Deoxygenic

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Deoxygenic: [Major] by Iczer

'One touch from me and I'll have you panting for breath'

The character has the ability to destroy oxygen, albeit at really limited range.

1) Breath stealing strike: When making hand to hand attacks, the character may simply cause the target to lose valuabe oxygen. Normally in a human body, the oxygen is carried around in the blood, used, and then the by product CO2 is released in exchange, to be brought back to the lungs. This ability simply transmutes blood borne oxygen into CO2. The net effect is that the target becomes somewhat oxygen starved and begins to suffer fatigue. He suffers 1 point of damage, that comes from his HP, as vital tissues become derpived of oxygen. Aftre the target has lost as many HP from this power as his PE, he is beginning the slow hazardous road to oxygen starvation. muscles begin to burn, lactic acids begin to form. the character becomes fatigued, and suffers the usual penalties for it (-2 spd, -2 initiative, -1 parry and dodge, -2 to damage). after he has lost. fatigued individuals cannot function at peak efficiency either, and become limited to half speed, and half lifting capacity. Should the touches continue, then the character becomes weaker. after twice his PE in HP damage, the character begins to truly suffer, dropping to half attacks, speed and skill performance, as well as half combat bonuses. Every touch from this power from this point on inflicts 1 point of PE.

2) Resisting: Of course it's not all bad for the victim. This wholly unnatural manipulation warrants a saving throw. a target who is touched by this power may save (16+ PE bonuses count) to avoid suffering from this affect. Characters in an altered state, or posessing natural AR have a +2 to save, as do targets in thick, hard armour. characters protected by forcefields are immune (unless this forcefield allows air to pass through). Character who have the power of hold breath, or who have a hold breath type ability have a +4 to save, while those who require no air to breathe are immune. The fatigue comes from burning CO2 in the blood, so resistance to fatigue is no protection from the ill effects of this power. Lastly, 'oxygen deprivation' damage, recovers at a rate of 1 point per minute of normal breathing, or one point per action spent simply 'catching one's breath'. PE damage recovers at a rate of 1 per day.

3) Other uses: The character can diminish a fire source, dropping a small fire to embers with an action, or dropping a 20 foot wide area by half in a melee (or gone in a minute). the character can parry fire based attacks by simply destroying it's oxygen supply (make a parry with a +4 bonus. PP does not apply). Success cancels the fire, while failure still reduces it's damage by half. The character can also use this to 'smother' a character on fire (or with APS fire) by robbing the flames of oxygen. (takes 1 action to put out a friend, 2 to smother a character with APS fire). Normal air breathers are able to resist being smothered due to natural airflow and the abilityt to simply move out of affected areas, but in a small confined space, the character can destroy a volume of air equal to a 5 foot cube every action. if this is not replaced by air flow, targets in the vicinity will suffer. A bound or unconsious target can be suffoceted as normal (which can be sped up by touching the target and simply removing oxygen from the blood)

4) Other benefits: The character can hold his breath for 3d6+6 minutes, and has a +1 PE and +2d6 SDC, as well as a +2 to save vs gaseous attacks. He can attack character transmuted into air, smoke, fog or mist. his bare handed attacks, or mere contact with these characters inflicts 6d6 damage to them. (4d6 damage to characters transmuted into lliquid). By absorbing the air from others he is touching, he may allow them to breathe for him. By touching a dolphin, he may share it's oxygen (as opposed to simply starving him). likewise an ally might allow him to keep in touch so they may share an oxygen supply.