Power Packaging

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Power packaging [Major] by Iczer

'Owie...I needed that...'

The character subtly mimics powers from others, storing them as necessary. The character can store one power per level, but has limited access to them, and can even be sickened by them.
Upon meeting any superhuman, (coming within 20 feet of one) the character makes a copy of any one of their abilities, typically the strongest (major over minor for instance). He can make use of that power at a later date by making a saving throw (14+ ME bonuses apply). If successful, he gains access to that power for one melee, or for one use. By gaining a power he gains only the power's raw ability, and not any extra attribute bonuses or SDC boosts.
When his 'bank' of powers is full, he runs the risk of overdosing. When meeting any 'new' superhumans, this power attempts to swap out the weakest power for a stronger one (higher level or major over minor) If the character has no 'slots' left, he makes a saving throw ( 14+ PE bonuses apply). If he succeeds, he chooses whether which powers get swapped out for which one belonging to a target. If he fails, his weakest ability, gets swapped with the target's strongest, and the character becomes sickened (-2 PE for 24 hours, -2 to combat rolls and -10% to skill rolls for 1D4 minutes).
Once per week, the character may attempt to 'burn off' his power slots. He spends one melee round concentrating, and then makes a saving throw (14+ PE bonus applies, but at -1 for every power he wants to drop) If he succeeds, he empties as many slots as he wants to. If he fails, all slots empty themselves.
If the character is ever dropped below zero HP, he empties all slots.

Other abilities: For each power slot filled, the character gains +10 SDC, +2 PS and +5 HP and +1 ME.