Nervous Twitch

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Nervous Twitch [Major] by Iczer

'Let me give you a piece of my mind'

The character can sink his fingers into a target and make contact with their nervous system. This is excruciatingly painful for the target and leaves him with severe mental scarring.

To effect this, the character must be able to strike the target in the head or neck area with his bare hands. This attack requires two actions to perform, and can be parried or dodged as usual. The target must be flesh and blood (not intangible and not transformed into an inorganic substance) but will affect invulnerable foes.

If successful, a number of things happen:

1) The two become attached: The character and target are welded together for the powers duration. On the target's action, he may make a saving throw vs psionics to 'eject' the character. if successful, the character must release the target or take 3D4 damage direct to HP.

2) The character may expend actions to harm the target: Like a mental squeeze, the character can inflict any of the following:

  • 1D6 HP
  • -1 to targets ME score. ME scores reduced to zero renders the target catatonic for 2D4 hours.
  • Inflict mental trauma: Target Must save vs Insanity or develop a short term mental disorder (randomly derived or selected by the GM)
  • Inflict agony: Save vs pain 16+ (PE bonuses apply). A failed saving throw renders the target stunned for one melee round and adds +20% to 'interrogation' rolls.
  • Drain 4D6 ISP

The target may make a saving throw on his action, even if being stunned would cost him his actions for the round. if he chooses to forgo his saving throw to eject the character, then he can punch, kick or perform any normal action he can do.

3) Vulnerabilities: When attached, any damage suffered from outside sources affect both targets equally. If either party should die, then the character is automatically ejected (and takes the HP loss) and both parties must make a saving throw vs Insanity or develop a random mental disorder from the shock.

4) Other abilities:

The character can also grab the spine to perform these feats, but he cannot inflict HP or ME damage, and the target enjoys a +2 to his relevant saving throws. On the plus side, separation damage is halved.
The character gains +2D4 to his ME and has a HF of 8 when he uses this power on others (HF 12 for the victim, who treats the character as HF 10 even after the experience has ended).