Flumage

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Flumage(Major) by Stone Gargoyle

The hero has feathers which are coated with a natural chemical which ignites in contact with oxygen, generating flames.

1.Fire Feathers: The character's "hair" is actually a combination of feathers and downy material which ignites in contact with oxygen. The hero is naturally impervious to heat and flame, and the fire does 2d6 damage to opponents punching and kicking the hero, with a 01-30% chance of igniting their clothing. Being on fire gives the hero a Horror Factor of 8+2d4.

2.Drawbacks: The hero must wear fireproof clothing or risk having it burst into flames. The hero must have their body exposed to gain the benefit of the flames doing damage to opponents.

3.Fire Flight: This is similar to Flight: Energy. The hero intensifies the flames to propel himself forward. This leaves an 8 foot fire tail which can be seen and registers as a high amount of heat.

Bonuses in Flight:

Speed: PEX10mph, plus 20mph per level
+1 attack per melee
+1 strike and parry
+2 to dodge when under 80mph, +4 over
+4 damage for every 20mph of flight speed (01-30% chance of igniting targets struck).
+20 SDC
Those hit by the tail will take 1d6 damage.

4.Energy Expulsion: Fire: Similar to the minor superability. The hero can cause fire to shoot for a distance to do damage.

Range: 20 feet, plus 2 feet per level

Damage: 2d6, +1d6 per level, with a 30% chance of igniting materials hit. Special: Can shoot two simultaneous blasts at once, both doing FULL DAMAGE.

Duration: Instant; ignited materials burn for 2d4 melee rounds unless extinguished.

Attacks: Each use of this power counts as one melee attack/action, but the hero must wait at least one action between uses.

Bonus: +3 aimed, +1 wild

Feathers can also be shot up to 300 feet, doing 1d6 damage to anything struck, and will continue to burn for 2d4 hours if ingniting materials unless extinguished. Items struck have a 01-30% chance of igniting, though dry grass and kindling has a 01-80% chance. Highly combustible materials, such as gasoline, will instantly ignite.

5.Molting/removing Feathers: The hero can lose up to his PE number in feathers and still be able to fly and expel fire. Lost feathers are regained after 24 hours. Feathers removed or lost continue to burn for 2d4 hours, so they might be laft to light a trail or be used as flares (see above).

6.Limitations: Oxygen is required to ignite the feathers. Flight is reduced to Flight: Glide in the absence of oxygen but requires the hero to use special breathing apparatus (if breathing oxygen), though the hero is capable of holding his breath twice the normal duration.

7.Other Abilities and Bonuses: +2d4 PE