Whirling Blades
Whirling blades [Major] by Iczer
'Reach out and touch someone..through the chest!'
The character can transform his hands and arms into 4 foot blades.
1) Damage: Blade arms inflict 3D6 damage, plus any PS damage bonus. If the character's PP exceeds his PS, he may substitute that instead (treating PP as PS).
2) Combat bonuses: The blade arms are +2 to initiative, +2 to strike disarm and parry. Bladed arms add an extra melee attack and the character can fight with them as if he had paired weapons.]
3) Blades statistics: the blades have 60 SDC each, plus 10 per level. They are impervious to casual harm and have to be deliberately targeted to be damaged. Blade arms are sharp enough to ignore 3 points of a target's AR. It takes one melee action to transform normal limbs into blade limbs.
4) Blade arm manoevers: The character is also practiced in several useful blade techniques.
- a) Missile cutting: Against slow moving projectiles (anything slower than bullets) the character can attempt to cut the projectile. this uses an action and requires a strike roll over the target attack's strike roll. if he rolls high or matches, the projectile has been sliced out of the air.
- b) Blade shield: By holding the flats of the blades out, the character can create a temporary shield. This type of parry requires an action and is at +4 (in addition to parry bonuses). If successful, the attack slams into the flats of the blade arms (no damage)
- c) Whirlwind: The character spins on the spot, lashing out at all foes. the character expends all actions and strikes at all nearby targets. He makes a seperate strike roll against them all which they may defend against normally. For the rest of the round he may not move and has no other actions, but may parry as normal. At 5th level, he may take a second strike against all available targets at the end of the melee round.
- d) Wall slide: If faced with a vertical fall parallel to a solid wall, he may use the blades to slow his descent. Falls under 60 feet are reduced to zero damage, and falls over this amount are reduced to half damage (halved again with a successful roll with punch/fall/impact).
5) Other abilities: +2 to PP, +6D6 to SDC.