Energy Siphon
Energy Siphon (minor) by Iczer
"I'll take that thanks"
The character has the singular ability to literally drag energy into himself, like a void or black hole, pulling sources of energy from up to quite a distance.
Range: 50 feet per level. or an area around himself with a 10 foot radius per level.
Effect: The character can simply gesture towards a source of energy and cause it to literally leap from i's source, across intervening distance and engulf the character. The character is unharmed by this action, though the source may be drained. specific effects vary dependent on the energy type:
- Fire/heat: Includes plasma to a limited degree. Fire races towards the character from up to it's maximum distance away. If directed against a raging fire, such a fire is put out when it has been completely drained of all energy. if directed at an open fire source a 10 foot radius will be absorbed for every action spent. Molten materiel simmers down to just below it's melting point first.
- Electricity: Unshielded devices that are not connected to a source of power become drained of all power in the course of a single action. Insulated devices take a lot longer, losing roughly 10% of their charge for every action spent. Huge sources of electrical energy suffer a proportionately smaller drain. Ion type energy is included in the electrical category.
- Light: Laser type attacks are absorbed as described below. The character can consciously lower the ambient lighting within a radius equal to his normal range. the lowered lighting is not sufficient to count as real darkness, more like twilight. If directed against the only light source in a room however, then said light source is likely to be rendered useless.
- Magnetism: The character cannot affect the earth's magnetic field, but he can turn household magnets into inert steel, and with extra effort and a few minutes, even render electromagnets ineffective. As with energy type attacks detailed below, he can counter most forms of super powered magnetic effects.
- Radiation: The character can neutralize most forms of harmful radiation. given time he can revert radioactive materials inert (giving them a half life of 5 minutes).
Defensive abilities: The character can set up a field around himself that draws energy that crosses through it into himself (where it is presumed negated or destroyed). This field counts as one action per melee but otherwise needs no further concentration. The character is also able to use this power to parry energy type attacks. This action is an auto type parry when defending himself, or counts as a regular action if directed against an outside agent. This parry (more like a strike in some cases) is at +4, and can be used to block or parry energy weapons from up to his maximum range away.
Note: The character is not immune to energy itself, only energy he actively draws into himself. if struck unawares by an energy attack, or is unable or unwilling to absorb an attack aimed at him, then he takes half damage