Squirrelly-sama wrote:26) A few questions on the Create effect
Before we get into this, let me just say that I sometimes wish the Effects were numbered instead of named, because then maybe people new to the game would make fewer assumptions about what each effect actually does. It's not their fault, and I know numbering the effects would make the game far less accessible, but this comes up a lot.
Create doesn't exactly create anything you want. The Create Effect essentially makes a volume of space that has mass and a Toughness trait, no more, no less. This Toughness Volume* can be used for any of the 4 mechanical effects described in the book:
- Cover and Concealment - you can hide behind it or inside it, like a bunker or protective wall.
- Trapping - you can trap other people behind it or inside it, like a cage or a bubble.
- Dropping - you can bonk or crush people with it.
- Supporting Weight - keep things from falling down
This is literally all the Create Effect is supposed to do. If you want to do something else, it's a different effect.
Moving on . . .
Squirrelly-sama wrote:26a) Continuous Creations: do they count against your total mass created? If I created something with mass 2 does that mean the effect is now 2 ranks weaker until I dismiss it?
This is actually a good question that I don't believe is officially addressed anywhere. Personally, I say no, meaning that yes, given enough time and even a little Continuous Create, you could in fact build a castle, MineCraft-style. Create 8 would make a Toughness Volume of 250 cubic feet weighing 6 tons and the same Toughness as a foot of stone every round, so assuming your Descriptor was to make stone you could easily make a stone house in about a minute, with stairs to a second floor, a chimney, and even working doors (hinges are specifically mentioned in RAW).
I think this would fit genre for most characters who can create or manipulate material that generally stays until it breaks/melts/whatever. It's not really that abusive, unless of course you're trying to make a weapons factory.
Squirrelly-sama wrote:26b) How do you handle created weapons and equipment? Say some guy creates a sword with the power, does that sword still give normal equipment bonuses like a generic sword?
Is this something you want to happen in your superhero game? I don't mean to be obtuse, but let me explain where I'm coming from. Generally the Superhero PCs that players make are relatively self-sufficient and built close to PL caps and have purchased everything they need for their concept (or as close as they can within budget constraints) so if those PCs need swords, they already have them, because equipment is cheap. So if they don't need it, who is "some guy" and why is he handing out free swords when he presumably has the ability to do a lot more? Is he arming the populace to overthrow the government? If so, that's a huge plot element and it doesn't need costing out.
But to answer your question, it depends on how you build it, and I wouldn't use Create. I can think of at least 4 ways I might do that:
- Create Equipment: Variable 1 (Mundane Equipment), Continuous +1, Affects Others +1, Subtle, Innate = 11p. This would allow you to create any piece of equipment in the book under 5ep, and a generic sword is 4ep. A GM allowing this may also allow 1ep of customization for equipment. It would take a Standard Action to make it and either keep it or give it away. You could buy it up to make it faster, but technically using Affects Others takes a Standard Action to give the power to someone, so I'm not sure how that should work, and really how fast do you need to churn these out? Technically the creator could also dismiss the sword anytime, but I don't think making it permanent should be a full flaw, especially since as a piece of equipment it can be easily taken away, disarmed, or stolen.
- Enhancement: Variable 2 (Magic Weapons), Continuous +1, Affects Others +1 = 18p. This allows you to make a power in the form of a magic weapon with up to 10p. You could make a Flaming Sword (Str-based Damage 5, Secondary Effect) and since it isn't built as equipment or with any removable flaw, this Flaming Sword can be given to someone as a full-on power that cannot be disarmed or taken away, although it can be nullified or dismissed by the creator.
- Transmutation: Transform 3 (Anything into Anything), Continuous - 18p. This is from the Element Power Profile regarding Transform:
Transform with the proper effect and rank can create equipment as the GM sees fit. Certainly, the effect can create weapons, tools, and similar things; A broad enough effect can probably create electronics and machines as well, up to and including vehicles, with sufficient rank. Transform cannot create devices, although the GM may permit it as a means of jury-rigging them (Deluxe Hero’s Handbook, page 212).
