Energy Vamp
Energy Vamp [Major] by Roscoe Del'Tane
"OOH! What was that, a particle beam? Shoot me again, my back’s been killing me for ages.”
Character has the power to absorb energy they come in contact with, and use it to bolster themselves in a bizarre fusion of Bio-Ghost and Energy Absorption.
1) Total Energy Immunity: ALL forms of energy, technological, magical, or psionic, are completely absorbed by the character, only serving to make them stronger. The only form of energy that causes the character problems is kinetic attacks, from which they take half damage. Character cannot take impact resistance if they have this power.
2) Physical Enhancements: If the character is injured and is struck by non-kinetic energy, they can use it to heal themselves and boost their physical abilities. Every die of damage that would be done, instead heals the character half that amount (1d6 would heal 1-3 points of damage, 1d4 1-2, etc.) After Character is fully healed, every 10 points of energy ‘damage’ they take, they gain 1d6 to speed, two points to P.S. and P.P, and feel as if they had a two hour nap (not as good as a full nights sleep, but good enough to keep going for a few more hours). After 5 enhancements in 20 minutes, P.S. becomes Superhuman (Supernatural if already SH), Speed triples, gains three attacks per melee, and +3 to all combat rolls (to strike roll bonus is considered natural). 60 points of damage within an hour is equivalent to a full meal and nights rest, so it is possible for this character to live off of pure energy if he has to, but this can only sustained for 3 days + 1 for every odd level.
3) Bonuses and Odds and Ends: Character has double starting hit points. Gains an extra 50% hit points per level.
Character can sense electrical and energy fields with a 45% +5% per additional level at a range of 20 feet, +2 per additional level.
Character does not the ability to have any major offensive powers, and any minor energy powers the character possesses will not heal him. Any energy type powers the character possesses, will have twice the range and do 50% extra damage at starting level.
Character has a chance to parry an energy attack (use normal roll for parry when doint this) that is targeted at any one within arms reach, without penalty, at the cost of jumping in front of them and sacrificing one melee attack. In doing this, the character cannot absorb any damage from said attack.