Matter Expulsion: Coins

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Matter Expulsion: Coins (Major) by Stone Gargoyle

Similar to energy expulsion, only this power allows its user to generate a substance which appears to be coins and can be utilized for various effects:

1. Coin Armor: Nickel Plating: The character can cover himself in round discs which appear to be coins but adhere to his body, functioning as scale mail with an AR of 15. Any attack equal to or below 15 does no damage. Creating the armor uses 2 melee attacks/action.

Bonuses: The coins interlock, providing +5 to PS, +2 to PE, +10 to Hit Points, +PE attribute number X10 to SDC (1 SDC is the equivalent of 10 coins), +1d6 to damage, and can parry blades and other weapons with coin coated hands and arms. Coins resemble actual money.
Damage: Coins flying off as strikes do damage to the armor are distracting to other opponents than the one doing the damage (-2 penalty to parry and dodge), and there is a 01-30% chance a coin will shoot off at high velocity, doing 1d6 damage to a random target.

2. Loose Coins Tactic: The character can shake his body, shedding coins to cover the ground. This can provide paving to solidify ground to eliminate penalties from mud and slush, or provide a sliding mass of coins creating movement penalties.

Area of Effect: 10 foot diameter, + 5 feet per level of experience
Damage: None, but shifting mounds of coins cause anyone passing through the area to reduce speed or slide 1d6 feet (01-50% chance) and make a Maintain Balance roll. If the coins are spread over mud or other slippery surfaces, however, they will settle and eliminate penalties from walking over said surface. Vehicles, characters and creatures over 300 lbs or over 15 feet tall are too large to be affected by this tactic.
Attacks per melee: Creating coins to fill the area uses all the character's attacks for one round.
Duration: Coins created are permanent.

3. Matter Expulsion: Chump Change: Basically the same as the minor superability.

Coin Expulsion: The character shoots coins from his palms, firing if shot from an automatic weapon.
Attacks: One attack to fire, with coins produced resembling authentic money (can be spent as real money if collected or found). Must wait one attack between uses of the power, with a maximum of twice per melee.
Damage: 3d6 damage, X2 for short bursts, X5 for long bursts.
Range: 150 feet, +10 feet per level
Bonus to strike: +3 aimed, +1 burst, +1 at every 3 levels beyond level one.
Payload: Shoots PE number in coins on a burst (total magazine). Can use PE number X10 in coins per hour.
Spray: The character can shoot a burst at several targets at once, but the level of accuracy is like shooting wild (must use a long burst, or total PE in coins, in order to spray).
Stunts: Jackpot Attack: If having used this power not at all in a 6 hour period, the hero can elect to use up all of his attacks for a round doing a continuous burst, using his PE number in coins every action, for a total of his PE X attacks in coins fire for the round (damage 3d6X5 for each attack in round). The character is unable to perform any other actions or dodge attacks, and he will lose the ability to use the power again for one hour.