P.P.E. Control
PPE control: [Major] by Iczer
'You have potential my boy. you should use it'
The character can modfy and utilise PPE in his surroundings and in others.
1) Magic resistance. the character has +4 to saving throws vs magic and effects that target him are halved. Effects that target him alone cost 50% more PPE to use. Furthermore, he may draw away the PPE of a target (both parties roll D20. the character adds his PE while the target adds his ME. if the character wins, the target loses 2D6 PPE, plus 1D6 per level).
2) Evoke potential: The character can cause a target's PPE to become more focused. Living beings often posess a higher PPE score when young, representing their untapped potential. The character can force that potential to manifest in ways of his own liking. Evoking potential requires a minute of concentration per PPE point to be moved, and a target must be left with 2 PPE.
- 1 PPE can be used to add +5% to a single skill
- 2 PPE can add a +1D4 to PS, PB or Spd or +1 to PP or PE
- 1 PPE can add +1 to IQ, ME or MA
- 3 PPE can generate 2D6 extra SDC or 2D4 HP
- 5 PPE can add a level to a target's effective HTH skill or 2 levels to a WP.
- 6 PPE can turn a target into a mutant or experiment (3 minor powers or one major. random)
The changes take 2D4 days per PPE point to take effect. A target affected once becomes immune to this ability thereafter (his potential has been 'spent') it requires twice as much PPE to affect most non humans (mutant's experiment's, aliens,) and characters with artificially bloated PPE scores (Most spellcasters) are immune.
3) Warp nature: The character can use ambient PPE in the environment as weapons and shields. He can generate 2 blasts per melee round which inflict 4D6 damage with +3 to strike and can generate a shield with an SDC equal to his PE plus his ME (Regenerates 2D6 per melee round). In 'dead environments' (GM's call as to exactly what areas have lower PPE than normal) the damage and shield strength is halved and only one bolt may be produced per round. In High PPE environments (Once again..GM call but where there is rich, abundant life there should be more to call upon) the character adds +2D6 to his blasts (and can perform 4 per melee round) and the shield strength is doubled. It takes an action to set up and maintain the shields (which can be a force field around the character or a wall 10 feet long and high +2 feet per level) and an action to use any of the bolts. The presence of magical creatures, ongoing magical effects or a powerful spellcaster should alway be considered 'magic rich'.
4) Live on PPE: In PPE rich environments (GM call) the character is unaging, and requires a mere four hours of sleep per night and needs neither food nor water, and a quarter as much air and heals 2D6 SDC per hour.