Calcium Rend

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Calcium rend [Major] by Iczer

'That was your tibia. let's go for the jaw next'

The character has the ability to affect a person's very bones with this power.

1) Collapse: By commanding a person's skeletal structure to fold, the character simply holds a person still or pushes them flat to the ground. By guesturing at a person and expending 2 attacks, the character can force a target within 60 feet (+10 feet per level) to be wracked with pain as his skeleton stops obeying him.

The victim may make a saving throw (15+ PE bonuses apply) to resist this power. If he succeeds he will feel a mild discomfort and will take 2d4 damage from the initial pressure. If he fails the saving throw, then he is held with a vice like grip (his bones are being adjusted by the character). such a character is held in place, and, with his limbs being wrenched, may collapse (20% chance, greater if he was running or moving rapdily when assaulted). A held target may, once per round (including the round he was grabbed in) may make a attempt to escape. This escape is a test of endurance between the character and the target. both roll a d20 and add their PE attribute. the character adds +1 per level. The target may add his PS attribute instead, but this act of force inflicts 1d4 damage plus his own PS bonus to himself. Every round, the character ,ust expend an action to keep a hold on the target, but may inflict 2d4 more damage every round. after a minute, and after every minute, the target must save vs pain or black out (14+ PE bonuses apply).

2) Rend: The character can injure people by simply willing it. An invisible wave crosses the distance between character and target that rattles his bones. This inflicts 1d6 per level of the character, out to a target within 60 feet. He enjoys +4 to strike, but the target suffers a -6 to dodge the virtually invisible assault.

3) Break: The character can attempt to shatter bones on a target. He expends all his actions for the round and targets an opponent within 60 feet. the target makes a Saving throw (14+ PE bonuses apply) or suffers 3d6 damage and breaks a randomly determined bone (roll on the moderate injury chart).

4) Notes: Characters with unbreakable bones take no damage from this power (but may still be subject to pain). The character's own bones heal at 10 times normal rate, can suffer 5 times normal damage before breaking and he is immune to his own power (or variations on it)