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MCo6 - Molecular Conversion* (81-100) The
hero can transform any material into a desired compound. This Power is an
enhanced version of Elemental Conversion. Whereas that Power could only create a
single specified element, this Power can create a number of elements
simultaneously and arrange them in a desired molecular configuration. The matter
to be converted can be composed of any element, compound, or combination
thereof. The elements that result can be any of the hundred-odd natural,
artificial, and mythical elements. The compounds they form can likewise be real
or mythical. An example of a fictional compound is the alloy Adamantium, a steel
alloy that only exists in the Marvel Universe. Mythical compounds or compounds
that incorporate a mythical element (like Vibranium) require a red FEAT to
create. Note: it has never been established whether Vibranium is an element or a
compound; while I choose to refer to Vibranium as an element, Judges are free to
decide for themselves whether it is an element or a compound in their campaign.
Most other compounds require either a green or yellow FEAT to create. The more
complex a compound's formula is, the harder it is to create. As a rule of thumb,
a compound whose molecules incorporate from two to twenty atoms can be created
by a green FEAT. A compound with molecules of from twenty-one to one hundred
atoms, or alloys of various compounds, requires a yellow FEAT; examples include
hydrocarbons. More complex molecules or alloys require a red FEAT; examples
include polymers, proteins, and other compounds essential to life. Obviously,
playing this Power requires knowledge of basic chemistry. At the least the
player must have a crib sheet filled with various useful compounds and their
formulas. The
hero can after a finite amount of matter each turn. The mass limit is the number
of pounds equal to the Power rank number. The amount of matter converted weighs
the same either before or after Conversion. The heavier the resulting compound,
the smaller its volume. Conversely, the lighter the compound, the more volume it
has. This simple fact can be exploited as a variety of Power Stunts. For
example, a fist-sized rock can be transformed into a roomful of the mixture of
gases we humans consume as air. The
maximum range at which the Power can affect a target is determined by the Power
rank; distances are shown on column A of the Range Table. At the time the hero
is created, the player has the option of increasing either the Power's range or
amount affected by decreasing the remaining factor an equal amount. For example,
an Amazing rank can Convert 50 pounds at a range of 20 areas. Either factor can
be modified by up to 7CS. This can produce such extreme combinations as Feeble
range (Contact only) and CL3000 effect (3000 pounds per turn) or CL3000 range
(10,000 miles) and Feeble effect (two pounds). The
player also has the option of increasing the Power +1CS by making its effect
temporary. Normally, Conversions are permanent or at least remain until a
reverse Conversion occurs. If the player chooses the temporary option, the
Conversion only lasts a maximum number of turns equal to the hero's Reason rank
number. While permanent Conversions may be fatal to living targets (it depends
on what was Converted and what the result was), the temporary form has the
side-effect of placing the target area into a form of Suspended Animation until
the Conversion wears off. Of course, the Conversion can have severe, even fatal,
effects on the rest of the living target if the entire body is not Converted. The
target must be in line of sight of the hero for the Conversion to occur. The
Power can function even if a normal, transparent barrier such as glass separates
the hero and the target. The
minimum amount of material that can be affected by the Power is limited only by
the hero's eyesight. In practical terms, the smallest size a Normal Human can
see is 1/128th of an inch. Below that requires the use of something to enhance
the hero's vision. Stationary,
non-living, unprotected targets are automatically affected by this Power. Moving
targets require an Agility FEAT in order for the hero to hit the target. Living
targets are allowed to resist Molecular Conversion just as they would any Energy
Attack. Targets can be protected from being effected by this Power through the
use of other Powers including Force Field vs. Energy, Resistance to Energy, True
Invulnerability, various Magics, and various Power Controls. Such Powers will
completely protect against a lesser or equal rank Molecular Conversion and offer
partial protection against higher ranks. The Judge is free to decide the results
of partial protection. Optional
Powers include Matter Animation and Molding. |