Vital Armour
Vital Armour: [Minor] by Iczer
ÿou know, for an invulnerable guy, you sure do whine a lot.'
The character can give up his own health and vitality to become temporarily tougher. The character simply reduces his PE by one(as an action) and gains limited protection.
The first PE point spent grants the character a Natural AR of 8.
Subsequent PE points increase AR by 3 points, to a maximum of 17. After this point, every PE point spent reduces incoming damage from energy or kinetic sources by the characters level.
[Avery, a third level mutant with a PE of 14, needs to cross a gunfire strew battlezone to rescue a fallen team mate before he bleeds to death. She blows 6 PE. The first four increase her AR to 17, the last two reduce incoming damage from the gunfire by 6 - twice her current level]
The increased toughness adds to the character's PS as well, each spent PE point increases her PS by an equal amount.
A PE point can be spent to counter a disease or poison already in the character's system, and 2 points can shrug off the effects of any failed saving throw from a superpower, magic spell or psionic effect.
- Duration: The enhancements are only short lived, one minute per level. PE returns at a rate of 1 every 10 minutes (or double if resting).