Bio-Interference Aura
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Bio-Interference Aura [Major] by Shaded Helios
For some odd reason, possibly an aberrant chromosome in the genes that control psychic potential, the super being is able to generate a psionic aura that interferes with a specific aspect of the nervous systems of those nearby.
- Effect: The super being's aura has one [and only one] of the following effects:
- Blind: Knocks out the optic nerve. -10 strike, parry, and dodge.
- Deafness: Numbs the ear drums. -6 parry and dodge attacks from behind, -3 strike, parry, and dodge other attacks, automatically lose initiative while deaf.
- Mute: Paralyzes the vocal cords. -2 strike, parry, and dodge for the first melee round that one is affected.
- Pain: Directly stimulate the brain's pain centers causing great agony. -6 strike, parry, and dodge, as well as take 1 point of damage to H.P. per minute affected.
- Pleasure: Directly stimulate the brain's pleasure centers causing instant and prolonged orgasm. -6 strike, parry, and dodge.
- Paralysis: Lock up the portions of the brain that control motor functions. Cannot move while affected.
- Stun: Interfere with the signals sent by nerves throughout the body. Reduce melee attacks by 1, Spd by 1/2, and strike, parry, and dodge by -4.
- Radius of Effect: 5 feet +1 per level of experience centered on the super being.
- Duration: The interference aura can be maintained indefinitely so long as the super being concentrates. Concentrating to maintain the aura imposes a -2 initiative penalty per melee round. Victims of the aura are affected for 1 minute +1 melee per level of experience.
- Attacks Per Melee: Activating or deactivating the aura uses one melee action. Those entering the aura must save vs psionics. A successful save stops the effect for that melee, but they must continue to make a save every melee they remain within the aura.
- Saving Throw: As a psionic attack, the interference aura is treated as such, with M.E. bonuses applying. Ordinary people with no psychic powers requires a 15 or higher to save, while Minor and Major psychics need a 12 or higher. Master psychics require only a 10 or higher to save. The aura will penetrate environmental body armor and even power armor, but not through the armor of robots or enclosed vehicles.
- Limitations: The super being's aura cannot discriminate. It affects anyone who enters its area of effect, friends and foes alike. At GM discretion, the aura may be permanently in effect, meaning that the super being can never turn it off, even when unconscious.