Mutation Absorption
Mutation absorption: [Major] by Iczer
'Harm my brothers will you, well let me show you their power'
The character can absorb the energies of mutants, and absorb them into himself for a brief duration.
1) Absorb mutant energy: The character can focus this affect on all mutants within 30 feet, a select number of mutants within 30 feet, or an individual mutant within 90 feet. he must have a clear line of sight for this power to work, it will not work through walls or other solid cover. Each mutant in the area may make a saving throw (14+ PE bonuses apply. they may choose to fail. Unconscious mutants make the saving throw at -4). A failed saving throw means the target(s):
- Are momentarily stunned and lose their next action (and lose initiative)
- Lose all physical mutations if applicable
- Lose 10 Bio-E if applicable
- See mutant powers halved in effect (half damage, range etc)
Absorbing mutant energies requires an action to perform.
2) Absorption benefits: Each target that contributes to the character provides him with the following.
- +15 SDC and heals 2D6 SDC/HP
- +2 PS which becomes superhuman.
- Immunity to stunning, fatigue
The character retains these bonuses for 2 melee rounds per level or until he relinquishes control.
3) Mutant energy blast: The character can relinquish his held power in the form of a focused blast of energy (Type chosen by character). The energy blast has a range of 90 feet, and has +4 to strike with aimed shots. The damage is equal to 2D6 +1D6 per level. in addition the blast inflicts an extra +1D6 damage for each mutant he has absorbed.
4) Sense mutations: The character can feel the presence of all mutants within 30 feet, regardless of whether they are visible at the time. if he can see the target, he can generally sense the type of mutations they have and their level. If the character has previously absorbed a mutant's essence, then he has an innate tracking ability, and is able to track by his enhanced senses at 60% +5% per level. roll every 1000 feet.
5) Definition of 'mutant': For the purposes of this power, a 'mutant' is a character that is a mutant, or was a mutant (such as some supersoldiers and some eugenics characters). It includes any mutant animal, or creature augmented with Bio-E. It also includes a random selection of humanity who possess minor or insignificantly small mutations. This is a GM call, but should be 1-5% of the population depending on the campaign background.