Alter Physical Structure: Acrylic
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Alter Physical Structure: Acrylic - By RMThompson
- The character can transform his body to resemble a molded piece of plastic. The character can change his appearance with each change, and can choose the final form he wants, either solid shiny plastic, or a liquid-like melting plastic material.
- 1.Appearance and size change
- The character can change his appearance to mimic anything he’s seen in the past. The character can also control how dense the plastic molecules are, enabling him to change his height from 1/2 his current height to his height plus 50%. The ability makes him look like a plastic version of whatever he’s mimicking but there is only a 30% plus 2% per level chance that a person would believe that it’s a real item. He can mimic any item even if it’s not normally made from plastic, but there is a -15% penalty to the believability. Furthermore, the character can greatly exaggerate and change his/her form to give himself a living cartoon look. If mimicking a person, he can pass at a quick glance, but looks more like a wax statue of that person.
- The character can manipulate his color and even his opacity! He can turn himself completely clear, or in order to create a Horror Factor of 14, can make his skin clear as cellophane, but allow the innerworkings of his body to be seen. If completely clear, he gains the skill PROWL: 50% + 2% per level, with a bonus of +20% to not be seen when completely still.
- Range: self
- Damage: None.
- Duration: Each change takes one melee action.
- 2.Liquid form:
- The character is able to turn himself into a constant dripping plastic, much like lava, but at normal body temperature. He takes no damage from physical attacks in this form, but also loses all physical attacks other than Body Weapons as explained below.
- Range: Self.
- Note: The character can choose a grotesque form of dripping plastic, with a Horror Factor of 12.
- 3.Body Weapons:
- The character can change his appendages to form very sharp or blunt weapons, much like the power Body Weapons. However there is a chance of breaking the plastic weapon on each hit, depending on the unmodified to hit roll. (Bonuses to hit still apply, but not toward the breaking chart, this chart uses pure, unmodified dice rolls only.)
- Roll: Percentage to break:
- 1 ----- 98%
- 2-5 ----- 0% (doesn’t hit)
- 6-10 ----- 20%
- 11-15 ----- 33%
- 16-18 ----- 44%
- 19 ----- 51%
- 20 ------ 60% (critical hit)
- If the weapon breaks, the plastic falls into an instant liquid state and moves to rejoin the character at a speed rate of 200. The fallen plastic is +12 to auto dodge, and cannot be damaged. If the plastic is unable to return to the character the character loses 6 inches of height permanently!
- Note: The character can create thrown weapons in the same manner, but once they hit, or not, they follow the same rules as the broken weapon.
- Range: The weapons are the size of normal weapons held by a person.
- Duration: willed, until the character changes.
- Damage: Blunt weapons 2d6, sword weapons do 3d6.
- Attacks per Melee: Equal to the characters attacks per melee.
- 4.Plastic Tools:
- Instead of weapons the character can transform his body into incredibly hard tools such as lockpicks and basic keys, giving him a Pick Lock ability equal to 50% + 4% per level. A failed roll means the plastic broke, following same rules as above, except it’s only -3 inches if the plastic can not be melded back into the body.
- 5.Other:
- Add +40 to S.D.C.
- Add +1 to P.P.
- Half normal running speed and leaping distance while in plastic form.
- Heat, lasers and fire do DOUBLE the normal damage.
- Except when in liquid form, the plastic gives a natural A.R. of 12.