WD 40 Multipower

Multipowers in the HERO system are a big staple, if perhaps a little overused. Occasionally they are pretty darn fun. One day my Wife got a can of WD 40 as a white elephant Christmas Present So I ended up reading the thing and noted that as a multi-use product WD 40 seems like a natural choice for a Multipower, so here goes.

WD 40 Multipower: 1 Can (OAF, -1), 12 Charges (-1/4), Shake well (Full phase to change slot in multipower, -1/2) Maximum range/Effect (1”, -1/4), Side effects: Avoid Sparks, Electricity and open flames (2d6 RKA Explosion (1 Hex +1/4), Boostable Charges +1/4, remaining charges are used and focus is lost -2)

Stops squeaks: 1” Darkness to squeaks only on mechanical object applied (-1)

Protects: 1d6 Transform Transforms the mechanism to a mechanism with 5 Pow Def only vs. water or rust related concepts (-1/4).

Removes rust and loosens parts: 1d6 Aid Long lasting (until the environment cause those properties to end, approximately 1 month, +1) to a Mechanism that would benefit from rust removal or loosened parts.

Frees sticky mechanisms: Transforms a stuck mechanism to an unstuck mechanism.  1d6 Transform (any stuck mechanism to same but unstuck),

Drives out moisture:  1d6 Drain all water based effects on device

Flammable: 1d6 RKA Explosion (1 hex, +1/4),

Contents under pressure: 2d6 RKA Explosion (+1/2), Side effects (all remaining charges are used and focus is lost -2)

Breathing Hazard: Change Environment 1 hex –6 to Con rolls, (failure equals being dizzy and disoriented, appropriate LS [Immunity]), Extra time (Onset time begins 5 minutes after Gas is inhaled, -2), gradual Effect (-2 to Con roll per 5 minutes, -3/4)

Harmful or fatal if swallowed: Drain Body 3d6, Delayed return rate (5/hour, +1) NND (appropriate LS [Immunity], +1), Must be Swallowed (-1), Extra time (Onset time begins 5 minutes after poison interaction, -2), gradual Effect (1d6 per 5 minutes, -3/4) PLUS Change Environment: 1 hex –6 to Con rolls, (failure equals being dizzy and disoriented), selective (target only, +0) (appropriate LS [Immunity]), Extra time (Onset time begins 5 minutes after poison is swallowed, -2), gradual Effect (-2 to Con roll per 5 minutes, -3/4) Linked (-1/2)

Inhalation: Drain Body 2d6, Delayed return rate (5/hour, +1) NND (appropriate LS [Immunity], +1), Must be inhaled (-1/2), Extra time (Onset time begins 5 minutes after poison is inhaled, -2), gradual Effect (1d6 per 5 minutes, -3/4) PLUS Change Environment: 1 hex –4 to Con rolls, (failure equals being dizzy and disoriented), selective (target only, +0) (appropriate LS [Immunity]), Extra time (Onset time begins 5 minutes after poison is swallowed, -2), gradual Effect (-2 to Con roll per 5 minutes, -3/4) Linked (-1/2)

Skin Contact: Drain Body 1d6, Delayed return rate (5/hour, +1) NND (appropriate LS [Immunity], +1), Extra time (Onset time begins 5 minutes after poison is contacted, -2), gradual Effect (1d6 per 5 minutes, -3/4) PLUS Change Environment: 1 hex –2 to Con rolls, (failure equals being dizzy and disoriented), selective (target only, +0) (appropriate LS [Immunity]), Extra time (Onset time begins 5 minutes after poison is swallowed, -2), gradual Effect (-2 to Con roll per 5 minutes, -3/4) Linked (-1/2)

Eye contact: 2d6 sight based flash attack

 Technically this is an illegal part of the build for HERO 6th Edition, and a rule that seems non-sensible to me. But being the “GM” I can break the rules. Point Nozzle towards mark: +1 OCV, linked with Multipower(-1/2) 5/

 

 

 

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