Absorb Opponent
Absorb Opponent [Major] by Iczer
'Sucks to be me heh....'
The character can absorb his foes, trapping them inside his own mass, crushing and grinding them until they escape. This can be a superhuman swallow, allowing a target to be immersed in the characters bulk, or simply subsuming a target into his own form.
1) Absorb opponent: After grabbing and holding a foe, the character can then absorb them into his mass on his next available action. In reality the character has a lot of extradimensional mass than his outward appearance belies, and can hold a fair amount inside himself without harm.
The target is effectively held (as if grappled) but cannot communicate with the outside world. furthermore, the character is free to move around and take other actions, unburdened by his held foe.
The target can escape the grapple by rolling a d20 and adding his PS attribute. the character rolls using his PE attribute instead (and adds +3 to this roll every level) if the target fails to escape in this manner then he remains held.
The character can, as an action, compress and squeeze targets inside him, inflicting 4D6 damage (plus PS bonus) to all targets inside him. the character can , as an action, spit a target back out (who loses an attack in the process as well as initiative).
If the character has any other powers that work at a touch range (disruptive touch, chemical secretion etc) then he may use them on a held target as well.
2) Limitations and escape clauses: The character can absorb his own mass worth of targets, though he has a 'virtual' 50lbs of extradimensional mass per level that combines with his own mass for this calculation. If an 'absorbed' opponent gains mass whilst held, and exceeds the character threshold, or should the character lose mass (weight manipulation), then any held targets are vomited forth (when their mass exceeds the characters).
An absorbed target cannot harm the character conventionally, as the internal muscle mass flexes and stretches as needs be. However energy attacks, or the creation of energy fields inside the body inflicts 1/3rd damage (and must exceed his internal AR of 12. Being grappled makes any shot a 'wild' shot). Creating toxic chemicals, growing quills or forming acid has normal effects (quills will inflict 1/3rd damage as normal through.
A character who can teleport can leave at will. A character who can turn to liquid or gas (effectively any APS power with manipulate shape) may roll their PP to escape rather than their PS (as they flow out of the character's orifices).
3) Other benefits:
- The character has +20 SDC for every 50lbs of virtual mass.
- +4 PE
- + 2 to keep or maintain a grapple (conventional grappling that is)
- The character can absorb non living matter as well. Half of any absorbed mass adds to the character's weight. this power compensates the character preventing the extra mass from being a burden, but every 50lbs of absorbed matter adds +1 to damage from bare handed attacks and subtracts 1 from the Spd attribute.
- Lastly: The character can spit any held targets at other people. this attack is done at -4 to strike (no other bonuses allowed) but human sized targets inflict 2d6 damage as this sort of improvised attack.