Flexible Mutability
Flexible Mutability (Major) by Taalismn
“Wow, so I’m like a fusion of man and insect now thanks to your morphifier-machine? Frankly, on a scale of one to ten, you get a four...Doctor DNA did a MUCH better job on me with her trans-evolution virus.”
The character has a physiology that’s readily susceptible to induced mutation and transformation, but only via external means, and only for a limited period of time. Like a genetically-standardized laboratory mouse, the character can be altered by mutagenic substances(Serum-X, alien transform venom, zombie-virus, etc.), mutagenic processes(mutato-rays, radioactive monkey gland implants, etc.), or transformative powers usable on others(like Petrification, Grant Powers, Forced Evolution, Mutative Assault, etc.). This protean physiology even works in limited fashion with magic transformations.
However, the person’s baseline DNA is effectively safe-stored in the genetic equivalent of a secured harddrive, and will eventually re-assert itself, reverting the person back to their original baseline state, shedding the previous transformation. The person can still be re-infected/re-transformed by the same process, but their original state of being is effectively backed up, and will re-boot in time.
This power only works with DIRECT mutagenic/transformative causes; the superbeing can thus potentially take advantage of an Imbued Hero’s empowering substance, but would gain no benefit from a Crazy Hero’s power-food(which is really only a psychological trigger for the superbeing’s inherent powers).
- Duration:
- If the transformative process has a fixed duration, it will last 50% longer than it normally would(reflecting the person’s initial susceptibility), minimum, plus the character’s P.E. in hours if they wish to hang on to the transformed state. Otherwise, they MUST revert back to the baseline state.
- If the transformative process is meant to be permanent, the effect will last only 24 hours before the person reverts to baseline. If the person actually WISHES to extend the duration, they can, for their P.E. in hours, but at the end of that, they MUST revert back to baseline.
This power makes for either a potent superhero who can use a variety of power-ups, or a great laboratory assistant who can test various power-ups.
- Bonuses:
- The person CANNOT be permanently transformed beyond their baseline(which may include other super abilities).
- Physiology Healing---While the person may suffer attendant side effects while transformed, any damage incurred by the transformation process taking effect is regenerated when the person reverts back to their baseline(example: a side effect of the zombie-ebola virus is that it takes its victim down to 0 hit points during its incubation, at which point it raises the dead victim as a viral undead; the person with Flexible Mutability will still, if they lose any applicable saves versus disease, suffer damage and become a zombie, but when they revert back, they will regenerate their original HP/SDC).
- Transformation Shield---If the person takes below zero Hit Points in their transformed state, they revert to their original baseline, fully healed. This means, effectively, that they cannot be killed in their transformed state; only in their baseline state.
- Hardened DNA---The person is also effectively immune to mutagenic diseases that attack DNA, such as cancer, viruses, and prions, and radiation-induced disorders like radiation sickness.
- Mental Save----If the transformation has mental effects(like Bimbification’s mental downsizing and suggestibility, or a werewolf bite’s descent into bestial behavior), the superbeing gets a save versus psionics at -1 to save versus the mental effects. A successful save means the superbeing retains their mind during the duration of the transformation.
- Magic---Magic transformations(including vampiric conversion) are treated the same as transformative superpowers. If the spell/ritual has NO saving throw and a duration listed, then the duration will be 50% longer than normal. If the transformation has a saving throw, the person will be -2 on their saving throw to resist the initial transformation, but will still be able to revert back later. Bio-wizardry augmentations and implants, including parasites and symbiotes, are expelled from the superbeing’s body within 24 hours..
- Penalties:
- The person cannot be permanently transformed. This can really suck if the person acquires a set of really cool powers they’d like to keep, and cannot keep or find any more of the means they acquired(‘Whattya mean you’re all out of transforma-goo?”). It can suck even more if the person loses their acquired powers when they really need them(“Don’t count me having nullification powers when we go up against Master Menace tomorrow; this is just a passing thing with me.”).
- Exclusivity of Powers---While in their transformed state, the superbeing CANNOT use any other powers they may have in their baseline state. That means, for example, that if the person has Regeneration as part of their baseline, that power is unavailable as an extra in the latest transformation, unless that power is part of the new physiology.
- Side Effects----The person is still susceptible to any side effects, including random ones, that a transformation effect carries. This includes mental effects, so if the zombie virus the person was just infected with turns them into a mindless shambling predator, then they are a mindless shambling predator for the duration of effect before the person’s baseline state re-asserts itself.
- Mutagenic Resistance----Also, any subsequent attempt to RE-infect/transform the person via the same means will take twice as long, or twice as much transformative substance to cause the same effect.