Alter Physical Structure: Fire - Revised

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Alter Physical Structure: Fire - Revised (Major) by Stone Gargoyle

This is an incredible transformation into a living furnace and firestorm, as well as the ability to manipulate and control aspects of fire.

1. Flaming SDC: The character's body becomes fire, gaining an additional 50 SDC and capable of healing at an increased rate (4D6 SDC points per ten minutes). The character reverts to normal when reduced to zero SDC or if rendered unconscious. The fire form cannot be maintained without sufficient amounts of oxygen. Furthermore, the fire will use up oxygen rapidly, so the fiery form is a liability in an airtight compartment.
The character's body is a powerful furnace that makes him semi-invulnerable. Attackers using conventional weapons such as clubs, knives, or guns must roll a 14 or higher to strike and do damage. Any roll less than 14 bounces off the natural armor rating harmlessly doing no damage to the character and burning the attacker. Physical attacks will do damage if the attacker rolls 14 or higher, however anyone who physically hits or touches the flaming person also suffers 4D6 points of damage, double if using a wooden implement to strike. Bullets will melt when hitting the character and knives will become too hot to hold and there is a 01-50% chance the weapon will be dropped. All attacks above a roll of 14 strike and do their normal amount of damage. The only exceptions are heat, fire and plasma attacks but they do no damage. Psionic attacks, electricity, lasers, energy blasts, explosions, magic and cold and water attacks do full damage and may be able to ignore the Natual AR completely, as in the case of psionics and explosions. Intense cold, ice, chemicals, or being doused with large amounts of water may extinguish the flame, forcing the character to revert to normal. Such attacks have a 01-40% chance of successfully dousing the flame. System shock prevents the character from using his power for 2D4 melee rounds.
Because he is invulnerable to fire, even in human form, the character can eat fire or flaming liquid with no ill effect, as well as walk on hot coals or juggling coal or balls of fire.

2. Flame Attacks: The character can create a number of types of attacks using his flame.

A) Breathe Fire: The superbeing can breathe forth a blast of fire. This is a short-range attack and can be performed in hman as well as fire form.

Range: Six feet +1 foot per level of experience
Damage: 1D6 +1 per each level of experience
Duration: Instant
Attacks Per Melee: Each Fire Breath attack counts as one melee attack/action
Bonus: +1 to strike

B) Continuous Bolt of Flame: The character can shoot forth a bolt or tongue of flame from his hands much like a flamethrower. The flame can be continuously maintained throgh concentration until mentally extinguished by the superbeing. The degree of control is so exact that the character can ignite one finger and use the flame like an acetylene torch, regulating the flame's length and intensity.

Range: 12 feet +6 feet per level of experience
Damage: 2D6 +1D6 per level of experience per hand. The amount of damage can be regulated to do as little as 1D6. Damage is calculated per hand, so using both hands to fire at a target would do 4D6 +2D6 damage per level, or he can fire at two separate targets simultaneously. The widest the bolt of fire can get is if both ahnds are used with fingers spread apart, cutting a flaming swath about two feet wide.
Duration: Instant. The longest the character can maintain a flamethrower blast (continuous flame) is two melee rounds
Attacks Per Melee: A single short blast only uses one melee attack/action. The character can fire blasts from both hands at two different targets and it only counts as one melee attack/action. A continuous blast for the two melee rounds would count as three melee attacks/actions.
Bonus: +4 aimed. Shooting wild or while flying gets no bonus.

C) Fire Ball: The superbeing can create and hurl a ball of flame that dissipates upon impact. The size of the fire ball and the amount of damage it inflicts can be reguated by the superbeing in increments of 1D6 up to the maximum.

Range: 300 feet +30 feet per level of experience
Damage: 3D6 +1D6 per level of experience
Duration: Instant
Attacks Per Melee: Each Fire Ball counts as one melee attack/action
Bonus: +3 to strike

3. Create a Wall or Circle of Flame: The superbeing is able to create a wall or circle of flame to trap others, or to block passages. The walls of flame are 6 feet deep, up to 24 feet tall, and can circle as much as a 20 foot radius.

