Wyrm

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Wyrm (Major) by Stone Gargoyle

The character can eliminate his limbs, becoming a large serpent creature three times his normal length. He can remain transformed indefinitely for the following abilities:

  • The serpent has a bite strength equal to the character's PS and adds a PS damage bonus to a bite damage of 5d6.
  • The wyrm can swallow and hold one opponent for the character's PE attribute number in minutes without killing or harming them.
  • The wyrm can burrow through the ground, fly through the air or swim in water at four times the character's normal speed; it has a land speed of half the character's normal speed. The character can allow 1 person to ride him at level one, with an additional passenger at levels 4, 8 and 12.
  • The character gains a Natural AR of 14, plus 1 AR at levels 3, 6, 10 and 15.
  • The character gains +20 SDC per level in wyrm form.
  • Horror Factor: 13, plus 1 at levels 3, 6, 9, 12 and 15.
  • Can wrap around an opponent and do 4d6 damage, plus PS damage bonus, per melee action squeezing. +3 to Entangle an opponent. Hold is considered Superhuman PS.
  • Can whip with its tail or head for 3d6 damage, plus PS damage bonus. Normal strike and dodge bonuses apply.
  • +2 dodge, +4 roll with punch/fall/impact
  • +2d4 PE

Wyrm (minor) by Stone Gargoyle

"I'm a cold hearted s-snake..."

The hero can transform his body into one long mass of muscle, lengthening it to twice his normal height. His limbs morph into his torso and his body takes on the appearance of a snake. This reduces his Speed to half but gives him a +2 to dodge attacks and +4 to Roll with punch, fall or impact.
This transformation only uses up one attack and can be done while the hero is grappling an opponent. Doing so, he gains the ability to Pin/Incapacitate on a strike of 16-20. He can then continue to Hold an opponent for the duration of the power, crushing and squeezing his opponent for 3d6 plus TWICE his normal PS bonus in damage. Breaking the hero's hold while so transformed requires a PS of twice that of the hero to break. The hero can only remain tansformed for his PE number in minutes, plus one minute per level, and can only do so his PE number of times per day, though he must wait at least 10 minutes between transformations.
The hero can use this ability to escape handcuffs or being tied up, and is able to pass through openings half his normal width while transformed.

Other Abilities and Bonuses:

+2 PE
+2d6 PS