Payback

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Payback [Minor] by Iczer

'Heya. Payback's a witch'

The character responds to physical trauma by generating a counter pulse of energy, a reactive defence mechanism designed to shield him from harm.
The character takes half damage from kinetic damage. In addition, each time the character is struck from any kinetic source, one of the following effects occur (select one at character creation)

  • Sonic discharge: The character emits a high pitched shriek upon recieving physical damage. all targets within range (one foot per point of the original damage dealt) must save vs pain (14+) or lose one attack and suffer -6 to initiative for one round. The character takes half damage from sonic damage
  • Energy discharge: The character emits a heat flash when struck. Within the normal range (listed above) the temperature rises by 1 degree for every point of damage dealt. The temperature cannot rise more than 50 degrees per melee round. The temperature lowers 10 degrees per melee round on its own. The character takes half damage from fire/heat.
  • Bio-electrical discharge: When struck, all targets within range must make a saving throw Vs Stun (14+) or lose -2 to initiative, -1 to strike/parry and dodge -6 to spd and -10% to skill usage for 1D4 melee rounds. the character takes half damage from electricity.
  • Light discharge: When struck, the character emits a blinding flash of light. all those within range must save vs the blinding flash (14+) or be partially blinded for the melee round (-4 to combat rolls). the character takes half damage from light/lasers.
  • Kinetic discharge: When struck, the character 'grows' a kind of force field. upon impact, the character gains a force field with an AR of 8. every subsequent 'hit' raises the AR by one to a maximum of 16. the AR drops by one per round. strikes deflected by AR do not affect the character or this power.
  • Vibration discharge: When struck, the character emits a shockwave. Unlike the above powers, the range is equal to 1 foot for every 4 damage recieved. targets in this area take 2D6 damage. Objects used to strike this character, such as bare fists or melee weapons are subject to even extra damage, taking an extra 2d6.

Notes: This power protects against kinetic damage only, and is triggered by such. Radius of effect is based on the incoming damage rolled rather than the halved version, though other powers that protect from kinetic energy protect first, and may prevent this power from functioning. Crushing/squeezing attacks do not trigger this power.