Forge Nemesis
Forge Nemesis [Major] by Iczer
'I know your darkest fear...let me show you'
The character can create a construct of force and light, not out of his own energy, but out of others. The character expends three actions and directs his energies towards a target within 60 feet. The target makes a saving throw (16+ PE bonuses apply but see below). If he fails, his own own bioenergies forge a force construct.
The resulting creature has the following attributes.
- IQ and MA: 7
- ME: equal to the target
- PS: equal to the target's ME, plus 2 per level. it posesses the same strength category that the donor has.
- PP: equal to the target's MA
- PE: not applcable: is an arificial construct made of light and force
- PB: 1-3
- Spd: equal to the target's
- SDC: equal to the Target's PE, Plus 10 per level of the target.
Ugly as sin: Roll for 2 random mutations posessed by the creature.
Combat bonuses: 3 attacks per melee +2 to strike parry and dodge. natural weapons that inflict 2d6 damage plus PS bonus.
AR: Natural AR of 10 +2D4. Also, immune to critical hits, poisons diseases and drugs. No real mind to speak of making it resistant to psionics.
The creature is immune to all the target's super abilities (aside from raw, brute strength)
Behaviour: the created monstrosity is usually hostile to the target that created him. can be considered to be anarchist in alignment except that it has no survival instinct or sense of self preservation. It can be forced to perform another action by the creator (not the target though) if the character can spend an action every melee round to keep directing it (otherwise it attacks the target and then wanders off).
Duration: The nemesis lasts for 3D6 minutes plus 1D6 minutes per level.
Other drawbacks: When the creature forms, it tries to use as much of the target's energy as possible. The target makes an additional saving throw (14+ ME bonuses apply) or become fatigued by the creature's creation. (-2 to all combat abilities -5% to skills, -1 attack per melee until he can grab 10-15 minutes rest) If used, a successful saving throw Drains 5% of the target's PPE (a failed save drains 50%). If the saving throw fails, the construct enjoys 50% more SDC and +2 to all attributes as well as double duration. But such a fatiged individual can generate no additional nemesises.