Corrupted Wound

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Corrupted wound: [Major] by Iczer

'The claws of the basalisk carry something far worse than poison my friend'

The character's body produces a bio-entropic force that, when applied against a foe, causes grevious wounds and injuries.

When the character attacks and strikes a foe in combat with any natural weapon (hand held weapons and ranged attacks do not count) the target must make a saving throw (14+ PE bonuses count) or simply lose a point of his PE attribute. the target feels the wound become instantly infected with calcium like deposits that grow and burst from the point of impact, making the wound appear like it has become petrified.

The wounds do not heal of their own accord, instead they must be treated medically with either first aid (-15%) holistic medicine (-10%) paramedic (-5%) or MD (-0%). Characters scraping the crud off (the equivilent of yanking out a tooth) will inflict 1 point of damage for every 5 points he has already lost to this power, and of course the wounds will bleed. Targets of this power will not drop below 8 PE.

Targets who are not flesh and blood are immune to this effect, but those with biologically derived armour, and those who are invulnerable are not. if an attack on an invulnerable person or person with biologically derived organic armour takes no damage, he still must save (at +2) to avoid the PE loss and take 1 point of damage.

Lost PE recovers at a rate of one per hour (one per minute for those with enhanced regenerative facilities)

Other bonuses: +1d4+1 to PE, +1d4x10+10 to SDC. +1d4 to bare handed melee attacks.

May use this power on himself: gaining an AR of 8 for the first point of PE loss and +1 ar for every PE point lost after this (to a maximum of 15). as well as +10 SDC per PE point lost in this fashion. The character requires one melee per PE point lost to perform, and can heal it all back at a rate of one PE point per 10 minutes.