Personal Orbit
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Personal Orbit [minor] by Iczer
'let's go for a spin'
The character generates a field of simulated gravity or telekinesis, that picks up stray, unattended objects and sets them on a casual spin around his body, gaining or losing speed as he chooses. While the field is up he gains the following:
- +4 to disarm. -2 to be hit with ranged attacks. Ranged projectile attacks have a 25% chance of simply being scooped into the orbiting field. In addition, the character may, as an action, attempt to parry incoming ranged attacks with his field (for projectiles) or with objects set in motion around his field (for energy attacks). he may parry ranged attacks with a +0, with an additional +1 at levels 2,4,6,8,10,12 and 14. (and another +2 vs projectiles).
- Attack options: The character may pummel a character within 6 feet of him with the objects in his orbital path. this attack uses a +4 to strike (not other bonuses apply) and inflicts 1D4 + 1D4 damage per level (GM discretion. if he has 5 lbs of feathers in the orbit, he should be doing less. More if he has 5 pounds of barbed wire though.) if he has a weapon in his orbit, he may strike with that instead.
- He may also toss stray matter in his orbit at a target, inflicting 2D4 damage per pound of matter (or if already a weapon, it inflicts that weapons damage +2 per level.
- Lastly, anyone in melee combat with this character must make a dodge once per melee round, or be struck by the hurling, swirling matter (for normal attack damage)
Maximum Mass: The character can have 30lbs of matter orbiting him at any one time, +5 lbs per level, although no individual piece may weigh more than 5lbs (+1 per level)
Attacks per melee: The character needs to concentrate to use the field, but it does not cost any actions to do so. He also gains +1 attack per melee with the orbit itself.