Stun Punch

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Stun Punch(minor) by Mr. Twist

The ability is useful for those non-lethal situations. Instead of actually hitting the target, the character only comes a inch from striking. Their firsts and feet glow when this power is used. The force of the blow is instead transferred through the remaining distance in an attempt to make a non-damaging stun attack. Note that use of this power means the strike will ALWAYS stop before it connects. It can be turned on or off with a thought, not requiring an action and can be done even during another's turn.

Range: A few inches away, but must be done as a strike. Damage: Against targets that cannot be stunned, this attack only does 1D6 damage. Against targets that can be stunned, use the target's PE for purposes of determining this power's effect. Roll the character's damage as normal, then compare to the chart below.

Percentage of Stun Resistance(target's PE) overcome:

1-35% - No effect.
36-70% - Target is slightly addled. They get a -2 to Initiative, and -1 to strike, parry, and dodge for the rest of the melee round. Further punches are culmulative.
71-95% - Target is knocked back 1 ft per 10 points of PS the attacker has. Also, there is a chance of knockdown equal to the Stun Resistance percent overcome by this power. If knocked back, all negatives from the above apply, along with an additional -1 to s,p, and d. If knocked down, they lose initiative and must spend one action getting back up.
96-100% - Target is knocked out for 1 melee round per point that exceeded the Stun Resistance.

Note: Characters with Extraordinary PE use PEx1.5 for determining Stun Resistance. Those with Supernatural PE use PEx2 for determining Stun Resistance. This is a physical attack for dtermining resistances and such.

Ok. I thinking of some way to increase the Stun Resistance, just because it might be too small. But, it's a nice alternative to killing people.