Neuron Salvage

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Neuron Salvage [Major] by Iczer

'Let me share with you a piece of my mind'

The character has an unnusual bond with deceased flesh, in particular neural matter posessed by the deceased, granting him a host of bizzaire and potentially disturbing abilities.

1) Salvage head: By touching the head of a corpse (no more than 60 minutes deceased +15 minutes per level, the character can sink his fingers into the flesh and bone of the skull and into the brain. He can then pull the head free, dragging behind the remanants of the spinal column. Overall this process takes 4 actions (3 to make the connection, one to tear the spine and head free).

2) Interrogation: The character can, once attached as described above, may interrogate it's memories. the head becomes animate, with lifeforce provided by the character. The head functions with half the original owner's IQ and will answer basic questions to the best of it's ability. while grotesque, the original inhabitant of the brain is gone, and it is just this power reviving a few dead braincells on a temporary basis. The head will also acquiese to any reasonably phrased requests, including the use of any superpowers that are left to it (Though a head and spine will find its options are limited) interrogation requires the expenditure of 1 HP every melee round. some question and answer sessions can stretch out for several minutes though.

3) Tap IQ: Rather than animate the remains, the character can instead tap the stolen brain as a resource. while the brain is 'good' (see the duration listed in #1) the character can use the former user's IQ, ME and MA rather than his own. furthermorehe can expend a HP to borrow the use of one of the previous owner's skills (at -15%) for one minute per level.

4) Augment self: Once per level, the character may consume one neural system of another living, sentient being to enhance his own mental prowess. This process, which chews 3D6 HP, garners the character 1D4 points that may contribute towards his own IQ, ME or MA. he cannot raise any of these attributes above his targets though, and after a while he may find the need to seek out smarter and smarter victims. he also gains +10% to a single skill that he and his target both posessed, or one of his target's non physical secondary skills. 5) manipulate head: the character, once a head has been removed, can keep it grafter to his hand and arm for as long as the duration lasts (see #1). During this time he is down a hand, but may use the head as a blunt instrument (1D6 as a clubbing weapon) and may use any bite attacks posessed by the head, and can utilise its senses. He may also speak with the voice of any head he has attached to himself. The character cannot attach more than two heads to himself (one per arm: if the target posesses mutliple manipulating limbs then this may increase) 6) other benefits: +2D6 HP