Power
Matter Manipulation
You can alter the physical properties of objects and people.
Basic Matter Manipulation: By touching a single object or person, you can alter their mass or size. This is a Create Advantage action using Physique. The opposition starts at 2 and increases based on how much you're altering the target. Unwilling targets can replace that base value with an active defense using Physique if they choose.
For each factor that you're doubling or halving something by, add 1 to the opposition. For example, halving both the size and mass of something simultaneously would make the passive opposition 4 and would add 2 to the active opposition. Making something eight times its normal size without changing its mass would make the passive opposition 5 and would add 3 to the active opposition
Additionally, if the target is extremely large (larger than a truck) or extremely small (smaller than an ant), then the opposition will increase further at the GM's discretion.
Enhancements
Master Matter Manipulation: You gain +2 to Physique when using this power to alter something's physical properties.
Multiple Matter Manipulation: You can use your power on a group of multiple willing or inanimate targets at once as if they were one large target, provided all of the targets are in the same zone and are in contact with each other.
Remote Matter Manipulation: You don't even need to touch something to alter it. You can use your matter manipulation powers on anything you can see in your zone whether you're in contact with it or not.
Common Power Synergies
Phasing: If you reduce your own density enough, you can even pass through solid objects.
Super Toughness: You always keep the outer layer of your skin extra dense as an extra bit of protection.
Super Form: You naturally have an extra-large or extra-small form that you regularly switch to for battle.
Drawbacks
- You do your best to control it, but sometimes your power activates all by itself. Things that you touch can experience Unplanned Alterations.
- All that extra mass has to come from somewhere, and in this case it comes from you. When you're in your normal form, you're Extremely Heavy.
Collateral Damage Effects
Dematerialization: If you put all your willpower into it, you can make someone so insubstantial that they can't even physically interact with their surroundings. This effect wears off after their next turn, but it can have lasting effects permanently weakening the surrounding floor or walls.