Critical Mass
Critical mass [Major] by Iczer
'Come on..keep swinging..you are just making me stronger'
The character builds up a pool of power just by exerting himself, a pool that grows until it reaches critical mass before exploding out of him.
Initially his power pool starts at zero. Every action spent using any power at over half capacity, including his PS score, adds his level to this score.
Any damage taken by the character can be taken by his power pool instead, absorbed by his ever growing power.
When the character reaches maximum capacity, he experiences a sudden surge of power before releasing it all. The character has a maximum capacity equal to his PE score, plus 10 per level. When his power pool reaches that much the pool does not rise any further but the following happens.
1) Energy Pool: For one melee round (plus one at every odd level thereafter), he enjoys +10 PS and +20 Spd (minimum superhuman lifting and carrying) and a force field with a value equal to his power pool. Damage done to this force field does not lower the power pool once the reaction starts. The character gains +2 levels when calculating the effects of his other powers. In addition, energy powers see their ranges increased by 50%.
2) Power Buildup: When this heightened burst of power finishes, the character bursts into a fireball, igniting a 20 foot radius for 6D6 damage. This happens at the end of the character's last action for that final round.
3) Preventing buildup: By using powers at half effect, the character avoids any buildup whatsoever. Passive powers typically provide no actual contribution. One melee round of inactivity halves the current pool total or by 5, whichever is less. If the buildup reaches higher level, the character can voluntarily absorb the damage from an enemy or teammate to drop the dangerous levels. Lastly, the character can attempt to make a saving throw (14+ PE bonuses apply) every melee round as an action to hold in the power (receives no benefits from the pool overflowing, and delays the countdown for the melee round).
4) Other benefits:
- Resistant to energy attacks (Half damage)
- +4 to PB, +4 to PS, +4 to PE.