Absorb and Redirect Matter
Absorb and redirect matter [Major] by Iczer
'Let me just grab this wall for a second'
The character can breakdown and absorb Matter on a molecular level and then absorb it to use later, even to forge ammunition from the proceeds.
1) Destroy matter: By touching an item, the character can inflict 1d4x10 damage to an object (subtract its AR from damage done). This works on any solid matter, including heroes transformed into inorganic forms, but fails to function on living creatures and plants (though dead wood dissolves just fine).
The destroyed matter is absorbed into the body. The character effectively holds up to 50 SDC of destroyed matter (plus 20 per level) inside himself.
2) Absorb Liquids and gasses: The character can also absorb liquids. consider every gallon of liquid to be the equivalent of 5 SDC of matter. An area 10x10x10 feet of gasses is also considered to be 5 SDC of matter.
3) Expel held matter: The character can make use of held matter. By expending 5 SDC of held matter, he may create and fire a single bullet, inflicting 3d6 damage out to 140 feet (+2 to strike) he may instead create a flechette type round, or shotgun blast that inflicts 2d6 out to 40 feet, but with +6 to strike.
If the character holds any flammable liquids, he may make a flamethrower style blast, expending 5 SDC worth of fuel for a 3d6 blast with +4 to strike out to 60 feet.
Likewise, he may deliver a payload of absorbed gas as a spray out to 80 feet.
4) Chemistry set: By concentrating, a character with the chemistry skill can mix and match stored chemicals inside his body to produce different results. By mixing absorbed oxygen and hydrogen, he can create water. this requires a chemistry roll at -20% or a chemistry analytical roll (no penalty) to perform. a failed check spews the ingredients outwards. In a similar manner, the character can spread a small amount of absorbed silver over a lot of absorbed iron to make silver coated bullets.
5) Immune to gasses and acids: The character can make himself immune to inhaled gasses, contact poisons, acids and bases, by simply absorbing them as they come into contact. the concentration required to keep this up reduces the character's attacks per melee by 1 every round and reduces initiative by 4. alternatively, the character may use this power to parry these styles of attacks. this takes an action and requires him to compare initiative rolls with the attacker. If he fails, he absorbs the attack, but only after being subjected to it. note that the character cannot protect himself from complete immersion in acid. after he absorbs his maximum load he is still coated in acid so this provides limited protection. Note also that he has no special immunity to temperatures. absorbing a gallon of lava will destroy the matter in question, but the heat will be transferred to the character (who must be touching it).