Torque Manipulation
This is the impressive ability to manipulate torque, the twisting motion of an object, in minor ways.  By causing an object to twist, the being can create many useful effects.  This power will only work on solid objects and is ineffective against energy, lasers and similar objects, including beings of energy.
1. Projectile Twist
By twisting a projectile in flight, the being can cause it to turn away from its intended target, thereby parrying the projectile.  Due to the speed of modern projectiles, like bullets, it is very difficult to parry, though not impossible.  The parry can be attempted, but no bonuses apply.  Against ancient or thrown weapons, the character gets a +1 to parry at levels 3, 6, 9, 12, and 15. 
Since this is a parry, it doesn?t cost a melee action to accomplish.  This also will not affect multiple projectiles, so twisting a burst is not possible.
2. Body Twist
By applying opposing torque to an opponent, the character can cause the target to twist violently in two directions at once.  The twist causes only 1D6 points of damage, but the target is automatically knocked off his feet.  The victim loses initiative and his next action.  Also, all combat bonuses are at a ?4 due to the pain caused by the twisting of the body unless a saving throw of 14 or higher is made (P.E. bonuses apply). Beings with supernatural physical strength are immune to this attack.
Range:  30 ft + 3 ft per level
Damage:  1D6 + special
Duration:  Combat penalties last for 2 melee rounds
Melee Action Cost: One melee action
3. Disarm
By applying torque to an opponents hand or wrist, the being can attempt a disarm attack, which causes no damage, but the opponent will suddenly be weaponless.  To disarm an opponent, the being must make a called shot roll for the targeted limb with no attack bonuses.  At levels 3, 5, 7, 9, and 11, the character gains a +1 for this type of disarm only.
4.  Trip
The being can cause an opponent to stumble and fall by twisting one leg.  The opponent must make a successful maintain balance check or fall losing initiative for that round and his next attack.  If the character is running at his top speed, it will be harder to stay on his feet (-5% for every 10 miles per hour).  Fast characters can be hurt by this attack.  The character will take 1D4 points of damage for every 10 mph over 20 mph.
Even if no damage is caused by this attack, the leg will be sore and movement may be reduced slightly (-1 on Spd) for a day or two as it heals.
5.  Increase Accuracy
By applying subtle forces of torque to a projectile, the character gains a +1 to strike.  The bonus increases by an additional +1 at levels 3, 5, 7, 9 and 11.
6. Other Powers Bonuses:
+2 to parry and dodge
+1 to PP
+10 to SDC
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