Thermal

Thermal is a creative adept who manipulates thermal energy.

Description:

Thermal / Professor Planck is a creative adept who manipulates thermal energy. (Bears a Halo of Fire / Wears a Sheen of Ice)

Stats

Tier: 2
Effort: 2
XP: 1

Might:

  • pool: 10
    • base: 7 + 3 (options)
  • edge: 0

Speed:

  • pool: 9
    • base: 9
  • edge: 0

Intellect:

  • pool: 17
    • base: 12 + 3 (options) + 2 (Creative)
  • edge: 2

Armor:

  • 0

Special abilities:

  • none

Skills:

Might Skills:

  • none

Speed Skills:

  • none

Intellect Skills:

  • Engineering
  • Metalworking
  • Physics

Notes

Creative

  • Inventive: +2 to your Intellect Pool.
  • Original: You’re always coming up with something new. You’re trained in any task related to creating a narrative (such as a story, play, or scenario). This includes deception, if the deception involves a narrative you’re able to tell.
  • Skill: You are naturally inventive. You are trained in one specific creative skill of your choice: writing, computer coding, music composition, and so on.
  • Skill: You love solving riddles and the like. You are trained in puzzle-solving tasks.
  • Skill: To be creative requires that you always be learning. You are trained in any task that involves learning something new, such as when you’re digging through a library, data bank, news archive, or similar collection of knowledge.
  • Inability: You’re inventive but not charming. The difficulty of all tasks related to pleasant social interaction is one step higher for you.

Adept

  • Effort: 1
  • Genius: Intellect Edge of 1. Might and Speed Edge of 0.
  • Expert Cypher Use: Can bear three cyphers at a time.
  • Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Shatter (2 Intellect points)

You quickly alter the temperature of matter, causing the detonation of an object you choose within long range. The object must be a small, mundane item composed of homogeneous matter (such as a clay cup, an iron ingot, a stone, and so on). The object explodes in an immediate radius, dealing 1 point of damage to all creatures and objects in the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: for each level of Effort applied in this way, the explosion deals 2 additional points of damage to each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.
(Note: modification of 1st-tier Adept ability Shatter.)

Float (2 Intellect points)

You float slowly through the air. If you concentrate, you can control your movement to remain motionless in the air, or float up, down, or any other short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts ten minutes. Action to initiate.

Scan (2 Intellect points)

You scan an area equal in size to a 10-foot (3 m) cube, including all objects or creatures within that area. The area must be within short range. Scanning a creature or object always reveals its level (a measure of how powerful, dangerous, or difficult it is). You also learn whatever facts the GM feels are pertinent about the matter and energy in that area. For example, you might learn that the wooden box contains a device of metal and synth. You might learn that the glass cylinder is full of poisonous gas, and that its metal stand has an electrical field running through it that connects to a metal mesh in the floor. You might learn that the creature standing before you is a mammal with a small brain. However, this ability doesn’t tell you what the information means. Thus, in the first example, you don’t know what the metal and synth device does. In the second, you don’t know if stepping on the floor causes the cylinder to release the gas. In the third, you might suspect that the creature is not very intelligent, but scans, like looks, can be deceiving. Many materials and energy fields prevent or resist scanning. Action.

Onslaught (1 Intellect point)

You attack a foe within short range using energies that assail either his physical form or his mind. In either case, you must be able to see your target. If the attack is physical, you emit a force blast: a ray of force that inflicts 4 points of damage. If the attack is mental, you focus your mental energy into a mindslice that disrupts the creature’s thought processes, inflicting 2 points of Intellect damage (ignores Armor). Some creatures without minds (such as robots or zombies) might be immune to a mindslice. Action.

Flash (4 Intellect points)

You create an explosion of energy at a point within close range, affecting an area up to immediate range from that point. You must be able to see the location where you intend to center the explosion. The blast inflicts 2 points of damage to all creatures or objects within the area. Because this is an area attack, adding Effort to increase your damage works differently than it does for single-target attacks: for each level of Effort applied in this way, the explosion deals 2 additional points of damage to each target, and even if you fail your attack roll, all targets in the area still take 1 point of damage. Action.

Manipulates Thermal Energy

Stands Like a Bastion

Resist the Elements. You resist heat, cold, and similar extremes. You have a special +2 bonus to Armor against ambient damage or other damage that would normally ignore Armor.

Bears a Halo of Fire

You can create a sheath of flames around your body. You leave scorch marks wherever you go, and you can’t handle combustible objects without first dousing your inherent flames. If you have other extraordinary abilities, all your effects are tainted with flame. Fiery visuals accompany your powers, and in some cases, your predilection for flame actually reshapes your abilities to take on a fiery nature where none existed before.

