Symbiosis

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Symbiosis [Major] by Iczer, AJ Pickett and Mr. Scorpio

By transforming into a bio-energy form, the character is able to merge with the bio-energy of another living being and form a temporary intimate symbiotic bond which allows both organisms to share vital energies. Inside a host, the character uses the host's senses and communicates with the host telepathically. The character cannot control the host body in any way, however.

1. Beneficial Symbiosis: Favors the host more than the symbiant.

Range: 30 feet, plus 5 feet per level
Duration: Transfer takes one melee action; can remain in host for 2 minutes per level.
Limits: Cannot merge with anyone resistant or immune to energy. If the host is knocked out, the symbiant is ejected. If the host is killed, the character must save vs. death or also die. Reforming back to solid state takes 1 melee action and requires space to reform body. If remaining over the time limit, the character takes 1d6 to HP per melee round. Death in this manner results in the bio-energy becoming unstable and dissipating fatally, leaving nothing of the character.
Benefits for both: Shared pool of HP, PPE and ISP, with a bonus of +10 if both are full on points, and +10% to any skills the individuals have in common.
Benefits to host: Any resistances or invulnerabilities, the symbiant's strength level (type not attribute, i.e. Extraordinary, Superhuman or Supernatural), any healing factor of symbiant, +2 save vs. psionics and possession, and symbiant takes 25% of damage taken by host.
Benefits to character: Any healing factor of host, +2 save vs. psionics and possession, +10% to common skills, plus less vulnerable to harm while bonded to host.

2. Forced Symbiosis: Benefits symbiant more than host.

Range: Touch
Duration: Continuous physical contact for 1 melee round needed for transfer; 2 minutes per level
Saving Throw: Save vs. possession at +1
Limits: Same as above
Benefits for both: Same as above except for skill bonus
Benefits for host: Symbiant takes 25% of host's damage
Benefits to character: If the body of the host is healed in any way, this also affects the symbiant
Penalties for host:
Telepathic distraction causes the following:
-3 initiative, -2 strike parry and dodge, -2 roll with punch, fall or impact, -15% to all skills

3. Bio-Energy Leaping: Can hop between bystanders.

Range: 50 feet, plus 10 feet per level for each leap
Speed: Variable
Number of Leaps: Equal to PE attribute number +1 per level per 24 hour period. More will do 1d6 damage to hit points per leap.
Benefits
Semi-Intangible; can pass through transparent substances.
Resistant to kinetic attacks (half damage).
Immune to poisons, gases, toxins and suffocation.
Attacks: Each leap counts as 1 melee attack/action.
Limits: Cannot leap this way and then immediately bond; must reform and then try it. Requires people close together to leap.

4. Other Bonuses:

+2 MA and ME
+2 save vs. possession
Can sense people resistant or immune to energy within 100 feet, plus 10 feet per level