Life Line
Life Line (Major) by Senator Cybus
The hero can transfer his life energy directly into others, keeping them alive through sheer force of will, no matter how badly injured or weakened they may be. In the hands of a hero, this power can be used to buy time for injured allies or protect them from lethal environments. When used by a villain, it can extend torture indefinitely…
1. Life Support. Once the character establishes a bond with another being, that other person simply cannot die. Bullets, poison, explosions, starvation, fire, suffocation - nothing can kill them! Even if the recipient of the life energy transfer loses all S.D.C./Hit Points, they still will not die, and will remain fully conscious and aware despite sustaining wounds sufficient to put them into a coma or kill them outright.
However, while Life Support will stave off death, it cannot prevent or heal injuries. So while the target of the bond can survive any trauma, he may be left horrifically, impossibly mangled, and still awake to suffer the pain of his wounds.
The character must touch his target to establish Life Support. It will cost 1D4 Hit Points per minute to maintain it; the transfer of energy can be stopped at any time with just a thought.
- Range: 1000 feet (305 m) plus 200 ft (61 m) per level. If the hero and his target become separated by a distance greater than the maximum range, the bond is instantly severed.
- Duration: Indefinite - if the super being has sufficient Hit Points, he can keep the life energy flowing for as long as he wants.
- Attacks Per Melee: Establishing Life Support takes just one melee attack/action. Sustaining it uses up one attack/action per melee round, due to the concentration involved.
- Saving Throw: If a target wishes to resist this power, he must roll 15 or higher to save against it (P.E. bonuses applicable).
- Limitations:
- The super being can only maintain one such bond at any time. If the character is rendered unconscious or killed, the Life Support immediately stops.
- While Life Support can buy time until medical help arrives, some wounds may be too severe for conventional treatment to deal with: if, for example, the target has been decapitated or burnt to ash, only super powered or magical healing can help (and probably a lot more of it than player characters can provide).
- The super being can not raise the dead with this power; if a target dies before Life Support is established, he is gone for good.
- The hero can not protect himself with this power, only other people.
2. Life Force. Essentially the same as Life Support but on a grander scale, the character projects an omnidirectional wave of life energy that protects all those nearby from the ravages of death. The hero does not need to touch his targets to infuse them with Life Force; anyone within range (see below) is automatically protected.
This aspect of the power is much more costly to the super being: maintaining the effect uses up 1D6 Hit Points per melee round!
- Range: A radius of 50 feet (15 m) plus 10 feet (3 m) per level of experience.
- Duration: Indefinite, if the character has the vast amount of Hit Points or amazing rate of regeneration necessary to power the effect.
- Attacks Per Melee: Initiating the effect uses up just one melee attack/action, but sustaining it takes tremendous concentration: the super being can only perform two other attacks/actions per melee round (defensive moves not included) and suffers a penalty of -30% to skill performance.
- Saving Throw: In the event that anyone wishes to resist this power, they must roll 15 or higher to save against it (P.E. bonuses applicable).
- Limitations:
- The hero cannot pick and choose who is affected by this aspect of the power - everyone within range is protected, whether friend or foe.
- If the super being is rendered unconscious or killed, the Life Force effect immediately ends.
- While Life Force can buy time until medical help arrives, some wounds may be too severe for conventional treatment to deal with: if, for example, the target has been decapitated or burnt to ash, only super powered or magical healing can help (and probably a lot more of it than player characters can provide).
- The super being can not raise the dead with this power; if a target dies before Life Force is activated, he is gone for good.
- The hero can not protect himself with this power, only other people.
3. Bonuses.
- +3D6 Hit Points.
- The character gains an extra 1D6+2 Hit Points per level.