Property Damage

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Property Damage [minor] by Iczer

'ARGHHH......what's that sound?!?'

The character can unleash subtle but violent destructive vibrations around himself as a defensive field and a means to disrupt his environment.

1) Disruptive field: The character may expend 3 attacks per melee to set up vibratory waves that surround him. the field extends for 15 feet in all directions (including down). All targets within the field take 2d6 damage twice per round from the vibration. within the field, communication is impossible due to the deep thumming noise and the steady pressure.
Melee attacks against anybody within this field suffers a -3 to hit while ranged attacks suffer a -6. energy attacks are unaffected but sonic and vibratory attacks are useless. The character himself is able to make melee attacks as normal.

2) Shunt: While his disruptive field is active, he may, as an action, cause a violent shove in all directions. The character has an effective superhuman PS equal to his PE +2 per level. all targets within this PS's carrying range will be violently shoved away from the character. targets will take 2d6 damage from this attack and must make a check vs sense of balance or lose an attack as they are knocked down. this only affects targets within his disruption field.

3) Long range attack: While his disruptive field is active, he may expend an action to cause broad scale property damage. Out to a range of 60 feet +10 feet per level, the character inflicts 2d4 damage to every available target. Glass items crack then shatter, wooden items splinter, concrete breaks people are battered and bruised. Solid, rigid items such as crowbars stone benches etc take half damage if their AR is 14 or better, or 1/4 damage if their AR is 16 or better. characters behind force fields are immune.

4) While the field is active: The character drops to 1/4 Spd and cannot concentrate on complex tasks (like maintaining other powers) he is effectively deafened within his own field. he enjoys an AR of 14 from strictly kinetic attacks (and is immune to sonic and vibratory damage). His fists inflict an extra 1d6 damage from seismic energy, or 2d6 if his field is up and active.