Jeff Bolt could blame the drugs, but that would be like blaming the music, his lifestyle or his circle of friends. He could blame himself. Instead, he chose to blame no one, and embrace what they did to him.
The high was the most intense he’d ever known, and he woke surrounded in a pale corona of flame. It took a while (and a completely destroyed apartment) before Jeff realised this was no hallucination. Ever the experimenter, Bolt accepted and studied his new-found powers before pondering what to do with them. The criminal life held no appeal to this thrill-seeker, and that left only one option in Jeff’s mind.
He still feels that high. For as long as it lasts, Bolt’s out catching bad guys.
Dirty little secret: Someone out on the streets is releasing metahuman drugs into the wild. Jeff is a success and the makers are bound to come knocking sometime soon. Perhaps his powers are only temporary and they’ll offer another hit in return for a favour or two……….
Notes: Here we have a character whose main shtick is his Firebolt. Along the way he’s picked up a couple of extra tricks (called Alternate Powers) which he can use instead of his Firebolt. He can absorb energy targeted at him and use that to boost his Firebolt further; he can control any fire in the area, create a Flaming Sword or increase the heat in a huge area up to desert level temperature. That’s a darned good way to make a 5000′ radius of Minions pass out due to heat exhaustion, and the effect takes a whole day to return to normal. Bwahahahaha!
Oh, and he can fly (self controlled heat thermals), has a force field (micron-thick intense heat shield that melts anything and disipates energy that comes close before it touches him) and he is, of course, completely immune to fire.
God I love Mutants & Masterminds. Have I mentioned that before?
Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 16
Firebolt (Kinetic Control 12; DC27, range 120′)
– AP: Absorb Flame (Absorption 6; absorb Energy, Boost Firebolt)
– AP: Control Fire (Element Control 12; fire)
– AP: Flaming Sword (Strike 12; DC27)
– AP: Heat Environment (Environment Control 10; radius 5000′, range 100′, Extreme Heat, Slow Fade – 1 day)
Flight 4 (100mph)
Force Field 10 (Impervious)
Immunity 5 (fire)
Accurate Attack, All-Out Attack, Power Attack, Precise Shot 1, Quick Change 1, Taunt
Acrobatics +8, Bluff +13, Climb +3, Computers +6, Concentration +8, Notice +8, Profession:DJ +5
Toughness +2/+12*, Fort +7, Ref +8, Will +8
Attack +8, Defense +8, Init +4