Spongebody

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Spongebody [minor] by Iczer

'Must...contain...grenade.....'

The character's body absorbs damage like a spong, and bleeds it out slowly but not comfortably.

1) General absorption: The character disperses 1 point of damage from every attack away from his body, seemlessly negating part of any attack form. he is still vulnerble to pain, poison and other forms of damage, but simple attaks are reduced by the given number. this is geneal and automaic on the character's part and occurs even while asleep.

2) Targetted absorption: The character may simply absorb the shock and damage from any single attack by expending an action to do so. the damage is simply sucked into the character's body, and residual afteraffects are ignored (the character would not go flying after a bodyblock/tackle for instance). The damage accumulates in the character though, causing pain and distress until it bleeds out.

3) Damage bleed: While the character carries more damage inside him than his PE attribute, he suffers the following penalties from pain and discomfort. halve speed, -1 attack per melee, and -2 to all combat bonuses. The damage bleeds out as heat and minor electric shocks at a rate of 5 points per minute. this is a slow bleed that affects the environment very subtly (confined rooms may get very warm) during this time he adds +1D4 to damage when making physical contact to others. The character can choose to fast bleed however. by expending an action he may shed 10 points of stored damage. this causes him a single point of damage from the strain and inflicts 2d4 to every target within 10 feet in a flash of energy.

4) The danger of too much energy: The character runs the risk of accidentally releasing all energy when he holds too much. When he holds more damage than his PE attribute, he must make a saving throw (10+ PE bonuses apply) if he fails, his next action is to fast bleed. worse, if forced to fast bleed in this manner, he must repeat the savingthrow on his next action or continue to fast bleed. this saving throw is at -2 for every multiple of his PE in damage held. he must resave every minute until below his normal PE.

[Eg: The mighty absorber (4th level mutant, PE 20) can take the blows of an ordinary many (1d4-4 is no threat to him) without thinking, and even street weaponry holds minimal danger. When taking a sniper's round for the District attourney, he absorb the 1D4x10+10 damage (30) with ease, but finds himself over his threshold. He makes his saving throw (he only needs a 10, and his PE gives a bonus) and thengoes after the fleeing sniper. sometime during the next minute he spends an action to bleed off 10 points of damage to drop him to 20 absorbed damage points. Later that evening he hurls himself on top of a grenade meant for nuns. the 80 resultant damage is absorbed, But now he saves at -8. he fails and blows out 10 points as he screams in agony. he fails again on his next action as well and blows out another 10. thankfully his next save is at a 'mere' minus 6.]