Flaming Go
Flaming Go (Major) by Stone Gargoyle
The hero can open an interdimensional fissure to channel flame from the realm of elemental fire.
1. Impervious to Fire and Heat: The hero suffers no damage from fire or heat, nor is he hurt by plasma or even lava. Takes half damage from electrical attacks and lasers.
2. Energy Expulsion: Fire: The character can open a fissure into the realm of elemental fire. Due to the need to hold the fissure closed, the attack gets no bonuses and cannot be split between targets. He can, however, control the damage in increments of 1d6 even at level one.
- Range: 100 feet, plus 50 feet per level
- Damage: 3d6, +1d6 per level, +1d6 per action left open.
- Duration: Uses 2 melee attacks/actions to open the fissure, and can keep open for one additional action at levels 4,8, and 12
3. Flight: Energy: The hero can also use controlled bursts of energy to simulate flight. Since the flight is achieved through the expelling or fire, use of the EE: Fire subability is not recommended in flight. The process of flying leaves a 12 foot tail of fire, which does 2d6 damage to whatever it hits in the process. As this is a smaller fissure, it can be maintained for as long as the hero needs it without ill effect.
- Flight Speed: 160 mph, +20 mph per level
- As the energy is not easily controlled, the hero cannot open up the fissure wider to allow an energy expulsion attack without compromising the flight. If doing so, the fissure will have to be completely closed afterwards and a new fissure opened, taking 2 melee attacks/actions, during which time the hero will fall until regaining flight. Creating this small fissure for flight otherwise uses one melee attack/action
- +2 to dodge under 80mph, +4 if over 80mph
- +4 damage for every 20mph of flight speed