Here are some example Matter Manipulation powers:
Offensive Powers
MATTER CONTROL
Effect: Telekinesis (30 STR), Fine Manipulation Target: One character
Duration: Constant
Range: 400”
END Cost: 8
Description: The character can move, throw, and otherwise manipulate matter without having to touch it.
Game Information: Telekinesis (30 STR), Fine
Manipulation, Special Effect: Matter Manipu- lation. Total cost: 80 points.
MATTER CREATION ATTACK
Effect: Entangle 6d6, 6 DEF/Energy Blast 9d6, Indirect
Target: One character Duration: Instant
Range: 300”/280”
END Cost: 6/6
Description: The character can use his power to create matter in offensive ways. First, he can create rock, metal, or similar materials around a target, imprisoning him. Second, he can create chunks of similar material above the target to drop on him and cause injury. (Treat this as a Physical attack for purposes of interaction.)
Game Information: Cost Power
30 Matter Creation Attack: Multipower, 60-
point reserve; all Special Effect: Physical (-1) 3u 1) Matter Envelope: Entangle 6d6, 6 DEF;
Special Effect: Physical (-1)
3u 2) Matter Dropping: Energy Blast 9d6, Indi- rect (always from above; +¼); Special Effect: Physical (-1)
MOLECULAR INCOHESION
Effect: RKA 2d6, Armor Piercing, Penetrating (x2) Target: One character
Duration: Instant
Range: Touch
END Cost: 14
Description: The character can remove the cohesion between molecules, thus allowing him to rip, tear, or pull apart an object with ease. Even the toughest materials have little chance against this power.
Game Information: RKA 2d6, Special Effect:
Matter Manipulation, Armor Piercing (+½), Penetrating (x2; +1) (137 Active Points); No Range (-½), Reduced STUN Multiplier (1d6-3; -½), No Knockback (-¼). Total cost: 61 points.
OBJECT CREATION
Effect: Major Transform 4d6 (create objects out of thin air)
Target: One object Duration: Instant
Range: No Range
END Cost: 7
Description: The character can transmute air to create objects. Typically this means simple objects that have little (if any) game effect or game definition, such as a coffee mug, a thin board, a shrub, a backpack, or clothes. Creating more complex objects (such as a computer, a marionette, a mechanical or electronic lock, or the like) requires special skills; the character has to know how to build or work with such devices
before he can create working versions of them. In any event, the character cannot create (a) weapons or other objects that should be built and defined using other Powers or rules, (b) objects that improve or enhance a character’s ability to perform Skills, (c) living objects, or (d) objects that could reasonably be considered the special effect of some other power or ability. As always, the GM should apply common sense, dramatic sense, and considerations of game balance when deciding whether to allow specific uses of this power.
A character cannot use this power to create flawless duplicates of other objects, unless (a) he has an appropriate Forgery Skill, and (b) the GM allows him to.
Game Information: Cost Power
50 Object Creation: Multipower, 75-point
reserve; all No Range (-½)
5u 1) Simple Object Creation: Major Transform 4d6 (create objects out of thin air; “heals” back by being broken or re-Transformed), Improved Results Group (simple objects; +¼); No Range (-½)
4u 2) Complex Object Creation: Major Transform 4d6 (create objects out of thin air; “heals” back by being broken or re-Transformed), Improved Results Group (complex objects; +¼); No Range (-½), Requires A Skill Roll (whatever Skill is most appropriate to using or working with the object, such as Computer Program- ming to create a computer; -¼)
Defensive Powers
MOLECULAR COHESION
Effect: Damage Resistance (20 PD/20 ED) plus Force Field (0 PD/2 ED), Only Versus Dis- integration
Target: Self Duration: Constant
Range: Self
END Cost: 2
Description: The character can enhance the cohe- sion of the molecules in his body, making it much more difficult for attacks to penetrate his flesh. Additionally, his control over his own personal molecules prevents other matter manipulators from disintegrating him. (Treat this defense as Biological for purposes of interactions.)
This write-up assumes the character has 20 PD and 20 ED. If not, adjust the Damage Resistance and cost to suit.
Game Information: Damage Resistance (20
PD/20 ED) (20 Active Points); Costs Endur- ance (-½), Special Effect: Biological (-¾) (total cost: 9 points) plus Force Field (0 PD/2 ED) (2 Active Points); Only To Protect Against Dis- integration (-1), Special Effect: Biological (total cost: 1 point). 20 + 2 = 22 Active Points; total cost 9 + 1 = 10 points.
OBJECT SHIELD
Effect: Force Field (10 PD/10 ED), Ablative Target: Self
Duration: Constant
Range: Self
END Cost: 2
Description: The character uses his powers of molecular control to create a ring of protective matter around himself. Attacks gradually wear down the “shield,” forcing the character to re- create it.
Game Information: Force Field (10 PD/10 ED)
(20 Active Points); Ablative (-½), Special Effect: Physical (-1). Total cost: 8 points.
Sensory Powers
MATTER AWARENESS
Effect: Spatial Awareness Target: Self
Duration: Persistent
Range: Self
END Cost: 0
Description: The character’s innate awareness of matter allows him to perceive things he cannot see with the naked eye, even if other physical obstacles (like walls) are in the way.
Game Information: Spatial Awareness (INT
Roll) (no Sense Group), Discriminatory, Ana- lyze, Increased Arc Of Perception (360 Degrees), Range. Total cost: 42 points.
Miscellaneous Powers
CLOTHES HORSE
Effect: Cosmetic Transform 2d6 (clothing into any other clothing)
Target: One set of clothes Duration: Instant
Range: Touch
END Cost: 1
Description: The character can transmute his clothes into any other type of clothes. He cannot grant the clothing any unusual or protective prop- erties; he can only change their appearance.
Game Information: Cosmetic Transform 2d6
(clothing into any other clothing, heals back through another application of this power), Improved Results Group (any type of clothing; +¼) (12 Active Points); Limited Target (char- acter’s own clothes; -½), No Range (-½). Total cost: 6 points.
M
ental/Psionic powers are the powers of the mind: the ability to read, control, alter, and otherwise manipulate minds and thoughts, or do other things with mental power. (This includes, by many settings’ definition, various forms of psychokinetic (teleki- netic) manipulation, but those are covered under the Telekinetic category, below.)Mental/Psionic powers is such a vast and detailed topic that it could fill a book of its own (and has — see The Ultimate Mentalist). Unlike many of the energy types/special effects covered in this chapter, which are typically only found, or found most often, in the Superheroes genre, Mental powers are common to many genres (in fact, argu- ably they’re more common in Science Fiction than in comic books, though usually not as powerful). They also appear in Fantasy as various forms of magic, in occult-oriented Dark Champions games as powers possessed by monsters and freaks, and in Pulp as pychic “weird talents.”
Like Magic, the Mental/Psionic is so broad, so varied from setting to setting, and so subject to defi-
nition by the GM that there’s no one “right” way to address them and how they interact with other energy types/special effects. Therefore, in general, Mental/ Psionic has no special interaction with the other types of powers described in this chapter; it neither gains nor loses against them. (The other sections of this chapter may have some additional information or note exceptions to this general rule.)
CONCLUSION: THE SPECIAL EFFECT: MENTAL/PSIONIC POWER MODIFIER
Since Mental/Psionic powers are by default neutral as to all other special effects, Special Effect:
Mental/Psionic is a +0 Advantage.