Permanence (Major) By Steeler49er"Dude, you're gonna look like that forever when I get through with you!"Super powers generally exist for a finite length of time but, a small number of powers can extend durations permanency, however for supers with this power almost All of their powers possessed may be given a duration of Permanence. More so is the ability to extend Others powers into the realm of Indefinite duration as well by either the target supers okay or by defeating them in a contested savings throw. As is common the Super Must give up of themselves some of their own lifeforce to make such effects stick and Not all powers can be affected in this way. Additionally the effects of Permanence are never eternal and are Always susceptible to to entropy.
To initiate the power the super Must be in range and Must spend a period of time measured in turns/actions also known as AtPM (Attacks Per Melee) equal to the powers potency in level Plus one, as it is to be made permanent at that time. This means that a level 4 super with power of Bend Light who wishes to create an area 10ft in size (Diameter) to forever separate all of the colors of light that enter it's effect radius would require the super to spend Five melee attacks to do so. However If the neither area affect, nor any other aspects of the power of an ability Never grows with the level of the person than the level is always set to a default of 1. This means that unless their power does not allow for such fine control of it (IE the power grows w/o the supers control and power levels may Not be regulated) the super could simply choose to apply their powers at a lower setting.
An example of this would be if a level 6 super with Energy Expulsion: Light could, for whatever reason, choose to make their body constantly expel light until the day they die, at full level 6 expulsion of power. However the super may simply wish to regulate the power down to an mere 1 point of damage! In the first option the super must spend 7 melee attacks to turn their power on full blast permanently, but In the second option the lower setting of the power would Only take 2 attacks to make permanent.
Many powers you would not suspect could be made permanent via this ability, but Each one strips the super of more of their life force (Unless the super has and uses the power "Reserves" By Iczer to combat the deleterious effects of this power, but Doing so require triple the cost in reserve points).
Cost: 1 PE & 2D6 HP To any effect/Power with a duration.
1 PE & 2D6 HP To reverse any act of Permanence (Only if it is the one who initiated it).
The super may cause another supers powers to be made permanent but Both must pay for the cost unless it is Unwilling. In this case the super with this power foots the bill. This is the case in any attempt to use this power inflictively on others.
Range: 10ft per level
Duration: Permanent save for entropy or to a maximum 1000 years per level (like as in the case of using Gravity control to make a zone of High gravity permanent).
AtPM: Equal to the intended level of power +1
Savings Throw: None if willing, Contested with all ME and PE bonuses to save added together at +4. The super Cannot affect/make permanent the effects of Magic, Chi, Psychic energies or the supernatural unless they are definitively part of a super power, nor can the super Affect/Make permanent any effect on a Magical creation, or Supernatural (Or greater) being, ever if the being wishes it. This even applies to powers that would normally seem to be benign like Color Manipulation.
Powers Affect-able: All Matter Creation/Expulsion powers, Grant Super Powers, Flesh Works, All Elemental Control powers, Control Others, All APS powers, Any Energy Expulsion powers and Any ability with a duration or effect that can be measured or maintained (but in this last case the power Must remain focused on the super-IE Energy Expulsion powers).
Example Exceptions: Powers that would cause a Stunning effect centered on another being must overcome a contested savings throw and would see their durations measured in Power Level [PL] years. Any energy expulsion power can be made to stay On but could never be "Left behind" unless it normal could as a rule as the Super is the source of the power being generated. However IF a super chooses to make a power
Bonuses: (Not gained via power simulation unless said power allows for the super to experience one full level with this power. These bonuses are gained at that point regardless of such limitations against it)
+3 PE
+6D6 HP
<If this is the only power rolled, the play may roll for another (minor) power with a durational effect>
Yes
Inflictively is a made up word but, so is every word in the begining... That's why we have such big dictionaries!!!