Your skin takes on the xenodermic properties.
Roll 1d6
1. Tree bark - +1 DR
2. Stone - Can't be harmed by piercing or slashing weapons, takes double damage from bludgening weapons. +3 DR
3. Diamond - +6 DR
4. Normal - No special skin
5. Plasma - 1d4 fire damage when skin is touched by Anything not immune to fire
6. Glass - -4 DR Can wear no armor that day nor may you carry more than 1/3 your carrying capacity.
Each day you reroll to see what type of skin you get for the next 24 hours.
If your CoP mod. is 0 you can control rather or not you are in "skin" mode; if your CoP mod. is negative you can not; if your CoP mod. is positive you can negate the "skin" mode on certain parts of your body (such as the hands, feet, head.)