Iczer wrote:Crush [Major] By Iczer
'Now feel my power'
The character can create a force field type effect in order to grip, squeeze and shove opponents.
1) Force construct: The character creates the field of force up to 50 feet away +5 feet per level, if necessary making a strike roll to hit (+4). Targets may dodge this if they notice it coming, but the force itself erupts out of nowhere, and is only semi vissible, leading to a -2 to dodge. as a construct of force, it has an SDC equal to the sum of the character's PE and ME +5 per level. It's grip is also tenacious, and for purposes of maintaining or holding a target (not for actual crushing damage) the Force has a supernatural PS equal to the character's ME attribute +2 per level.
Striking a living, breathing target requires an action to perform (which may be dodged as usual, or parried by equivilant PS). Once an opponent is grabbed, he is held in place and may perform any of the manoevres listed below (2-4)
2) Crush: the simplest manoevre. a victim of crushing takes 2D6 damage, plus 2 per level. after the first squeeze, every subsequent squeeze inflicts an extra D6 damage. eventually any item may be crushed beyond repair. Note that the force construct is only able to grapple objects about 10 feet across. a motorcycle could be ripped in two (eventually) but a shool bus whould only have half of it crushed. Unresisting objects and inanimate objects may be crushed on the first round for it's base damage.
3) move: The character can, as part of his action, move an object in a direction of his choosing, moving him up to his ME in feet (or half that upwards) if the target has some way of resisting this movement, even traction on the ground, he may halve this distance. obviously this is a good reason to move them a few feet high first.
4) Shove: Once a target is gripped he may be shoved violently. The target is flung as many feet as the force construct's virtual PS. this relinquishes the character's hold on the target, but the target takes 2d6 from the fall (plus another 2d6 if he runs into a solid object) and he loses an attack from the throw.
5) halt movement: if a target is a moving object, this power may be used as a solid object with it's standard SDC. If the target does not destroy the force construct with the impact, then it stops moving. otherwise it's speed is reduced by 5 Miles per hour for every point of virtual PS the power has. This may be used as a parry against ranged attacks (not bullets) and may be used as a parry against long range attacks (such as jump kicks). each parry used in this manner requires an action to perform.
6) disarm: The power can be used more expediently against items held by another. use the normal strike bonus as a disarm attempt, but the subsequent parry is at -2, and the held item takes 1d6+2 damage in the process.
7) defences: a person held by this power has a few options to save him. Firstly his friends could come to the rescue. if the attacker performs any action other than using this power (such as a dodge) then the power stops functioning. likewise if the attacker is tripped, grappled, stunned or knocked backwards this power stops working.
Secondly, he can attack. if he posesses a ranged weapon (or ranged power) he may make a wild shot at -6 to attempt to hit a given target. targets must be valid though (if the attacker uses the move manoever to turn the target 180 degrees then he can't be targetted anymore). Likewise powers that don't need physical action to perform work as normal (though being crushed on a action by action basis does wreck concentration).
The character can also atack his bonds by flexing his muscles. this inflicts 1d4 damage plus his PS attribute. damage is reduced by 3/4 though due to his restricted movement. outsiders may attack the bonds as well though large attacks and area effect attacks hurt the target as well as the bonds. the bonds themselves are immune to energy damage.
The target may also try to escape his bonds. This is an opposed strength check. targets with normal PS fail automatically. extraordinary PS suffers a -10 to the check, and superhuman PS suffers a -5. The target may instead attempt an opposed PP vs the attackers ME check though he will suffer a -5 in the attempt due to the precsie nature of the grip.
Targets that can transform into malleable structures can escape with ease (takes 2 actions if still solid, otherwise takes a single action)
Targets over 400lbs can only be moved half normal distances (or have their speeds halved by #5). every 400 additional lbs sees these distances or speeds halved again. (so a small car and it's 2 passengers, 1200lbs, will have 1/8th normal effect.)
Objects with an AR (including people) of 14 or better take one half damage from crushing. objects with AR's of 18 or better take one quarter.
Batts
All I have to say about this one, Iczer, is "Ouch!"