Matter Dissolution

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Matter dissolution: [Major] by Iczer

'ow ow ow..the bullets sting but at least my suit's not torn'

The character can cause matter to break down into liquid, dust and gas, held together only by weakened electromagnetic bonds. Seconds after dissolution these bonds tighten again strengthening and reforming into their original shape.

1) Soften matter: by expending two actions and gesturing towards any solid object within 40 feet, the character causes it's bonds to weaken. Gravity deforms it under it's weight rendering it useless. This focussed attack disables an object roughly 1000 cubic feet. Whilst effected it flattens outward and sags. It's AR becomes 1 and it's SDC is reduced to 1 percent normal (but never less than it's original AR). Molecular cohesion prevents it from dissintegrating and flowing away, but the substance is more easilly ripped and torn apart. Softened matter remains softened for one melee round per level, but returns to it's original shape at the end of this time unless held in place by a substance of equal hardness (pouring liquified steel into a titanium tube results in a cylinder of steel).

Liquified machines will not function and may tear themselves apart if manhandled. Likewise liquified weapons are no more than soggy clubs (1d4 damage plus half PS damage bonuses and take the same damage they dish out). Liquified body armour provides little protection and (becuase it won't fall off) actually hampers a person inside (-2 to strike, parry and dodge. Liquified walls cannot support weight (but the surrounding matter will) and can be walked upon .

A liquified portion of the ground makes a good trap but is very slow and easilly avoided by the wary (any dodge of 12 or better avoids under normal circumstances. When the ground reforms it will spit the held targets out.)

2) Swim through matter: the character may dive into the ground and swim at half his normal spd attribute (or 1/4 if swimming 'upstream') by liquifiying his immeadiate surroundings and letting it solidify behind him. Matter is not as forgiving as water, and is three times more fatiguing to swim through.

3) Weapon resistance: by keeping this power active, and expending one action per melee round in concentration, the character takes half damage from all weapons (the weapons also take the same damage) bullets flatten, swords turn to goo. Even falling rocks, crashing cars, and falls onto concrete see their damage reduced. Likewise, the character can ignore up to 4 AR of a target's body armour (it flows out of the way of his fist) and by tearing chunks of matter with his hands he can inflict 4D6+PS damage bonus with his bare hands to unliving, inorganic items.