Destruction

Walking the wastes is the only safe place for people like us.  Someone has to keep an eye on the irradiated wastelands.

Sign

Geiger counters detect you as if you were radioactive.  You cannot suppress this sign.  The amount of radiation they detect from you increases as you gain levels.  This radiation does not actually exist in a harmful form, and therefore you don’t have to worry about giving people around you radiation sickness.

Influence

You’re…a bit off.  You feel compelled to engage in wanton acts of destruction.  Your are also drawn to things that can cause a LOT of destruction.

Automatic Power

Radiation Immunity – Your powers over radiation allow you to walk in even the most irradiated wastelands created by man without endangering yourself.  You are immune to all forms of harmful radiation ranging from Ultraviolet through Gamma radiation, at the cost of also being immune to UV radiation that generates Vitamin D in your body.  Your skin and hair grow pale over several months as your melanin levels drop, and you acquire Vitamin D deficiency (and must spend 10 credits a month on Vitamin D supplements).  This does not make you immune to visible light or infrared radiation, and you are still vulnerable to microwaves.

Granted Powers

  • Detonate – You can evoke your destructive power with a wide variety of objects.  You can spend a swift action once every 5 rounds to destabilize an object in your hand.  This turns the object into an explosive, which will detonate at the end of your turn, dealing damage according to the list below.  This cannot be used with objects weighing 5 or more kilograms.  The damage this does is half fire, and half destructive power.  The object can be thrown at simple thrown weapon ranges, and functions as a grenade.  You add half your level to the damage done by Detonate
    • <1 KG – 4d6 damage, 2-square burst radius.
    • 1.0-1.9 KG – 6d6 damage, 2-square burst radius.
    • 2.9-4.9 KG – 8d6 damage, 4-square burst radius.
  • Nuclear Chaos – You can call upon the vast destructive power bound to you to unleash fires as hot as main-sequence stars. As a standard action, you may evoke a 6 square cone of fire that deals 1d6 damage per character level, max 25d6, to all creatures caught in it.  This functions as an area-of-effect attack using your Magery skill vs Reflex Defense. Half the damage is fire damage, but the other half results directly from unearthly destructive power and is therefore not subject to being reduced by resistance to fire-based attacks. You can use this ability once per encounter.
  • See The Cracks – You can see the cracks present in all things.  Stress points, physical cracks, whatever they may be, you can see them.  You ignore a number of damage reduction equal to one-fourth your level (minimum 1) with all attacks you make.

Ultimate Power

Nova – Once per week as a full round action, the contractor you can channel your destructive powers inwards, and use them on your very self. You explode in a burst of nuclear energy that functions as a tactical fission bomb, obliterating everything within a 500-square radius around you (750 meters).
Between 501 and 1000 squares of you, everything takes 40d6 damage and is set on fire.  Half of this damage is fire, and half of it is pure destructive power.
Between 1000 and 1500 squares of you, everything takes 20d6 damage and is set on fire.  Half of this damage is fire, and half of it is pure destructive power.
Between 1501 and 2000 squares of you, everything takes 20d6 damage, but your Magery check must beat their Reflex defense to deal full damage (otherwise it deals half damage), and it must beat their Fortitude defense to set them on fire.
This functions as an area-of-effect attack.  Inanimate objects automatically catch on fire.
You lose 5,000 XP when using this ability, assuming you survive. When using this ability, you must make a Constitution Check vs DC 20. If you fail this check, your body is obliterated as part of using this ability. If you succeed on the check, your body reforms 1d6 hours later in the same spot where you were when you used the ability, along with any equipment or objects they were carrying or wearing. You are stunned for the round after they re-form.  Alternative, you can choose to automatically fail this Constitution check, which gives you a +20 on the Magery check made as part of activating it, doubles the damage, and increases the area of effect by a factor of 1.5 – at the cost of your life.  Please note that this ability functions as a nuclear device, and therefore radiation damage and contamination comes into play as well.

Epic Space Adventures Abound!