Impart Impulse
Impart impulse [Minor] by Iczer
"ýou need to go for a ride now'
The character can form a reflective field around a target very briefly, that adds kinetic energy to him. By attacking a target with a shove (no damage, strike as usual) a body flip/throw, a body block/tackle or by grappling a target and then releasing him on his next action he may also cause the target to gain speed for a brief second. The target is flung a number of feet equal to the character's PS (plus 2 feet per level). After striking the ground, the target bounces, and moves again half that distance. At 4th level and again at 8th level there is a third and fourth 'bounce' available, each one half the distance as before.
Targets, and the objects they may strike are protected by this field, but if a suitable target is struck by a flung target, then that target may also be knocked down (make a check vs balance or lose one action and initiative).
The target may be able to grab an object to stop himself. If he passes by an applicable object he may make a strike roll (16+ on before the first bounce, 14 for the second, 12 for any third) to grab it
Targets must be of an equivalent size and mass for this to work (within around 50% size/within 100% mass).
By expending an additional attack, the character may make a strike roll to rebound the target into a second target. This strike roll is made with only the character's PP bonus.
The character can also impart impulse to held or thrown items adding +2 to strike. The impulse field prevents any damage from being inflicted, but a struck target must make a sense of balance check or be knocked over.