Absorption: Variable You can absorb energy from an attack and use it to fuel your own powers! Each level of Absorption allows you to absorb one point of damage from an attack and store that point in an "absorption battery". The battery can hold a number of points equal to twice your Absorption level. From that battery, you can allocate those points as if they were character points, to temporarily raise a power, attribute, or anything else the GM approves of. Once these points have been allo cated, they cannot be shifted elsewhere. The points drain away, unused ones first, at the rate of one per turn. Any special abilities gained are lost when the points allocated to them fall below the minimum cost. When you are attacked, first subtract your Absorption from the damage taken, then subtract your Reflection (if any), and (finally) subtract any DR you have before assessing damage. Once your battery is full, every level of Absorption acts like a level of normal DR. You cannot absorb your own attacks. Frequency Cost/Point Against Everything 8 Common 5 Occasional 3 Rare 2 Very Rare 1 Special Limitation: The absorbed points can only be allocated to one attribute or power, determined when the character is created. -20% Reflection: Variable You can reflect part of the damage from an attack back at the attacker! Every level of Reflection lets you bounce one point of damage back, to automatically hit the attacker. If the attacker is unaware of your Reflection ability, he gets no active defense against it; otherwise he may make a normal active defense. If your attacker makes a critical success on his attack roll or you critically fail your defense roll, you do not reflect the attack; your reflection still protects, as DR. The attack must be targeting you specifically; damage from an area attack will not be reflected unless you are at the center of it (i.e., the targeted hex). You also cannot reflect an attack if there is no attacker (e.g., a power with Delay). Ricocheted attacks are difficult to reflect back; roll under 10, minus the number of bounces made, to hit the attacker. When you are attacked, first subtract your Absorption (if any) from the damage taken, then subtract your Reflection, and (finally) subtract any DR you have before assessing damage. Frequency Cost/Point Against Everything 5 Common 3 Occasional 2 Rare 1 Very Rare 1/2 At the GM's option, the damage reflected can be re-rolled. Every 4 points of damage count as 1d; every 7 points count as 2d. Thus, if you reflect 15 points of damage, you can roll 4d+1 to see how much damage the attacker takes.