Levitate

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Levitate [Major] by Iczer

'I think you will find this experience...uplifting'

The character can lift himself and others in the air, vertically only.

1) Levitate self: The character can levitate himself. He can move up to 60 feet in an action (adds +2 to dodge) to a maximum height of 60 feet per level. The character has enough control to wander forward when he does so, allowing him to float in other directions at a Spd equal to half his normal Spd score, but the concentration required to do this limits him to 2 attacks per melee and halves his combat bonuses.. If the character is awake and able to react, he takes no damage from any falls. If used to assist a normal leap, the character can double his normal leaping height and add +10 feet per level to it. he only adds 50% extra horizontal distance though.

2) Lighten load: By levitating an object slightly, the character can multiply his lifting and carrying by 4 times, just by applying a trivial amount of levitative force.

3) Levitate others: By gesturing at a target, living or otherwise, the character may levitate it. The target must be within 60 feet (+10 feet per level). The character must make a strike roll with this power (+0 to strike) which can be dodged (at -4 due to the mostly undetectable nature of the power). if successful, the character can lift 100lbs per level up to 30 feet high (+10 feet per level). If such movement results in a collision (such as if there is a roof) then the target takes 3D6 damage. The character can maintain his levitative hold on a target by expending one action per round. If a target can grip onto something by any means (adhesion, or a handy flagpole is nearby) then he may attempt to wrench himself free of the levitative grip. The target can roll a d20 and add his PS score. The character does the same but adds his ME score +3 per level. if the target succeeds, then he has pulled himself free. otherwise he remains held. a target held in place is unable to direct his movement (unless a flyer) and pretty much hangs in place, having -3 to dodge.
The character can levitate one item at level one. at levels 3 6, 9 12 and 15 he can levitate another item as long as their combined weights do not exceed his maximum capacity.
Levitating an individual into the air and letting him drop is an action. Holding him longer than that chews an additional action.

4) Flight control: The character can attempt to control the air by manipulating other flyers. If targeting a midair opponent, the character can perform a kind of reverse levitation. If it is successful (roll as with levitate others, +0 to strike, -4 to parry) the target veers upwards or downwards 15 feet plus 5 feet per level. Well timed, this attack may disrupt an attack by a flyer, or even cause him to crash (3d6 damage plus normal speed bonus for damage and a crashed target loses initiative and one attack). This can also be used as a defensive parry against large, slow moving areal attackers (jumpkicks and leaps are good, daggers are too small and fast to target though, and do not even think about bullets).