Power Absorbtion

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Power Absorbtion [Major] by Iczer

'I am what you are'

The character can generate a pulse that drains and absorbs the powers of others.

1) Actions: Each pulse requires a whole melee round worth of actions to perform.

2) Radius: Each pulse has a radius of 60 feet plus 10 feet per level. It's a physical thing, so hiding behind physical barriers can protect a person.

3) Effect: Each superpowered being in the radius of effect, including psychics, aliens and supernatural creatures, must make a saving throw of 16+ or see all their powers reduced.

  • Supernatural PS drops to extraordinary. Superhuman or extraordinary PS drops to normal.
  • Attributes in excess of 30, are halved.
  • SDC of all superhuman targets are reduced by 30%
  • All powers are reduced by 2 levels of effect, or are halved if not dependent on levels.
  • All superhuman target's are fatigued (-10% on skills, -1 to all combat rolls, reduce spd by 30% and attacks per melee by 1. affects targets otherwise immune to fatigue are still subject to this)
  • All immunities instead become resistances (full immunity now results in half effect instead)

The character gains:

An SDC bonus equal to the amount lost due to a pulse, in the form of a force field.
+2 PS, +1 PP and +5 Spd for every affected target
+1 attack per melee
One minor power of choice (no attribute bonuses, only the raw power. must be one possessed by a drained target)
The ability to hurl bolts of raw energy. these bolts can be hurled twice per round, out to 90 feet and inflict 2D6 damage, plus 1D6 for every affected target. +3 to strike with aimed shots.

4) Duration: The stolen power remains stolen for 5 minutes per level. at the end of this time, all targets regain their lost abilities and SDC, and the fatigue disappears. The character can relinquish power at any time, and can attempt a new pulse in conjunction with relinquishing said power (though targets get a new saving throw) If the character is knocked out or killed the effect ends immediately. if the character is stunned, he must make a saving throw (14+ PE bonus applies) every round or relinquish the held power. A target cannot be affected by this multiple times at once, but a character can make a new pulse if new targets come into range.