Kinetic Transferance

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Kinetic transferance [minor] by Iczer

'So..where am I going to strike you from next ?'

The character can control the output of his kinetic energy as to alter it's makeup fo a brief period, twisting the effects of solid, kinetic blows and other activities.

1) Transfer blow: The character can transfer the weight and power of a blow, either with his bare hands or a weapon through the air, striking at a range. He can direct his melee attacks to opponents up to 40 feet away, plus 10 feet per level. These blows become visible as they pass through the air. transferred blows inflict normal damage and are -2 to parry (But +2 to dodge)

2) Transmit blow: The character can use a medium aside from air to act as a channel for his blows. By striking the earth, or a nearby wall, the force of the blow runs across it towards a target before leaping out at him. as with transfer blow this functions at 40 feet plus 10 per level, but the medium absorbs some of the damage either halving it, or reducing it by it's AR, whichever is more. Transferring through a medium can be parried or dodged as normal, but if the target is touching the medium in question he suffers a -4 to his defense. A blow may be transmitted through a person's body armor, even through power armor, and may be made with surgical precision a wall could be struck for instance, targeting damage to the mortar leaving the bricks intact. Natural armor protects normally.

3) Alter blow dynamics: The character can choose to alter the type of blow inflicted. A sword could be made to inflict blunt or crushing damage with the same ease that a bare handed blow can be made into a slashing style attack.

4) Blow defense: When struck with kinetic damage, the character can attempt to alter it's parameters in order to protect himself. By transferring the energy at the point of impact, the character can direct damage through his own body and into the ground he is touching. This reduces the damage by an amount equal to the AR of the ground itself. In the same manner, he may turn sharp, piercing blows into soft, dispersed crushing wounds, halving the damage from bullets and blades (is halved after the ground absorbs any damage). In any case the character requires concentration to perform these feats, subtracting one attack per melee to do so .

5) Will over body: The character may use his ME as PS when calculating damage inflicted with bare handed attacks. Read the character's ME as PS to discover the amount of damage bonus. Add +1 at every even level.