Invest
Invest [Major] by Iczer
'yes my minions....I will grant you a portion of my power..but I will collect..with interest later'
The character has the ability to invest his own life force into another, for withdrawal at a later date.
1) Invest in other: By expending 3 melee actions, the character may drain away 10% of his SDC and 1 point of PS and PE and place it into another, willing recipient. The target gains the SDC as well as 1d4 PS and PE, and is filled with power and vitality (gains +1 to strike parry and dodge and +5% to all skills). This transfer of power does not debilitate the user (aside from the PE, PS and SDC loss). The character cannot drop his PS or PE below half their normal values.
2) Withdrawal: As an action, the character may withdraw his investment, gaining back the invested SDC, PE and PS. If the target has not got enough SDC remaining to support this loss, then it comes from his HP. If this would reduce his HP below zero, then he may make a saving throw (15+ PE bonuses apply) to stay at 1 HP (this may deny the character some SDC). If the target has been invested for more than 24 hours, then the return is more satisfying, adding +1 to all combat actions and +5% to skills from the rush (lasts 2d4 minutes) and healing 1d4 damage.
3) Extract interest: When withdrawing an investment, the character may choose to extract a little bit more. the target must have been invested for 48 hours or more for this to function. The interest comes as an additional 1d4 PS and PE points, as well as 1d6 extra SDC per level. The target may make the usual saving throw (detailed above) but this does not stop the withdrawal, and it does provide a little interest (limited to 1d6 total extra SDC).
4) Extract: The character may also interrogate others by withdrawing his energies. The character gains 1d4x10% plus 5% per level of the target's recent memories. The standard saving throw (15+ ME bonuses apply) will halve this percentage. The memories are jumbled and confused and are merely copied not stolen. The target must have been invested for 48 hours for this to function.
5) Feedback and bonuses: The character gains tangible bonuses by investing in others. He becomes aware instantly of the subjects alignment, current mood and emotions and their level of health. He may redirect wounds inflicted upon himself to anyone he has invested (channels half the damage. Damage cannot exceed twice his total SDC investment). Likewise, he may channel half the damage done to one of his investees to himself or to another investee.
6) Addiction: The character's power is addictive, and those who receive it stand a chance of being addicted by it. while high, the character has all the bonuses listed in #1. when the power is removed, the character starts to fall into withdrawal. withdrawal symptoms resemble those for the first week of alcoholism withdrawal, except the penalties last only 4 hours per level. At the character's option, he may choose to make withdrawal worse ( double normal penalties and double duration), or better (mild longing, but otherwise no ill effects).