Duration: Semi permanent Range: Point Blank Base Damage Value: Managing Skill: None Cost: 7 Per Rank
The hero has the ability to cover himself in some sort of elemental energy or substance. In hand-to-hand combat, the elemental sheath damages any opponent who grapples the character automatically, without the hero expending an extra action to attack. The power may be also used to augment brawling attacks, causing additional damage when he makes contact with a foe. In any case, the character can actively control the sheath, so that she doesn’t burn a hole in the carpet while enveloped in fl ame or electrocute all computers when covered in electricity.
The type of sheath must be picked at character creation from the following:
Air Sheath: Kinetic energy attacks do 1D per rank less, and
poison gas attacks do 2D per rank less, in damage to your character. The character may add +1D per three ranks to any brawl attack when the elemental sheath is activated. Opponents who grapple the character suffer no additional damage from an air sheath.
Earth Sheath: A hide of rock, soil and plant life covers the hero.
The character receives a bonus of 1D per rank to negate damage and does an additional 1D in hand to hand combat with an opponent when the sheath is activated. Opponents who grapple the character suffer no additional damage from an earth sheath.
Electrical Sheath: The hero can disrupt electronic equipment with a
touch, doing double her normal physical damage die code to it. Electrical attacks do 1D less damage per two Elemental Sheath ranks. The character may add +1D per rank to any brawl attack when the elemental sheath is activated. Opponents who try and grapple the character suffer 1D per rank of damage while in contact with the hero. Those with Energy Absorption may be able to drain off the sheath, negating the power.
Energy Sheath: Your hero gains the ability to negate raw energy
attacks, taking 1D per two ranks less damage from pure energy based attacks (such as Energy Blast). The character may add +1D per rank to any brawl attack when the elemental sheath is activated. Opponents who try and grapple the character suffer 1D per rank of damage while in contact with the hero. Those with Energy Absorption may be able to drain off the sheath, negating the power.
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Fire Sheath: The character can set fi re to any fl ammable material that
she touches. Flame attacks do 1D less damage per Elemental Sheath rank. The sheath is completely ineffective underwater, and ice and water attacks do double their normal damage to the character. The character may add +1D per rank to any brawl attack when the elemental sheath is activated, and grapplers suffer 1D per rank of damage when in contact with the hero. Those with Energy Absorption may be able to drain off the sheath, negating the power.
Ice Sheath: Ice and water attacks do 1D less damage to the hero
per two Elemental Sheath ranks, but fl ame-based attacks do double damage. While in water, the sheath becomes larger and gives the hero double the protection it would normally give, but at a sacrifi ce of mobility (-1 Refl ex penalty per rank of the power activated while in water). The character may add +1D per two ranks to any brawl attack when the elemental sheath is activated. The character can keep cool in really hot environments, too. Grappling opponents take 1D of cold damage when in contact with the hero.
Insect Sheath: The hero is covered in a mass of living insects that
swarm around her body. All attacks are reduced by 1D per rank of this sheath but once the sheath reduces damage equal to the power rank times 20 the sheath is dissipated and all the insects are dead (a rank 3 sheath can take 60 points of damage before it no longer works). The hero must wait 10 minutes per rank to regenerate a new sheath by gathering new insects. Grappled or grappling opponents may become fl ustered or panicked by the nature of this sheath. When a grapple is made by or against the player her opponent must make a willpower roll of 10 plus the rank of the power or become disconcerted, suffering a penalty of +1 per power rank diffi culty to all actions for that round.
Poison Gas Sheath: Anyone who breathes in this sheath takes
damage equal to your hero’s Power rank if they fail an opposed stamina roll versus the power rank. Wind attacks will disperse the gas enough to make it totally ineffective.
Water Sheath: The character is enveloped in a sheath of pure liquid
while suffering no ill effects such as drowning. The character may negate double her rank in damage against fi re-based attacks and triple against gas attacks. Ice and electrical attacks do double damage, but sound or kinetic attacks are negated by 1D per rank. Foes who grapple water sheathed characters must make a moderate stamina roll to hold their breath, or take drowning damage.
