Permabsorption
Permabsorption: [major] by Iczer
'Hey look....sorry for stealing your heat ray vision. here >>ZZAAAAP!<< you can have it back'
The character can steal a superability. All he needs is to touch a target (must be a few seconds worth, cannot be combined with an attack aside from a grapple).
Once contact has been established, the character can expend two actions to try and steal one of the targets superabilities. (player chooses if he knows what to take. otherwise GM decides).
The target makes a saving throw (16 for a minor or 14 for a major) with any PE bonuses. If the target fails the saving throw, then he loses 3D6 SDC as well as the targetted ability.
The character gains the ability (albeit at first level proficiency) but loses 2 ME points in the process (3 in the case of a major ability).
The character keeps the ability (and thus the player looses it) until one of the following conditions are met.
- The character drops below zero HP.
- The character is made to release it through superhuman coercion (cannot release it willingly. has to be forced via psychic bio-manipulation, disruptive touch or similiar power or body manipulation).
- The character has the borrowed power or this power negated or removed.
The character can just choose to take a person's superhuman vitality and health. the save is 14+ (as if stealing a minor power) and the ME drain is 2 points. The target loses 20% of his SDC and HP, which are gained by the character. Stolen health and vitality remains until it is beaten out of the character (by the character taking damage) and returns to the target via normal healing.
Other bonuses: +1D4+1 ME