Hot Foot
Hot Foot (minor) by Senator Cybus
The hero can amplify the surface friction between himself and solid surfaces at the point where he has the most contact - his feet. Once this is done, simply moving around can cause the ground to burn, allowing the character to perform a number of useful tricks.
1. Flaming Footsteps: The super being can will the ground beneath him to ignite as he walks, leaving behind a burning imprint of his footsteps which will continue to smoulder for 1D4 melee rounds, lending him an intimidating, seemingly demonic presence.
- Horror Factor: 10.
- Bonus: The character can use this ability to start larger fires, simply by kicking at combustible materials.
2. Flaming Kick: The hero can increase the damage of his kick attacks, burning whatever he hits.
- Range: Hand to hand combat.
- Damage: +4 per level of experience to any strikes made with the feet.
- Duration: Instant.
- Attacks Per Melee: As per normal kick attack.
- Bonus: This damage can be added to that caused by the Energized Kicks sub-ability of Power Stomp.
3. Trailblazer: By running at top speed to increase the friction between himself and the ground, the super being can use this power to the fullest - he can create a wall of fire as he runs, igniting the ground, particulate matter and even the air itself.
The trail of fire that follows the character will be roughly 2D6 inches (5 - 30 cms) taller than the hero himself and roughly 2 feet (0.6 m) wide. It’s length is determined by how long the hero can run for (see Range below). Anyone passing through the wall will be badly burned (see Damage below) and flammable items that come into contact with it will ignite immediately.
Potentially highly destructive and dangerous, this ability can also be used to confine the super being’s opponents, trapping them within a prison made of flame.
- Range: As the hero must move at his top speed to use the Trailblazer ability, the maximum length of the wall of fire is limited by his endurance; once fatigue forces him to slow down, the wall will start to sputter out.
- Damage: 1D6 +1D6 per level of experience (2D6 at level one, 3D6 at level two, etc).
- Duration: One melee round per level of experience. Note that the wall will not just disappear in its entirety once the duration expires: while earlier parts of the wall are fading away, the more recently created sections will still be burning.
- Attacks Per Melee: To use the Trailblazer ability, the hero must do nothing other than run at top speed for one full melee round, building up the necessary friction. He must then continue to sprint flat out for as long as he wishes to maintain it, preventing the use of any other actions.
- Bonus: If combined with Extraordinary Speed, the damage of Trailblazer is doubled. If combined with Sonic Speed, the damage is tripled.
- Limitations: If the super being slows down, either through choice, exhaustion or outside interference, the wall of fire will begin to dissipate.
- The hero has no special immunity to fire, so he must be careful in how he employs this ability or risk burning himself, especially around highly flammable substances.