Stunning Blows
Stunning blows: [Minor] by Iczer
"..and the next thing I know is being hurled into a jail cell...and I thought I was invulnerable..."
The character's hands and feet project a stunning like force that shocks and disrupts the nervous system.
1) Shocking discharge: The character adds +1 damage every level when striking a foe from electrical discharges. The character can direct his or her blows through conductive surfaces but these blows inflict half damage.
2) Stunning blows: The character can modulate their discharges to stun opponents. Struck opponents take half damage, but must save vs stun (12+) or lose an action and initiative from the shock.
3) Dazing blows: A dazing blow does no real damage, the point being to overload the nervous system. Every dazing blow that strikes is tallied. when the blows outnumber the victims PE, he makes a saving throw vs stun (14+ this time) or be stunned for 1d4 melee's. Every time he is struck during this period he risks being knocked out for 1d4 melees (save vs stun 14+)
4) Other benefits: The character is light on her feet in order to deliver blows. +1PP +2Spd. +1 Dodge.
When combined with paramedic, it adds +10% to restart a heart.
Stunning blows: [Minor] by Iczer
'And I looked up that very moment, and I saw him make the falcon fist guesture...and I knew then that this fight was over'
The character can land some impressive blows in combat, striking with finite but excellent precision.
The character inflicts an extra 1 point of damage per level with his bare hands or with melee weapons. Anyone struck must make a saving throw (14+ PE bonuses apply) or lose one action and -4 to initiative.
Furthermore, if a target is struck with a critical strike (from natural 20, or a leap attack), the target suffers an extra -2 to his saving throw and is knocked down to boot.
Lastly, the character can concentrate this force into a type of final or finishing blow. This takes 2 actions on the character's part and afterwards it ends the power for 2d4 rounds. This concentrated blow inflicts all normal effects (extra damage, extra power on a critical, stunning effect) as well as causing an knockout on a 16+ and the loss of 1D4 PP. ( a successful save means stunned for 1D4 rounds instead and only 1 PP lost).
This power is based on the innate manipulation of bio-electricity. Targets immune or resistant to energy (electricity especially) ignore this power.