Deflective Fields
Deflective fields: [Minor] by Iczer
'What the?....oh..an assasin.'
The character's body produces energy fields designed to deflect and turn aside projectiles rather than stop them cold.Typically, the faster the projectile, the greater the deflection. Energy attacks can also be deflected, but the amorphous nature of energy makes the power differently effective against it.
1) Physical deflection: Ranged attacks suffer a minus to hit this character based on the speed of the projectile as well as the distance it must travel to the character. Supersonic projectiles suffer a minus 10 to hit this character. Subsonic projectiles only a minus 8. Mechanically shot projectiles (bow and arrow, crossbow bolts) suffer a minus 6 while hurled or 'spat' missiles suffer a minus 4. Additionally, every 100 feet of distance between the shooter and the character reduces the chances to hit by 2. This power only partially deflects large and heavy projectiles (automobile impacts and falling safes). Such attacks have no actual penalty to hit, but inflict only half damage.
2) Energy deflection: The character cannot directly affect the path of an energy weapon, but can churn the medium in which it travels through. ranged energy attacks inflict half damage as the very air bends to distort the attack. Note that the character is not immune or resistant to energy that is pretty much 'minding it's own business'. The character who grabs live power lines needs his head examined and has no inherent resistance.
3) Melee defenses: The character has next to no resistance from melee attacks. These attacks are powered by continuous application of force (the attackers strength driving the attack) nor the short range leaves very little room for deflection. That said, he enjoys a +2 to parry melee attacks from hand held weapons over 2lbs, and may parry such with his bare hands.