Thermal Dissipation

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Thermal dissipation by Iczer

“Yo dude…You better chill before I come over there and make you.”

The character has the ability to disperse and dissipate heat on contact with his skin. This violent destruction of thermal energy leaves a cold wake as the character passes.

1)Combat benefits. Striking a normal human or animal inflicts an extra 2d6 damage (+1 point per level) as body heat is leeched away. Character’s normally immune to cold may make a saving throw (14+ PE bonuses count) to resist it, otherwise they suffer half normal damage as their tissues freeze and cells burst. This is not strictly a cold attack so much as normal body heat being leeched away. Creatures of ice or snow, or without normal water filled cells (such as APS Stone or metal) are immune. Aliens from a thermal world will take an extra 50% damage, while characters from frozen environments takes only half damage (no save required). Characters made of, or composed of fire take double damage as do creatures made from plasma.

2)Freezing: The character can freeze up to 4 gallons of water per melee round per level by touch. If touching a body of water, his control is enough to exclude parts of that body. Thus he can create an ice bridge across a swimming pool, leaving the swimmers unharmed (Though all that ice will make the water very cold in a short period of time. By striking character surrounded by water (such as wrestling a crocodile) the character can perform an entangle much like the entangle ability found in APS: Ice.

3)Immune to heat: the character is immune to all forms of heat and fire while conscious. The character simply causes heated molecules to stop their molecular motion by some form of micro scale telekinetics.

4)Fire fighting: The character extinguishes fire as he passes. By concentrating, he can super cool the air around him, dropping the local temperature to around 45 degrees F. This condition causes normal fire and heat to fizzle out, and prevents explosive chemicals from reaching a proper flash point (super cooled gasoline has a sluggish response in an automobile. Super cooled gunpowder may result in a gun either jamming (45%) or delivering a low powered round (half damage). Super cooled explosives explode in a disappointing manner (Half damage, half radius of effect. Note chemical explosions that do not rely on hyper fast combustion are unaffected, so nuclear bombs and semtext are immune to this power). Computers will enjoy all the benefits of this ability, including a 15-25% increase in operating speed. Maintaining this ability costs the character one action every melee round, and has a radius around the character of 20 feet +5 feet per level.

5)Other benefits: As stated above, immune to blazing hot temperatures and fire. Resistant to cold (half damage) + 5D6 SDC