Special Abilities:
Fists of Steel +X: Transfusers gain a +X bonus to damage dealt by their fists(this includes weapons which deal the user's fist damage as a portion of their own damage). This bonus stacks with other sources of increased damage, such as superior weapon quality enhancements.
Elemental Bathe X: Whenever a transfuser would take the first X points of elemental damage in a day, that damage is not taken and instead becomes that many points of Elemental Bathe. Treat this is a separate pool of MP that the character cannot spend on anything but their Transfuser Overdrive abilities. Elemental damage after X continues to add to the pool if the pool is currently below X, but is not prevented as damage. Keep track of what element the damage that goes into the transfuser's pool is. When an attack with multiple elemental properties hits the transfuser, they may choose among those elements how much of the Elemental Bathe pool MP is which element. If a transfuser is hit by an attack that deals elemental damage while their Elemental Bathe pool is full, they may choose to overwrite any of their current Elemental Bathe pool MP with new MP of the elemental damage dealt, up to the amount of damage taken.
X Element Overdrive: A transfuser with this ability may spend the MP in their Elemental Bathe pool on various combat-enhancing effects, assuming the MP in that pool is of the correct element. All transfusers my use the Any element ability, plus X other elements chosen as they gain the special ability. Each use of the ability takes 5 MP from the Elemental Bathe pool, and uses no actions. All abilities may be used multiple times simultaneously, and their effects stack.
Any element: Add +2 damage to a melee attack that utilizes the transfuser's Fists of Steel ability.
(1)Fire: The character may add +2 to a single strong melee attack roll.
(2)Water: The character may add +2 to a single fast melee attack roll.
(3)Earth: The character's armor is considered +1 higher for a single soak roll.
(4)Wind: The character gains 10 feet of movement for the round.
(5)Light: The character may add +2 to a single precise melee attack roll.
(6)Sound: The character may add +1 to an intimidate or infuriate roll.
(7)Purity: The character may add +2 to a single roll made to oppose a spell.
Entropy: The character rolls 1d10 whenever they choose to use this ability. They must determine before the roll how much of their Elemental Bathe MP to spend on this use of the ability. For the next 3 rounds, they may use the ability denoted by the d10 roll once whenever it would be appropriate. On a roll of 10, they roll again, but 10 MP is added to the effect. This added MP does not come from any pool.
(8)Mind: The character regains 3 MP from their normal MP pool.
(9)Body: The character may roll their defense die. If the result is 10 or higher, they remove a single point of trauma from the location of their choice.
Swap Element X: A transfuser with this ability may spend 5 MP from their normal MP pool to change the element of up to X of their Elemental Bathe MP to the element or elements of their choice.