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Karn

Karn

F) In40
A) In40
S) Am50
E) Mn75
R) Ex20
I) Ex20
P) Am50

Health: 165 Karma: 90
Resources: In Pop: -20

Known Powers:
Inheritor Physiology: Karn's primary power is the ability to absorb the life force energy of other living creatures, thereby granting himself superhuman physical abilities. Even though Karn can absorb the energies of virtually any being, he must occasionally renew himself by feeding upon pure forms of animal-related superbeings from one of the four categories that make up his own, unusually pure, DNA such as animal, insect, human, and bird.
-Bio-Vampirism: Karn drains health and increases his own Strength, Endurance, Psyche, and power ranks.
-Strength Absorption: Karn can drain the physical Strength energy of others within the same area equal to Am. This is done by a Power FEAT against the target's Strength. If Karn makes the FEAT, he absorbs an equal number of points in Strength, and adds them to his Strength. The victim's Strength lost is only temporarily while the PC has drained it, and this weakens the victim to a lesser Power rank. Karn can drain the Strength as long as he makes his Power FEAT. If the target's strength reaches 0, then that person is disabled, and cannot perform any action until they gain their Strength back. Strength comes back at a rate equal to the Original Strength rank / 10 per round. Neither the victim’s nor the PC's Health changes when this Power is in effect.
-Tracking: Once Karn has touched a victim, he is able to track that victim with CL1000 ability unless that victim is dead.
-Invulnerability: Karn has body armor that gives Am protection against Physical and Energy, Toxins, Corrosives, Cold, Heat, and Gasses, but none against Psionic attacks.
-Super-Speed: Sh-X land speed
--Extra attacks with Sh-X ability or multiple attacks that inflict up to Am damage, ignoring body armor (only one to hit roll is made).
-Leaping: Am
-Wall-Crawling: Gd
-Immortality: Karn is functionally immortal in the sense that he is immune to the effects of aging and all known diseases. Like his father and siblings, he can "resurrect" by being cloned in Jennix' stronghold on Earth-802

Equipment:
Staff: Un material, Mn Edge

Weakness:
Radiation: Karn and the Inheritors are extremely sensitive to radiation. Radiation is +2cs to Karn
Lack of consuming Totemic Life: Karn must consume totemic life forces often, so he may survive and stay young.

Talents: Martial Arts A, B, Tracking

Contacts: The Inheritors