Sandblast

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Sandblast [Major] By Iczer

'This stinging pain brought to you by your TV set!'

The character can whip up and molecularly agitate fine particles, imparting kinetic energy upon them in a variety of forms.

1) Sandblast: The character directs local particles in a directed blast. Range: 120 feet. (note that that when shooting at targets beyond 30 feet he removes these particles from his area of effect)

Damage 5D6 +1D6 per level.

Bonus to strike +4, +6 if 2 hands used to direct

Attacks: each directed sandblast counts as 2 actions.

Note that targets with natural AR's of 14 or better take half damage.

2) Sand Bash:the character gathers a fist sized lump of dirt, earth, dust and sand particles and tosses it like a softball.

Range: 60 feet. (note that that when shooting at targets beyond 30 feet he removes these particles from his area of effect)

Damage 3D6 +1 per level.

Bonus to strike +3 aimed +1 wild.

Attacks: each directed sandblast counts as 1 action

Note that targets with natural AR's of 14 or better take half damage

3) Sandstorm: the character whips up the particles in the local area, causing them to saturate an area with whirling sands.

A tight area (4 feet across +1 foot per level) causes all affected to take 2D4 damage (+1 per level) per melee round and effectively blinds them, and robs them of thier next attack (they may simply step away in that time). Targets in the area are blinded and cannot breathe. when exiting the area, the target must make a saving throw (14+) or be stunned for the remained of the round (spitting out sand clearing eyes). A tight area sandstorm lasts for 1 melee, and can be renewed at the cost of one melee action per round. as long as the storm remains within 30 feet of the character, he may cause the storm to race 10 feet in any direction to strike a target by expending an action. (The target may dodge with a 14 or better).

A wide area affects a 30 foot radius, centred on the character. it's damage is 2 points per melee round. visibility is severely disrupted (-4 to target foes inside or through the area) and -2 to parry or dodge within the storm. targets must save with a 10+ every round or suffer the penalties as above, but there is no automatic loss of actions for the target.) The wide area sandstorm lasts indefinately as long as the character continues to devote one action per melee round to maintain it. While the storm is actively maintained, the character moves at 1/4 normal speed (any more and he literally walks too fast for his storm to follow)

5) Sand shield: By whipping up the local sand particles, he creates whirring rings of sand and dust. any one attempting to attack the character suffers a -2 to hit in melee combat, -4 for ranged combat and -6 for ranged, thrown or projectile attacks. it takes no actions to maintain this pwer, but no other aspect of this power is available while active.

6) collect/disperse debris. the character can simply collect and direct tiny particles, collecting up to a half gallon of sand or stray matter in a single action (+ 1/2 gallon per level). this can be used to clear a room of dust (cause it to coalese in the rubbish bin, or atop a source of flame). it can be used to inflict 4D6 damage to targets composed of particulate matter (such as APS sand).

7) create sand. The character can use his abilt to force solid objects to break apart to form sand. undirected, each item within 15 feet of the character loses 5% of it's SDC per melee, pocking and crumbling to provide matter for the character. (stops breaking apart at 50% SDC) Individual items may be targeted, inflicting 1D4x10 SDC damage (+1D4 per level) against solid, inanimate targets within 60 feet. this directed attack costs 2 actions to perform. directed attacks can completely disintegrate a target over time.

8) other particles. the character is not limited to sand, despite the powers name. any fine particle less than a MM across will suffice. skin flakes, salt, dust, metal shavings, all can be manipulated