D u ration: I nstant, but the alteratio n of the te nsile strength tio n ) of any meta l with i n a 30 foot (9 m) rad i us. Location
is permanent. will be sen sed as nearby o r at the ed ge of the range. Th i s
abil ity can be u s e d t o detect metal objects and ore be
Damage: None, but objects/be i n g s mad e of metal can neath the g ro u n d up to two feet (0.6 m) deep per level of
have their A R . reduced . experience . Simi larly, th e character can sca n a person o r
bag/conta i n e r b y movi n g h i s h a n d over the person or item
Attacks per Melee: Each u se of this a b i l ity co u nts as to d etect any meta l or concealed meta l weapon on the
three melee attacks/acti ons. person or in the container. Range is one foot (0.3 m) and it
takes one melee rou n d to completely scan one pe rson . I n
Bonus: None. this case, the character can sense exactly where the
metal item is located/concealed .
4. S h a rpen Meta ls : The character ca n sharpen the
edge on a ny relatively th i n metal object (an inch or less 9. Other Abilities and Bonuses : This ability also gives
thick) by ru bbing it betwee n his fi n g e rs. Th is aspect of the h i m the eq u ivalent of the Recognize Weapon Quality (and
power can be used to sharpen man made weapons and tool s) ski l l with a proficiency of 80% +2% per leve l of ex
tools as well as to create blade weapons, nails, and simi perience. Can appra ise the va l u e of any precious meta l ,
lar. ore, o r jewel ry by s i g h t a l o n e with a proficiency o f 70%
Range: Touch. +2% per level of experience . Can g rasp and hold o nto any
metal wea pon o r object with a vice-l i ke g ri p that p revents
D u ration: U nti l reasonable use dulls the blade. d isarming him.
Attac ks per Melee: Each u se of this a b i l ity counts as fou r M o l ec u l a r Com p ress i o n
melee attack/acti o n .
By compressing the spaces between a i r o r water mole
Bonus: A blade sharpened by this power is +2 to dam cules, this powe r creates "hard " air/water that can be used
age. l i ke a barrier, sh ield , armor or p rojectile. To a fa r lesser
degree, molecu lar com p ression ca n even be used o n solid
5. Restore Meta l : The super being can restore rusted , materials, but the effects a re n ot nearly as impressive, nor
fatig ued , d e nted , cracke d , damaged and scrap metal to as as effective as when u sed on air, water or a combination
good as new. of the two . U n l ike the h ig h-tech Air Oensifi e rs of Fabrica
tors I nc. , this abil ity to density molecu les is far mo re flexi
Maximum Weight: 20 Ibs (9 kg) per level of experience. ble and u n der the complete co ntrol of the su per bei n g .
Range: Touch. 1 . A i r S l u d g e : A basic u se o f this abil ity is t o compress
the air and moistu re molecu les arou nd h i m to th icken it.
Duration: I n stant results. The effect makes it difficult for those around the su per be
ing to move freely .
Damage: None.
Ran g e : 20 foot (6. 1 m) rad i u s aro u n d the super bei n g ,
Attac ks p e r M e l e e : Each restorative touch cou nts as o n e with h i m i n t h e center a nd t h e effect following h i m wher
melee atta ck/acti o n . eve r he goes.
S. S hoot Metal Pieces : B y touching metal with one D u ration: The co mpress ion lasts for as long as the hero
hand and pointi n g with the other, the super being can con centrates.
cha nnel and fi re metal ball beari ngs or blade-l ike shard s
from h i s fi ngers. Damage: None, but everyo ne/th i n g with i n the s l udge area
fi n d s it difficult to move : Red uce Spd by 30% , -1 attack/ac
Ran g e : 200 feet (6 1 m) + 1 0 0 feet (30 . 5 m) per level of ex tion per melee ro u n d , -2 on i n itiative and a l l combat rolls.
p e r i e n ce . P l u s the s u per being ca n see and fee l b u l lets and projec
tiles come toward him, enabling h i m to attempt to dodge
Damage: 2 06 pOints of damage per ball bearing/bullet or them with out penalty. Note : Objects/people that move
blade. H e can fi re one from each of th e fou r fi ngers , one at faster than 200 mph (32 0 km) a re u n affected by this abil
a ti me or in vol leys of 2, 3 , or 4 (doing 4 06 , 606, or 8 06 ity .
pOi nts of d a mage respectively for a simu ltaneous volley).
Attacks p e r Melee: Having t o focus and concentrate on
Attac ks per Melee: E ach si ngle shot or volley of 2-4 maintaining the i nvisible Air S ludge means the su per be
cou nts as o n e melee attack. ing loses two of h is own attacks per melee ro u n d , but he is
othe rwise u naffected by the effect.
Bon us: As per the character's u sual bonuses .
2. Molecu lar Ba rrier: M a n i p u lati ng a i r and moistu re
7. Meta l I nv u l n e rability : The cha racter is i mpervious mol ecu les, the characte r ca n effective ly create a barrier of
to a ny object made of meta l , including swords, kn ives , " h a rd" a i r/water (a sort of force fie l d ) to block open i n g s ,
axes, ham mers, othe r melee weapon s made of meta l , as doo rways or create a wa l l . The barrier appears as a s o rt o f
wel l as metal ti p ped arrows, b u l lets and other metal pro rol l i n g , liqu id haze, s i m i l a r t o the effect o f h eat vapors ris
jectiles, sh rapnel , etc. Whe n they hit, they sti n g , and wi l l ing from the g ro u n d , so it is visible if one is paying atten -
p u t holes i n his cloth ing/costume, b u t do no physical dam
age to the super being h i mself, bouncing right off of h i m .
Likewise, t h e p u n ches, kicks a n d b u i lt-i n weapon s ( b l u n t
or blade) of any being made of meta l , incl u d i n g cyborgs,
power armor and robots , that stri ke th e Meta l Manipu lation
character i n hand to hand co mbat do 25% their norma l
damage.
S . Sense Metals : The character instantly reco g n izes
the metal conte nt of o re , scra p o r parts he sees o r
touches, a n d ca n sense the presen ce (and vagu e loca-
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