Superpower (Power)
EFFECT
Cost 6 JP
Activate 1 PP; standard action
Sustain none (instantaneous)
Range Touch
Save Will (object); Power Resistance yes
DESCRIPTION
The superhero has access to a pocket dimension, henceforth referred to as hammerspace, that he can store any object that he can fit into the palm of his hand, such as money, potions, a fist full of sand, etc. Said objects are safely stored away and completely inaccessible to anyone that is not the superhero. Objects stored do not interact with one another inside hammerspace. Hammerspace has no special interaction with Montblanc’s Satchel or portable holes. As a standard action he spends 1 PP to teleport an object he is touching into hammerspace. Unattended, nonmagical items receive no saving throw against this power. By spending the same cost, he can use a standard action to summon any specific object that he has previously stored into his hand. He can only store a maximum weight load of 100lbs and a volume of 15 cubic feet. Living creatures cannot be stored within hammerspace.
Enhancements and limitations
- Enhancement: Auto Equip (Cost: 4 JP): Activate: 3 PP. The superhero can swap his equipment, or the equipment of another creature he is touching, out with one he has in hammerspace. By spending 3 PP, he spends a standard action to teleport something currently in his hand or the hand of another creature and instantly teleport a different object into the hand. With the Improved Grab enhancement, this can include clothing and armor he or the target is wearing. And with Greater Grab, this further included entire armor sets and outfits that can be swapped.
- Enhancement: Deft Expulsion (Cost: 5 JP): Some creativity and finesse allows the superhero to pull off ranged combat maneuvers when using the Forceful Expulsion enhancement. When using the enhancement, it grants him access to combat maneuvers from the following list: bull rush, dirty trick, disarm, sunder, or trip. The superhero does not apply his size modifier to the check, but must use items sufficient for the check. Examples include using a handful of sand from his hammerspace to do a dirty trick, using a medium longsword to trip a creature of large or smaller size, etc. The superhero declares he is using this power before making the attack roll. When he hits the target, the item does no damage and he attempts a combat maneuver check as a free action. Prerequisite: The superhero must have the Forceful Expulsion enhancement.
- Enhancement: Expanded Storage (Cost: 3 JP per level): The capacity of the hammerspace increases. This enhancement can be picked up four times, each level increases the capacity to the corresponding Montblanc’s Satchel bag type.
- Enhancement: Forced Expulsion (Cost: 5): Activate: 1PP. The superhero gains the ability to eject items from hammerspace with lethal force. As a standard action, the superhero spends an additional PP from the retrieval cost to make a ranged attack roll against one creature. This attack has a range increment of 10ft, dealing damage appropriate for the object used (weapons using their weapon damage die and others being treated as improvised weapons) both to target and the item used. He is treated as proficient with the attack.
- Enhancement: Greater Grab (Cost: 2 JP): The amount of objects the superhero can place inside of and taken from hammerspace at one time is increased. Such objects must be touching one another but otherwise can be loose, such as a pile of sand, a grouping of arrows, one entire armor set/outfit. The superhero can only grab an amount that fits into a 5ft cube. Prerequisite: The superhero must have the Improved Grab enhancement.
- Enhancement: Hostile Storage (Cost: 8 JP): Activate: 6 PP. The superhero gains the ability to teleport unwilling creatures into hammerspace. By spending 6 PP, the superhero makes a melee touch attack (if he has the Ranged Store enhancement, a ranged touch attack) against the target and they must make a Will save. Upon failure, the creature is teleported to hammerspace. Creatures inside must hold their breath or begin to suffocate. On each of the creature’s turns, the creature can spend a full round action to make another Will save to escape. Each failed save beyond the first grants the creature a stacking +1 bonus on its next save. Creatures that are unconscious make saves to escape each turn. Upon success, the creature appears in the nearest open space next to the superhero. Prerequisites: The superhero must be at least 10th level and have the Improved Grab, Greater Grab, and Living Storage enhancements.
- Enhancement: Improved Grab (Cost: 3 JP): The size of the objects the superhero can place inside of hammerspace, and by proxy removed from it, is increased. Objects that can be held in two hands, such as weapons, individual pieces of clothing, and backpacks can now be teleported into hammerspace.
- Enhancement: Living Storage (Cost: 8 JP): Activate: 3 PP. The superhero can now store living creatures with hammerspace. By spending 3 PP, the superhero can touch a willing target and teleport them into hammerspace as a standard action. The superhero must spend 3 PP when releasing the creature from hammerspace as a standard action. An unconscious creature does not count as willing for this purpose. Hammerspace does not accommodate living creatures, and lacks any breathable air. Creatures inside must hold their breath or begin to suffocate. A creature inside can decide to exit on their turn. Doing so forces the superhero to spend the PP immediately and he is staggered for one round. If the superhero does not have the PP to spend, he takes 5d6 non-elemental damage and is fatigued for one minute. Prerequisites: The superhero must have the Improved Grab and Greater Grab enhancements.
- Enhancement: Ranged Store (Cost: 5 JP per level): Activate: 1 PP. The superhero is capable of placing objects into hammerspace without touching them. By spending an additional PP when activating the power, he can teleport anything within 5ft into hammerspace. Two levels of this power can be gained, to increase the range to a maximum of 10ft.
- Enhancement: Rapid Expulsion (Cost: 6 JP): When expelling items from hammerspace as an attack, the superhero may do so as easily as using any weapon. The superhero can now full attack with his hammerspace expulsion, making a number of iterative attacks as his base attack bonus allows. Each attack costs 1 PP to make. Prerequisites: The superhero must have the Forced Expulsion enhancement and three levels of the Swift Retrieval enhancement.
- Enhancement: Swift Retrieval (Cost: 4 JP per level): The superhero can summon items back with astounding speed. The superhero can take this enhancement up to three times, each level reducing the action needed to bring an item from hammerspace. From move action, to swift action, to free action.
- Enhancement: Swift Store (Cost: 4 JP): The superhero can place things inside of hammerspace quickly. It is now only a move action to store things.
- Limitation: Single Storage (Value: 3 JP): The superhero is only capable of storing a single item at a time, regardless of its size. This power is not compatible with the Greater Grab enhancement.
- Limitation: Timed Storage (Value: 3 JP): Sustain: 1 PP per round; free action. The superhero’s hammerspace only exists temporarily. He must spend PP for as long as any object is inside of it.