Inhibiter Bonds
Inhibiter Bonds [Major] by Roscoe Del'Tane
"I am the Bond-Master! ...Yeah. Sorry about that, all the good names were taken."
The character possesses a power similar in some respects to the Matter Expulsion family, Power Bands, and Negate Super Abilities. With the bands, character can create a pair of customized, nigh-invulnerable bonds (could be handcuffs, manacles, shackles, leg irons, limited only to the creators imagination) from his body. Bonds that possess an array of useful effects.
1) Unbreakable (mostly) Bonds: The bonds have a Natural A.R. of 16 (players will be -3 to strike without injuring the occupant) and a base S.D.C. count of 50, + 20 per even level. The bonds will regenerate 5 points worth of damage per melee round, and are all but immune to their occupants powers (one-tenth their normal damage). Those with a Supernatural P.S. can try to snap them off, but it must be higher than the creators P.S.x2 +2 per level, and must roll above the A.R., or deal damage to the occupant (equal to half of a full strength punch).
2) Bonds of Draining: In addition to being nearly unbreakable, the creator can, with the cost of 5 hit points (temporarily burnt off), cause the cuffs to slowly drain the occupant of their powers. The occupant must make a save vs. psionic attack (with no bonuses) every six hours, or loose one level of power strength. This will stop when it hits level three, or half the available levels, whichever occurs first. The power drain lasts as long as the cuffs are on, once removed or destroyed, they will regain lost levels of power at the rate of one for every ten minutes.
3) Odds and Ends:
- Bonds can be placed at any angle, and on any limb, though the bonder must either have the victim in a joint-lock or hold, or make a to strike roll without any bonuses at -5. Either that or have the occupant-to-be already incapacitated.
- The bonds are an extension of their creator. So any other powers they may have can be channeled through the bonds.
- The bonds, like all living things, have a limited lifespan once created.
- Once they have been made, they will only live for one week per odd level of the creators experience. Once created, the maker can attempt to boost the life span by 'feeding' it a bit of his life; all attempts are made at 65% proficiency +3 per additional level, and if successful will add one more week at the cost of 5 hit points. Bonds cannot be boosted beyond 50% of their normal operational lifespan.
- The bonds themselves cannot be used to inflict damage (bind someone so they can’t get out of the way of a stampede, fine. Shock the occupant through them, perfectly acceptable. But strangling, chocking, or breaking bones are all no-no's) by the creator, or anyone else. The only exceptions to this rule are if someone is either attacking the bonds, or trying to break them open.
- The possessor of this power can only create 3 bonds per level at one time. So creating a set of hobbles, a blindfold, and a pair of handcuffs would be all that a level one character could make.
- The bonds take the flesh tone of the creator, and look like nothing more than a strip of skin wrapped around someone else, despite whatever powers they may possess.
- Hit points used to make Bonds of Draining, or to extend the bonds lifespan, will not be regained until the bonds are dismissed. Once that happens, they are regenerated at one-third normal speed, or one-third of the magical/psionic healing ability.