Kinetic Control

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Kinetic Control (Major) by AJ Pickett (ad4emperor@hotmail.com)

"Must.. go... faster!"

The super being is a living conduit of kinetic energy, able to manipulate the levels of inertia in any object in contact with the body and redirect this potential energy of motion in several ways. The kinetic energy is not stored by the character, it is merely nullified or amplified at will.

1) Absorb Kinetic Energy: The character can reduce the kinetic energy of any object that makes physical contact, this effect is body-wide and occurs instantly while the character is concentrating. The ability to instantly absorb the momentum of a hail of bullets, a swinging baseball bat or the impact of a speeding car are all the same effect, which sees the super being reduce the inertial energy of the target to almost nothing, thereby stopping bullets in their tracks and causing running people to suddenly slow to a crawl.

A) Reduce Impact:
Range: Self
Duration: Indefinite as long as the character concentrates.
Effect: Any physical, kinetic attack that strikes the character is rendered harmless. This includes all projectile weapons, swords, clubs, kicks and so forth, the damage from an explosion is reduced to one third of the full amount, damage from objects up to twice the mass of the character striking the character at speeds of up to 25 mph (40 kph) is reduced to zero, larger objects inflict one tenth of the normal damage, as do objects moving faster than 50 mph (of any size, the additional damage from velocity is reduced to one tenth of normal).
Attacks Per Melee: The act of concentrating on this power costs one attack per melee round.
B) Reduce Speed:
Range: Touch
Duration: Instant.
Effect: With a touch, any speeding object or creature, up to twice the mass of the character, can have it's velocity instantly reduced to zero, while any object heavier than twice the character's weight has it's velocity reduced to one tenth of what it was.
Saving Throw: None for objects, living targets must roll 15 or higher to save.
Attacks Per Melee: Counts as a single melee attack.

2) Generate Directed Inertia: Just as the character is able to reduce the inertia of anything in physical contact, he or she may also increase the inertial energy. The effect is the same as if some kind of invisible force has been applied, accelerating the object instantaneously.

A) Increase Speed of Object:
Range: Touch
Duration: Instant.
Effect: Any target touched by the character which is not in motion suddenly reacts as though it has fallen 10ft per level of the super being and has just hit the ground. Any object touched which is already in motion has it's speed increased by 5 mph (8 kph) per level of the super being. Any object thrown by the character either inflicts double damage or has it's range doubled (but strikes at -2)
Attacks Per Melee: Counts as one melee attack.
B) Fire Inertia Pulse: Increasing the inertia load of the air (or water) in direct proximity to the character's hands creates a moving shockwave that strikes targets almost exactly like they were getting shoved by the air.
Range: 100 feet (30.5 m) +10 feet (3 m) per level of experience.
Effect: 01-70% likelihood of knocking down a person and items weighing up to 300 lbs (136 kg). If the target is in front of a brick wall or similar hard surface, getting knocked into it may cause up to 1D4 points of damage.
Duration: Instant.
Attacks Per Melee: Each inertia pulse counts as one melee attack.
Bonus: +4 to strike.

3) Manipulate Personal Inertia:

Range: Self
Duration: Indefinite while concentration is maintained.
Effect: The character is able to increase or decrease his or her own speed by up to 5 mph (8 kph) per level of experience, each melee round. While the character is limited to twice their normal running speed if on foot, there are few limitations on how fast they can go if they are sitting in a vehicle, however, they can be crushed by the drag of the vehicle if moving too fast, or the aerodynamics of the vehicle may limit how fast it can go before it flies to pieces.
Attacks Per Melee: Counts as two melee attacks per round.

4) Other Abilities and Bonuses:

+2 to pull punch
+2 to parry
+1 to dodge
+4 to roll with punch, fall or impact
Add 2D4 to normal speed attribute
Add 1 to P.P.
+10 to S.D.C.