Integration

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Integration [Major] by Iczer

'Wha? was that supposed to hurt?'

The character has the reverse of disintegration, the ability to bring things back togeher from disparate parts.

1) Disintegration resistance: The character is immune to disintegration type effects, including the power. Particle beams inflict 1/4 normal damage. worse, if a disintegration attack is levied at the character, the chance for deadly reflection doubles.

2) Repair disintegration: The character can restore, as an action, 2d4x10 HP or SDC to a target within 30 feet as long as this is to restore damage done by disintegration (or particle beams). A target completely disintegrated can be restored to life completely (though the soul, or essential life spark may be long gone. typically the character makes a simple save vs coma upon reintegration. If successful the body comes back to life upon reconstruction. the soul's return is complely a GM call.)

3) Integrate matter: By act of concentration, the character can assemble objects out of microscopic particles to form simple shapes. He can form simple objects (no moving parts) within 5 feet of himself (plus 5 feet per level) out of 'miscellaneous matter' just lying about. Objects created are usually no more than 100 cubic feet in size, weighs no more than 140lbs, (typically less) and have an SDC equal to the character's ME score x4 (+5 per level).

Formed items last for about 10 minutes per level before dissolving into dust and powder.

As an attack the character can create small weights above an opponent (+2 to strike, -2 to be dodge, inflicts 2d4+2 damage) or form shield walls ( ar 8 +6 to parry). anything more complicated or lasting takes a melee round to form. Weapons formed from this power are pretty poor (2d6 damage maximum)

4) Integration cleaning: By controlling minute particles and forming simple solids (or liquids) the character essentially does a cleaning job of an area 20 feet across +5 feet per level. this is the area that the particles are drawn from. thusly, the area becomes, in an instant, free from dust (and other particles smaller than grains of sand), and humidity, and scrubs the area of foreign gasses (smoke, carbon monoxide, and gas attacks). The character can use this to simply force water to appear, creating about a gallon per level (but removes the humidity from the air in the process, so it is hard to repeat).

5) Disintegration carrying: If the Character is present when a target is disintegrated, then he may latch onto the disparate particles and drag them with him. effectively, the character can carry One Ton of disintegrated matter with him per level, holding onto it. Time and other constraints cause these particles to drift and fall out. these carried articles lose 10% of their SDC every day they are left 'dormant' The character can reintegrate these items at a rate of 100lbs per melee. If the character is exposed to explosive force, or great heat, or extreme magnetism the held mass loses 2% of it's SDC per melee round. if the character is teleported (usually against his will) then he drops all mass entirely. Obviously this aspect is more useful when combined with the actual disintegration power.

6) Other bonuses: +1D4x10 SDC. heals at 4 times normal rate (opportunistically scavenges for replacement material)