Bio-Copy

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Bio-copy: [Major] by Iczer

'Yoink...Now *I* Have immunity'

The character can absorb energies from a target by touch and use them to synch up with him.

1) Bio-copying: Once per melee round, the character can touch an opponent, sinking his hand or fingers into him to absorb some of his essence. This inflicts a trivial 2d4 SDC damage from the target, but also starts the syncing process. Used defensively, the character can expend an action and use this as a sort of dodge using a total bonus of +4. if this happens, the target phases through the character, and the absorbtion takes place. This ability can be used to escape a garpple or even just to dive through a target.

2) Effects of synch: When synched up with a target the character shares a number of his properties.

  • Resistant to the target's powers. damage, duration and effect are halved, and if a saving throw is needed, the character has +4
  • Shares some of the character's personal immunities: can see in the darkness created by a target with shadow control. Can grapple a target if he has APS fire activated.
  • Cannot be mimicked, copied or suppressed by the target. Natural combat ability, Mimic, negate superpowers and the like are useless against the character.
  • Counts as zero mass if he feels like it: The target may consider the character to have zero mass /weight/size when factoring if the power can be used, IF the character consents. a target with intangibility can turn the character intangible with him. The character has control over this aspect, thus when fighting an intangible character he may simply copy his tangibility state. he may hitch a ride with a teleporter, or match mass with a weight manipulator.

3) Sense synch: The character's synching means that the target telegraphs his moves. The character has a +2 to strike parry and dodge the target while within range (100 feet) duration is otherwise continuous until the target is beyond range, then it is 1 round per level.

4) Other bonuses:

Can only synch with one target at a time.
Knows the target's general powers and abilities after one synch, and can detect any of his weaknesses if the target fails a saving throw (16+ ME bonuses apply)
Heals the same amount he steals from a target when synching.
+1d4x10 SDC