Rush
There are two unrelated powers by this name.
Rush: [Minor] by Iczer
'Owww...how did you hit me from back there'
Once per melle round, the character may act with such explosive speed that he seems to rocket from place to place, allowing the following combat actions.
1) Rush punch: The character may dash to any target within range (see below) and sock him one. The added speed inflicts an extra 2d4+2 damage, and it's blurred speed makes it hard to deflect (it is -2 to parry and dodge)
2) Swerve: The character can use this power as part of a dodge, granting +6 to a single dodge attempt. the attempt will at least move the character 15 feet.
3) Gravity is no obstacle: gravity barely has time to take hold while rushing. he may cross gaps of open space or even run on water for his normal distance (see below) but only once per melee. He may also rush 2/3rd that distance up a solid wall.
4) Interrupt: The character can choose to take an action out of turn by rushing, interupting someone elses action. he may take a single action at +8 initiative before dropping to his regular initiative count. This action is subtracted from his total for the round, and as such may be almost immeadiately by his regular action.
5) Distances: Maximum rush distance is equal to his PP plus his Spd in feet. when travelling, he may add 15% to his speed by simply rushing 4 times a minute.
Rush [Major] by Iczer
'C'mon..hit me again'
The character gains physical power from pain and injury, resulting in the following effects.
1) Fight throught the pain: The character's wounds seal shut as soon as they are inflicted on him. He heals 10% of all damage taken at the end of the round in which he took that damage. This increases by 10% at levels 3,6,9,12 and 15. The remaining damage must heal in and of itself. Furthermore, wounds inflicted on this character close and seal over, halting bloodloss and preventing future infection (but does nothing to prevent scars) damage cuased painlessly is unnafected (suffocation/drowning and poison most notably).
2) Give as good as he takes: The character also becomes invigorated by raw damage, granting bonuses for the remainder of the round (where they end). Note that only the greatest wound in a given round counts, not the sum of all wounds.
(The super gains below bonuses for every 10 SDC/5 HP taken at one time).
- 10 SDC/5 HP=
- +2 PS
- +1 Initiative
(The super gains below bonuses for every 25 SDC/10 HP taken at one time).
- 25 SDC 10HP=
- +1 attack per melee
- +1 to strike
These number add up. If the super known as Cortez takes 30 damage in a single hit, he gains a temporary boost of 6PS +3 initiative as well as the +1 attack and +1 to strike. If he gets hit later for 10 damage his bonuses do not change. If he were hit again for 40 damage, the bonuses would rise.
3) Big man on campus: The character also enjoys the following default abilities.
- +6 to save vs pain (succeed or fail, the save difficulty represents an effective damage dealt for calculating bonuses)
- +50 SDC
- +8 PE
- +3D4 HP
- Heals at 4 times normal rate.