Sensory Avatar

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Sensory Avatar [Major] by Shaded Helios

The character is able to create a small energy construct roughly the size of their fist [it varies slightly from person to person]. This construct is tied directly to the character's nervous system in such a way that they can only gain access to it while in a trance-like meditative state. At first level it takes 1D6 minutes minutes to fall into the trance. This time falls to 1D4 minutes at 3rd level, 1D6 melee rounds at 5th level, and 1D4 melee rounds at 7th level. Once the trance is achieved, the character's conscious mind, or at least a significant portion of it, is placed within the construct, assuming control. Using the construct as a vehicle, the character is able to range far from their body in a barely detectable, highly mobile form.

Avatar Stats:
Range: Virtually unlimited. The character can remain in control of the sensory avatar for an indefinite period of time. Their is no need to sleep while the character's mind inhabits the avatar, but the physical body can only last for so long before becoming dehydrated or malnourished. It takes an equal amount of time to dispel the avatar as it did to go into the trance, during which time the avatar must remain motionless.
S.D.C.: M.E. x 5 +5 per level. As an extremely small target, a called shot at -4 is required to hit the avatar. S.D.C. regenerates at a rate of M.E. per hour. If destroyed, the character must save vs coma/death or fall into a coma for 4D6 hours and loses the ability to create another sensory avatar for 1D6 days.
Flight Speed: 100 mph +10 mph per level.
Senses: The character's senses are not enhanced by the avatar, only transferred. Additionally, the only mundane senses that carry over are those of sight and hearing, however, any applicable enhanced senses[Super Vision: X-Ray, Heightened Sense of Hearing, Radar, etc] are accessible by the sphere.
Damage: Though not an ideal weapon by any means, the character can use their sensory avatar to attack. Treated as a punch, an attack by the avatar inflicts 2D6 +4 damage per 20 mph that the avatar is traveling. The avatar has the same number of attacks per melee round as the character controlling it. Abilities such as Power Channeling, Energy Expulsion, and similar powers cannot be used by the avatar.
Bonuses: +2 strike, +4 dodge when flying at 80 mph or less, +6 dodge when flying at 90 mph or more. The avatar does not get bonuses to strike or dodge from any HtH skill, physical skill, or PP score, but those acquired from various enhanced senses do apply, as well as any M.E. bonuses.
Prowl: Initially, the avatar isn't all that stealthy. At 1st level, the avatar created by a character matches their eye color, but more vivid. In some environmental conditions, various colors make prowling with the avatar more or less difficult. At 2nd level, the character gains a +15% bonus to prowl with an additional +5% per level, but only using the avatar. This doesn't consist of being exceptionally quiet or anything. Instead, it represents the character's growing ability to alter the color of their avatar to match the background.
Transferred Abilities: Resistances & Immunities[Energy Resistance, Impact Resistance, Invulnerability, etc].
Penalties/Vulnerabilities: Any vulnerabilities or penalties possessed by the character also apply to their sensory avatar. Additionally, as a conscious mind inhabiting an energy construct, the avatar is still vulnerable to psionics, mind-affecting magic, and similar powers.