Living Warp

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Living warp [Major] by Iczer

'Sucked in buddy'

The character can become an aperture into a violent and chaotic realm of extradimensional energy. When this happens, any contact with him results in a harmful and violent transferal.

Effects: Anyone coming into contact with the character suffers 2d6 damage and must save vs transferral (14+ PE bonuses count) or be sucked into this universe, and ejected moments later. The target is violently hurled out of the character up to 6d6 feet (loses this action and his next).

Attacks per melee: This field requires one action to arc up, and a further action per melee round. Other abilities: While the field is active, the character is immune to energy (it is absorbed) and the character has an AR of 16 vs ranged attacks (the projectiles get absorbed and regergitated).

Harnessing the energy: The character can harness this energy in a number of ways.

1) Absorb and expell matter: By contacting a solid object, up to 500 lbs +50lbs per level, he sends it into his limbo. on his next action, he has no choice but to expell it violently. the flaming, charred wreckage can be hurled up to 40 feet away +10 feet per level with +4 to strike. Damage from hurled item is based on weight, with every 25 lbs inflicting 2d6 damage. this ability can be used even if the field is 'off' by turining it on only momentarilly.

2) Fall lightly: By activating this field, and bleeding a little energy out, the character can leap up to 2 feet per PS point, and can fall unlimited distance without harm.

3) Slow bleed: By opening his aperture, he can cause the energy inside him to roll out. This causes 1d4x10 damage to everything within 30 feet. targets within this range may roll vs punch/fall/impact (16+) to take half damage.

4) Release: The character can open his aperture wide to release as much energy as he can allow. This takes 2 full melees of concentration to perform. at the end of those 2 melees the character takes 6d6 damage direct to HP. everyone else within 100 feet takes 2d6x10, and innanimate objects see their AR's reduced by half. out to the next 100 feet, the damage is only 1d4 x10 and the next 50 feet are afflicted with 3d6 damage. the character is knocked out from the shock.

5) Other abilities:

+2d6 HP
Recognises creatures from other dimensions, extradimensinal phenomenon and any effect that warps sapce and/or time.