Range: 100 feet +10 feet per level of experience
Duration: Six melee rounds per level of experience.
Attacks Per Melee: uses 2 melee attacks to create, then two additional per melee round to maintain.
Bonus: Must aim to target the location where he lays down his wall, which he is +4 to do.
Damage: Anything hit by or passing through the wall takes 4D6 damage
Deadly Heat Effect From Circle of Flame: The character can radiate heat and increase the temperature by 50 degrees Fahrenheit every melee. Thus, within a few minutes the character can generate heat so stifling that even entering the area causes pain and discomfort to normal people. Note: Each increase and maintenance of the increased level of heat uses up one additional melee attack/action. The initial level of heat generated by the fire starts at 90 degrees Fahrenheit. Hot but tolerable.
Levels of Heat:
140 degrees Fahrenheit causes discomfort, shortness of breath and intense perspiration. People within the heat radius are likely to pass out (01-50% likelihood). Roll for every eight minutes of exposure.
190 degrees Fahrenheit causes extreme discomfort, blurs vision, causes great difficulty breathing, and 1D4 damage for every one minte of exposure. 01-70% chance of passing out after six melee rounds. Victims of the heat are -2 to strike, parry and dodge, and -25% on skill performance.
200 to 400 degrees Fahrenheit is unbearable for most humans. Those caught in this environment will be unable to open their eyes for more than a second (effectively blind; no initiative and -8 on all combat moves), and it is extremely difficult to breathe. More importantly, highly combustible materials will burt into flame and the searing heat inflicts 1D6 damage for every melee round of exposure t the heat. 01-80% chance of people passing out after every 30 seconds (two melee rounds) and victims of the heat are blind, in pain and -70% to perform skills. All they will want to do is get out. Prolonged exposure, more than three minutes without any sort of protective suit, will cause first and second degree burns on the skin (2D6 damage per melee round). Any longer than that and the victim dies; reduce remaining Hit Points and SDC to 1D4X10 below zero.
500 Degrees Fahrenheit causes immediate pain, blindness (cannot open eyes), immediate and severe labored breathing (heat will actually burn lungs), and does 4D6 damage every melee round. 01-90% chance ofthose exposed to pass out every melee round. Highly combustible materials burst into flame upon contact. Other combustibles like paper, hair and clothing will catch fire within 1D4+1 melee rounds.
700+ degrees Fahrenheit creates unbearable pain, 6D6 damage per melee round, and breathing is impossible. Victims are -10 to all combat rolls and have no inttiative. All they will want to do is flee. 01-95% chance of passing out per melee round. Combustible materials will be set ablaze within two melee rounds. Those not killed by the heat will die from suffocation. 2nd and 3rd degree burns result from short exposure to this heat.

4. Radiate Heat: The character can act as a protable furnace to generate heat. The heat either radiates around him or around one particular area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or make an area uncomfortably hot and distracting.

Range: Heat can be radiated up to 15 feet +5 feet per level of experience
Damage: Special; no higher than 140 degrees Fahrenheit
Duration: Can maintain indefinitely
Attacks Per Melee: Counts as two melee attacks/actions.

5. Flight: The character might possibly be able to fly using this power. The player can roll to determine whether or not his/her character can fly:

01-50% Can Fly in flame form
51-00% Cannot Fly in flame form. The player can roll again to see if flight abilities have developed at levels 3, 6, 9 and 12.

If the character can fly, they get the following superability:
Flaming Flight: The character expels flame as he rockets himself forward and leaves a flaming trail for everyone to see.

Speed: 160mph plus 20mph per level of experience
Maximum Altitude: 2000 feet
Bonuses In Flight: The character can hover several inches above the ground in combat in order to use his full bonuses.
+1 attack per meleee
+1 to strike and parry
+2 to dodge when hovering or flying at speeds under 80mpg, +4 to dodge when flying at speeds around 80mph or faster
6d6 body block/tackle damage, +4 to damage for every 20mph of flight speed
Energy Trail: When actually flying and not just hovering, the character leaves an 8-12 foot energy trail that does 1d6 damage to anything hit by it.

6. Super Nova: The Super Nova is usually a last ditch attack born in desperation, in which the hero overheats and literally explodes. The experience is usually fatal to the superbeing.

Range: Self and surrounding area
Duration: One melee to activate, blast remains burning for five melee rounds
Attacks Per Melee: One, but requires eight melee rounds (two minutes) of concentration prior
Damage: Special; automatically hits everyting in the blast radius
The Fiery Explosion:
Total Blast Radius - 700 feet
10,000 points of damage to a 100 foot radius from the center of the explosion
5000 points of damage for the next 100 feet
1000 points of damage for the 100 feet after that
500 points of damage for the fqllowing 200 feet
100 points of damage for the subsequent 200 feet
Survivability For Character: Roll on the following table to see if the character survives:
01-10% Character lives, no permanent damage, unable to use power for 1D4 weeks
11-25% Character survives but permanently loses this superability with no chance of ever getting it back
26-40% Character survives but permanently loses all superabilities!
41-85% Character is atomized
86-00% Character survives and their power mutates into a new, totally different one (roll for a new power). And they become slightly insane (roll on Insanity tables, Nerosis and Phobia.

7. Other Abilities and Bonuses:

Character has a Horror Factor of 14

8. Other Notes: Turning into flame makes walking and touching normal surroundings, plet alone lobbing fire balls, extremely dangerous. There is always the threat of setting objects, buildings, and the area ablaze when touched by the flame. The floowing table can be used. It indicates the chance of a particular type of material catching fire.

20% - Vehicles
45% - Wooden Structures
65% - Warehouses or Abandoned Dwellings (old)
60% - Old, Dry Wood Structures
65% - Dry Grass or Woodlands
70% - Typical Home, Apartment or Office
80% - Flammable Materials or Chemicals
80% - Ignite Explosives