Super!/Schtick/Power/Close Combat

=Close Combat= Tier 1 This is a superpower that somehow increases primary natural attack damage. It includes claws, burning hands, elbow spikes, heel talons and other. Provides a natural attack with Damage Strength+5, that allows for Passive Defense against Martial Arts and Super Powers. Advancement: Damage(Progression 1), Damage also enhances weapon damage (Double the cost).

You have a set of natural weapons usable with Martial Arts or Creature Power that deal Strength+5 Damage. You may also Defend against Martial Arts with these. Advancement: Damage (Progression 1), Armor Piercing levels (Progression 1/2), Lower Treshold (Progression 20), Deal Damage based on Power (2), Power is resisted by Focus (2), Multiple Named Targets 2 (3, Progression as per Multiple Attack Table).

Flaws
All Flaws may be applied to a booster instead.

Tiring
Flaw 1-5 Use Cost: 1-5 Shockpoints.

Slowing
Flaw 3 Use Cost: 1 Shot.

Exhausting
Flaw 5 Use Cost: Power point.

Area Attack
Tier 5 Attack now affects an Area [Power] meters radius. For each target in Area, target receives at least Damage-5 from Attack. Dodge+Agility Defensive Dodge Action lowers Damage, gain +5 AV with Knockdown before roll.

Knockback
Tier 1 Attack gains Knockback.

Knockdown
Tier 1 This Power inflicts Knockdowns. Target must succeed on a a Knockdown roll (Stunt+Agility or Willpower+Focus versus 10+Shockpoints). Advancement: Knockdown if any Shockpoints are inflicted (1), on any hit (3).

Bleed
Bleed

Burn
Burn

Chill
Chill

Shock
Shock

Magic Drain
Magic Drain Tier 2 For every Wound caused, a Power point is lost. Advancement: Power points are Drained instead of lost (2)