Molecular Grip

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Molecular grip [Major] by Iczer

'you guys move on ahead, I'll hold down the fort'

The character can lay his bare skin on an object, and bond with it, gaining its properties while forming an near unbreakable grip.

1) Adhesion: Functions much like the minor power, only no PP bonus applies, and climbing speed is 1/4 normal.

2) Superior grip: Objects held (and presumably bonded) by the character, and attached, and do not come apart. Likewise if the character has bonded with the ground, he cannot be tripped or knocked over without first breaking the groundup around him. (down to about 6 inches).

3) Share SDC: The character can transmit damage he has taken to an item he is molecularly gripped to with a maximum shunt amount equal to the character PE plus the AR of the object in question (+5 per level). damage beyond this amount weakens the bond enough for the item to break free. on a similiar note, damage to the object itself may be absorbed by the character (for those moments when that faberge egg needs to survive the 50 foot fall).

4) Share AR: The character acquires the AR of any item he bonds with.

5) Tear matter: When making strikes on solid objects (not living things, though those transformed into stone or metal will take this) the character can simply strip off solid matter. He must bond with the item first, and then rip free on his next attack. Damage bypasses AR, and inflicst 2d4x10 damage plus twice the character's normal punching damage (as if performing a power punch).

6) Other notes: It takes 2 actions to bond with an object, and the character can only bond with two objects at a time. Bonded items release one melee round after the character passes out or is killed. Bonding with body armour is not as efficient (body armour takes damage meant for you rather than simply deflect damage); the AR gained from worn armour is 2 points less.