Terror Spike
Terror spike [Major] by Iczer
‘Oh now I’m right where I want to be...under your skin’
The character can generate a natural bone shaft that he maintains a connection with, even after he detaches it.
1) Generate terror spike: The character can create a natural spike from his body, usually formed of bone, that acts as a natural claw. The spike is between 3-8 inches long and wickedly sharp, though not excessively durable (1D4 SDC). It inflicts 2D6 as a natural weapon plus any PS bonuses. It can also be shot up to 45 feet away. The character can generate these spikes in a near limitless quantity. If the spike strikes a living target with an AR of 12 or less, then he can imbed the spike in the target’s flesh. An Imbedded spike must be removed medically (first aid at -10% over the course of a minute, or surgically with a real doctor at no penalty over 5 minutes) or Yanked out (inflicts 1D6 damage from the barbs). Alternatively it can be broken off, but it leaves shards of itself in the body until removed.
2) Blood link: As long as the character has an imbedded terror spike in a target within 120 feet, he may, as an action, cause the spike to extract the target’s blood. This either ejects the blood out of the target’s body as a red mist, or as a fine spray, or as periodic squirts. The target makes a saving throw (14+ PE bonuses apply). If he succeeds he takes 2D4 SDC damage, plus one per level of the character. If he fails then he takes the same damage as HP loss. Multiple spikes do not increase this damage (he can only target one spike at a time) but the target loses one HP per minute while he has a spike in him from normal blood loss. A broken spike cannot cause normal or enhanced bleeding.
3) Spike awareness: The character can sense the direction and distance of any of his spikes up to 120 feet away. He cannot sense any of his broken spikes, but he can sense the pieces of them if they are still inside a target’s body. Anyone with a spike in them (even if it is just the broken pieces under the skin) is considered within touching range of the character. Any powers the character can normally use at such a range can be used against these otherwise distanced targets. (Notably, this works the other way as well, and if a target has his own powers that work at touch, and realizes that this link exists, he can channel his own powers back at the character).
4) Other bonuses:
- +2 to strike with his natural spikes as both ranged and melee weapons. Critical strikes are typically one point better (so at first level this is typically 19-20).
- +1D4x10 SDC