Cardiac Arrest
Cardiac Arrest (Major) by Stone Gargoyle and Gryphon Chick
1. Heart Strings: The character can create a bio-electrical tether linked to a person's heart which he can use to keep them in line.
- Range: Touch to initiate tether, with the tether being 10 feet long per level.
- Duration: Concentration.
- Attacks: Uses one melee attack/action to initiate tether, and one per round to maintain. The character is reduced to half attacks while the tether is in place, and bio-electrical surges along the tether use one melee attack/action (only one bio-electrical attack may be used per melee round).
- Damage: None unless the character goes out of range or a bio-electrical surge is sent along the tether. In the case of the former (going out of range), the victim will take 1d4 damage to Hit Points and be forced to save vs. coma/death due to heart attack. In the case of the latter (bio-electrical surge) the victim will take 2d4 damage to SDC. In either case, the character will be stunned (lose initiative and reduced to half attacks).
- Saving Throw: The victim may also save vs. the tether being attached and try to save against it each melee round it is attached (16 or better, PE bonus applies).
- Bonuses: +2 to strike in addition to any other strike bonuses to unarmed Hand to Hand combat.
2. Heart Burn: Touching a target will also plant an electrical surge inside the target which will continue to burn for 1d4 SDC damage per melee round for 2d4 melee rounds unless a saving throw is made (14 or better, PE bonus applies) upon the initial touch. The surge of energy will also cause the target to run a low-grade fever, imposing a penalty of -2 to all combat moves, and causing them to lose initiative and be reduced to half attacks for the duration of the fever.
3. Other Abilities and Bonuses:
- Resistant to electrical attack (half damage)
- +20% to save vs. coma/death
- Immune to diseases of the heart and circulatory system
Cardiac Arrest (minor) by Stone Gargoyle
"Don't move or I WILL kill you."
The character can create a bio-electrical tether linked to a person's heart which he can use to keep them in line.
- Range: Touch to initiate tether, with the tether being 10 feet long per level.
- Duration: Concentration.
- Attacks: Uses one melee attack/action to initiate tether, and one per round to maintain. The character is reduced to half attacks while the tether is in place, and bio-electrical surges along the tether use one melee attack/action (only one bio-electrical attack may be used per melee round).
- Damage: None unless the character goes out of range or a bio-electrical surge is sent along the tether. In the case of the former (going out of range), the victim will take 1d4 damage to Hit Points and be forced to save vs. coma/death due to heart attack. In the case of the latter (bio-electrical surge) the victim will take 2d4 damage to SDC. In either case, the character will be stunned (lose initiative and reduced to half attacks).
- Saving Throw: The victim may also save vs. the tether being attached and try to save against it each melee round it is attached (16 or better, PE bonus applies).
- Bonuses: +2 to strike in addition to any other strike bonuses to unarmed Hand to Hand combat.