Electromagnetism (force control): Difference between revisions
(Created page with "==Alter Light== Utilizing the fact that visible light is just a form of electromagnetic radiation, you can hide yourself using your abilities. This only affects visual methods of detecting you, not sound. This ability allows you to make a Knowledge [Physical Sciences] check instead of a Stealth check for the purposes of hiding from visual detection. This also allows you to manipulate light levels nearby, letting you create a light level equal to a standard flashlight....") |
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Revision as of 06:19, 18 January 2023
Alter Light
Utilizing the fact that visible light is just a form of electromagnetic radiation, you can hide yourself using your abilities. This only affects visual methods of detecting you, not sound. This ability allows you to make a Knowledge [Physical Sciences] check instead of a Stealth check for the purposes of hiding from visual detection. This also allows you to manipulate light levels nearby, letting you create a light level equal to a standard flashlight.
Drain Charge
As a standard action, you can draw the energy out of an electronic device. If you choose to, you can channel it into a target within 6 squares of you, dealing 2d6 damage if you beat their Reflex defense with a Knowledge [Physical Sciences] check. Smaller or larger power sources will deal less or more damage at the GM’s discretion, 2d6 damage assumes a standard power pack.
Electrical Bolt
As a standard action, you can project a bolt of electricity. This blast deals 1d6 electricity damage per 2 character levels to all targets in an 8-square line extending in a direction of your choice from you. This functions as an area-of-effect attack that uses the result of a Knowledge [Physical Sciences] check instead of an attack roll to determine the effects. This ability can be used once per encounter.
Electrical Weapons
Your power over electricity allows you to generate electricity to wreath your weapon(s) in at will. If you wield a ranged weapon, this electricity is instead applied to the ammunition you fire. The amount of extra damage this deals is dependent upon your character level. This damage also applies to the Railgun ability (see below) if you have it.
- 1st-6th: +1d6 electricity damage
- 7th-10th: +2d6 electricity damage
- 11th-15th: +3d6 electricity damage
- 15th and above: +4d6 electricity damage
Infrared Control
Once you learn this Ability, any source of electricity damage you have from your YorIna abilities can do Fire damage instead.
Lightning Strike
As a standard action you can call forth a sudden blast of electricity directed at a single target within 12 squares of you and within your line of sight. Make a Knowledge [Physical Sciences] check and compare it to the target’s Reflex defense. If you beat their Reflex defense, they take 1d4 electricity damage per 2 character levels you have. You can use this ability once every 3 rounds.
Magnetic Grip
This ability has two functions. The first functions as the Move Object Force Formula, except that it can only affect ferromagnetic objects. You may use this function once per encounter, and you may spend a Hero Point to charge the object with electricity, causing it to do additional damage equal to the normal damage it does. This additional damage is electricity damage. The second function of this ability is that you may spend a swift action to gain a climb speed which only allows you to climb ferromagnetic surfaces, or objects that have metal in them (such as rebar). Maintaining this climb speed takes a swift action each round.
Plasma Strike
As a standard action once per encounter, you can create and manipulate plasma to attack a target. Make a Knowledge [Physical Sciences] check with a against a target within 24 squares and within your line of sight. If you beat the target’s Reflex defense, it takes 1d6 fire and electricity damage per 2 character levels you have. You can choose to make an attack against a precise area of their body as if you were making a weapon attack.
Railgun
As a standard action, you can accelerate an ferromagnetic object with a mass less than 0.1 kg to absurd velocities. This functions as a weapon that operates at rifle ranges, and the amount of damage it does increases with level. You are considered proficient with this weapon. You add half your level to this damage, as normal for a weapon. This is considered a heavy weapon for the purposes of feats and talents. You may use this ability once every 3 rounds.
- 1st-6th: 2d8x2 damage
- 7th-10th: 2d10x2 damage
- 11th-15th: 4d10x2 damage, operates at heavy weapon ranges now
- 15th and above: 4d10x2 damage, ignores 5 points of DR
Recharge
As a standard action, you can channel electricity into an electrical device, recharging it as if it had been recharged in a normal fashion. You can do this once every 3 rounds.
Refined Electromagnetic Control
Requirement: Level 7 or higher
You can make a Magery check to perform one of the listed actions.
EMP: As a standard action, you may release a burst of broadband microwave radiation, scrambling electronics and fusing circuits. This burst is centered on you, and affects all electronics within a radius equal to 4 squares + 1 square/character level (though you may willingly decrease the radius if you so desire). The damage caused by this ability ignores any hardness the electronics may have. Electronics specially shielded against EMPs or harmful radiation are immune to this action. Once activated, you must wait 5 rounds before using this ability again. The results of your Magery check determine the duration that electronics in the vicinity are scrambled, and the extent of the damage caused to them:
| Result | Time | Damage |
|---|---|---|
| Up to 15 | 1 round | 1 |
| 16-20 | 2 rounds | 1d4 |
| 21-25 | 3 rounds | 2d4 |
| 26-30 | 4 rounds | 2d6 |
| 31+ | 5 rounds | 2d8 |
Maser: As a swift action, you can activate this ability and make a Magery check. The result of your check determines the duration of this ability. Once this ability ends, you must wait 5 rounds before using it again. While you have Maser is active, once per round as a move action you may concentrate a stream of microwave radiation at an opponent as a ranged touch attack. This uses thrown weapon ranges. If you hit, you inflict 2d4 nonlethal damage, +1d4 nonlethal damage for every 2 character levels you have, adding your Wisdom modifier to the result. If you score a critical hit with this attack, the damage is considered lethal damage. This damage is treated as radiation, and any bonuses the target has to their Fortitude defense vs radiation also applies to their Reflex defense vs this attack.