Body Rigidity

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Body Rigidity [Major] by Iczer

' counter soft with hard, and hard with soft young grasshopper'

The character can alter his body's overall rigidity, allowing him to tailor his abilities and defences.

1) Alter rigidity: The character can exist in any one of the following states for the bonuses provided while in that state.

  • Supersolid: The character loses 90% of his spd attribute and PP is reduced to 1/3rd normal. his attacks per melee are halved, he loses autododge (if he had it) and his combat bonuses are halved. In return he gains an AR of 20, and any kinetic damage that goes through is reduced to 1/4 normal. In this state nothing short of a PS (supernatural) equal to the character's PE +1 per level will cause him to bend against his will.
  • Rigid: The character loses half his speed and loses 2 to his PP attribute and drops a single attack per melee. He gains an AR of 16 and takes half damage from large heavy impacts.
  • Normal: the character's default state. it enjoys 4d6+6 SDC (applies in all forms)
  • Pliable: the character enjoys a +2 to PP and spd, and a +15% to escape artist. he bends rather than breaks. any blunt force trauma damage is halved and the character enjoys a +6 to roll with punch/fall/impact.
  • Liquid: The character is held together by surface tension alone (cannot puddle or goo). bullets inflict a mere one point of damage each as do any other piercing attacks. blunt objects splash the character, breaking surface tension, doing normal damage. cutting and slashing attacks inflict half damage.
  • Molecular: The character is held together only by covalent energy bonds. all kinetic attacks deal 1/2 damage but the character has a pitiful PS of 1 in this state. with effort ( one foot per melee round) the character can push through solid objects whose AR does not exceed 16.

2) Rate of change: The character can assume a new state 3 times per melee round without using an attack. If the character attempts to change in response to an attack, he may 'roll off' with his attacker for initiative, changing before the attack. He may change one additional time per melee at levels 3,6,9,12 and 15.

3) Other abilities: The character can also use this ability to 'pull himself together'. Once per day per level the character can instantly heal 4d6 HP or SDC.