Obituary

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Obituary [Major] by Iczer

'Your victims have a little more to say on the matter!'

The character can absorb the dead. More precisely an echo or fragment of the energy they posessed in life can be stored and used at a later date.

For the rank and file dead, the character need only to view a corpse, contact a ghost or fallen spirit, or visit their grave. The character gains an amount of this echo energy equal to the deceased's ME score, with a maximum of 30 (Plus 20 per level). any single corpse can be harvested this way once per month, and truly old or ancient sites have nothing to offer the character (Thier energy has vanished). If the target would object strenuously to being harvested in this fashion, then the deceased may make a saving throw (14+ ME bonus when alive applies). A failed saving throw means the energy given is halved and cannot be harvested again for the month. A successfull saving throw means no energy is available. A serial killer would have difficulty harvesting his victims.

Echo energy can be used to augment speed and strenth. Stored echo energy adds +1 to PS and Spd equal to 1/10th the stored energy. In addition 2 Echo energy may be expended as a blast of bio-energy inflicting 2D6 damage out to 90 feet with a +4 to strike. Echo energy may also be expended to heal HP and SDC on a 1:1 basis.

The character can also draw upon greater power. He may expend all his echo energy to call upon more powerful dead. In effect, he may call upon deceased superheroes (or villains) to empower him. This effect is similiar to the major power of Mimic but it has some caveats.

1) It needs to be a cause the deceased could get behind in life. if it's not, then the attempt fails.

2) The deceased needs to be of a compatible alignment. If alignments are identical there is a 100% chance of co-operation. if they are the same type (Good, evil or selfish) then there is a 85% chance of co-operation. If good to selfish (or evil to selfish) there is a 65% chance of co-operation. A good/evil split has only a 40% chance of success. If the Character can raise a good argument for co-operation (an abberant character using a principled hero's power in defence of the Hero's homeland, or a scrupulous hero channelling a truly vile diabolic villain in the cause of bloody and brutal venegence) then he may add his MA to the percentage chance.

3) Range and duration are irrellevant. The power stays or as long as is necessary and then vanishes. it cannot be called upon again for one month. 'as long as necessary' is a judgement call. this could be a single fight, or a prolonged campaign. as a rule of thumb, if the called upon energy is no longer needed urgently, then it fades in 2D10 minutes.

Other abilities:

The character also posesses the minor power 'Sense death and destruction'
+1D4+1 to MA +2 to ME.
Is immune to the HF of the undead and from death like effects (may even see them as appealing)