Spur of Corruption
Spur of corruption [Major] by Iczer
"Up yours."
The character has the ability to form a wicked spur from one of his appendages (read that how you will). this spur, aside from damage, delivers a wicked mutagen that warps both mind and body.
1) Spur: The spur itself inflicts 2d6 damage. its piercing nature, allows it to bypass 2 points of natural AR or 4 points of artificial, worn AR. Obviously, it is unable to damage characters who have completely transformed their physical structure, or those encased in vehicle or robotic AR. It's length and hardness grant it +1 to parry as a weapon.
2) Mutagen: On any helpless, surprised or otherwise temporarily incapacitated foe, the character can combine an injection of mutagens with any spur strike. Such an attack takes 2 actions.
The mutagen is a virulent poison, a protean smack rush that warps and twists the body and mind. The victim of such an injection must save vs lethal poison or take 4d6 damage. He then makes a save vs (non lethal) poison once for every level of the character. Every failed save induces a semi-permanent mutation (select at random from either the mutations column or your favorite Rifter) that takes 6d6 hours to manifest. These mutations last 3 days per level of the character. During the transition phase, the character is woozy, groggy and limited in action, suffering half attacks and speed, as well as -20% to all skills and half all normal combat bonuses. When the mutations finally arrive, the character turns into an animal, with only a 30% chance of recognizing friends and family.
3) Addictive: The worst bit is, when the rush is over, and the victim emerges from a semi dream like state wherever his Hyde-like self has left him, he will crave the touch of the spur again. he must make a save vs addiction every day for as many days as he was a beast. (14+ ME bonuses apply) on any day he fails, he falls into addictive withdrawal (see the drug withdrawal rules for specifics) and stays that way for the duration (no more saves vs withdrawal needed). If the character seeks out the touch again, and receives it, he gains the same mutations from the last touch.
4) Other bonuses: The character with this power automatically dominates any of his brood, and can give orders like a pack leader. Notably, his charges no longer understand much of any language, and so complex commands are beyond them.
The character is resistant to natural poisons and chemicals (1/3rd damage effect and duration).
The spur itself has 45 SDC when formed. If destroyed, it reforms after 4d4 days. needless to say, the spur may be retracted at will.