Gathering

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Gathering: [Major] by Iczer

'Give me a moment...I have something i have to do first'

The character can gather energy inside himself to unleash at a moment's notice. each action spent gathering energy involves the character concentrating on the process (is -2 to automatic combat actions and cannot move). Each action gathers 1 charge. If the character expends all his actions gathering charges for a full round, he gains an additional 2 charges.

At will the character can expend charges to enhance his effectiveness in combat. he begins with 3 of the following tricks, and gains an additional trick at levels 2,4,6,8,10,12 and 14

  • Aim: each charge expended on an action adds +1 to strike with an aimed ranged attack.
  • Swiftness: expend 3 chrages to gain an extra melee action
  • Power: expend one charge to add 1d6 damage to an attack. (applies to powers and melee combat. does not affect ranged weapons.
  • Absorb Blow: each charge reduces the damage by an attack by 1d6 per charge expended
  • Indomitable will: each charge allows you to re roll a saving throw vs magic or psionics
  • Speed: each charge expended adds 5 to your spd attribute for one minute
  • Leaping: each charge adds 10 feet to your leaping distance for a single leap.
  • Armour defeating blows: each charge expended allwos you to bypass 4 points of AR (can be spent after a strike)
  • Recovery: expend a charge to ignore initiative or action penalties for a single action (if tripped for instance, he may get up without losing an initiative or an action, or may act while otherwise stunned)
  • Deathblow: by expending 8 charges the character can halve any inflicted damage but apply it directly to HP.
  • Auto dodge: by expending 3 charges the character can dodge one blow (even one he did not previously know about) at +4
  • May expend a charge as an action to gain 10 temporary SDC (lasts 5 minutes per level). while he has this extra SDC he also has an AR of 14.

At 4th level, the character can gain charges by taking damage. every time the character, or a friend, takes any damage, the character gains one charge.

At 6th level, if the character actually knocks someone out, he may attempt to drain some life force as an action. This requires an action to perform, but acquires charges equal to half the target's level (half again if a bystander on non super powered character) The target takes 2d6 damage from this. If the character kills another, he may spend an action gathering the energy of a victims passing, abosrbing one charge per level (half for bystanders)

At 8th level the character may just draw the energy from a target as an action. any target within 60 feet must make a saving throw (16+ PE bonus applies) or take 3d6 damage and the character gains as many charges as their level.

The character can 'hold' as many charges as his IQ score, plus 2 per level. every minute 1d4 charges will bleed away (he can hold it only for so long)