Diamond skin [Minor]
'I'd feel better about this if they wern't using such big guns'The character can crystalise his flesh, turning skin and muscle into defensive plating.
at the cost of 20 SDC, the character gains an AR of 8. Every 10 further SDC expended, raises the AR by one until it reaches 16 (100SDC total spent) as the character does this, he becomes covered in spiky growths of crystal.
at AR 8, the character's spiky growths add +2 to HTH damage
At AR 12 the growths inflict 2D4 damage as melee weapons (add the +2 damage from AR
At AR 14 and above the growths inflict 2D6 damage, and 2D4 damage to anyone foolish enough to try to grapple, tackle or grab him.
The character can retract the growths, returning SDC to him if he needs it. The character takes half damage from lasers as long as he has some AR derived from this power.
Electric Assertion: [Major]
'Oh Gawd.....I can't control my hand! please somebody, anybody, I've got a gu.>BANG!<'The character can force a target to perform actions by manipulating their body's electrical signals, forcing their bodies to perform deeds against their will, and increasing their body's store of bio-electricity
The target of this power must be within 60 feet and clearly visible to work. The character expends two actions. The target must make an immeadiate saving throw of 14+ (PE bonuses apply). If he succeeds, he takes 2D4 damage as electrical energy surges through him, but he is otherwise OK. If he fails, he Takes 3D6 damage, and performs a single action against his will.
The target regains control immeadiately, and loses no actions by complying. He may fight the character's commands by performing other acts (typically a dodge) to throw off the reflexive commands. This is resolved by rolling a parry or a dodge (depending on circumstance), contesting a D20 roll by the character, who gets to adds a bonus equal to his PE score as if it were his PP score. Add also a bonus of +1 for every three levels.
[EG: Sparkchilde forces a cop to gun down a civilian. The cop fails his saving throw and attempts to grab his own hand The cop has a parry bonus of +2, sparkchilde with a PE of 16 and being 5th level, also has a +2.]
Notes and other abilities: targets with resistance to energy (specifically to electricity) take the normal reduced damage, and gain a +4 to the saving throw and to any attempt to resist (adds to a parry or dodge). Outright energy immunity (electrical specifically) renders the target immune to this power.
+1D4 to PE and ME
+6D6 to SDC
Resistant to electricity (half damage)
Muscle drain: [Minor]
'The bigger they are, the harder I hit'The character instantly drains energy and momentum out of a target upon impact. In combat, whenever the character is hit by an unarmed attack, or hits a target (not his armour) the target makes a saving throw (16+ PE bonus applies) or loses half of His PS score. The character gains this much PS upon the point of impact. the duration is a pittance, but it is enough to reduce the damage of incoming melee attacks, and to amplify his own strikes.
The power works through clothing, even heavy clothing, but metal gauntlets bypass it, as do ceramic ones. likewise, full body armour with an AR over 14 also blocks this power (though this is a thickness issue. Miracle fabrics, and bulletproof silk will not stop this power no matter how much AR they may provide) Of course force fields will stop this power, but invulnerability will not.
targets will also see their strength category reduced for the duration, which will dramatically alter the damage of targets with supernatural PS.
Prolonged contact will also see a disparity in strength. after one melee round, the strengths are exchanged as descibed above. if the character is not restrained fully after that time, he will surely have the power to escape a while later.
Clairvoyant senses [Minor]
'I tasted your arrival Clarke. You should not use that aftershave again'The character can turn off his senses. sight, smell taste, touch and sound all vanish, leaving the character, for all intents and purposes insensate.
when he does so, he gains a kind of clairvoyant view of his surrounds, feeling, tasting, seeing and hearing all around him.
While in this state, the character cannot feel pain, or nausea. he cannot be blinded, deafened or disorientated by noise.
He has an area sense extending for 10 feet per level in all directions. he is acutely aware of all that goes on, able to extend his senses (any and all) to all points within his range. He can taste the coffee on the table in front of him, read the newspaper of the guy behind him, and listen to the phone conversation at the next table.
He has a +2 to initiative, and +2 to strike parry and dodge and is immune to suprise attacks originating from within his area of awareness, and he gains the ability to auto dodge. His resistance to pain is complete, and he can fight until dead, though injuries may prevent him from doing so. he enjoys a +8 to perception checks and a +20% to skills requiring a fine touch or keen perceptions.
He is completely insensitive to any effect outside his range though. He is unable to dodge attacks that come from outside his range. The senses are not suphuman in nature through. He cannot 'see' though walls, nor could he taste a sugar cube at the bottom of a cup of coffee. In darkness he would still be blind per se, but he can touch everything in range to know where things are (no penalties for combat, though he may need to identify his foes) Likewise in a room filled with smoke, he would be able to smell the smoke, but might not pay attention to the fact that that same smoke may be choking him.
The character's other superhuman senses function in this state as well, but only for the proscribed range.
Batts
"Sorry Drewkitty, the laws of physics were defeated by Iczer way back in like, the first ten pages of this thread." A.J. Pickett
“Iczer, you are a power generating machine.” - Mr Twist