I've had a number of PCs take this power over the years. Some examples:
Dr. Mercury [keep in mind this was after he was up to Level 9] Chemical Powers (Properties of Mercury—can change forms as a game action, PR=0): Human Form—Chemical Blast (Range S x 2 = 30, Damage 2d8, PR=8), Automatic Chemical Defense. Fluid State (retains abilities/powers of human form)—Non-Corporeal vs. HTH Attacks; ability to shape and elongate appendages and/or body (movement only, maximum 60” stretch); Chameleon Abilities when in front of metallic/silver backgrounds (effect varies, GM option, from ½ x Detect to simulated invisibility); can pass through small apertures (keyhole size or larger, requires area on either side large enough to contain his entire mass, costs 50” movement); susceptibility to cold (PR 2/turn if 20° F or colder, 2d10 extra damage to Power if struck by Ice Powers/Cold Damage); can shapechange into metallic items of roughly the same mass; turns completely to liquid form/pool (incapacitated) at -38° F; “Tsunami” HTH Attack (requires 25” Movement and 2+” takeoff space, able to attack up to 4 adjacent characters in no more than 3 adjacent squares, +3 To Hit, -3 Damage; can coat his corneas with mercury film (PR=5, Adaptation v. Light Control, 6-turn protection, -10% peripheral Visual Detect, unable to attack to the side); bonds to gold instantly (if within 1” of item larger than a ring, STR% save to separate); when hit by electricity/Lightning Control everyone else within 10” radius is attacked with Blinding Light Control attack; and can heal by absorbing mercury into his system (per action: 1 cc mercury and 3 PR to heal 1 Hit point).
Oz Chemical Power: Body has properties of ozone; able to float through the air at ground speed; +590" to ranges and movement; When hit by Light, Flame, or garbage/pollution (some Chemical) – no Damage suffered, gains Hit Points = damage done; When hit by Light, radiation – heat formed (all within 2" take 1d6 Flame damage); Adaptation defense against all terrestrial hot temperatures; takes 1d4 damage / turn in freezing temperatures (0º F and below); Lightning linked with ozone, does Disintegration effects against rubber, plastics, metals, and water/ice; Bionics Defense – PR - 0; takes 1/10 (round up) of damage from ranged, physical attacks (not HtH 1" or less), minimum 1; body made of pale blue gas.
Scion Chemical Power (Permanent) – When this character transforms into his superhero form his entire body is transformed into a non-toxic “Liquid Metal”. This unidentified liquid metal alloy has the consistence (substance rating of 2) of a thick mud, and contains several unique properties. Impact of substance rating - Weight x 2 (220 x 2 = 440)
(1) Liquid Metal Form (shape changing): because the character’s entire body has been transformed into a liquid metal it enables the him to change shapes (full or partial), form objects out of his body (i.e. swords, keys, etc…), and pass through obstacles (fences, jails bars, and other non-solid surfaces). A full body change costs 2 power, one action, movement, but no cost to change back. Partial changes have no power or action. Also see absorption Power A for m ore information on mimicking abilities (Absorption will allow the character to exact form the shape, color, and texture of the object or person being mimicked).
Limitation – Character can not shape change beyond it’s mass, but character can flatten mass thinly across a floor, use mass to make him taller but very thin, or use some mass to form objects.
Note – If the character is knocked uncurious the body will automatically revert back to base liquid metal humanoid form.
(2) Density Control: Another unique property of this liquid metal allows the character to change the density of liquid metal alloy between a solid and liquid state.
(3) Reforming/Regenerative: Pieces that are knock or broken off can be attached or integrated to the rest of the liquid body. Please note that pieces that are knocked or broken off will turn into liquid form and lay inert. Additionally, while in liquid form can heal non-water base (also see side effect) damage every hour 1 instead one a day.
Limitation – Superhero form can only be healed naturally (no medical). Damage acquired in non-superhero form can not be regenerate.
(4) Heat resistance: Character in liquid form takes half damage from heat or flame attacks, but takes double damage from water based attacks (include water based ice attacks).
Side Effects -
High-pitched cry: when fully shape shifting a faint high-pitched “cry” can be heard.
Temperature: At –50 degree F the liquid metal will begin to harden and expanded 2 times normal size into a solid mass of a soft metal. (i.e. – lose liquid form and destiny control ability) until the surrounding temperature raise above –50 degrees.
Water reaction – If the character’s liquid form is completely immersed in water (salt or fresh) the body will erupted into a crimson flames, becomes radioactivity (non-hazardous), and can only be put by a special smothering chemical. The character will suffer fire damage (see fire damage ability) every turn until flames are put out. (This is because of Lithium in the liquid).
Chemical element break down Chemical SR* % of whole SR % Gallium/Indium 1 33% 0.33 Lithium 0.5 28% 0.14 Alien synthetic metal alloy A 0.01 25% 0.0025 Chromium 10 11% 1.1 Alien synthetic metal alloy A 15 3% 0.45 Net Total SR* 100% 2.0225 * Substance Rating
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