Mind To Energy

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Mind to energy [Major] by Iczer

'Genius huh? time to turn the tables on you, brain boy!'

The character can absorb the intellect of others, and turn that stored 'mental energy' into power points he can use himself.

1) Absorb mental energy: By grabbing and holding a target, the character can attempt to absorb thier intellect and mind. The target must already be grappled or otherwise restrained, and makes a Saveing throw of 15 + (ME bonuses apply) If he fails, he loses 1d4 points divided as he chooses between IQ, ME and MA. Psionic characters may choose to instead lose ISP at a 2-1 rate (so 2-8 ISP lost). Lost ISP recovers at the normal rate. lost mental attributes recover at a rate of 1 per 20 minutes. No mental attribute may be lowered below half its normal rate.

2) Accumulate mental energy: Every attribute point absorbed (or every 2 ISP) grants the character a battery of 10 power points to spend as he needs. the mental energy can be seen as a growth on the character's body, commensurate with it's capacity. a character can hold as much as his MEx2 in power points, plus 12 per level.

3) Spending mental energy: The character can expend6 points of mental energy to form an energy blast that inflicts 1d6 damage per level of the character, with a +2 to strike, out to a range of 75 feet +10 feet per level. the character can expend mental energy at a rate of 2:1 to increase his PS attribute for one action or 5:1 for the entire round. He can expend 25 to use another superpower at 2 levels higher for oneaction or one level higher for one round. finally he can use absorbed mental energy to heal HP or SDC at a rate of 1:5.

4) Drawbacks: Any character who resists this ability twice in row becomes immune to it for 6 hours. The character grows a kind of lump or sack on his body when he uses this power. the size varies on the amount of mental energy it holds. every 10 points of mental energy held increases it's size by 6 inches. the lump itself has an SDC equal to 1/4 the mental energy held, +2 per level. Targetting the hump requires a called shot. reducing the lump's SDC to zero releases all the energy as 4d6 energy blast out to 25 feet. the character takes half damage from this, but loses all stored energy.