Bane

**Value**: varies

There is one substance, your Bane, that your powers cannot affect in any way. The following list identifies those specific powers that your Bane can affect, but the GM reserves the right to rule that a particular power in a particular situation might also be unaffected by your powers. However, traits are never affected by Bane.

* Amazing  AC
* Amazing Deflection
* Cause Blindness
* Cause Confusion
* Cause Deafness
* Cause Fear
* Cause Pain
* Cause Pleasure
* Cause Unconsciousness
* Charismatic Aura
* Damage Reduction
* Energy Attack
* Force Field
* Gremlinism
* Healing Touch
* Life Leech
* Mystic Spellcasting
* Penetrating Vision
* Phase
* Power Absorption
* Power Detection
* Power Duplication
* Power Leech
* Power Nullification
* Power Resistance
* Possession
* Probability Manipulation
* Psionic Manifestation
* Regeneration
* Resist Power
* Super Senses
* Supertech Invention
* Surface Adhesion
* Technopathy
* Telekinesis
* Telepathy
* Teleport
* Temport
* Webbing

Defensive powers, including anything that grants save bonuses, offer **no protection** against your Bane, while offensive powers **cannot harm it**. Anyone wearing armour made of your Bane gets **double protection** from it, and that doubled protection applies to your touch attacks or rays. You cannot **project your powers through any solid barrier** made of your Bane. It **blocks your sensory** powers, as well. Gadgets/Power Armour or Iconic Items loaded with the powers, above, also cannot affect your Bane, although an Esoteric Item could. If you have Danger Sense or use any other power that might alert you to a looming threat, then the presence of your Bane will continuously set it off.

There are two kinds of Bane substances: common and rare.

**Bane**: Common

**Value**: 30%

Common substances include anything that is found in great abundance in the modern world, with the caveat that it has to be something that's also capable of doing you harm or preventing you from functioning. In essence, a common substance has to genuinely get in your way on a regular basis. The CP value of a Common Bane is **30%** of the total value of all the powers you have from the list above, rounded down. If you're unsure of a particular power, ask the GM. The following list contains several Common substances, but you and the GM can discuss other ones, as well:

* oxygen
* flesh (i.e., people and animals)
* metal
* plastic
* stone
* water
* wood

**Bane**: Rare

**Value**: 15%

Rare substances include any subtype of one of the common substances, anything that you're not likely to encounter on a regular basis, and/or anything that's generally not harmful. In essence, a common substance doesn't get in your way on a regular basis. The **CP value of a Rare Bane is 15%** of the total value of all the powers you have from the list above, rounded down. The following list contains several Common substances, but you and the GM can discuss other ones, as well:

* gas (other than oxygen)
* liquid (other than water)
* metal other than steel
* specific type of wood (e.g., ash, cedar, oak, etc.)
* specific type of stone (concrete, granite, limestone, marble)

## Additional Comps

**Additional Comp**: Crit Range Increase

> **Value**: 1CP
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> The Critical Threat Range of any weapon made of your Bane increases by +1. You can take this Additional Comp three times. The effects stack.
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**Additional Comp**: Crit Damage Increase

> **Value**: 2CP
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> The Critical Damage of any weapon made of your Bane increases by x2. You can take this Additional Comp twice. The effects stack.
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**Additional Comp**: Disfigurement

> **Value**: 1CP
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> If you are reduced to zero or fewer HPs by your Bane—by physical damage or by one of the Toxicity comps, above—you take -1 ability damage to Charisma due to a lasting scar or other damage to your appearance. This damage is permanent, but can be removed through plastic surgery (purchase DC 25), or Restoration, but not simple healing, mundane or otherwise.
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**Additional Comp**: Extra Sensitivity

> **Prerequisite**: a Toxicity comp
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> **Value**: 3CP
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> The effects of your Toxicity double. You take 1d8 damage per round instead of 1d4, and a -8 to attack rolls, saving throws, and skill checks instead of -4. In the case of Ingestion, your Fortitude save is DC 30 and the effects last 2d8 rounds. To take this Comp, you must have 1 of the 3 Toxicity comps.
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**Additional Comp**: Ingestion Toxicity

> **Value:** 2CP
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> Swallowing more than a few grams of your Bane, putting it in your mouth, or otherwise having it introduced to the *inside* of your body provokes a Fortitude save (DC 30). Failure indicates that you take 1d4 HPs of poison damage per round and a -4 penalty to attack rolls, saving throws. This effect lasts for 2d4 rounds.
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**Additional Comp**: Contact Toxicity

> **Value**: 2CP
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> **Prerequisite**: Ingestion Toxicity
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> Physically touching anything anything made out of your Bane causes 1d4 HPs of poison damage per round and imbues a -4 penalty to attack rolls, saving throws, and skill checks for as long as you maintain contact. Anything thicker than cotton will block this effect for 10 rounds, but eventually the Bane does start to effect you.
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**Additional Comp**: Area Toxicity

> **Value**: 2CP
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> **Prerequisite**: Ingestion Toxicity, Contact Toxicity
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> Being within 10 feet of more than a few grams of your Bane causes 1d4 HPs of poison damage and induces a -4 penalty to attacks rolls, saving throws, and skill checks for as long as you are in the area of effect. This range effect can be due to dust particles, radiation, or the like.
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