Normal Topic Flame-Related Powers and Devices (Read 1343 times)
polarboy
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Flame-Related Powers and Devices
Oct 5th, 2009 at 10:48pm
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Most Wanted (vol. 3) lists these stats for a standard Flame Thrower: +2 to hit, Damage = 1d10.

Also in that volume, Orion's inventions include a Blaster Rifle: +2 to hit, Damage = 1d20, Range = 36 inches, hits as Flame Power.


In Most Wanted (vol. 1), Dragonhand has Body Power (hands): Carrier flame attack for 1d12 bonus flame damage, PR = 3 to activate, lasts 4 turns, usable up to four turns per day.

Also in that volume, Crossfire/Saggitarius uses a Flaming Quarrel: carrier Flame attack for 1d12 damage, burns for 2 turns.

Organized Crimes features Apollo, whose archery quiver includes an Incinerary Arrow: Additional 1d12 damage from carrier attack (on top of standard damage from the arrow).

Alone into the Night features Brimstone. Along with standard Flame Power, he has a related power and weakness.

Body Power: Making physical contact with Brimstone causes 1d8 points of damage as his body excretes sulphuric acid. No power requirement. Attacks as HTH with Chemical Power carrier attack.

Vulnerability: If Brimstone can be contained within an airtight enclosure, he will burn out all the oxygen. All flames will then be lost. Dousing him with water has the same effect.


From the Deeps of Space come the JAAS extraterrestrials carry devices with chemical powers. Each type of fluid has ten charges per reload.

Acid: attacks as chemical power, range = 15 inches, 2d8 damage. This can also be used as a defense against HTH attacks by creating a wall of acid fog that an opponent must punch/shoot through.

Combustible Sap: a liquid that is highly flammable. A charge covers a two inch by two inch area, range is ten inches. Any flame or  power-blast or  lightning, etc.,  used in the area sets it ablaze doing flame power attacks to all near or in the fire. Acid mentioned above also will set the stuff off.
« Last Edit: Oct 5th, 2009 at 11:27pm by polarboy »  
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dsumner
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Re: Flame-Related Powers and Devices
Reply #1 - Oct 5th, 2009 at 11:31pm
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polarboy wrote on Oct 5th, 2009 at 10:48pm:
Also in that volume, Orion's inventions include a Blaster Rifle: +2 to hit, Damage = 1d20, Range = 36 inches, hits as Flame Power.


I'm thinking it's some sort of Plasma Rifle.
  

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polarboy
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Re: Flame Powers x 2
Reply #2 - Oct 25th, 2009 at 1:22am
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In the standard rules, Flame Power B requires PR = 3 to activate, PR = 3 to attack for 1d12 damage, and PR = 1 per hour of flight.

Here are two characters who each have Flamer Powers twice, showing different approaches to the enhanced power.

For Shee-Ariel, the doubling reduced her activation/attack PR cost without raising the damage. With Super Nova, the PR cost went up by 1 point per shot, but doubled his damage.



Shee-Ariel from Dawn of DNA
2 x Flame Power: PR = 2 to activate, PR = 2 per attack, PR = 1 per hour of flight, 45 inch range attack for 1d12 damage, max airspeed is sixty-seven miles per hour. Flame defense while power is on.

Strength: 27
Endurance: 18
Agility: 22



Super Nova from Most Wanted Vol. 3
Flame Powers x 2: Range = 24 inches, PR = 3 to activate, 4 per shot, or 1 per hour of flight. Damage = 2d12, body is continually aflame (while power is active).

Strength: 17
Endurance: 8
Agility: 15
« Last Edit: Oct 25th, 2009 at 9:47am by polarboy »  
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polarboy
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Re: Flame-Related Powers and Devices
Reply #3 - Nov 22nd, 2009 at 10:26pm
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DRAGONS
For another character with double-flame power, Pre-Emptive Strike houses a Fire Dragon with Flame Power A: 27 inch range, 2d12 damage, PR = 4 per attack. (The Frost Dragon has double Ice Power: 6 inch range, 2d12 damage, PR = 10 per attack. Giant ice crystals From the Deeps of Space also do 2d12 damage.)


PLASMA
In Greater Good, the villain 451 has this Special Weapon: Plasma Thrower: Acts as Flame Device with 14 inch range, 1d12 damage. Can switch to 'Plasma' mode, doing 1d20 damage with a chance to instantly vaporize whatever it hits that is equal to the number of points of damage it caused as a percentage chance. The energy pack for the weapon has 25 power points. Flame has a PR of 1. Plasma has a PR of 3.

As a built-in ability, the villain's armor is completely flame-proof and heat insulated. The faceplate is filtered against sudden brightness.

Devil's Domain has Plasma Rivers: The plasma flows at a speed of 400" per turn, or about 91 mph. Its temperature is over 4000 F, hot enough to cause 2d8 damage per phase to any character touching it. Adaption or full bodily flame Powers etc. will protect  from this effect.


MAGIC FIRE
Ramses from Super-Crooks has a magic weapon that fires Flames of Phoenix: Flame Power, 30" range, 1d12 damage 20 shots per mystical recharge.

Shaman from Secret in the Swamp has a magic pouch with Flame Powder: this magical power will burst into flame when it is thrown upon another character. Because Shaman must throw it, it hits as HTH, but does damage as Flame Power. Range = 4", 1d12 damage.


FLAMING SWORDS
White Knight from Greater Good has Special Weapon: Flaming Sword: +4 to Hit, does HTH + 1d6 +1d12 damage.

Shogun in Honor has Special Weapon: Katana (sword) +2 to hit. HTH +1d6 damage. Carrier Attack: Flame Powers: 1d12 damage PR = 0.

Last (and least) The Mad Scientist includes a thug with a Burning Torch: HTH +1 to hit, 1d12 damage.
« Last Edit: Nov 22nd, 2009 at 10:34pm by polarboy »  
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