Firewater

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Firewater (Major) by Stone Gargoyle

The hero expels liquid which behaves like fire on impact but appears for all other intents and purposes to be water.

1. Firewater Bolt: The character can draw upon moisture in the air and fire a jet/stream of water at an opponent which ignites matter it comes into contact with.

Range: 30 feet, +10 feet per level
Damage: 2d6, +1d6 per level
Duration: Instant
Attacks per melee: Each blast counts as one melee attack
Bonus: +2 to strike

2. Ignite Water: The hero can ignite fluids which normally will not catch on fire. The fire ignites water, going 6 feet down and creating an area of flame in a 100 foot radius from the point of contact. If submerged, the six feet depth starts where his body ends and the fire will also rise 6 feet above.

Range: Touch
Damage: 5d6 to objects and targets in the water when it is ignited, plus an additional 2d6 each melee round until targets are removed or the duration expires.
Duration: Can be maintained indefinitely as long as the hero maintains his contact with the water, using up one of his attacks per melee round to maintain it, but will remain without contact up to six melee rounds per level of experience.

3. Impervious to Fire and Heat: Same as the minor super ability.
Just as the name suggests, this power makes the superbeing completely impervious to fire and heat, including magical fire and extreme heat.

Range: Self
Duration: Constant

Note that firewater cannot be extinguished using water, which will catch fire when making contact with firewater and add 2d6 to the damage for the melee round that the water is sprayed on the firewater, but firewater can be doused using flame retardant foam or suffocating the flames, as fire requires oxygen to burn.

See Also: Hydro-Electric