Mobility
Mobility [Major] by Iczer
'Get him...he cannot possibly escape us all'
The character has an unparalleled close quarters mobility that allows him to whip around opponent's in melee combat, as well as other tricks.
1) Combat bonuses: The character enjoys an autododge when actively in combat of +4 plus any PP bonuses. Opponents have a -2 to strike him while he is actively using this power, and called and aimed strikes are impossible. Because the character has the ability to strike from odd angles, mostly by whipping to an opponent's flank before striking, he gains a +2 to strike in melee combat.
2) Method: There are three methods of using this power, one of which is chosen at creation.
- Fluidic: The character achieves his mobility because he flows and distorts his shape, much like putty or liquid. The fluidic character enjoys a +4 to PP and +4 to Spd as well as +4 to roll with punch/fall/impact. the fluidic character can automatically escape from any hold or grapple (no action) and can move through any gap larger than his fist.
- Speed: The character achieves this power by concentrated bursts of high speed. He has +4 to initiative, as well as a bonus of +2D6+6 to his Spd
- Teleportation: The character blinks in and out of combat, hopping around his opponent's like a jackrabbit. The character can teleport 10 feet (+5 feet per level) once per round taking no more than 5-10lbs of extra weight with him.
3) Other tricks: Apart from being very mobile, this power has a number of other uses. The character can run without slowing through any normal obstacle that he can see past just by exhibiting his exceptional mobility, as long as he can pass through the opening and that the obstacle requires no more distance to cross than 10 feet (plus 5 feet per level). The character could use this to bridge a narrow crevasse, run through a hallway full of hoodlums or step carefully across a minefield.
The character can also perform a special area attack. this area attack strikes all opponents within 10 feet (plus 5 feet per level). The character uses his mobility to simply jump from one target to the next, making individual strike rolls against all opponents. The character can vary these attacks (can disarm one ally, then pick up the ally's weapon, and then use it on 3 thugs, and then a kick to a fourth). using this area bounce attack counts as all of the character's actions for the round.
4) Other bonuses: +2 to normal dodges, +15 SDC. +1 attack per melee +2 initiative.