Absorb Energy

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There are actually two powers by Iczer using this name:

Absorb energy [Major] by Iczer

"I dunno about you guys, but I'm feeling very..LIGHT..headed today!..get guys..Light headed..hey guys don't leave...guys..."

The character has the astounding ability to metamorphosize his flesh into living hard energy. Very similar to many of the Alter physical structure powers, this power has a little more breadth but less power.

1) Resistance to energy: The character takes no damage from any source of energy as long he he permits it to shift his form. In this regard he is impervious to harm from any source of energy except purely kinetic. If for some reason the character does not wish to shift form, then he takes full damage (half if already shifted into an alternate energy form).

2) Energy expulsion: Energy Aura: This functions exactly like the minor power of the same name. the energy type varies depending on the character's current absorbed energy type.

3) Altered body: When the character is in his hard energy form, he enjoys the benefits of such a shape including enhanced physical performance and durability. The energy shape acts like a force field, The character gains a 50 SDC with an extra 10 SDC per level. This extra SDC regenerates at a rate of 3 per minute. His PS is unchanged but becomes extraordinary. He enjoys a one time bonus to PP (+1d4. only applies when in his altered state) and his speed doubles during the transformation. The character can leap his PS+10 feet long, and half that high. The energy shape requires air to breathe, but is unaffected by skin agents (such as contact poisons and acids) and is not affected by disease or other biological deterrents.

4) Energy absorption: The character, once transformed can store 30 points of damage (+5 per level) from outside sources inside his form to be expelled at a later date. He can use this absorbed damage to perform the following feats:

  • Release upon contact, inflicting 1d4 damage for every 2 points of reserve spent.
  • Release 5 points to double leaping distances
  • Release 6 points to expel it out to 40 feet, at +3 to strike. It inflicts 2d4 damage for every 6 points released this way
  • Turning back into human shape releases all remaining energy, flushing it into the surrounding 15 feet, inflicting 1d6 damage for every 4 points left in the reserve. The Character is immune to this damage.

Note that the character can only store energy of the same type he is currently mimicking. Trying to absorb energy of another type only triggers a transformation.

5) Drawbacks and limitations:

Duration: each transformation costs an action to perform. it is not instantaneous (but can be used reflexively, such as when asleep or from behind) In addition, 3d6 minutes after falling asleep or being knocked unconscious, the character returns to his base human form.
The five point rule: Essentially, there needs to be a certain intensity of energy to trigger a transformation. The character can only use energy to trigger a transformation if it has the potential to inflict 5 or more points of damage. a 1d4 bolt of electricity has not enough strength to trigger a change. a 1d6 bolt does (It CAN inflict 5 points of damage, never mind that it's got a 2 in 3 chance of falling short of that). likewise a character with energy resistance needs to be hit with something that can inflict 30 points of damage (ignores the first 20, then halves the rest).

Absorb Energy [Major] by Iczer

'Just one more blast of fire to seal the deal'

The character has the ability to metabolize energy and convert them into new abilities.

1) Energy resistance: The character is highly resistant to energy attacks and damage, taking half damage from all sources of energy (excluding purely kinetic energy)

2) Energy pool: The character has a floating reservoir that can be filled with externally derived energy. Any time the character would take damage from an energy attack, (which is halved before absorption: See #1). He instead directs the energy to fill is reservoir. This reservoir has a maximum capacity equal to His PE attribute, plus 10, with an additional +10 per level.

3) Shedding bolts: The character can, as an action, shed up to 4D6 damage from the pool, either as a passive glow (lasts the whole melee), as a sudden discharge (1D6 damage to all targets within 5 feet), or as a bolt of energy (120 feet, +2 to strike, does 4D6 damage +1 every second level of experience).

4) Filled to capacity: Once the character has a reservoir filled to at least 30 points, he gains a minor super power of choice. This choice is made at character creation and does not change. No attribute changes or SDC/HP changes are gained, only the power's basic effects. This power remains in use until his reservoir drops below 30 points.

5) Additional powers At levels 4,8 and 12 the character may add another minor power to his list. These additional powers come into effect when his reservoir hits 60, 90 and 120 points respectively, and disappear as these thresholds are lost, but arrive and disappear in an order of the character's choosing.