective against sonic attacks. Whenever a target would be protected, the armor only stops half the damage.
- Augment sonic attacks: By shouting in concert with any existing sonic attack he possesses, he can add +2D6 to the damage he inflicts. He cannot augment the sonic attacks provided by this power, only other sonic powers he may possess.
Other notes:
- Anyone who sustains any damage or any effect from this power must save vs Deafness (16+ PE bonuses apply) or suffer temporary (1d4 Days) hearing damage (-2 to initiative, -6 to any perception rolls involving sound/hearing and prowl rolls enjoy a +15% against this target)
- Targets with Sonar are at -2 to all saving throws against this power and see their sonar bonuses wiped out whenever this power is in use.
- Characters with enhanced hearing save at -4. In either case, relevant powers (sonar or hearing) see's its range reduced by half while deafened.
- Characters with impromptu hearing protection (wax, bandages, ear covering, helmets etc) add+2 to all relevant saving throws against this power. Proper hearing protection provides +4. deafness or isolation from sound renders one immune.
Other bonuses:
- Good breath holding: Under optimal conditions the character can hold his breath for 2d4 Minutes plus one minute per level.
- Good sense of pitch: +15% to sing and +5% to all musical skills
- Loud: He can make himself heard up to 2 miles away. That's loud. This allows him to shout out a rock concert if he needs to.
- Keen sense of hearing: +1 to initiative and +2 to perception checks using sound/hearing.
- Immune to sound based effects but not sonic damage (half damage). Is immune to his own powers.