Attach Life Force
Attach life force: [Major] by Iczer
'Yeah.. I thought I was dead too'
The character may attach a part of his life force to an object. While this ties his fate with that of the object, it also allows him to cheat even the most gruesome of deaths.
The character must select the object to tie his life energy to. This can be any solid object more than a pound in weight and less than 1000lbs. The character can also attach it to a living thing, in which case it has no mass limits. By touching the object (living objects, aside from plants, may save if they choose, 14+ PE bonuses apply) he may transfer 10 or more Hit Points into the object. This process drains 2 PE from the character and 10% of his SDC.
The character recieves the following benefits from this process:
- A bonus to save Vs Coma/death equal to the objects AR
- A Bonus to PS equal to the objects AR. this PS is extraordinary.
- Can call upon that Objects strength. by expending a single action he can gain a natural AR equal to the object (his appearance changes to suit)
- Can pull 1 HP from the object over any distance. this HP heals 1D4 HP and 4D6 SDC (draining all the HP from an object negates this ability but restores all lost SDC, and PE. Calling a HP is an action.
- Gains a +2 to save vs magic, poisons, and psionics.
- Can sense the location and distance to the object he has invested HP into. can sense when there is movement around it, and when it is being disturbed.
In addition, the character is resistant to death. Should he die for any reason, his life force leaves the body and leaps towards his empowered object and nestles there. Over the next 72 hours (minus one hour for every invested HP remaining in the object) a new body is grown. This body has half normal attributes and 10 SDC and one HP for every HP already invested. The character heals one attribute point every hour after this, and when PE is back to normal, his HP and SDC begin to heal at their normal rates. The object or living thing takes 2d4x10 damage or 25% of it's SDC/HP (whichever is greater) over the period in which it literally gives birth. this may be fatal to some creatures, and devestating to some objects.
Drawbacks: anyone causing damage to the invested object sends pain down the line to the character (Save vs pain 16+ or lose half actions, half combat abilities and speed. Also -20% to skills. Lasts for the melee round). Destroying the object permanently destroys the invested HP and SDC and PE. (Character must also make a saving throw (14+ Pe bonuses apply) or be sent into a coma from the ordeal (+20% chance of revival) The power only has an effective range of 1000Miles, plus 200 miles per level.