Flesh Stealing
Flesh stealing [Major] by Iczer
'I Love your hands..'
The character can steal the flesh right from a target, consuming and growing from the experience, and leaving a target woefully underpowered.
1) Steal physical mutations: By touching a target the character can attempt to steal an obvious, physical minor power (claws, hardened skin,flight winged etc). The Character expends two actions to do so (and must be able to touch the target, the target may parry or dodge) and the target must make a saving throw (16+ PE bonuses apply). If the target fails, then he loses the minor power (or mutation) and the character gains it. This also inflicts 2D6 damage to the target, damage that either heals the character or adds an SDC Buffer. The stolen flesh remains with the character for 2d4 Minutes.
2) Steal flesh: The simplest and most common of attacks. The character needs to strike a target and spend two actions, while the target must make the saving throw (as listed above 16+). The target, if he fails his saving throw, loses 6D6 SDC or HP(+1 per level) , while the character gains it, either as healing, or as a Buffer of reserve SDC. The target heals damage normally. any Buffer SDC lasts for 2D4 minutes, or until whittled away with damage.
3) Steal Identity: By touching a target and spending two actions, the target must make a saving throw (as above) or lose 2D6 from His SDC or HP. In addition, the target loses his face and all identifying facial features, even his skin color becomes neutral. The Character gains his target's appearance, down to fingerprints (only eyes do not change). The character can hold onto the new face for up to an hour per level, but the target recovers his features after 2D4 minutes.
4) Organ theft: The most brutal of abilities. The character lays on his hands and expends 4 melee actions to perform this feat, and the target gets a saving throw to resist (14+ PE bonuses apply) If the target fails his saving throw he loses 4D6 HP (not SDC) as well as 2 PE points. The character heals 10% of his SDC and up to 50% of his HP, and becomes refreshed an alert. The target becomes fatigued for the next 2D4 Minutes (-2 to all combat actions, -10% to all skills, half speed and -1 attack per melee)