Flicker

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Flicker (Major) by Senator Cybus

This power allows the super being to continually shift between the real world and a contiguous sub-dimension: to an outside observer he seems to be blinking in and out of existence, vanishing and reappearing randomly, making him a very difficult target to hit.
In practice, this gives the super being a chance to avoid almost any attack or harmful effect. Whenever the character would be struck or otherwise harmed due to failing a dodge/parry roll or saving throw, the player should roll 1D20. If the result is 10 or less, the attack hits and damage is calculated normally. If the result is 11 or higher, the character takes no damage, having shifted to the sub-dimension a split second before the strike could connect. This protection even applies to sneak attacks or attacks from behind. The super being’s own ability to fight is unaffected by use of the power, as he can instinctively predict the precise moment of his dimensional crossing and time his strikes accordingly.
If exposed to ongoing environmental hazards, such as extreme heat or cold, poison gas or high ambient radiation, Flicker offers partial protection; the super being takes only half damage, as effectively he’s only exposed for half of the time.

Note: The sub-dimension that the character accesses is similar to that provided by the major power of Dimensional Room (PU 1, page 70); it has breathable air, a constant temperature and normal gravity. Where it differs is that the character can still see the real world all around him, it cannot be used for storage and he cannot remain there for more than a moment, as the Flicker power will keep dragging him back to the real world (unless he actually has the Dimensional Room ability, in which case he may stay for as long as he likes).
Range: Self, plus clothing and 10 pounds (4.5 kg) of equipment per level of experience.
Duration: Indefinite. Lasts as long as the super being maintains concentration. If rendered unconscious or killed, the character instantly reappears in the real world.
Attacks Per Melee: Activating Flicker requires one melee attack/action. Only minimal concentration is required to sustain it, allowing the super being to engage in combat and perform other actions with little impairment: reduce attacks/actions per melee by one while this ability is in use.
Limitations:
While the character can strike unimpeded in combat while the power is active, he cannot grapple with an opponent. Equally, most physical tasks are difficult if not impossible; the character can’t drive, repair machinery or even hold open a door, as he keeps vanishing every few moments.
Communication is nearly impossible: sound won’t carry between the dimensions, making conversation impractical, and neither will telepathy.
Some opponents have an increased chance to hit the super being, their powers or training enabling them to time their strikes more effectively. When rolling the 1D20 to determine whether or not their strikes connect, the character suffers a penalty to the roll, as detailed below:
The Ancient Master = -3
Anyone with the super power of Danger Sense = -1
Anyone with the super power of Extraordinary Intelligence = -2
Anyone with the super power of Heightened Sense of Awareness = -3
Anyone with the super power of Karmic Power = -1
The Natural Genius = -3
Note: These penalties are cumulative, e.g. if fighting against a mutant with Extraordinary Intelligence and Heightened Sense of Awareness, the character would incur a penalty of -5, meaning that he would need to roll 16 or higher to avoid being struck)