Intrinsic Adaptation
Intrinsic adaptation [Major] by Iczer
'I have you now. if you even think of fighting back I will have already have you countered'
The character has the ability to bond with a target. By grappling with a foe, he can create a complex bond. The character must grapple his opponent and hold on for the melee round while he forms the bond. If unshaken, the target character almost literally welds himself to his opponent.
While welded to a target, the character has a number of special abilities.
- He is considered 'part' of the target. If he teleports, the character goes with him. If he turns to fire the character also turns to fire.
- Once a melee round, the character can choose to inflict 6D6 damage to the target by flexing and tearing at his own body.
- He shares all the target's immunities, and special healing abilities.
The target is also inconvenienced. To perform any meaningful action, he must make a saving throw (16+ PE bonuses apply) or simply be restrained by the character. Any damage taken by the character is halved and shared with the target, so attacking him or hurting him can be harmful to the host.
The character is pretty much immobile while attached to a target. he can speak, and use non physical powers but is down to a single action per melee round. His powers are not shared with the target unless he so desires it. He can allow or deny actions made by the target (see above). Damage to the target does not translate into damage to the character (unless he is willing).
The character can be removed physically. As a type of grapple, brute force will do the job, and the character has an effective superhuman PS equal to his own PS plus his ME score for purposes of 'hanging on' to the target. If the target is attempting to wrench himself free the character is free to deny him the ability to do so (thus forcing the aforementioned saving throw).
Nonphysical attacks harm the character as normal. Poisons, powers and posessions are all effective means of removing the character.