Alter Physical Structure: Wire Cable

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Alter Physical Structure: Wire Cable (Major) by Stone Gargoyle

With a thought, the hero can convert his body into one made of wire, appearing to be a wire sculpture.

1. Size and Strength: The hero assumes a humanoid form of the same size as his normal human form. When so wound, his weight is doubled. Physical strength is increased by +3d6 and is considered Extraordinary. Fatigues at half normal rate. When unwound, the hero is a length of wire equal to his PE score X 2000 feet. Tensile strength of the wire is equivalent to the altered form's PS.

2. Armor Rating and SDC: When wound, the hero has a Natural AR of 14. SDC is one point per 10 feet of wire. 10% of total wire SDC must be depleted before the wire will break. The wire is impervious to electrical attacks and takes half damage from physical attacks when the roll is 15 or higher but no damage if 14 or under. Gas, magic and psionics do full damage, as do explosives and plasma attacks, ignoring AR. Lasers, fire, projectiles and most slashing weapons do normal damage when the roll is 15 or higher but none when under the AR. If broken, the wires can intertwine to close gaps. Loss of more than half SDC will force the wire man to return to human form.

3. Movement: Speed when coiled/wound is normal, but the hero can move at twice normal speed as unwound wire, able to snake up surfaces and through tiny holes and crevices, with a prowl bonus of +20%. The wire can wind itself into any shape desired as if possessing ART: Wire Sculpture at a skill level of 80%, able to imitate objects and forms to blend into the background, giving him a motionless prowl of +40%. The wire can be made to wrap around and bind whole opponents, restrain their wrists and legs, or suspend victims from the ground.

4. Conduct Electricity: The hero can attach himself to a power source to conduct electricity, the wire doing damage of up to 3d6, +1d6 per level, when touching organic beings, and 2d6 damage to wood and unliving matter, with a 01-30% chance of setting an item on fire.
The hero can also use himself as a communications device by attaching to a phone line and transmitting messages into a communications system, or to replace a phone line between existing telephone or power lines temporarily. Conducting electrical impulses in this manner can only be maintained for one melee round per level without damage. If exceeding the duration, the hero will suffer 1d6 damage for each additional melee round.

5. Other Bonuses:

+4 to save vs. electrical shock in normal form
+1d4X10 SDC
Entangling at +4