BRAIN LOCK | Su
Gene Pool -3 | Disguise DC Modifier +0
This psychic mutation allows you to reach out and telepathically lock away a subject’s high mind functions. The subject must make a Will save (DC 11 + ½ your character level), or it stands dazed, unable to take any actions other than those identified below. Brain lock has a 25 ft. range + 5 ft per character level of the mutant, and requires a standard action each round to maintain the effect. The effect ends 1 round after you cease concentrating on it.
A brain locked subject gains the dazed condition, but is not stunned, so attackers get no special advantage against him. A brain locked flyer must descend to the closest safe level area below it. An air-breathing swimmer must make for the surface.
Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a considered a full action that does not provoke any attacks of opportunity.
Once you’ve used brain lock, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points. You can spend 1 Resolve Point at any point to recharge it immediately.
Evolution I: Your base DC is increased to 13.
Evolution II: Your base DC is increased to 15.

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