Nervejack
Nervejack [Major] by Iczer
'eww..this is going to hur...>squish<'
The character has the ability to usurp control over another's body, by merging and co-opting his nervous system with a target's. Simply by plunging his hand into a target's spine or head, he creates a link in which he dominates the target.
1) Co-Opt body: The initial nervejack attempt requires contact and the use of 2 actions. In this fashion, the character's hand (or other limb as appropriate) sinks into the target's flesh to establish control. As this co-opting requires contact with the head or spine, it is ideal that the target does not defend by either parry or dodge, and that the initial contact is a called shot (to either spine or brain). The target may also save vs this control, requiring a 16 or better to resist (ME bonuses contribute, but bonuses to save vs psi do not) A co-opted body goes limp, and control of the body becomes surrendered to the character.
2) Limits of control: A controlled body is a puppet, performing actions as required by the character. the body has no volition of it's own, though it retains a basic level of awareness. Unless the body is made to perform an action that would harm a loved one, or endanger his own life, no attempt to break free is possible. The body, as a puppet, cannot be made to 'act naturally' or recall or provide information.
3) Two way street: Once a target has been nerve jacked, the character can question and interrogate the target, mind to mind. This level of communion is limited to normal mind to mind conversation, and has no other ability to probe information from the target. The target may refuse to 'speak' if desired, but only the character may choose to turn this ability on and off at will. The Character can also inflict pain at will on the target, inflicting 1 HP per minute of excruciating agony. The nervejacker can also access the targets senses at will.
4) Breaking free: If the target of nervejacking is being forced to perform an action that threatens the life of a loved one, or is forced to risk his own wellbeing, then he may attempt to exert control and shunt the nervejack aside. A 'risk to one's own wellbeing' must involve great or immanent damage or mutilation. Exposure to any damage that reduces SDC to zero, or does more than 2-3 HP, OR involves deliberate death or mutilation (Injecting himself with heroin, cutting off a pinkie, stabbing himself in the eye with a pencil) allows the target to make a save to resist. This save requires a 16 (bonuses from ME count). every successive save is at an additional +1. A well tortured foe will escape eventually. Of course, the nervejacker can release his target at any time. If the nervejacker falls unconscious or dies, then the connection is also broken.
5) Transfer damage: The nervejacker can also transfer the effects of wounds to his puppet. Half of any HP damage, or a quarter of any SDC is transferred to the target.
6) Life preserver: Just as good thing can be turned to evil, nervejacking does have a less than malign usage. By plunging his hand into a freshly dead body (within 2-4 minutes) the character can keep the brain alive long enough for any sort of transplant or healing that can be performed. if feeling very self sacrificing, the character can swap minds with the target, though this usually means a guaranteed death for the character.
7) Nerve strikes: By expending 2 actions, the character can perform targeted strikes to a target in combat that utilizing his nerve meld ability. Blows made in this manner inflict normal damage, but ignore natural AR, and inflict a great deal of pain (save vs pain 14+ or lose next action). a successful parry ignores the damage from the strike, but unless the parry is with a weapon, the pain effect is still triggered.
8) Limitations: Nervejacking can be used on any living, biological creature, but does not function on robots, artificial life forms of a non organic nature, people transformed into inorganic substances or energy. Nervejacking can be maintained for 2 hours per level before exhaustion forces a separation. Only one target is available for nervejacking from levels 1-6. At 7th level, the character can attempt 2 targets at once, though all saves to resist or break free enjoy a +3 bonus if two targets are 'possessed' at once.