Intelligence Spike
Intelligence spike [Major] by Iczer
'Let me know if this hurts. I won't care, but i do like to inflict pain'
The character has the ability to grow a nasty spike from one of his arms. This wicked spike is around 8 inches long, and deadly sharp, but it's other functions are more frightening.
1) Spike damage: 3d6, with a +1 to strike and parry. The nature of the spike allows it to pierce armor, ignoring 2 points of AR on a target. PS bonuses apply to damage as normal.
2) Implant: The sinister application for this weapon is to use this to physically interface with other people. By piercing a target's head, the character can 'lock' this spike in place and start downloading information. In combat, striking a person's head with enough precision as to sink the spike into the brain requires 3 actions and a called shot (12+ -4 to strike). This kind of implantation does normal damage but the victim becomes dazed as a result (lose one attack per melee, -2 to strike parry and dodge). The target is otherwise unaffected, but may be concerned about having the character attached to his head. The target needs to make a roll under his ME on a d20 to pull the spike out of his own accord. even if successful, pulling at the spike causes 1d6 damage for every attempt. The attempt requires that the target and character roll a d20. The character may add his PS OR his PP, while the target needs to add his PS. The higher roll wins. if the target wins the spike is out and he is back to normal.
3) The interface: With the interface in place, the character can attempt to extract information. essentially sifting for facts. Each action the character has, he may interrogate the target for one fact. The target may save vs 15 to resist (ME bonuses assist). If he resists, he may either deny information or attempt misinformation. Attempting misinformation requires a new save (as above) to pull off the deception. Alternatively, the character may simply inflict 2d6 damage to the target as an action.
4) Gentle insertion: The character may choose to gently insert the spike into an opponent. any unresisting or defenseless foe can have the spike implanted harmlessly, sliding through the flesh gently. This method bypasses natural AR and invulnerbilities and causes no damage.
5) Notes Regarding Invulnerable Targets: Invulnerable characters, and characters otherwise resistant to physical, kinetic harm, need special attention. Gentle implantation works as normal, but combat implantation fails unless the spike deals a minimum of 3 points of damage. Once the spike is implanted, pulling it out causes no harm to the invulnerable or damage resistant individuals, but the 2d6 inflicted as an attack by the character to the target harms as usual, bypassing resistance.