Cerebrokinetics
Cerebrokinetics [Major] by Iczer
'HH. Back of buddy. I'm Invulner...AARRRGHHHH'
The character can generate cascading energy on his hand that proves to be devastating to the nervous systems of others. If used in combat, the character inflicts full normal damage from the strike, as well as one of the following effects.
1) Brain drain: The target saves vs psionics or loses 1d4 +1 per level from his mental attributes (distributed as needed) lost mental attributes recover at a rate of 1 per hour for each drained attribute.
2) Mind drain: The target saves vs psi or loses 3d6 +1d6 per level from his ISP pool.
3) Stunning: The target saves vs psi or becomes stunned for 1d4 rounds. A target must have suffered through abilities #1 or #2 to be vulnerable to this. Stunned opponents have 1 attack per melee, half speed and half combat bonuses.
4) Incapacitate: To perform this, the target must already be stunned. The target must save vs psi or be knocked unconscious.
The character can perform a ranged blast for this power. such an attack has +3 to strike and has a range of 60 feet +10 feet per level. Targets have an additional +2 to save.
- Head shots: At any time the character can attempt to make better direct contact with the brain rather than the general nervous system. striking the brain requires a called shot (12+) at -4 to strike. The target of a brain strike has -4 to save.
3) Limitations: This power does not affect people with altered physical structures (they have unconventional nervous systems) or targets lacking a nervous system (robots for instance, some demons etc). This power bypasses normal body armor. Targets who are immune to, or resistant to poisons or electricity are very resistant to this power, having a +4 to save and only suffering half effects and duration.
4) Other benefits:
- +4 to save vs Psi.
- Half damage from electricity
- +3D6 SDC