Power Recall

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Power recall [Major] by Iczer

You know, last week we fought the pasi master...bet you didn't want to know that huh.'

The character can record powers in use and store them for later.

To perform this trick he must be within 60 feet of a target using a power. as an action, he may, essentially, photocopy the power in use. If used as a defensive measure, the character must make a parry roll (with a using his ME score as his PP to determine any bonus) at +2. If successful, the power is negated (though you cannot negate a target's innate abilities and attributes, you can negate attacks that have no bonus to strike. the parry roll must beat 12 for minor powers or 14 for major powers. This number rises by 1 for every 3 levels of the target.)

The character gains a bonus 10 SDC for every power 'in store'.

The character can store a maximum of 1 power per point of ME (major powers require 2 slots). the character gains 2 extra slot per level.

Any power he recalls, either is a 1 use ability, or works for 1 melee.

The character does not have to be the target of a power to attempt to parry it. the character can copy a power without negating its effect. the character can take an action to copy during another character's turn. attacks per melee are docked from the end of the round. The copied power works at either the character's level+1, or the target's level, whichever is greater.

Other abilities: 1D4x10 SDC +4 to saving throws against other powers.