APS: Reactive Metal

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APS: reactive metal [Major] by Iczer

'Nononono! Don't dip me in that'

The character can transform his body into a highly reactive metal or metaloid giving him dubious if not varied protection.

  • Enhanced mass and strength: When transformed the character's mas increases by 25% and his PS increases by 4 (becomes extraordinary in scale)
  • Enhanced flexibility and protection: Breaking and bending easily, the character enjoys a bonus of +4 to PP as well as having an SDC of 150.
  • Fragile The reactive metaloid form is not as sturdy as some other substances. whenever the character takes 50 or more points of kinetic damage, he shatters, typically losing an arm or leg (reforms in 1d4 melee rounds, or 1D4 actions if pulling himself together). if completely destroyed by this, (0 SDC) reformation takes 5 times as long, and he recovers with 1SDC remaining. In combat he may shatter with punch/fall/impact. such a shatter is rolled at +4 in response to damage. if successful, he takes only 1/5th damage. otherwise he takes 1/2 damage. In any case, he must reform as if completely shattered (but reforms with his remaining SDC)
  • Naturally toxic: The reactive character is typically toxic. Any time he touches a target (more than a hand to hand strike) the target must save vs toxins (14+) or take 2D4 damage. The character is +6 to resist toxins and poisons (even in human form) and is immune to metal or metaloid poisoning.
  • Reactive: The character reacts to certain damage in certain ways. Roll or select One type of Trigger, and roll or select one effect. Each exposure causes the same effect.

Trigger:

01-15% Fire/heat damage
16-30% Heavy Impact (anything that causes a shatter)
31-45% Electrical damage
46-60% Acid damage
61-75% Light kinetic damage (any kinetic damage inflicted to the character)
76-90% Water immersion. (water splashes do 1d6 damage, partial immersion 4d6/round, full immersion 1d4x10+10 per round)
91-100% Rare or exotic (Psionic powers, High EM fields, sonic attack damage etc)

Effect:

01-20% Explosive: Upon hitting the trigger, the character explodes, inflicting 4d6 damage to everything in a 20 foot radius and 4 damage to himself. If he is vulnerable to light kinetic damage, this may cause a second explosion (20% chance).
21-40% Ignition: The trigger causes the character to ignite. He takes 1 point of SDC per round when this happens, but his flaming body inflicts 3d6 to everything he touches. character continues to burn until extinguished, or until he expends an action and makes a saving throw (16+ ME bonuses apply) to do so.
41-60% Melting: Upon hitting the trigger, the character starts to liquefy. Spd and PS halves while the character rolls around. halve attacks and combat bonuses(except roll with punch and dodge). Pulls himself together in 1D4 melee rounds (but takes half damage from all kinetic attacks during this time and has + 6 to dodge and roll).
61-80% Acid cloud: The character reacts to the trigger by emitting a cloud of mild acid for 15 feet around himself. the cloud inflicts 2d4 damage to targets within the cloud every melee round. the acid cloud is also choking and burning. targets are -2 to combat bonuses while within the cloud.
81-100% Toxic cloud: As an acid cloud, but targets must make a saving throw each round they are within the toxic cloud or suffer 2d6 damage. More to the point, the cloud is foul smelling (no penalties) but hard to see through. anyone within the cloud (or trying to strike opponent's within the cloud) are -2 to strike (this includes the character).