Groundskeeper
Groundskeeper(Major) by Stone Gargoyle, with help from TheRebel
The superbeing is capable of converting his body to a steel and rubber shell surrounding ionized saltwater which conducts electrical current to maintain life. This unusual form provides cartain addvantages and benefits.
1.Steel Belted Exo-Structure: The outer layer of the hero transforms into a hard rubber laced with metal in a manner similar to steel belted tires. This provides the hero with a Natural AR of 12 and multiplies his normal SDC X10, as well as holding his body in a humanoid shape. This means, in most cases, an attacker must roll higher than 12 to strike and inflict damage. Any roll to strike under the armor rating rolls off harmlessly. Rolls of 13 or higher inflict damage to SDC, 10% of SDC in damage to one location being required to punch a hole in the shell. Punches, kicks and blunt weapons do no damage, regardless of strength level. Bladed weapons do 1/4 damage.
Electricity does no damage Lasers and energy bolts do full damage if over the AR, half damage under, with energy blasts passing through the shell being absorbed by the being's electrical interior. Fire does half damage, ignoring AR completely, with plasma and magical fire doing full damage. Armor piercing bullets, explosive rounds, grenades and light explosives inflict half damage above the AR and no damage below. Attacks which pierce the armor for less than 10% of the area's SDC seal immediately once a projectile passes fully through or the offending weapon is removed.
SDC recovers at a rate of 4d6 per 10 minutes. The hero can return to human form with full SDC so loong as 10% of the rubber shell's SDC is remainng.
Powerful explosions and destructive forces such as a fiery inferno with intense, blast furnace heat (300 degrees Fahrenheit or greater), hurricanes, earthquakes and similar do full damage and do not require a roll to strike above the AR.
The hero can endure depths up to 1200 feet and can function in a vaccuum until his air supply is depleted (normally around 3 minutes).
2.Increased Mass and Strength: Weight is tripled. Physical strength is increased by 2d6+6 (considered Extraordinary). speed is reduced to half, fatigues at one quarter rate.
3.The Body Electric: The interior of the form is made up of ionized saltwater conducting electrical current. The thought processes and memories are contained in this electrical energy. Hit points may be spent to release electricity as an attack (see below). The water and electrical energy are unable to move as directed by the character if outside the rubber and metal shell. While SDC can be regained by transforming back to human form, Hit Points will remain gone until regained through normal healing or by absorbing electrical energy, though this would require special equipment.
Fire directly attacking the watery inside of the being does half damage directly to Hit Points, as will freezing the water. Physical blows and projectiles do no damage, nor do explosives, though explosives will cause the water to be scattered. All parts of the hero must be within a 10 foot radius to allow the hero to return to human form. Piercing the rubber shell will automatically cause the loss of 1 Hit Point but will unleash 4d6 electrical damage back on the attacker.
4.Contact Points: Rounded pins forming on the rubberized shell serve as sensory apparatus, providing hearing and acting as 360 degree vision around the character (giving him an Automatic Dodge and a +2 bonus to a normal dodge) unless high amounts of static electricity are present, in which case the hero can still see but suffers a -4 penalty to all combat moves. The hero cannot be blinded otherwise.
At the cost of 1 Hit Point and the expending of one action, the superbeing can touch a target with the contacts points, inflicting 4d6 damage on contact, with a bonus of +1 to strike.
The contact points can be made to absorb electricsl energy if special adaptors are attached to the superbeing to do so.
5.Other Abilities and Bonuses:
When transformed, hero can simulate speech using an electrical hum with only a 01-30% likelihood of being understood.
+10% to Electrical skills
+1d4X10 SDC
+2d6 Hit Points
+2d4 PE