Endure
Endure (minor/Major) by Steeler49er
"I can do this all day!"
The super can sacrifice their life force and personal health in order to increase the length of a particular powers duration. By temporarily giving up PE the super can 'double' any powers existing duration for each point spent. The super may Only spend a number of PE in a single Increasing of a power equal to three times their level, or 3 PE per level. Other aspects of the power may be separately increased as well but 3 PE (plus +3 Per Level) is the maximum spendable on a single usage. If this power is taken as a Major power that number increases to 5 per level.
- Class: Meta Superhuman Powers / Power Amplification
- Range: Self. If taken as a major power Range is Touch at level one and increases to one foot at level two. Every level after the range doubles. Line of sight or an equal amount of awareness.
- Limitations: Whenever 4 or more PE are spent on a single increase the super must make a save vs. shock at a difficulty equal to the total number of Duration Doublings the super intended (Base difficulty of 4), or be stunned for a number of turns/attacks equal to 1 doubled by the amount the roll failed by. IE if the roll failed by 5 points then the super would be stunned for 32 [2x2x2x2x2] turns/attacks which is about 6 melee rounds. Considering each use of this power depletes the supers PE, which is used in making such saves, the super is likely to fail often. Additionally one temporary point of PE is lost and the super takes 1D4 Damage (SDC or HP). If no SDC or HP is left then the damage carries over in additional lost points of PE.
- Stun Effects: The super is at -1 Attack and -1 to All combat & Save rolls per point the roll was failed by. This negative is reduced by ½ after the initial loss of Attacks is over. EI: The super fails the roll by 3, that means he is stunned for 8 attacks, three of which have the maximum penalty against them, the Next 5 turns see that number reduced by half. During those 3 lost attacks the super can Only defend at -3 across the board. A successful save loses the super one attack.
- Saving Throw: None.
- If taken as a major power the super may Force another ability to stay active against the wishes of the super who initiated the power in the first place. If the power is kept active by the defender (Like APS powers) then the attack is a 'Contested Roll' pitting both supers' ME attributes against each other. The Defender is at +1 per level of experience. A failed roll means that the defender cannot turn off their power.
- If the attack is directed against a power that has a static duration (One Not being actively maintained by it's originator like an object created using ME: Stone) than the user of This power pits his ME bonus at +1 and rolls a D20 vs a static difficulty equal to 4 plus the level of the power.
- Additional: The super may opt to reduce a given power's down time in the same way but in the reverse.
- PE Recovery: The super recovers PE lost from the use of this power at a rate of 1 point per 20 minutes. This becomes 1 per hour when the super loses 20% of their PE in this way. At -40% this increases to one every Day, One per week at -60%, and One per month at -80% and higher. These times count only for PE lost in this way.
As a Major power the super recovers PE lost from other means at Triple the normal rate or in ¼ the above times if no time was given. In addition the super may recover from permanently lost PE at a rate of one ever 6 months at the GMs discretion.
- Minor Bonuses:
- +1 to DC & HP
- +1 PE
- Major Bonuses:
- +3PE
- +3D6 to DC
- +2D4 to HP
- +1 to resist failed roll (see above) every other level
- PE recovers at Three times the going rate.