Power Beams

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Power Beams (Major) by Iczer

"hold it right there buddy"

the character has the ability to emit an energy beam that grabs and holds, rather than does damage specifically. Once grappled, the victim becomes held and subject to the character's..ahem...whims

1) Holding ray:

Range: 100feet, plus 50 feet per level of experience.
Bonus to strike: +3 with an aimed shot, +1 wild
Number of attacks: one to fire the beam, and one per melee to maintain it.
Effect: The target if hit will be trapped in an energy field that suspends activity. The character can think, and speak, but is otherwise unable to move. He can turn powers on and off, but cannot aim or direct them in any fashion. Note that psionics, and pseudo psionic powers are able to be directed and 'aimed'.
Breaking free: Teleportation is the easiest escape. Other than that the character can, once per melee by flexing his muscles (Roll a contest of PS attributes. The holding ray has a PS of 35 (superhuman) +5 every even level. Anything that interrupts the beam cancels the power, so force fields are helpful. anything that causes the character to lose concentration also cancels the beam.

2) Lifting and pushing: The beam also lifts and hurls opponents. the beam has an effective PS of 35 (+5 every second level) for the purposes of moving weight. The character can exert push or pull on the subject and can swivel the targets position as need be, out to the maximum range (100 feet +50 feet per level). Targets may be hurled into objects, but unless released at the point of impact, they are somewhat shielded by the characters own power (see below). Slamming a foe into a wall does 6d6+10 damage. The character can use this ability to pull himself toward something, as long as it exceeds this powers carrying capacity. Throwing an item at an opponent requires one action to grab and another to throw.

3) Force and pressure: The beam can also be used as a form of attack. the character can strike foes or targets within range at +3 (+1 if wild) for 4d6 damage. As an alternative the character can shoot this beam, straight down, and propel himself to the upper range of this power. In this fashion the character can move at triple normal speed on what appear to be stilts of energy.

4) Other abilities: 4d6 SDC