Special Enhancements: Elemental Form
+3 Per Rank
The character is not simply covered with the element, but becomes it. While in the elemental form the character becomes almost invulnerable to the element, receiving 1D of damage reduction per rank of the power. The character may also use the element as a conduit by which to travel and move more rapidly, moving at 10 meters per rank of the power through the chosen element.
ENDURANCE
Duration: Permanent Range: n/a
Base Damage Value: n/a Managing Skill: None Cost: 1 Per Rank
The character has great endurance, and gains a +3D per rank to Physique or stamina checks when performing taxing physical tasks (such as holding one’s breath underwater for a long period or running a long distance).
The hero can also resist the effects of damage penalties for rounds equal to the rank of the power. This can be done three times per game.
ENHANCEMENT
Duration: Activated Range: Point Blank
Base Damage Value: n/a Managing Skill: None Cost: 6 Per Rank
You may increase your (or another) character’s existing Attributes, Skills, or Powers. The player decides what will be enhanced, and must be in physical contact in order for the power to take affect.
The player rolls dice equal to the power rank versus the attribute, skill, or power. The better the roll the more the target is enhanced. For every three points over the targets roll the hero may increase the ability by one rank up to a maximum level equal to the Enhancement power (a rank 4 Enhancement power could only enhance an ability by 4 ranks per use)
Multiple enhancements can be done on the same attribute, skill or power but it becomes increasingly harder to do.
Example: The Red Hammer is being enhanced by the Maxim (Enhancement rank 5). The Maxim decides to enhance the Red Hammer’s Refl ex Attribute (Red has a Refl ex of 5D to start). The Maxim touches the Red Hammer and concentrates. Rolling fi ve dice, Maxim gets a result of 2, 3, 4, 4, and 5, for a total of 18; the Red Hammer rolls his Refl ex attribute and gets a total of 12 on his roll. Since he beat the Red Hammer’s roll by 6 the Maxim can thus enhance Red Hammer’s Refl ex attribute up to 7D (two ranks, or one rank per 3 points over the opposed roll). The Red Hammer feels a surge of power course through his body as his Refl ex increases to 8D!
The enhancement lasts for minutes equal to twice the rank in this power. The hero can only add a maximum of three times the rank of powers on enhancements. Once the character has reached this limit he must wait until the other enhancements have worn off in order to enhance again.
Example: The Maxim has Enhancement rank 5. He could only enhance a total of 15 ranks of powers, attributes, or skills. In the above example the Maxim enhanced the Red Hammer’s Refl ex by 2 ranks and could further enhance the Hammer or anyone else for 13 ranks.
Special Enhancement: Augment Inanimate Objects
+2 points per rank
The ability now extends to enhancing the properties of inanimate matter, making them stronger and more resilient to damage or perform better.
Example One: Maxim is hiding from a group of thugs behind a wooden door. He knows that it is only a matter of moments before the door is torn asunder and the ruffi ans are upon him, especially since the door only has a toughness of 3D. With his ability to enhance matter, Maxim enhances the door’s toughness. He rolls 5, 5, 3, 3, 1, a total of 17 versus the toughness of the door (the GM rolled a total of 5 on three dice) beating the door by 12. The Maxim enhances the door’s toughness by 4D!
Example Two: Maxim is making his getaway in an old crop duster plane. He knows that the plane cannot outrun the thugs’ high-tech fl ying platforms. Maxim enhances the plane’s engines (effective Flight Power 5). He rolls a total of 15, versus the plane’s total of 12 and adds one rank to the plane’s fl ight power.
ENTANGLE
Duration: Semi permanent Range: normal
Base Damage Value: n/a
Managing Skill: marksmanship skill
(coordination)
Cost: 3 Per Rank
Your character can create a web, slime, energy rings, or some other tangible substance that entangles his opponents. Targets hit by the attack roll an opposed diffi culty roll of Refl exes versus the entangle power. If the Entangle is successful, the target is held fast. Victims may try to break free every combat round (on their Initiative) by rolling their Physique in an opposed roll of the power. Otherwise, the effects last for minutes equal to your character’s Entangle ranks.