ClueBat
ClueBat (Major) by Taalismn
...because sometimes it ain’t just superpowered bodies that are as dense as lead...
This power is a near-psionic assault meant to penetrate mental defenses, delusions, and insanities, and impress an idea or suspend insanity, at least temporarily. The ClueBat manifests itself as a MASSIVE glowing blunt instrument in the hands of the wielder. When swung at a target, it hurts like the dickens, but does no real damage. On normally maladjusted folk it just temporarily boggles the brain(having a one-ton sledgehammer swung at you by a little girl can do that to you), and stuns(though with a resounding WHAP!). On beings who are insane, especially those stricken with delusion-based mental aberrations, the ClueBat can force a restoration of sanity, with a stiff shot of reality.
Note that the ClueBat doesn’t do any damage to material objects; it’s immaterial; though it CAN be stopped by personal armor and forcefields, though it can penetrate armor if it can get through armor rating(so, delusional power armor jockies and armored madmen beware!). Nor can it be used to parry attacks.
- Range: Melee
- Damage/Effects:
- +1 to strike at levels 1, 3, 6, 9, and 12....If the character also has W.P. Blunt or Warhammer, apply those bonuses as well. Armor Rating is -1 against it at levels 1, 3, 6, 9, and 12(yes, it CAN penetrate armor)
- Horror Factor---The ClueBat itself has a H.F. of 10(+1 every 3 levels of experience); it looks MEAN!
- Smack-Shot---Victims must save versus their P.E. or lose 1 APM and Initiative from the blow(no other damage otherwise). Knockdown does not apply, because the hammer really isn’t material.
- Cold-Clock---Stuns/Knock Out on a Natural, Unmodified roll of 18, 19, or 20; victim is effectively Knocked Out for 2d4 melees
- Break Illusion---A ClueBat strike will immediately break the effects of Illusions, including magically- and psionically-induced, as well as artificially-induced insanities, mental possession, and superpower-created mental projections.
- Reality Check---The ClueBat can also temporarily SUSPEND the manifestation of insanities for 15 minutes per level of experience(once they recover from the Shock/Stun/Knock Out);
- (Wielder’s own I.Q. bonuses also apply to the following recovery/success chances)
- Psychosis----50%+5% per level of experience; you’re not God, you’re not Superman, and the whole "Goth” thing is a sham; get with the program, you yutz.
- Neurosis----40%+5% per level of experience; Okay, so maybe, in this line of work, fear of body-snatchers is actually fairly understandable, but that was the mailman you almost nuked.....
- Affective Disorder----30%+5% per level of experience; Okay, the music is bad and the mess is disgusting, but with some REASONABLE precautions and a little forebearance, it can be dealt with without resorting to hysterics or violence.
- Obsession----30%+5% per level of experience; for some reason ClueBats see a lot of usage by Japanese girls on their otaku boyfriends for this sort of thing.
- Phobia----25%+5% per level of experience; phobias are harder to cure because there’s a more deep-rooted trauma, or some real danger involved(like a fear of heights; especially if you’re currently on a window ledge on the eighteenth floor of a high-rise), but really....it’s a tiny little kitten and you’re a four-hundred pound superbeing!
- Multiple Personalities----There’s a 30%+5% per level of experience chance of the ClueBat strike causing the currently manifest personality to recede and another personality to assume dominance. Here, YOU deal with the hammer-happy little maniac...
- Mental Reset----The ClueBat holder can also attempt to PERMANENTLY cure an insanity; chance is equal to the holder’s I.Q. +2% per level of experience.
- Mental Defense---The holder of the ClueBat will be +6 to save versus mental attack, suggestion, and Possession
- Duration: Instant
- Saving Throw: Dodge or can make an M.E. roll to resist the Mental Reset or Reality Check aspects of this power.