  • Fire Abilities: If you perform special abilities, those that would normally use force or other energy (such as electricity) instead use fire. For example, force blasts are blasts of flame. These alterations change nothing except the type of damage and the fact that it might start fires. As another example, a wall of energy instead creates a wall of roaring flames. In this case, the alteration changes the ability so that the barrier is not solid but instead inflicts 1 point of damage to anything that touches it and 4 points of damage to anyone who passes through it.
  • Minor Effect Suggestion: The target or something near the target catches fire.
  • Major Effect Suggestion: An important item on the target’s person is destroyed.

Shroud of Flame (1 Intellect point)

At your command, your entire body becomes shrouded in flames that last up to ten minutes. The fire doesn’t burn you, but it automatically inflicts 2 points of damage to anyone who tries to touch you or strike you with a melee attack. Flames from another source can still hurt you. While the shroud is active, you gain +2 to Armor only against damage from fire from another source. Enabler.

Wears a Sheen of Ice

Through your studies, you have learned to focus your natural talents to command the powers of ice and cold.

  • Ice Abilities: If you possess abilities that would normally use force or other energy, they instead use cold and ice. For example, a force blast is a ray of frost. This alteration changes nothing other than the type of damage. As another example, Barrier creates a wall of ice. This alteration changes nothing except the wall’s appearance and the fact that it takes 2 additional points of damage from fire.
  • Minor Effect Suggestion: The surface around the target becomes slick and difficult to stand on.
  • Major Effect Suggestion: The target is covered in ice that hinders its movement for one minute, during which time the difficulty of all tasks it performs is modified by one step to its detriment.
  • Ice Abilities: If you possess abilities that would normally use force or other energy, they instead use cold and ice. For example, a force blast is a ray of frost. This alteration changes nothing other than the type of damage. As another example, Barrier creates a wall of ice. This alteration changes nothing except the wall’s appearance and the fact that it takes 2 additional points of damage from fire.
  • Minor Effect Suggestion: The surface around the target becomes slick and difficult to stand on.
  • Major Effect Suggestion: The target is covered in ice that hinders its movement for one minute, during which time the difficulty of all tasks it performs is modified by one step to its detriment.

Ice Armor (1 Intellect point)

When you wish it, your body is covered in a sheen of ice for ten minutes that gives you +1 to Armor. While the sheen is active, you feel no discomfort from normal cold temperatures and have an additional +2 to Armor against cold damage specifically. Enabler.

Frost Touch (1 Intellect point)

Your hands become so cold that the next time you touch a creature, you inflict 3 points of damage. Alternatively, you can touch a weapon, and for the next ten minutes, the weapon inflicts 1 additional point of damage from the cold. Action for touch; enabler for
weapon.

Hurl Flame or Ice (2 Intellect points)

While your Shroud of Flame or Ice Armor is active, you can hurl a handful of fire at a target. This is a short-ranged attack that deals 4 points of fire or cold damage. Action.

Power Shifts

Accuracy (2)

  • All attack rolls

Power (3)

  • Use of a specific power [Onslaught], including damage (3 additional points per shift) but not attack rolls

Equipment:

Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.

Artifacts

Personal Environment Field

  • Level: 1d6 + 2
  • Effect: Creates an aura of temperature and atmosphere that will sustain a human safely for twenty-four hours. The aura extends to 1 foot (30 cm) around the user. It does not protect against sudden flashes of temperature change (such as from a heat ray). A small number of these cyphers (1%) accommodate the preferred environment of a nonhuman, nonterrestrial creature.

Fire-Resistant Sprayer

  • Effect: this device makes inanimate objects fire- and cold-resistant. All your starting gear has already been treated unless you don’t want it to be.


h2. Personal Notes/ Minor Special Abilities

  • Warm or cool self, air around self
  • Cool or heat a room
  • Cool / hot touch: lower enemy body temperature to incapacitate
  • Backpack reservoir: directed mechanically
  • Later, more powerful ability to direct temperature
  • Personal balloon: flight
  • Freezing water to walk on it
  • Heated / cooled melee weapon
  • Endurance-related skill?
Bio:

A professor of physics and engineering at NC State University, Prof. Henry Harrison was on his death bed after developing a serious MRSA infection following a lab injury . While on life support in Wake Medical Center in Raleigh, NC, a mysterious blackout occurred. Within a week, Prof. Harrison was fully recovered, and—much to his surprise—was gifted with the ability to manipulate thermal energy!

Thermal

Triangle Supers GrandVizier mjroghelia