Living Matter
Living Matter [Major] by Iczer
'Yes. My carpet does have a pulse. got a problem?'
The character can transmute inanimate objects into living, albeit simple things. These items have all the cunning and intelligence of a houseplant, but retain a number of useful traits.
Matter limit: The character can transmute items of up to 100lbs per level. Items exceeding this mass cannot be transmuted.
Actions to perform: It takes 1 minute per pound of item to be transformed. Transforming an item reduces the character's ME by 1 for 24 hours.
Time: After the initial time period, the item takes a further minute per SDC to transform as it evolves from unliving to living.
Alterations: The most startling alteration to the object is it's appearance. The item becomes more organic looking, growing veins, and simple biological protuberances. The item no longer resembles an unliving thing, though may still be mistaken for some weird sculpture.
Other changes include:
- The item gains a PE score equal to 1 per level of the character, plus 1 for every 10 lbs.
- The item also gains 1d6 HP per level of the character. As a living being it heals its PE in SDC/HP every hour, assuming it has access to nutrients.
- As a living creature, it needs to eat. The character designates it's food supply. Solar energy is popular, so is a chemical stomach. As compared to a physical object, it becomes 3 times as efficient as it was before (so a living motorcycle becomes 3 times more efficient now that it eats grass instead of Gas). The character defines it's source of nutrition.
- On the down side, the item needs to respire as well as sleep.
- Posesses limited mobility. Objects do not become mobile in it's truest sence, but can manipulate itself. A living gun will not fire for an enemy. A living door will not allow its lock to be picked, and may slam shut on intruders.
- Formerly living objects, such as wood, can regain it's orginal functions as a plant, allowing the character to have a rooted dining table replete with sprouted leaves
- Objects so transformed, attempt to bond with the character on an instinctive level. Objects grant a +10% bonus to reated skill rolls, or +2 to dodge where appropriate., or +1 to strike
- Transformed clothing or armour attempt to preserve the life of the host that wears it, transferring its +2 dodge to its host. living armour/clothing has a +1 AR (or AR of 12) and grant the character +2 to saving throws vs Poison and disease and magic. It's instincts allow its wearer to react to danger around it, even if the danger comes as a suprise or without being seen.
- Features: Other features of living things can be granted to transformed items. Eyes are popular, as are mouths (though they can be trained only to make trhe simplest of sounds, but can sing wordlessly at 60%). Items can be given any of the enhanced senses listed under mutant animal features.
- Living link: When within 100 feet per level, the character can sense the location and health of any of his transformed items, inclding the ability to borrow their senses, sensing whatever they sense. A cane can be used to look around corners, and paintings to act as a security system.
Duration: Indefinate, but may die if mistreated