Alter Powers

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Alter Powers [Major] by Iczer

'Lavaquake huh? Not anymore you aren't'

The character can transmute others as to alter their innate powers.

1) Targeting others: The target of this power must be within 70 feet (+15 feet per level). No roll to strike is necessary, but the target must save 16+ (all relevant bonuses from PE apply to this). If the target fails, then he suffers from the effect.

2) The effect: at first level, the character alters 2 minor or 1 major power of the target. that power(s) is rerolled, and the result is applied to the target. The target is not made aware of what exactly his new powers are, and has no idea how to turn them on or off without experimenting (Not really feasable in combat, and the duration is too short out of combat). Similiar powers may behave in a similiar fashion (EE: Light turning to EE: Fire may work the same way for instance).

At 3rd level, and every odd numbered level thereafter, the character can alter a single additional minor power (using the formula 2 minors = 1 major).

The target does not change attribute levels or SDC, he niether gains nor loses attributes or SDC in the change, but extreme levels of attributes may drop to human levels if unsupported by the new powers set (a superhuman PS of 50 may drop to normal PS of 30 if superhuman strenght were exchanged for bend light)

3) Duration The powers are altered for 2d4 minutes +1 minute per level.

4) Actions: It requires 2 actions to attempt to jimmy with another's powers.

5) Caveat: as with negate superabilities as well as other 'metapowers' natural or inborn powers are not affected by this ability.

6) Other bonuses: +1D4x10 SDC