Matter Manipulation - Power
Matter Manipulation by Iczer
The character has powers and abilities over loose matter around him, manipulating it almost telekinetically.
1) Move matter: The character is able to make any loose matter in his vicinity (within 10 feet) and hurl it outwards or towards a specific direction. This can be used to funnel smoke out of a room, or to empty a swimming pool, or to assail someone with a hail of pebbles. If the matter is solid, he cannot move individual items weighing over a pound. Otherwise he can manipulate a fair quantity of matter. (50lbs per level of sand, small items etc) With this he is +3 to strike a target and he moves the matter up to 60 feet away, plus 10 feet per level. If applied to a single, hand held item, he may hurl it for double damage up to its normal range. Such an attack may mimic the effects of individual CEF powers. Damage is typically nothing for air or smoke. Rocks and metal scraps will inflict 4d6-6d6 damage. Water and dust will inflict half that. This power may be used to disarm a person within 10 feet, effectively granting a +3 to disarm attempts. Will not work with huge weapons nor weapons with a 2 handed grip.
2) Materiel shield: The character may block matter from approaching him. This takes all actions, but non living matter will stop short from him, about 10 feet. This shield may be maintained for as many rounds as his PE but he may not move, nor can he perform any other actions. If the character has more mass than his own assault him (like a strong character with a sword, an automobile or an avalanche, the field will hold, reducing damage to 1/3rd. if sufficient damage is taken though, the shield will drop.
3) Matter sphere: The character may take surrounding matter and hold it around himself. In this way he can form spheres of air in space, or underwater, or may form large globes of water around himself (leaving his own head free of course). While in the sphere, he may walk at normal pace. There is any solidity to his sphere, he may roll, at double normal speed. Typically being hit with a rolling sphere inflicts 1d4x10 damage and is likely to cause Knockdown.
4) Limited telekinesis: Within 10 feet, the character has a telekinetic PS of 5 and a TK PP of 12 with which to perform numerous actions. (he can make coffee, write in a book, comb his hair etcc.)