Reality Adjustment
Reality adjustment [Major: duh] by Iczer
'hey buddy. I'm your reality check'
The character has the potent ability to restore order to his reality, as well as impose his own brand of chaos over the top. Not without price, this power ahs a broad variaty of applications.
1) Reinforce reality: The character exudes a barrier some 30 feet in radius (plus 10 feet per level). Within this radius, all other reality altering abilities are halted. Powers that alter fate, destiny, chaos or order or other 'ephemeral' force simply fails. This includes most notably karmic power (which alters luck) as well as powers relying on entroy. Additionally, magic also falters and sputters within the area. All spells and magical effects within the radius are halved in effectiveness and cost twice normal PPE to cast. ongoing magical effects that enter the area are subject to dispelling when they contact with this zone (much like a dispell magic barriers spell, or negate magic). Dimensional travel fails within this area as well. this effect is ongoing and constant. All individuals in the area have a +6 to save vs magic.
2) Crude alterations: The character can also simply will something to happen. trying to create such a random event is strenuous and tiring though, and often leads to pain as the weight of reality attempts to undo this character's alterations. Effecting a crude alteration requires 2 actions and inflicts 1d4 HP of damage on the character, and forces him to make a saving throw (14+ PE based) or become fatigued. if fatigued 4 times, then the character passes out. A crude alteration simply causes a Force of nature, that does not endanger life to become suspended or enacted (No flying is possible, fire no longer burns, rocks are magnetic, every solid object can be 'down' etc).
Crude alterations last for one melee per level, but cost an action every melee to maintain. alternitivley, a crude alteration may be used as an attack. such a brief attack inflicts only 1hp damage with no chance of fatigue (still requires 2 actions). He has +4 to strike, and the target has -4 to dodge this rapid and unexpected assault. The attack takes any form desired, from exploding earth to unexpected lightning strikes. Living, mobile targets suffer 1d4x10 damage +5 per level. Inanimate objects suffer 2d6x10 damage +10 per level.
Alternatively, the damage done to an object or person may simply reflect an alteration. An automobile that suffers 120 damage may be turned to cheese rather than simply damaged. any living target killed by this power, may be instead altered into another state. (Muto Kills the postman, inflicting 45 damage to the old man. Instead of dying though, he is turned to a glass figure of a postman). Such an alteration is a major change despite the damage done and requires the normal save and damage.
Limitations:
While potent, the power has it's drawbacks. firstly if this power's radius contacts the radius of another version of this power, then both powers cease for 1d4 hours. secondly, it provides no real protection from others. Thirdly, human will prevents drastic changes from happening (which is why it inflicts much less damage on living creatures than on innanimate objects. it is also the reason changes that can kill people instantly cannot be done. The character can make air gree for instance, but not poisonous.)
Lastly, it cannot heal other people (though it can stop bleeding, and in fact prevent death, but only for the very limited duration.) If it is necessary, a near dead individual can be turned into a rabbit, or a block of stone, and the change reversed when hospital facilities are available.