Vortex

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Vortex by Iczer

"Ready to reap the whirlwind?"

The character can surround himself with chaotic forces, able to create a radius of whirling energy and cyclonic winds around his person, while he remains untouched by the world around him.

1) Create vortex: The typical vortex takes one action to initiate and drains one action per melee round to keep active. The vortex craetes Hurricane style winds in a very close vicinity, with lesser force to a greater distance. The character is surrounded by winds which whip around him with enough force to blur his appearance into that of a black shape within a grey wall of wind. These winds extend around the character forming a column 6 feet high (+1 foot per level) and 8 Feet across (+1 per level). anyone entering this radius must check to keep their balance every melee round or be thrown 3d6 feet in a random direction. Character with adghesion, or weighing over 250 lbs are immune to this. Any one in the primary area of effect (usually this is anyone in melee combat) suffers -2 initiative, -2 to strike/parry and dodge from the distraction. A greeater radius of 30 feet across +2 feet per level, is exposed to weaker, but yet still powerfull winds (40MPH +2Mph per level). In areas where debris is freely available, this debris swirls within the area of affect. anyone in this area of affect in this instance will need to dodge once per round (14+) or be slammed by random objects inflicting 3d6 damage. The rushing air makes it hard to hear or speak within the greater radius

2) Defensive bonuses: Ranged attacks of all sorts suffer a -2 within the greater area, or -6 if targetting the character himself. The winds deflect bullets, arrows and thrown projectiles off their path (cannot harm the character with this power) and larger projectiles inflict half damage. Fire, plasma wind and water attacks are halved in effect against this character, though electricity and lasers work as normal.

3) Offensive options: The character can form attacks that mimic Air rush (see special ability listed in CEF: Air). His personal attacks are backed up by his own vortex of air. Air assited punchs and kicks hit with the force of a sledgehammer, inflicting an extra 1D6 to any bare body blow, and damage is considered double for purposes of determining Knockback. 4) Other benefits. Add 1d4x10+10 to Spd while vortex is active. A character in the centre of a vortex can walk on water and moe at full pace when hovering up to 1 foot off the gr\ound per level. The character can leap 40 feet up or across, and can harmlessly drop from any height.