Rage Reversal
Rage reversal [Major] by Iczer
'The angrier you get, the tougher you make me'
The character can transmit a virus that makes them angrier and angrier, while making them weaker and weaker.
1) Virus transmission: The character can voluntarily transmit this virus upon contact. His control is such that he can not only not transmit it if he feels like it, but can selectively annihilate it through his own link with it.
Targets touched (can be done in hand to hand but not as part as any attack except a grab or tackle), must make a saving throw vs the virus (10+ PE bonuses apply). Each successive touch within 15 minutes reduces the target's saving throw by one. Once a target is infected, he remains so for 10 minutes, plus 2 minutes per level.
2) Effects of virus: The virus stimulates the target's amigdala, sublimating reason and enhancing impulse. Infected targets are subjected to short tempers, and jump to quick conclusions. Targets suffer from a -4 to IQ and ME for the duration.
The greater danger is part of the virus's real power. In any melee round that an infected victim is in combat (excluding purley defensive combat) he loses one PS as the virus, now being fully fed, goes to work suppressing the target's physiology. This occurs every round. Targets suffering from Affective disorder: outraged by acts of violence (HU2 Pg 29) Hates music and musicians (HU2 Pg 29) Hysterical aggressive reaction (HU2 Pg30) Hysterical aggressive reaction to fear/phobia (Hu2Pg 30) or mindless aggression (Hu2Pg 30) or anyone already suffering from a quick temper from drug withdrawal lose 2 PS per round, while those conditions are in effect. Likewise, a crazy hero entering frenzy will also lose 2 PS per round while in frenzy.
Adrenaline based superpowers are far less effective when infected. Their durations are halved and their activation also causes a round by round reduction in PS (3 per round). aspects of Alter metabolism, adrenaline surge, battle rage, feral and super consumption all apply, as does any drenaline or chemical based performance enhancing power, and any attempt to enter hyperbrawl (Refer to HU2 GMG).
Any target reduced below PS of 5 acts as if fatigued. any target with PS of zero collapses, barely able to shift his own body weight.
3) Benefits for the character: So your opponents are getting more impulsive and steadily weaker; what does this mean for you?
Through a kind of energy feedback, you are getting stronger. every PS point a target loses from this power comes to you as long as you are within 30 feet +5 feet per level. the PS lasts 5 minutes +1 per level, and comes with a temporary +5 SDC per point gained (damage comes off these temporary points first) when the character has gained 10 points of PS it becomes extraordinary. when he gains 30 it becomes superhuman. If he drops a target to fatigued he gains +1 attack per melee, if he drops a target to unconscious, he gains a second.
4) Resisting: The easiest way to resist is to calm yourself down. If the character has a power that allows him to do so, or a skill (such as meditation, or the natural genius's mind over body techniques) this he can simply nullify his rage and anger. normal people can expend one action per round, attempting to 'calm down'. This requires a saving throw vs Psionics every round (but remember...lowered ME) a success means the character is in control of his emotions and can fight in a calculated fashion for the remainder of the round. the other way is to stop attacking. If the character makes no attempt to be aggressive, then he does not lose the PS point (or more). activating any of the aforementioned powers will trigger the PS loss, even if the character just uses them to escape.
If the character becomes aware that his target is attempting to resist, he may try to goad the target into action. mechanically, an action spent goading the target will force them to make a saving thow (14+ ME bonuses apply) to not retaliate.