Electrical Absorption

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Electrical absorption [Major] by Iczer

'Shockingly fast wouldn't you say?'

The character's body acts as a battery, absorbing and exchanging energy at will.

1) Absorb electricity: The character can absorb 40 Damage from electricity and store it as a charge that remains in his body. Damage exceeding this 40 points is harmlessly grounded out. This battery charge of the character increases by 15 points every level, beginning at level 2.

2) Held charge: While the character retains at least 30 points in his battery, he gains the following bonuses:

+2 PP
+1 Attack per melee
Double Spd attribute.
In addition, the character does not suffer from exhaustion while he has an electrical charge in him of at least 30 points.

3) Expending the charge: The character can expend 2 points of his charge to energize his body for a round. Energizing his body in this fashion adds +1d4 to any damage he inflicts from the electrical charge. Anyone touching him also experiences this damage. In addition, anyone taking this damage must save (12+ PE bonuses count) or lose an action from the stun.
The character can also expend 3 points of charge to add 1d6 to an existing electrical attack. Up to 3d6 may be added in this fashion.
The character can trade points of charge to heal his HP. 2 points of charge heal 1 HP. In addition, when below zero HP, the character instinctively channels electricity into this power (useful if the paramedic is using a defibrillator). He may transfer 10 points of charge per action in this fashion.

4) Notes: The character's own electrical attacks do not recharge him. When his charge is 0, he feels weak and depressed (-1 attack -10% to all skills and -2 MA). He automatically sheds 5 points per hour, so an eight hour nap will drain away 40 odd points.