Absorb Superhuman Energies
Absorb Superhuman energies [Major] by Iczer
"Yummmm....Megaheroes"
The character absorbs the energies supplied by superhumans and thrives upon their uses. In instances with this character, the 'fight fire with fire' mentality will only make him stronger.
1) Feed on superhuman energy: The character actually needs the presence of superhuman energy to survive. The character needs at least one hour per day in close proximity in order to survive. In this instance close proximity can be read as ' within 50 feet'. this hour can be spread out throughout the day. If contact is more 'intimate' (such as partners or even lovers) then the time required is as little as 15 minutes a day. Any use of superhuman powers on this character by another instantly provides the day's intake of sustenance. After 3 days without feeding, the character begins to weaken. drop PS and PE by 2 points every 6 hours after this 3 day period is up, and the character fatigues at twice normal rate. when PE has dropped to half (and it can drop no lower) the character loses HP at one per hour until he dies or comes into contact with superhumans.
2) Superhuman protections: The character is somewhat immune to the depredations of other superhumans. The use of superhuman powers on this character are impeded greatly. Powers that deal damage only inflict half damage upon this character, as he feeds on the energy forming the power. Superpowers that don't deal damage see their effects reduced by half, and durations are reduced by half, or to one melee whichever is less. This power doesn't actually negate raw offensive effect. Pounding on the character with Ex-PS will still hurt like the *****, and claws remain sharp and pointy. BUT supernatural strength WILL see it's damage reduced in half. Also note that some sensory abilities will be effected as well. He can still be seen and heard with heightened versions of senses, but he is impervious to senses that involve the character himself (sense death and destruction, danger sense and x-ray vision for example)
3) Bypass defenses: The character ignores some of the AR's produced by superhuman powers as long as he is within feeding range (50 feet). At first level he ignores 2 points of AR. At levels 3,5,7,9,11,13 and 15 AR is also effectively reduced by 1. If the target is otherwise resistant to the incoming attack it will do full damage, if he is immune he will take only half damage..
4) Disable power: While unable to negate the abilities of others directly, he can cancel and negate the effects. The character rolls a d20 and adds his level and his ME to the result. The power originator rolls a d20 plus his ME. if the character wins, then the power's is cancelled out. In the case of direct damage attacks, the player may roll a parry instead, adding a +4 from the use of this power, as well as any bonuses for high ME, and compares the roll against the incoming attack. if successful, then the attack fizzles. [Fire Master hurls a ball of flame at the cowering hostages rolling a 14 to hit. Nearby The astounding sponge rolls a d20, adds 4 plus 2 from his ME (1 and scores a 16. the fireball fizzles out of existence. Later in the day Iceshard has frozen The astounding sponge in ice and left him to suffocate. The sponge rolls a d20 plus his level (4) and adds his ME (1 and scores a total of 34. Ice shard rolls a d20 plus her ME (12) and gets a 28. The ice falls off Spongeboy.]
5) Other abilities:
- The character can recognize superhumans by walking within feeding range (50 feet) with a 45% +4% per level chance of recognizing them by their 'taste' alone. He can also recognize them by their spoor left behind them at half normal chance. He cannot track by this sense however.
- Immediately after feeding, and for the next 12 hours, the character enjoys a bonus of +4 PE, +4 ME and +1D4x10+40 SDC (roll once every feed)