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John 616
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===Intangibility (Major)=== 1. Can affect self and 20lbs of additional material.<br> 2. Punches, kicks, sticks and stones, bullets, lasers, explosive force and most conventional attacks pass right through harmlessly.<br> 3. Can walk through any substance, stone, steel, earth, machines, force fields, etc.. without affecting it or him<br> 4. Can sink into the earth/ground up to nose and walk on dense molecules. Likewise can walk on dense molecules of smoke or fog (and thus into the air), as well as walk on water. These all require concentration and use up three melee actions per round to maintain.<br> 5. Must materialize to attack. No partial materialization. Small machines on being do not function while intangible.<br> 6. Can become tangible or intangible at nearly the speed of thought (counts as one melee action) but it can only be performed a maximum of four times per melee round.<br> 7. Add 1d6 to M.A.<br> 8. Add 1d4x10 to SDC<br> 9. Add 20% to Prowl ability.<br> 10. Horror Factor (optional): 14 when semi-transparent or walking through walls; may be considered to be a ghost.<br> 11. Electricity, which stimulates and agitates molecules does half damage. And intense heat and fire does 30% in normal damage.<br> 12. Psionic and gas attacks have full effect.<br> 13. Can not be harmed by falls and explosions.<br> 14. Can not glide or float into the air.<br> 15. Can not touch or feel, or pick up or carry anything, but can speak, hear and smell as normal.<br>
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