Bio-Weakness Field

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Bio-weakness field [Major] by Iczer

'Feel the pain'

The character can generate a field of energy that weakens living creatures, sapping their strength and making others frail and weak.

uration: As long as the character wishes. Minimal concentration required (while concentrating, the character cannot use any other power that requires a round by round use of an action, or is described as requiring concentration itself).

Radius: 20 feet, plus 4 feet per level. Can regulate down to a few inches if necessary.

Effect: Any living object within the field takes 2d6 twice per melee (invulnerable or energy resistant beings take half damage). When a target takes damage, he must make a saving throw (14+ PE bonuses apply) or suffer debilitation, losing 1 PS point. In addition, the constant buzzing and scratching this power causes makes concentration difficult (Saving throw 14+ ME bonuses apply). Failure means that concentration is not possible in this action (no spell casting), but the target may try again on his next action.

Special: This is a hungry power, and it feeds on more powerful life forms with more vigor. For every level a target has in excess of this character, he suffers a -1 to the save, and takes an additional 4 damage.
The character also harms with his touches, adding +1 damage per level to his hand to hand attacks (double this bonus damage against targets of higher level than the character).
While this field is up and active, the air crackles with black energy arcs. In addition the field neuters electrical energy, halving the damage of any electrical attacks to targets inside or on the other side of the field. In addition, the field disrupts ISP and PPE. psionic and magic powers require 10% more ISP/PPE to activate per level of the character.

Other bonuses: +20 SDC

Bio-weakness field [minor] by Iczer

'You are getting very very sleepy'

The character exudes a field that weakens living beings sapping their abilities.
Each round a target spends in the character's effective radius (30 feet) each living creature must make a saving throw (14+ PE bonuses apply) or become progressively more and more fatigued. Each failed saving throw reduces the target's speed by 10%, his attacks by 1 and his skill usage by 5% and combat bonuses drop by 1. These penalties fade after two complete rounds outside the field. When a target is reduced to no attacks per melee round, his saving throw each round determines whether he falls asleep or not.
This field affects everyone within the character's radius, even allies. By expending one action per melee, the character can reduce the targets to one within range.
Targets not completely within the radius (such as targets who are ducking in and out due to high speed run by attacks, or giant creatures who do not fit within the 30 foot radius, enjoy a +2 to saving throws vs this power.