Decompose
Decompose (Major) by Primus
The player character has the devastating ability to rust metals, break down compunds, or rot non-stable materials. This power is extremely effective against certain metals and organic materials such as iron, steel, copper, wood, and food. This power is not necessarily the actual oxidation of these materials but actually the chemical breakdown- by whatever means- of natural materials. The power allows the character to decrease the molecular stability of these items decreasing their tensile strength, spoiling them, or otherwise making the item useless. The effects of this power result in a discoloration of the surface, crumbling or flaking of pieces or the substance, collapse of the structure, or general instability of the substance. In the case of food or other organic substances they become useless, foul-smelling, and potentially harmful if ingested. Beyond this, the character is actually able to affect living tissue as well, making him or her into a living weapon. The character’s power over-oxidizes tissues causing cells to burst and create seeping, bloody wounds that heal very slowly- very similar to bedsores on bedridden patients. Fortunately this power does have its limitations- items made out of long-lived materials such as stone, plastic, ceramic, glass, and rubber; not only that but heroes of principled or scrupulous alignment are extremely hesitant to use this power on other living beings as it inflicts very serious and painful damage.
Powers and Abilities:
- 1. Rot: This power allows the hero to rot natural structures at an extremely accelerated rate. This power is effective against natural items such as wood and plants. The power causes the individual cells that make up the structure to break down causing a fast-spreading weakness, splintering, and eventually collapse of the structure. The power is able to eat through a 6 inch thick tree in a matter of minutes. This power is effective against beings made of plants or wood or those with related APS powers.
- Range: Touch during combat or line of sight within 15 feet (4.5 m)
- Damage: 2D6 per melee+1D6 per level of experience; damage starts at point of contact and spreads out and down into the target.
- Duration: 1D6 melees or as long as physical contact is maintained; damage remains afterwards.
- Save: Dodge only
- 2. Rust: This power is very effective against metals, especially those that rust easily such as iron and copper. Over the course of years, rust can weaken the structure of a metal as oxygen molecules attach to the metal molecule. The oxygen displaces a metal atom resulting in a weaker molecule. This power greatly accelerates the process, allowing the hero to break down the physical structure of metallic objects in a matter of minutes rather than decades. Certain metals are more susceptible to rust than others; alloys such as stainless steel, aluminum, and brass do rust, but at a reduced rate of speed and will take half normal damage. Other metals like iron, copper, normal steel, bronze, and nickel take normal damage. This power is effective against metallic beings as well such as those with APS: Metal, robots, and cyborgs.
- Range: Touch during combat or line of sight within 15 feet (4.5 m).
- Damage: 3D6 per melee+1D6 per level of experience; damage starts at point of contact and spreads out and deep.
- Duration: 1D6 melees or as long as physical contact is maintained; damage remains afterwards.
- Save: Dodge only
- 3. Spoil: This touch allows the character to spoil food and water stores and sources with a touch. If consumed, the spoiled nutrients will cause all the common symptoms of food poisoning: nausea, weakness, vomiting, and stomach cramps (all bonuses reduced by 50% for 24 hours). Water can be contaminated as well but only stationary sources such as reservoirs, plastic bottles, or canteens. Contamination of water requires physical contact while spoilage of food requires either touch or line of site.
- Range: As stated above; food spoilage requires touch or line of sight to 15 feet (4.5 m). Water contamination requires physical contact
- Damage: The character is able to spoil 5 lbs (2.2 kg) of food or 10 gallons (38.4 L) of water per level of experience.
- Duration: Permanent
- 4. Wound: The character’s physical touch induces a nasty, weeping wound on a living target. The being is able to essentially rot the skin and tissue of the target. The touch essentially opens a “hole” in the skin by causing the cells of the target to rupture. The wound is very difficult to treat or heal by conventional means and heals at half the normal rate. In addition the wound is very likely (01-45%) to become infected leading to a fever, nausea, weakness, and inflammation. The wound could potentially require surgical removal or repair and might lead to an amputation. This power is nullified by APS powers, but IS EFFECTIVE against those with Invulnerability. Also, this power negates healing factor powers for the duration of the wound. The most effective treatment of these wounds is either by psionic, holistic, external super powers (not the target’s powers), or magical means; all have full effectiveness.
- Range: Touch; must contact skin as armor nullifies the effect.
- Damage: 2D6+1D6 per level of experience; an additional 1D6 SDC per hour for 4D6 hours after the initial damage as the surrounding tissues are affected by the wound.
- Duration: Instantaneous; the wound literally explodes on physical contact, weeps and bleeds for 1d4 days unless healed externally.
- Save: Dodge only
- 5. Fracture: By grabbing a target and concentrating the character is able decay the cells of a bone, causing it to become brittle and break! The affected bone will radiate severe pain and be effectively useless. This power is really only effective against limbs and fingers as the character must physically encircle the target with one hand or both hands. With a broken bone, the target will either be unable to walk (speed reduced by 75%; balance penalty -75%; dodge bonus reduced to zero and parry and strike cut by half) or unable to use the arm to lift, throw, carry, or fight (strike and parry bonuses reduced to zero; PS of affected arm reduced to 3 until healed). .
- Range: Touch only; character must physically encircle the target extremity and hold on for one melee. A strike roll is not made for the power itself but strike and grapple rolls will be needed to perform the power.
- Damage: The affected limb is fractured with the above penalties; also the target takes 1D6 hit points plus 1 per level of experience.
- Duration: Permanent
- Save: Dodge only
- 6. Other bonuses:
- +20% to chemistry and analytical chemistry skills or receives a base chemistry skill of 30%
- Recognize Substance Skill: The skill allows the character to identify the basic components of most common substances such as plastic, plexiglass, steel, bronze, brass, etc. The skill provides a very basic knowledge of the substance. In relation to this power, the hero is able to recognize which of his powers will affect the substance (if any) and choose which to use. Skill Base': 58%+6% per level of experience
- Automatically gets Recognize Precious Metals skill