Matter Control PowersHome


The hero can shape any solid material into any desired shape. The shaped material retains its original chemical nature. If the target is living, its internal anatomy is rearranged in such a way that permits life to continue without loss of Health. The new shape can be of any complexity; even intricate machines can be created if the proper materials are available. The newly-Molded target can be Animated, even if the original material or the current shape is normally incapable of movement. This movement is accomplished by the simple act of continually re-Molding the target (think of it in terms of stop-motion animation).

Molded targets retain their basic Material Strength. New shapes may alter the load-bearing capacity of the material. For example, an arch can bear greater weight than a plane and a honeycomb is about the strongest shape there is. Using the Power destructively is easy; using it constructively is harder and requires the player to have some knowledge of basic Engineering.

The maximum range at which the hero can Mold a target is determined by the Power rank. The amount of material the hero can Mold is a mass weighing 100LBS. times the Power rank number. When creating the hero, the player has the option of raising either range or amount affected by lowering the other factor an equal amount. For example, a Rm(30) rank can Mold 3,000LBS. of material at a range of 8 areas. Either factor can be altered by as much as 5CS and produce results as varied as Fb range(contact)/SX(150) effect (15,000LBS.) to SX range(80 areas)/Fb(2) effect (200LBS.). The player has the further option of raising the Power rank +1CS by specializing in Molding a particular type of matter, such as wood, metal, stone, and so on. This option is not available if the hero also possesses any of the Elemental or Molecular Conversion or Creation Powers.

The complexity of the intended design determines what Reason FEAT is needed. Simple, single-component designs require a green Reason FEAT. Complex or multiple-component designs require a yellow FEAT. Extremely complex designs (anything from a clock on up) requires a red FEAT and probably a set of blueprints. Exactly duplicating an existing object also requires a red Reason FEAT. The Power can function for as long as the hero can concentrate. Any failed rolls while attempting a FEAT mean that while the Power has begun to Mold the target, there is a problem because "something doesn't look quite right."

Molding automatically affects any stationary, non-living, unprotected material. Moving targets require the hero to make an Agility FEAT to hit. Living targets are allowed to Resist this Power in the same way they would try to Resist any Energy Attack. As mentioned earlier, living targets can be affected but not directly slain by this Power. A target can be protected from being Molded by the use of such Powers as Force Field vs. Energy, Resistance to Energy, True Invulnerability, certain Magics and Power Controls, temporary Conversion to a liquid or gaseous state, or an equal or higher rank of Molding. The simultaneous use of a protective Molding Power to counteract an offensive one by continually re-Molding the target into its original shape would look positively psychedelic as the target of both Molders continually rippled and wavered).

The Power can be used quite profitably to outfit either heroes or villains with all the arcane and exotic equipment they need. After all, Quinjets, body armor, and nuclear pogo-sticks aren't exactly off-the shelf purchases. Clever use of this Power could raise the hero's Resource level anywhere from +1CS to +4CS; the Judge and player will have to work this out for themselves. ("Okay Jeff, in yesterday's game you remodeled the HQ of Dr. Octopus. Today you try to collect what he owes you.")

Optional Powers include Elemental and Molecular Conversion, Collection, and Crystallization.

Nemeses include Force Field and Molding.

Range: Column A.