Control Pain

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Control Pain (Major) by Mr. Twist

"If I can get my hands on you, it's all over."

The character can generate, control, and nullify pain itself. The exact method is unknown, but the pain is very real. It affects everyone, whether or not they are immune to physical damage. Of course those immune to pain, like full conversion cyborgs or certain alien beings, are immune to this power also. Flesh to flesh contact is the best method of delivery for most powers, but extensive body armor reduces all damage and penalties by half.
Those immune to physical damage(i.e. people with Invulnerability), or normally vulnerable beings turned into other substances (the various APS powers), suffer only the penalties and not the damage from the various subpowers.

1. Nullify Pain: This ability allows the user to ease the suffering of others by touch. It has more insidious uses for the less than good.

Range: Touch only. Body armor makes this power useless.
Effect: All pain experienced by the person is nullified. They can still feel things, but there is no pain associated. Even the gravest of wounds or the most dire illnesses cause no pain under the effects of this power. Any penalties due to pain the person is experiencing are reduced to nothing.

2. Pain Touch: This power causes pain in the target, though it is fleeting. Continued touches can prove to be a problem as it does do a bit of damage each time used.

Range: Touch only. The mentioned rules above about restrictions apply.
Duration: 15 seconds(One melee round). This power can be activated so it goes into effect every time touch is achieved, like parrying hand to hand combat.
Damage: 1D6 S.D.C. damage per touch. It increases by an additional 1D6 at levels 5, 10, and 15.
Effects: -1 to all combat bonuses, per touch. This is cumulative with other touches during the same melee. It also gives a -1 to initiative to the affected for the next melee round, though that penalty disappears at the end of the round. All other combat penalties disappear at the end of the current melee round.

3. Crippling Touch: This is a continued attack for constant physical contact. It creates so much pain in a target that they are unable to do anything because of how much it hurts.

Range: Touch. Earlier mentioned restrictions apply.
Damage: 1D6 S.D.C. damage, applied at the end of the round. An additional 1D6 is added at levels 5, 10, and 15. If contact is broken before the end of the melee round, no damage is applied.
Save: At the beginning of each melee round, the affected target can make a save at 17 or higher. No bonuses apply. This will allow them to make one action. If they fail to break contact, all the effects still apply.
Effects: The affected target is wracked with pain so intense they can do nothing. Combat bonuses do not apply because they can't attack or even defend themselves. They lose muscular control and drop whatever they were carrying, and also fall to their knees.
Note: The person using this power can do nothing else but apply this power, meaning they can't attack or even defend themselves. All of their concentration is focused on inflicting pain to their target.

4. Pain Bolt: This is a ranged attack that creates a targeted bolt of pain.

Range: 50ft + 15ft per level of experience.
Damage: 2D6 S.D.C. at level one. Add an additional 1D6 of damage at levels 3, 6, 9, 12, and 15.
Effects: -1 to all combat bonuses for the remainder of the melee round, cumulative with subsequent attacks during the same round(to the maximum of -3).
Bonuses: +3 to strike with an aimed shot.

5. Aura Of Pain: This is a small area of effect wave of pain that doesn't do any physical damage or cause any combat penalties. What it does is create an area around the user that others do not want to enter because it create the illusion of pain the closer they get.

Range: 30ft + 5ft per level.
Effects: The affected area has a Horror Factor of 14, +1 at levels 5, 10, and 15. Normal bonuses to save vs Horror Factor don't apply, but P.E. bonuses do. Anyone within three feet or so, close enough for hand to hand combat, experience a H.F. of 16(that increases as the normal does per level). This must be saved against every melee round. The result of a failed save is fleeing the affected area.
Note: Using this power takes up half of the users actions per melee, with a minimum of two.

6. Bonuses:

+1D4x10 to S.D.C.
+2 to P.E.
+2 to M.E.
Immune to the effects of pain (even that caused by others using this power)