Rocket Fuel
Rocket fuel: [Major] by Iczer
'get ready to go boom'
The character can generate a type of explosive air/fuel mix and cause it to ignite and explode for a variety of effects.
1) Rocket blasts: The character generates a controlled, explosive force in a single direction. This loud and showy display of force counts as two actions, and targets opponents up to 200 feet away (+50 feet per level).
The attack inflicts 2D4x10 damage to targets within 60 feet and 1D4x10 damage to targets beyond that (+2 or +1 per level). In addition, the concussive force will send targets within 60 feet hurling backwards. The Traget is shoved with a supernatural PS equal to half the damage rolled, and as such, targets weighing less than the carrying capacity for this PS will be shoved 1D8 feet for every 5 PS. characters with supernatural PS may reduce this distance by reducing the effcetive PS by 1 for every PS point. superhuman characters may reduce the effective PS by 1 for every 2 PS. Extraordinary PS can reduce this by 1 PS for every 4 points of extraordinary PS.
The character can vary the mixture of heat and force to match his target. Roughly speaking, half the damage is heat, the other half crushing force, but the character can choose the proportion of heat and force with each blast. This blast has a +3 to strike with aimed shots, but wild shots have no bonus.
2) Explosive flight: The character can fly by generating force around himself, directed away and riding the concussive wave outward. the character flies at speeds between 60 and 180 Miles per hour, but cannot hover, and cannot slow down below 60 MPH (landing is a practised affair. While flying, the character enjoys +4 to dodge, but steers like a brick (a 90 degree turn requires 2 feet per mile an hour. (so a at 100mph a character needs 200 feet of clear space to turn, or 400 to go back the way he came. Hitting a target at high speed infliccts normal speed damage (+4 for every 20MPH) but 1/4 of this is taken by the character.
3) Auto explosive: The character can ignite the air around him for a large explosive radius. This inflicts 6D6 damage to all targets within 30 feet.
4) Burning hands: The character can slowly burn his fuel air mix, essentially creating a constant flaming hand (and indeed head or feet too). control issues prevent him from igniting more than 1 or two limbs at once though. keeping a limb engulfed in flame reduces the attacks per melee by one per round but adds 2D6 to his bare handed strikes from the flames. (and acts as a portable light sorce, or a way to light cigarettes.)
5) Ignition: the character can also ignite any flamable (but not combustable) substance within 60 feet that is exposed to open air with a wink and an action.
6) other abilities: +40 SDC. half damage from heat and fire and half damage from explosives.