Object Fusion
Object Fusion (Major) by Iczer
The character has the ability to fuse two objects together to form new and varied equipment. This power, while taxing, makes the character a provider of unique items.
1) Optimize: The character takes two similar objects and meshes them by physically pushing them together. Formed from these remains are a single object (and some leftover pieces) with the combined capacity of both. Fusing 2 handguns is most likely to produce a double barreled version. Fusing two automobiles will produce a high speed, heavily armored version. The new creation has abilities equal to the sum of it’s parts, minus any redundant pieces. The only drawback to this are that mass is conserved and that power and energy requirements are also conserved (so the dual automobile now needs twice as much fuel). This ability can also be used as a method of assembly, fusing essential components together to create a single device in a fraction of normal assembly time.
2) Distribution: The character can mesh two items together to create 2 items. One the pinnacle of engineering, the other a cheap piece of trash. The Pinnacle of engineering has the best attributes of both items, while the other has the worst. Each item looks a lot like a fusion of technologies, resembling both parent items but matching neither. Essentially, the better of the two gets the best of 2 properties, while all other features are simply averaged. An additional property may be selected at levels 3,6,9 and 12. (Example. Mixer combines his shotgun with a friends Revolver. Being 3rd level, his new creations are a Revolver sized shotgun (better size, better damage) with 8 round capacity (ammo feed). Of course this power also produces a shotgun sized weapon that fires .38 rounds with a six round capacity. Range for both weapons (un unselected feature) is the average of both.)
3) Leveling: The character can also take a large group of items and mesh all their qualities so that all are average. By taking a dozen or so miscellaneous handguns, the character can create a dozen handguns with identical (average) abilities (range, size, ammo capacity, damage)
4) Merging: The character can simply combine two objects to make a new item. Merging a clock radio with a shotgun would make a shotgun radio. Merging a microwave with a refrigerator would produce a refrigerator with an in built microwave. 5) Materiel merge: The character can also swap construction materials around as well. A character with a ceramic knife and a Samurai sword, can create a ceramic samurai sword and a metal knife. Other properties are compensated for in this power, so the samurai sword will inflict the same damage. And switching the materiel properties of a power suit with concrete could be both interesting and potentially debilitating.
6) Other bonuses: Obviously, when used for repairs and rebuilds, this power adds +10% to electronic and mechanical skills, as well as to carpentry and general repair and maintenance
7) Notes: Obviously this power has a little GM intervention required. If the player meshes a Porsche with a Train the GM may have to step in to deliver a final verdict. Also there are practical limits to the ability, and the GM may make mass rulings if need be to prevent an player from meshing his car with a Goliath class spacecraft. He must be able to touch both (or all) items at once, and with the exception of leveling, he can only affect 2 items at once (with a third at 5th level, and a fourth at 9th level) The process takes a minute, requiring constant contact, so is inadvisable in combat. No new abilities are created when the power is used. Combining a torch with a sword will not produce an energy weapon. Items that are merged stay merged until the Player, or someone else with the same power reverses the process. Merging a microwave oven with a sword could make either a sword too heavy to hold or a microwave oven with a blade that can hold items about an inch thick. Objects once combined meshed merged or whatever, cannot be merged again.