Alter Physical Structure: Black Powder
Alter Physical Structure: Black Powder (Major) by Stone Gargoyle
The character changes his physical form to gunpowder, retaining human shape, but can change form and shape at will.
1. Physical Attacks Do No Damage: AR 16, SDC of 150 (the SDC only applies when in powder form and is the total SDC, not a bonus). All physical attacks such as punches, kicks, sword strikes, and arrows simply pass through the character. Bullets and electricity do no damage if under the AR and half damage if over, igniting the character. Fire automatically does half damage and ignites the character regardless if under the AR or not. Damage to the character creates smoke, and heals at a rate of 4d6 per ten minutes. Igniting the character causes his whole body to take 1d6 damage per foot per melee round and will continue to burn the character unless he reverts to normal. Loss of all SDC will effectively kill the character.
2. Increased Mass: Weight is doubled, though strength remains the same.
3. Alter Shape: As a walking mound of black powder, the character can push his powder form body through openings as small as a keyhole or the crack under a door, and even through small pipes or narrow openings as small as an inch wide, though it will take a while to squeeze through such a small opening (1d6 melee rounds for every 100 pounds). The super being can easily slip out of any form of restraint or entanglement, and any cell that is not airtight using up two melee actions to slide out and reform. The character can divide part of himself off to keep fire from spreading, though this damage will still be present if transforming without reabsorbing the powder beforehand. Such separated powder can be used as normal gunpowder to set off explosions or propel bullets.
4. Ignition: Any damage the character takes explodes, doing 10 points of damage for each point he takes, to all targets within 20 feet of the character. Once ignited, the character will continue to burn and do damage as a result unless doused with water, which completely neutralizes his ability to ignite until the powder dries, or until he reverts to normal form.
5. Blinding Attacks:
- Throwing Powder: The character can use some of himself to blind opponents, costing him 1 SDC point each time he does so, at a range of 10 feet. Victims are -6 to strike, parry and dodge while powder is in their eyes, usually 1d4 melees after the powder gets in their eyes.
- Smoke: While the character is on fire, a cloud of smoke surrounds them for a 10 foot radius. Anyone looking through or caught in the smoke is -10% to speed, -2 attacks, -2 to initiative, -5 to strike, -4 to parry and dodge, and -30% to perform any skills requiring good visibility.
6. Other Abilities and Bonuses: Immune to airborne toxins, poisons and gas, as well as choking. Speed is reduced to half. The character is still vulnerable to cold, water attacks, psionics and magic, all which do full damage, and he can still drown or suffocate from lack of air. The character emits no heat when not ignited, and so is usually invisible to infrared and hear sensors, though he does smell heavily of sulfur.