Machine Manipulation
Machine Manipulation (Major) by Stone Gargoyle
This power combines aspects of magnetism and shapeshifting. The superbeing can make one machine transform into another.
1. Mechanical Awareness: This is basically the same as the minor superability. The superbeing can sense the presence of surveillance bugs, listening devices, concealed cameras and spy robots. Gains an automatic dodge +4 vs. technology and machine opponents.
2. Magnetism: Attract Metal: The superbeing can attract 3000 lbs, +20 lbs per level, of metal within 50 feet. He can draw the metals together to take on a shape, but unless he also possesses skills related to mechanics and robotics, the machines will only work while the hero is touching and controlling them, to within 50 feet, becoming junk when he loses contact. He does get +20% to mechanical and robotics skills, working with no penalty to robotics skills. GMs might consider letting the hero with this power dual class as a Hardware Expert, also.
3. Machine Creation: Use Robotics and Hardware creation rules to form robotic armors and vehicles. Ignore AI and power sources, as it is the character controlling the construct. He can, however, use his powers to create permanent robotics if he has the skills.