Melt Matter

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Melt matter [Major] by Iczer

'My 600 year old Katata!! what have you done?!'

The character can alter matter to make it softer and more pliable. The character merely gestures in the object's direction and expends three actions to initiate the melt.

Over the course of the next few seconds, the item in question suffers a breakdown in it's molecular structure.

Area affected: One object less than 6 feet across plus 1 foot per level. larger objects will be partially melted in an area equal to the area affected.

Effect: The object loses 1D4 AR, plus an additional 1D4 AR at levels 3,6,9,12 and 15. AR drops at a rate of 1 when the power is activated, plus one at the beginning of every melee round. Every melee round it loses 5% of it's tensile strength for every AR point it loses (columns can support 5% less mass). if an item is reduced to 0 AR, then it melts into a pudding type goo (unlikely at lower levels) Effects of objects: the details on specific objects vary depending on the target. weapons that become softened will lose their shape very quickly, especially if being used. as a rule of thumb, weapons that rely on a cutting surface reduce their damage by 1 for every AR point lost, and by another one every time it strikes a surface. when an object has its AR halved, it damages itself as much as anything else. objects that lose more than half thier AR may collapse and puddle under their own weight. drop the effective SDC of an object by 5% per melee round as it loses SDC.

Duration: melted objects lose the requisite AR at one per round. after that, the materiels harden back, in their new shape after 2d6 melee rounds.

Rescuing: The character can flash melt an object as a defensive measure (takes an action but hardens seconds after impact). This flash response requires an action as well as a roll with punch/fall or impact (depends on circumstance. usually 14 or so with a fall or car crash, but must beat an opponent's strike roll in the case of an actual assalt). this special use of the power has a bopnus of +2 only (plus another 1 at levels 3,5,7,9,11,13 and 15) effectively reducing damage to 1/4. The character is able to use this on behlaf of himself or another within 60 feet.