Non-Standard Energy Expulsion: Entropy Field
Non-Standard Energy Expulsion: Entropy Field by Mr. Twist
Let's face it, things sometimes just don't work the way they are supposed to. The super being with this power creates a zone of failure around themselves, a zone where things just don't work the way they should. Around this character, things just tend to break down(wow, I'm being very redudant). Visually, this manifests as a field around the character where the light seems to darken so it seems like a storm is coming.
Area of Effect: 15ft radius, centered on the character. Add 5ft to the radius for each level beyond 1.
Damage: None directly.
Duration: Concentration. The character using this power can only take actions to defend themselves. Any action taken for defense uses no bonuses beyond PP. Any damage taken may cause this power to be disrupted. Any damage taken below the user's ME will not affect usage of this power. Any damage taken above the user's ME may cause a failure of this power equal to a 10+(2x damage)% chance of this power failing. Remember to subtract the user's ME from the damage before deciding whether or not the power fails. Roll for each action in which damage is taken.
Effect by category;
Mechanical: This applies to all devices based upon machines. Within this field, there is a 1-60% chance that any given machine will fail. Cars cannot function, computers do nothing, power armor loses power, guns do not work, etc... While not certain, this can be used to help defuse bombs or alarms.
Super Powers: Super powers just seem to degrade in effectiveness, or fail altogether in the radius. 1-15% chance of complete power failure in the radius. 1-30% chance of degredation in the field. Failure means negation of the power. Degredation means the power suffers a 50% reduction in all numerical based aspects of the power. For powers that are entirely non-numerical, assume nothing happens. For powers with both numerical and non-numerical based effects, the numerical based effects are reduced by 50%, but the non-numerical based are unaffected.
Psionics: Psionics have a 1-20% chance of failure in the field. Psionics that have an origin beyond the field's area are affected as noted below. There is no chance of degredation; they work or they do not.
Magic & Spells: Within the field, magic spells have a 1-30% chance of failure. Magically bestowed abilites have a 1-10% chance of negation, and a 1-20% chance of degredation. For purposes of degredation, assume all numerically based effects are reduced by 50%. Non-numerical based effects are unaffected.
Note 1- Alien natural abilities are affected by this power, as per category affected.
Note 2- Any of these categories that originate outside of the field, specifying a target within the field suffer only a 1-15% chance of failure. If the original chance of failure is less than that, use the least chance of failure as a guideline.
Note 3- Non-power specific actions WITHIN the field(not including the being using this power) suffer a -2 or -8% modifier. If originating outside of the power, but affecting a target within, reduce to -1 or -4%(depending on the action and what roll is used to determine it's success).
Note 4- Whether or not this power affects a specific "whatever" is determined by the roll of the die. Beyond that, the percentages shown by this power are determined BEFORE the first die roll made in any melee round still being concentrated on. The effects last until the end of the current melee round. So a gun that fails within a certain melee round is useless until the end of that same melee round. After that round is over, the chance of failure is re-rolled. Objects that fulfill more than one category are affected with the lesser of either chance of failure, or degredation. If degredation exists within one category, but not the other(s), chance of degredation still applies as per the least chance of whatever category(minimum lowest chance of degredation applicable).
Note 5- If a specific object fails to function within the confines of the AOE, then assume all sub-functions are likewise affected. For example, if the roll shows a Power Armor fails to function, all abilities associated with that Power Armor ALSO fail to function. If not, all sub-systems used within that round are treated separately. So, if a Magical Weapon fails to work, so do all it's powers. If it does keep working, all sub-abilities are treated separately to see whether or not they function.
Bonuses: +1d4 to ME