Electricity Absorption

The power to draw electricity/energy from devices in the immediate vicinity which can be used by the mutant character to heal damage. Even if the charac- ter is fully healed, he can still use this ability to drain electricity from machines, engines, generators and electric power lines! The Zapper can use this ability to drain the energy from the ma- chine, to make it temporarily useless (until recharged) or to re- duce the energy/power level one degree or 8% per level of experience (dims lights, reduces the energy flow to cause brownouts and mechanical malfunctions, reduces the speed of an engine or computer, etc.).

In the alternative, the character can draw on and absorb elec- tricity to rejuvenate himself. The equivalent of 1D6 M.D. ne- gates fatigue (feels fresh as a daisy), while every 2D6 M.D. of electricity restores 1D6 hit points or 2D6 S.D.C. A mild but constant flow of electrical current goes through the Zapper while meditating, increasing normal healing by threefold.

Absorption Range: Touch or 20 feet (6 m) per level of experience.

Duration: Varies based on need and desired effect. Can be instant or last 10 minutes per level of experience.

I.S.P. Cost: Four per activation of the power to absorb or drain.