Stone Gargoyle wrote:*Sigh* Sorry to have to say this, Senator, but that power is NOT an energy expulsion.
Oops! I'm getting into a habit of labelling all 'shooty' powers as energy expulsion.
Stone Gargoyle wrote: It is not matter expulsion either.
I'd argue that it is: the character does expel matter, after all. The fact that that matter then expels its own matter shouldn't, erm, matter. Besides, it's going to make classification of the power easier: there isn't really a sub-grouping for powers that are based around monster babies!
Anyway, I've re-jigged it with your other comments in mind; see what you think...
Matter Expulsion: Spawn (Major)
By Senator Cybus
“Oh, don‘t mind Junior; he‘s just being playful!”
Possibly the most horrific matter expulsion power known to man! The super being can shoot an organic needle into the flesh of an opponent - painful and unpleasant in itself, but nothing compared to what happens next. After a brief incubation period (1D4+1 melee rounds), the true nature of the needle is revealed: it is a delivery system for a rapidly growing and desperately hungry infant creature, resembling a tiny, misshapen version of the super being who created it!
The stricken opponent will take 1D4+6 damage
direct to Hit Points every round for three melee rounds, as the thing inside him eats its way out! If the target fails to save vs. pain (15 or higher; M.E. bonuses applicable), reduce his attacks per melee round, combat bonuses and Speed by half, and all skills are performed at -40%.
As the spawn emerges from the target’s flesh, it has an effective Horror Factor of 14: all observers (including the target) must roll to save against this. Once outside the body, the spawn has a lifespan of only 1D6 minutes and is virtually helpless, reduced to squirming about on the floor and vainly biting at the air.
Range: 200 feet (61 m).
Damage: The impact of the needle causes 1D6 +1D6 per level of experience. The needles are covered with a multitude of small, tough barbs and pulling one free of the skin will cause 1D4+1 damage: a stricken character will require medical assistance to remove them without causing further injury.
Note: a super being with this power may elect to shoot an opponent in the head. This is a Called Shot, but a successful strike means that the needle has entered the opponent’s skull
and the spawn can then devour his brain! If the spawn inflicts at least 25 damage, this will kill a normal human (and most super humans) outright. Even if the target survives, he suffers major brain damage: reduce I.Q. by 2 and M.E. by 1. Obviously, this is not a tactic that a character of good alignment would even consider, except in the most dire of situations.
Duration: Instant.
Attacks per melee: Each shot counts as one melee attack/action.
Bonuses: +2 to strike if an aimed shot.
Limitations: If an opponent sacrifices a melee action to rip a needle out of his flesh within fifteen seconds of impact, the spawn does not have time to infect him and simply dies off before it can hatch (but see damage above).
Non-living targets are immune to being infected with spawn, though the needles may still inflict impact damage like any solid projectile.
Intangibility and
Alter Physical Structure powers grant immunity to infection, if the powers are active at the time. Super beings possessing the powers of
Regeneration Ultima,
Super-Regeneration or the Mega-Hero powers of
Immortal or
Undead are also protected: more accurately, a spawn can infect them, but their bodies will consume it before it has a chance to consume their bodies.