This power enables the user to alter his body to best suit his environment. These changes to survive a hostile or alien environment happen in a matter of seconds.
1. Adapt to Air/Atmosphere: This power enables the character to breathe in any atmosphere, including those that would be toxic and deadly to normal humans. He can instantly switch to the air of his native planet (no choking or coma-adaptation period), and alien or toxic air that he has adapted to in the past This ability applies only to "air" — gases breathed by the character.
2. 2. Semi-Impervious to Toxic Gases: In addition to being abie to breathe toxic air, the character is effectively impervious to poisonous gases, smoke and deadly pollution in the air — not that they don't have some negative affect on him. Exposure to the toxic gas/smoke/polluted air causes the character to cough and have difficulty breathing for the entire period he is exposed to the foul air. During that period reduce all combat bonuses, melee actions and skill performance by 50%. but he can continue to function on an impaired level without physical injury or any other effects (i.e. sleeping gas will oof put the character to sleep, poison does no damage, etc.)!
If exposure to this toxin is less than 15 minutes, the superbe-ing completely recovers after one minute of breathing clean air.
If exposure to the toxin is over 20 minutes, the supertoeing will collapse into a coma-like state; unconscious and helpless but still alive (he will appear to be dead to those without the medical knowledge of a paramedic or medical doctor). The character will recover from a prolonged exposure to toxic gas and breathe it without iH effect or penally after 1D4 hours of exposure to it (same as adapting to a toxic atmosphere), or within 3D4 minutes after being exposed to normally breathable air.
Aerial Adaptation: allows the user to withstand extremely high/low air pressure (one isn't disoriented or deprived of normal breathing capacity by it), and high wind friction, accompanied by an innate immunity to vertigo and/or fear of heights.
Arctic Adaptation: allows the user to live in conditions where the climate usually consists of cold weather, as they possess adjusted breathing capacity, as well as high tolerance (even immunity) to the cold.
Aquatic Adaptation: allows the user to breathe water in lieu of, or along with, a gaseous breathing medium , to swim well and to endure high water pressure and extreme water temperatures.
Darkness Adaptation: allows the user to operate better in dark environments (especially nighttime conditions), with a circadian cycle programmed for nighttime activity, heightened senses and perhaps darker coloration.
Desert Adaptation: allows the user to go longer without water or food and to use it more efficiently, body which deals better with heat, and perhaps coloration close to the color of the desert environment.
Fallout Adaptation: allows the user to survive high amounts of radiation. Users can withstand radiation on levels that would otherwise kill, mutate, or damage them. This might let them survive on non-purified water and foods for long periods of time.
Forest Adaptation: allows the user to adapt to the environmental conditions of all kinds of forests, including jungles.
Gravitation Adaptation: allows the user to adapt to the environmental conditions of gravitational pressure.
Land Adaption: allows the aquatic user to adapt to dry land.
Mountain Adaptation: allows the user to live in very high-up conditions where the air is thin, as they possess adjusted breathing capacity, high air-pressure tolerance, a high cold tolerance and an immunity to the effects of vertigo or similar disorientation.
Plains Adaptation: allows the user to adapt to the environmental conditions of all kinds of plains, including tundra, steppe and cold deserts.
Silence Adaptation: allows the user to adapt to total silence and faction perfectly.
Subterranean Adaptation: allows the user to live in stuffy, low-light terrene conditions like caves/tunnels with vision, endurance and breathing adapted for such (perhaps also adapted for intense heat, if adapted for areas closer to the earth's core).
Urban Adaptation: allows the user to survive the environmental factors of cities, user can withstand air pollution, harsh temperatures, and strong electric signals.
Vacuum Adaptation: allows the user to survive in space unaided, to withstand atmospheres (the friction, intense heat and any poisonous chemical elements) and cosmic radiation, and to maneuver more easily in strange gravity.
Valley Adaptation: allows the user to survive in the valley areas either high or low atmospheric pressure.
Volcanic Adaptation: allows the user to survive mountain areas with high temperatures.
Wetland Adaptation: allows the user to survive the environmental conditions of marshes, swamps, and bogs.