Explodes

Published March 4, 2014 by


Description

Your very being is in a volatile state. The residual potential energy from aeons past stored within chemicals and reactors has seeped into your body and imparted a reservoir of explosive power into you. As you experiment with extending this energy, applying it, and harnessing it, you find an unnerving irony to your situation: there is no controlling complete destruction.

Details

GM Intrusion: A ticking time bomb can be a useful tool for clearing a path, but unwary innocent people are everywhere and sometimes end up in the way.

Connection:

Another PC has had enough exposure to you that they are capable of exploding you remotely as an action of their own once every 28 hours. They must be within a short distance of you and can only force you to use Explode.

Additional Equipment:

You have a numenera device that allows you to integrate your body’s fundamental particles over your equipment, allowing it to explode when you explode and reform when you reform. Equipment you affect in this way must be in your possession for at least 10 minutes.

Minor Effect Suggestions:
Your body instantly reforms after exploding without taking the normal time to do so.
Major Effect Suggestions:
All creatures hit or missed in the area of your explosion are knocked prone.
Tier 1:

Short Fuse: Whenever you take damage you deal 2 additional damage with physical attacks on your following turn. Enabler.

Hot Head: You are trained in intimidation.

Tier 2:

Explode (4+ Might points): You explode and deal 4 points of damage to all creatures within an immediate distance of you. If you apply Effort to increase the damage rather than to decrease the difficulty, you deal 2 additional points of damage per level of Effort (instead of 3 points); however, targets in the area take 1 point of damage even if you fail the attack roll. After the explosion you are, for all purposes, obliterated. On the round after you explode you reform without spending an action, collecting all of your atoms and particles back to their original state. Action.

Tier 3:

Propulsion: You create a focused explosion to launch yourself into the air making all jump tasks 2 steps less difficult. Enabler.

Demolitionist: You deal double damage to objects when you explode.

Tier 4:

Pressure: You build up volatile particles in your body. When you have completed this action you gain +1 to armor until you use Explode, and the next time you use Explode you increase the damage by 3. After building up pressure in this way, you must use Explode within the next minute or you Explode automatically. Action.

Tier 5:

Rearrange (3 Intellect points): When you reform after using Explode, you can choose to reappear within a long distance from where you detonated. Enabler.

Tier 6:

Self-Destruct (8+ Might points): You detonate yourself in a fiery explosion of glory. All creatures level 3 or lower within short distance of you die, and all other creatures take 12 points of damage and are pushed a short distance away from you. If you apply Effort to increase the damage rather than to decrease the difficulty, you deal 2 additional points of damage per level of Effort (instead of 3 points); however, targets in the area take 1 point of damage even if you fail the attack roll. You can use Pressure and Rearrange with this power as if it were Explode. After the explosion you are, for all purposes, obliterated. Three rounds after you self-destruct you reform without spending an action, collecting all of your atoms and particles back to their original state. Action.