Alter Physical Structure: Tropical Island
Alter Physical Structure: Tropical Island (Major) by Gryphon Chick, with material created by Stone Gargoyle
1. Aquatic Abilities:
- Breathe Underwater: The character can breathe underwater as easily as on land.
- Swimming: The character can move in the water at a skill level of 80%, plus 1% per character level.
- Bonuses in Water: +1 to strike, +2 to parry, +4 to dodge
2. Sand Skin (created as a minor power by Stone Gargoyle): The hero's skin transforms to be made up of thousands of loose pieces of sand which stays fairly solid unless struck or caused to shift.
Physical Attack Resistance: The hero possesses a Natural AR of 12 and her SDC is doubled when her flesh becomes sand. Physical attacks such as punches, kicks, sword strikes and bullets do half damage when the strike is 13 or better, though no damage is sustained by the first 20 points of physical damage in the melee round. Explosions do full damage, but in most cases SDC can be regained by absorbing more sand, healing one point of SDC damage per melee round. If all SDC in an area of the body is expended, damage goes directly to Hit Points, though the hero will revert to her human skinned form if reduced to less than 30% total SDC. Each 10% of the hero's SDC lost also reduces her Natural AR by one point.
Bleeding and First Aid: Any cut, stab wound or bullet wound actually doing damage will cause the hero to bleed off sand. losing 1 SDC point per minute, as this type of wound will not heal until the bleeding off of sand is stopped. Stopping the bleeding is accomplished by getting the sand wet and repacking it.
Increased Mass and Strength: The hero's weight is increased by 30% when the flesh becomes sand, with the strength increasing by 1d4+4, considered Extraordinary. The hero will also fatigue at half normal rate.
Increased Damage Ability: The sand skin is naturally scraping and chaffing. As a result, physical strikes do an added +1d4 damage and strike as if the target is -2 to their AR (meaning she would only need to roll a 13 to hit an AR of 14). The extra 1d4 damage will be inflicted on Natural AR regardless of the roll to strike, though no other damage will be inflicted other than the 1d4 if striking under the AR. Stone and metal will only take a single point of damage regardless, though wooden armor will take double the added damage (+1d8).
Sand Blast: At the cost of 1 SDC point, the hero can shoot off a portion of the sand in her skin as an attack.
- Range: 20 feet, plus 5 feet per level
- Damage: 1d6, +1 point per level of experience
- Attacks: Each blast counts as one melee attack/action
- Bonuses: PP attribute and skill combat bonuses are applicable.
- Sand Blind: With a Called Shot (-3 to strike), the character can use the sand blast to blind an opponent. Blinded individuals are -10 to strike, parry and dodge for 1d4 melee rounds after the attack, and -3 to strike, parry and dodge for an additional 2d4 melee rounds unless the eyes are rinsed to get the irritating grit out of them.
Other Bonuses:
- +2d4 PE
- +1d6 Hit Points
- Speed is doubled when transformed to Sand Skin
- Resistant to Poisons and Toxins (+4 to save, with effects having half penalties and duration)
- Resistant to Fire and Heat (half damage)
3. Coconut Catapult:The character can grow coconuts on the appendage which can be thrown for damage.
- Range: The treelike appendage is 4 feet long. Throwing range for 5 pound item if thrown as ball, or can be rolled the character's PS X100 feet, or thrown using treelike appendage for the character's PS X100 feet.
- SDC: The appendage has an SDC of 40.
- Weight Limits: The appendage can carry objects up to a weight of the character's PS X100 pounds.
- Number: The tree grows a single coconut at level one, plus an additional coconut at levels 4, 8, 12 and 15.
- Duration: Coconuts are permanent feature of the character until thrown.
- Damage: 1d6 damage when thrown. If thrown along the ground, they roll at high speed (twice that of the character's best speed) and do 1d4 damage to targets hit with a 01-30% chance of knocking down one target and then moving to the next target in line of sight, finally dissolving at the end of the melee round. The tree can be used to throw the coconuts, though will throw ALL coconuts at once for 1d6 per coconut.
- Attacks: Takes a full hour to regrow a coconut. Attacking with the coconuts use one melee attack/action per coconut.
- Bonuses: +2 to strike, in addition to any applicable WP skills (such as targeting) and PP attribute bonuses.