Hand of Tanus (concept by Jesse VanValkenburg) TN: 7 Strain: 1 Speed: 1 Duration: instant Range: 10 yards / Faith level
"There are times when those we are sworn to protect become a danger to themselves and others. I have no wish to hurt these poor, misguided souls - but they must, none the less, be brought under control. Under the divine guidance of Atum, I halt what I do not wish to harm." - Tanus, Hekant Lector
Faced with the prospect of fighting fellow mutants, a Lector from Armana was the first to develop this power. It is available to any Lector as a starting power. Doompriests may not start with it, but can learn it from a Lector. To use this power, the user must draw upon the glow and channel a concentrated, controlled blast of energy from their hands (the power works best when utilized with both "empty" hands for some reason - attempting it one handed raises the target number to 14). As with Atomic Blast, the user must meet the target number for the power and the target number needed to hit the target (including appropriate range modifiers, etc.). If the power succeeds and a living target is struck with the blast, it inflicts 3d6 wind, plus an additional 1d6 wind per raise over the target number for the power. Like with other stun attacks, before the wind damage is assigned, the total is made against an opposed roll vs. the target's vigor, and the difference is what is actually taken in wind. For example, an attack is made on a target: 17 wind is rolled by the attacker, and the target makes an opposed vigor roll of 8. The difference (9) is what the target actually takes in wind. Hand of Tanus does not work on non-living targets, and there is no bonus for hitting specific locations (ie. head, gizzards). Armor is ignored by the power unless it is rad or spirit in nature, in which case you reduce damage / die types as normal. |
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Rad Rock (concept by Jesse Van Valkenburg) TN: 5+2 per ounce Strain: 5+1 per ounce Speed: 1 hour per ounce Duration: permanent Range: touch
"Some knowledge is perhaps not meant to be known...this might be such a case. At any rate, I'll have to ask you all to please allow me to concentrate and leave the immediate area...no, further than that...further...no, keep going..." - Tanus, Hekant Lector
Doomsayers may create irradiated ghostrock from normal ghostrock using this power. This is a long, dangerous and draining process. The doomsayer starts with 4 ounces of ghostrock for every 1 ounce of irradiated ghostrock to be created. He must use Tolerance before utilizing this power to shield himslef from the ghostrock during the creation. he then calls upon the glow from within himself and touches the pile of ghostrock, building the energies in the pile at a rate of one hour per ounce of irradiated ghostrock desired. He can do nothing else during this time. He then watches as the energies and the rock flow into one fused, concentrated piece of irradiated ghostrock, reducing down to the desired size. At the end of the required time, the doomsayer then makes his roll vs. the TN of the power. If he is successful, he has his irradiated ghostrock. If not, the irradiated ghostrock is unstable and suddenly implodes and explodes causing 3d20 (+1d20 per ounce of irradiated ghostrock created) damage in a 20 yard diameter blast. Treat this as massive damage and reduce damage dice by one for every 10 yards past the 20 yard "ground zero" point. Anyone alive at ground zero automatically gains one major and two minor mutations. Anyone at 21 to 40 yards must make a TN 11 Vigor roll. If successful, they gain one minor mutation. If they fail, they gain one major and one minor mutation. Anyone at 41 to 60 yards must make a TN 9 Vigor roll. If successful, no mutation. If they fail, one minor mutation is gained. Outside of this area there is no additional risk of mutation from the blast and no Vigor rolls are neccessary.
Example: If a doomie wants to make two ounces of irradiated ghostrock, he must start with eight ounces of ghostrock. After using Tolerance and expending 7 strain, he focuses on the pile as he releases the glow from his body, slowly irradiating and concentrating the ghostrock. At the end of two hours he rolls his Faith against a target number of 9 to check the rock's stability. If successful, he's got two ounces of irradiated ghost rock. If not, KABOOM - everyone within twenty yards is taking 5d20 massive damage. Assuming there are any, survivors check for mutations based on where they were when the blast went off as detailed above.
Rad Rock is potentially very powerful, and is considered an ability of the "inner circle" of those that worship the glow. It may not be taken as a starting power and can only be taught by one of the mentors or a high priest of Avatar, and even then only after receiving the permission of Joan or Avatar themselves. Interested characters must have a minimum 5d12 in Faith before petitioning their mentor or a high priest, who must then relay the request to Joan or Avatar for consideration and approval. Once gained, a character may not reteach this power to another Lector or Doomsayer unless they become a mentor or high priest themself (and even then, must still follow the same proceedure listed above - gain an additional -2 oath of secrecy to not reveal the workings of the power).
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