Spin Cycle

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Spin cycle: [Major] by Iczer

'and presto...he's gone'

The character can cause a target to simply dissolve a target, causing him to melt away leaving nothing left. This disintegration is neither permanent, nor deadly, but can be very inconvenient.

1) Dissolving ray: The character fires off a ray of quivering energy at a target.

Action: each blast requires 2 actions to perform.
Range: 25 feet +10 feet per level.
Damage: 1D4x10 +2 per level, plus spin ability (see below)
Bonus to strike: aimed shots only +4 to strike.

2) Spin ability: Molecules of a target are torn apart and 'spun away'. the pieces are spread far and wide, as disassociated molecules. This attack ignores the AR of a target (worn armor protects as usual though) though living beings have a safety mechanism.
Living beings struck by this power Can make a saving throw to resist damage. The target must save 14+ (PE bonuses apply) to take 1/4 damage. by making this save however, the target is dissolved in entirety, only to reform later. The target reforms 1 melee round later within 6d6 feet of his starting location, suffering -1 attack and -2 initiative from the experience.
Instead of inflicting damage, the character may choose to spin a target away.In this instance the target takes the reduced damage and is dissolved as usual, but remains gone for 1d4 melee rounds, and reforms up to 1d4x10+10 feet away.

3) Spinning drill: The character can use this dissolving ray as a drill against inanimate objects. The character directs the beam against a solid object for a melee round. each melee round the spinning drill inflicts 6d6x10 damage to the target.

4) Weaknesses: This power is ineffective against force fields, and inflicts half damage against super metals (Kisentite for examples and other 'MDC structures') and half damage to invulnerable characters.