Hyperaffliction

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Hyperaffliction: [Major] by Iczer

‘Too...tired...what...have...you...>umph<...done...to...me...?’

The character can affect a target’s reaction time and adrenaline to cause them to overreact physically with every action. The target becomes unable to utilize finesse, throwing every single ounce of might into every action.
The character simply gestures at a target within 50 feet (+10 feet per level) and expends 2 actions. The target must make a saving throw (16+ PE bonuses apply). If the target fails then he is ripped into an overreactive state.
While in an overreactive state, the character suffers from the following;:
The character halves his bonuses to strike and parry, and adds +4 to initiative and dodge. Because every action becomes the equivalent of a haymaker, he halves his attacks per melee (though he adds 20% more damage to each and every swing). The target will find it difficult to judge distances, and uses his maximum Spd, and power for each and every attack he uses (he is unable to use it at less than maximum). Any item held, carried or manipulated takes damage from the target’s manhandling (equal to half his normal HTH damage). Many skills become impossible under these conditions (No...First aid is right out). More to the point this is fatiguing and potentially harmful. Every melee round the target must takes 2D4 damage from muscle strain, and must make a saving throw (14+ PE bonuses apply) or become fatigued from the strain.(-2 to combat manoeuvres, -1 attack -10% to skills).
The target is affected for 1D4 melee rounds, plus an additional 1 melee round at levels 3,5,7,9,11,13 and 15.
Other bonuses: +20 SDC +2PS +2 PP. The character uses a milder dose on himself at all times, reflected by these bonuses.