Blank

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Blank (Major) by Zenvis(zenvis@pxi.net) and AJ Pickett-

This power creates a momentary pulse of very unusual light that causes sudden and sustained memory loss in any who are exposed to it (and fail to make the saving throw).

Range: Either a unidirectional pulse that effects anyone facing the character within 200 feet (61 m) or a directed pulse that can target anyone who's attention is caught by the character and is looking at the character's hand or into the character's eyes.
Duration: Instant, the memory blank covers a period of the last 20 minutes of the victim's life, plus 10 more minutes per level of experience (though the period of memory loss can be stipulated to be less than the maximum amount possible), those who make the save will only experience a fuzzy, vague feeling about the last two minutes, but they can remember larger events, just not fine details such as strings of numbers or exact times.
Saving Throw: 15 or better (M.E. bonus applies).
Effects: Those caught in the light pulse who fail to save have a sudden lapse of memory and are mentally stunned for 60 seconds (4 melee rounds) or a mere thirty seconds (2 melee rounds) for super heroes/villains. During this time all skills are at –30%, they have no initiative, normal combat bonuses are negated and they can perform only limited actions, kind of like zombies, if left alone they will just stand there and stare ahead blankly. Those who make the save vs. the memory lapse (15 or better) have fuzzy memories of the last 2 minutes and are only mildly confused, not mentally stunned, so they have a mere -10% to skill performance and no combat modifiers aside from -1 to initiative.
Special Effects (Power Mastery): At third level the character learns how to implant false memories in victims, simply by speaking to the victim during the period that they are mentally stunned the character can implant a semi-hypnotic suggestion in the form of a description of what happened. While the false memory can be mundane or outlandish, the victim can't help but remember it as fact when they come back to their senses. People tend to trust their memory and will argue against any alternate version of events, even if what they remember is quite strange and at odds with what everyone else is telling them, it will take some convincing that their memory is, in fact, a fabrication.
Note: GMs who feel that permanent memory loss is too severe may opt to have a long term duration of this powers effect as one week, one day or one hour per level of experience of the character.