Nemesis

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Nemesis by Iczer

The character has the ability to become resistant to the powers and abilities of others. Initially, this means the character has no power to call his own. After one round of combat with another character, this power kicks in. The character chooses the type of attack he expects to resist. If it is an energy attack, then the character develops the appropriate resistance to it, granting immunity. If the attack involves a chemical, psychic or magical attack, then he gains a +8 to save vs it, and takes half effect. If he wants to defend against pure physical attacks, he develops either an AR of 16 (natural) or becomes dangerous to touch (electrical fields or spines) and optionally develops specific weapon resistances (half damage) If the power has a specific weakness, then the character develops it as a strength, mimicking any single minor power reflexively, or any single aspect of a major power. The character gains +2 to parry, dodge and roll vs a single other person after the first melee round.

Other bonuses: +2d4x10+20 SDC +4PE +3d6 HP. +1 attack per melee. Heals at 3 times normal rate. Has a natural critical at one place lower, and ignore natural AR’s. may harm anyone he can touch, even invulnerable and Stone characters. May super heal 4 times a day up to 10 points of damage, up to the amount inflicted in the last round of combat.

(Ex: Johnny Justice faces off thee of the Iron ninjas. After a tense melee round of swordplay, JJ develops an electrical field that inflicts 2d6 damage to whoever touches it, and gains +2 to defensive type combat. Later that day, more ninja’s attack with crossbows. After the first agonising melee, JJ now enjoys bone plates (AR 16) and takes half damage from impaling wounds as his internal organs multiply and become diffuse. When he fights Kwa Long, he develops an immunity to electricity and when facing the dragon emperor he develops a +8 to save vs magic. When fighting Gravity lass later in the evening, he develops antigravity flight)

Changes last for the duration of a combat, plus one melee per level of experience. At level 4,8 and 12, the character may adapt to two damage types at once.