Spinner

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Spinner (Major) by Stone Gargoyle

The superbeing can cause objects to spin at a glance, making them rotate on an axis. This makes for some dangerous applications.

1. Spinning Weapons: The hero can cause objects he is holding or within range of his ME attribute number in feet away, plus one foot per level, under 10 pounds, to start spinning and shoot at an opponent, shooting for a distance equal to his ME attribute number in feet, plus one foot per level. This uses only one attack/action to use the object to attack in this way, and he gains a +2 bonus to strike with weapons actually being held that he shoots. These weapons strike for double normal damage, and anything with an edge, such as a blade or plate, continues to inflict for its normal damage until the end of the melee round.
If he causes a blunt weapon to spin in his hands while holding it, the hero will inflict twice the weapon's normal damage, plus PS bonus, plus one extra point of damage per level. He gains a bonus of +2 to strike with the held weapon at level one, +1 at levels 4, 8, and 12, and will strike armor as if it is -1 AR at level on, -1 AR at levels 4, 8 and 12. Opponents are-2 to disarm him of a spinning weapon, -1 at levels 4, 8 and 12.

2. Spinning Larger Objects: The hero can spin objects under 100 pounds, plus 100 pounds per level, to sent them shooting at an opponent, doing 1d6 damage per 10 pounds of the object's weight to anything hit by them. This is limited to objects not anchored down and uses one melee attack/action to perform. He does not gain any bonus to strike with such objects, actually suffering -1 to strike for each 100 pounds of the object's weight. This does not lift the object, merely set it to spin on an axis on the ground or from where it is located. The effective range for this power is the same as for smaller objects. Larger objects will crush things, ignoring armor for the most part.

3. Spinning People: The hero can attempt to spin opponents in the same way he does an object, although a living target may make a saving throw against the power (16 or better, PE bonus applies) or start to be spun off balance. Of course, a living target can also try to regain balance and stop spinning by doing a maintain balance roll. Otherwise, the target will be spun off balance and be thrown spinning for the hero's ME number in feet, plus one foot per level.

4. Other Abilities and Bonuses:

The hero gains +4 to maintain balance and is immune to suck powers as Knock Back Attack. He also has a +2 to save against dizziness and disorientation.
+2d4 ME