Neural Combat
Neural Combat (Major) by Primus
This impressive set of powers allows the hero to attack the nervous systems of his targets, inducing a number of conditions or situations. Unlike psionics, this power requires no ISP. Most of these attacks have saving throws and, in most cases, psionic bonuses will apply. The biggest problem targets have with this power is that psionic levels (minor, major, master) WILL NOT have an effect on the saving throws. The save for most powers is always 15 or higher.
1. Mental Stun: same as the minor super power.
2. Induce confusion: This power can convert one enemy target to the hero’s side temporarily. This is different from the Control Others power in that it is of short duration, but can be a huge help to the hero. The target, upon failing a save, has a malfunction in his cognitive thinking, causing him to identify his allies as enemies for a brief time. He will attack them with all the fervor that he would normally an enemy, using whatever powers and abilities he deems necessary. If he saves, there is no effect.
- Range: Line of sight within 60 feet (18.2 m)
- Duration: 1D4 melees +1 per level of experience
- Save: 15 or higher; psionic bonuses apply.
- Rate of attack: Once per melee
- Aftereffects: After being affected the target will be -1 attack and -1 to strike, parry, and dodge, and initiative for 2D4 melees while he clears his head.
3. Seizure: This devastating attack causes its target to have a full “stereotypical” seizure, falling to the ground and convulsing for a period of time. The target loses all actions during the seizure, has no awareness or memory of what is happening around him, and thrashes about uncontrollably. Anyone in hand to hand range with the victim must make a dodge (bonuses apply) to determine whether or not they are hit by the seizing person. If hit, they will take normal punch damage, including PS bonuses (seizure victims cannot control their strength). The victim also suffers physical damage from the convulsing of the body and is dazed for a significant amount of time afterwards.
- Range: Line of sight within 60 feet (18.2 m)
- Duration: 2D4 melees+1 per level of experience
- Save: 12 or higher; psionic bonuses apply
- Damage: Victim takes 1D6+ THEIR PS bonus per melee; the damage from a seizure is done by the victim to themselves. Anyone who tries to hold the victim down will also take punch damage from the victim. It is possible to hold them down, but the victim will take an additional 50% damage as the muscles contract against themselves and rupture. To hold the victim, a strike roll must be made. The holder MUST have a PS at least 15 points higher than the victim and must also have a similar strength class, or if higher, an equal PS number is needed.
- Rate of attack: Once per melee
4. Induce Stinger: A stinger is a very unpleasant injury, resembling hitting your “funny bone” on a larger scale. It temporarily renders a body part completely useless. The hero has the ability to trip the nerves in various body parts to induce stingers, thereby incapacitating the target. In the case of arms, it causes the target to drop anything he was holding- weapons, hostages, even items as small as a CD or computer disk. For a leg, the target will fall over and be unable to maintain any balance. They will be unable to walk or run for the duration of the stinger’s effect.
- Range: Line of sight within 60 feet (18.2 m)
- Duration: 2D4 melees+2 per level of experience
- Save: 15 or higher; NO psionic bonuses- it’s not an attack on the mind, but on a specific nerve.
- Damage: No damage to speak of; any affected arms are completely useless for the duration; if a leg is affected, the victim will fall over unless able to catch themselves (GM discretion). If running, the victim will take 1D6 SDC fall damage; if moving at superspeed, add appropriate damage (4 points for every 20 mph (32 km)). Only limbs can be affected.
- Rate of attack: Twice per melee round
5. Paralysis: This attack is the most devastating of the Neural Combat abilities. This attack disrupts the nerve signals from the motor center of the brain, temporarily short circuiting all movement and muscle contraction. The victim collapses and is completely helpless for the duration of the effects.
- Range: Line of sight within 60 feet (18.2 m)
- Duration: 1D4 melees+1 per level of experience
- Save: 15 or higher; psionic bonuses apply
- Rate of Attack: Once per melee
6. Bonuses:
- Add 1D4+1 to M.E
- Saves as a Master Psionic
- +2 to save vs. Horror Factor
- Additional +2 to save vs. psionics and possession
- All Psionic attacks do half damage and have half effects and duration; this includes healing powers as well.