Hyperport

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Hyperport [Major] by Iczer

'I'm back....and you all thought I was a crispy critter'

The character has the ability to absorb energy, using it to bend time and space for him.

1) Energy resistance: The character takes half damage from all forms of energy barring vibration, kinetic and sonic. this is when he is NOT deliberately absorbing energy of a specific type.

2) Absorb energy: The character may specifically designate one source or type of energy at the beginning of any given melee round. This counts as an action, and requires an action every melee round to maintain. The character becomes a sponge to that source or type of energy. seemingly immune, he simply builds it up within him until he reaches his limit and then...well who knows. His limit is His 20 points, plus his PE attribute number (+5 per level, starting at level 2). After this limit is breached it triggers one of the below abilities. The character can, at any time, expend an action to release all stored energy in a 30 foot radius sphere (inflicting 1d6 damage of the appropriate type for every 4 points stored up).

3) Limit breach: Teleport: The character chooses on his next action to teleport. he vanishes from the energy overload and reappears 1d4x10 yards away for every 4 points in his limit, plus another 10 feet for every point over his limit when he makes the jump. (Alex with a limit of 35 grabs a power line and takes 7d6 damage every round. After 2 rounds he has taken 44 damage. He teleports 8d4x10 feet for the first 32 points, plus another 90 feet on top of that. The character may make a save vs this power (14+, ME bonuses apply) to control the direction and/or landing point. A successful roll means the character can halve the distance, and even make a roll to strike to appear near an appropriate target. When he arrives he radiates an explosion of energy equal to 3d6 out to 15 feet of the appropriate energy).

4) Limit Breach: Time travel: The character may instead channel this power into travel through time. On his next action he moves forward in time 1 melee round for every 10 points of limit (round up) plus one melee round for every 4 points over his limit. when he arrives there is a pop and a rush of stored energy (3d6 out to 15 feet). A save vs this power (14+ ME bonuses apply) allows the character to reduce the time to as little as a melee round (arrives at the start of the new round).

5) Limit breach: dimensional jump: The character may simply use the stored energy to propel him to a known universe or dimension, or simply to any random dimension. He arrives with the same pop (3d6 damage out to 15 feet). This is risky though. He must save vs this power (14+ ME bonuses apply) or burn out this power for 10 minutes per point of limit, plus 30 minutes per point over his limit. The only aspect of this power that remains is his resistance to energy.

6) Overcharge: The character can also attempt to exceed his normal limit. By making a save vs this power (16+ PE bonuses apply), he may ignore the consequences of breaching his limit until the next melee round. Every 20 points of energy damage, and every new round of initiative will require a new reroll. Failure means an involuntary and possibly random limit breach plus a normal release of energy (see #2) upon arrival plus No save to control the landing.