So 3 ranks of Transform could turn 6 pounds of steel/atmospheric nitrogen/kittens into 6 pounds of sword** as a Standard Action. Now apparently that's slightly heavy for a sword, but the real concern is the rank. Generic swords are rank 3 Str-based Damage, and using Transform to simulate other effects (as described in the sidebar for Transform in the core book) it is recommended to limit those effects to the rank of the Transform.
- Handwave it: I can't imagine a situation where a PC has to create a lot of swords in a short period is going to come up often, so I assume this is the kind of thing that could be handled by a stunt or a Hero Point, as Fuzzy Boots mentioned.
Squirrelly-sama wrote:26c) How does subtle work exactly in relation to create?
The base assumption is that Toughness Volume is made out of the same stuff all the way through. From the core book description for Create:
They may be made of solidified energy, “hardened” water or air, transmuted bulk matter, ice, stone, or some other medium, depending on the effect’s descriptors.
The best known example would be Green Lantern; all the stuff he makes is green and glowy, and it's always pretty clear who made it. Applying 1 rank of Subtle in this case makes the object not obviously constructed with a power; it's kind of a third use of Subtle, besides the DC20 Perception Check or the need for a non-standard Sense. One interpretation could be If someone had a Sense of an appropriate descriptor for the Create (ie Lantern Awareness), they may be able to spot a Subtle 1 construct even if it seemed real to everyone else, but 2 ranks would be undetectable.
26 d-e : Fuzzy's got it.
Squirrelly-sama wrote:27) Strength-based blast damage. Basically a hero who can project his strength over a distance, perhaps he can warp space that his punchs can reach villains, or maybe he is a spearman and regualarly hurls his spears enough to warent it being an actual effect to be bought.
If the Ranged Damage is the same rank as his STR, then you can just buy the Ranged Extra separately and say it applies to his STR damage. If it does less, buy fewer Ranged ranks; if more, add on STR-based damage and Range ranks. If it's Removable (say that spear), calculate based on the total of the separate Extra.
Squirrelly-sama wrote:28) Recoil and self knockback. Basically the premiss of having an attack so powerful it knocks you back. Normally not a good thing but the concept I was invisioning was a controlled self knockback to launch the attacker out of melee range, the downside being that it always knocks the attacker out of melee range. I was thinking a linked Leaping 1 or would it be a feature?
So it's a melee attack that always knocks you back 15' out of melee range? If your PC has a ranged attack, it's not that big a deal, and even if he doesn't, closing 15' is a single move action for just about everybody. In terms of action economy it's about equal to being Dazed for a round; even being knocked prone is a bigger threat since you're more vulnerable to close attacks. It would be a GM call and I would need more context; I don't think it should be worth more than a point, but I'm not sure if it should be a Feature or a Quirk.
Squirrelly-sama wrote:29) Partially Ranged Damage: I've seen attacks that have partial Area affects on their blast attacks I was wondering if something similar can be done with making melee attack partial ranged. The idea is that if the attack hits at melee than they take all the damage but if they parry they still have to dodge the ranged effect. Example: The hero Rune Knight is a magic swordsman type character, she focuses on enchanting her blade and has achieve a level of skill high enough to cast and strike at the same time. Basically chaneling a fireball or what have you thought the blade.
I'm gonna start with no, because the mechanics are really weird, and see if I change my mind by the end. Those partial Area were used to define the difference between a direct hit with an explosive missile and just get caught in the blast area of the explosion. The Heavy Weapons Gadget Guide goes into more detail, but essentially they build it as an Area first and then additional ranks for "Direct Hit" Damage. Here's the example they give:
A missile is Ranged Burst Area Damage 8 with Ranged Damage 2 (direct hit). If the missile scores a direct hit, the target resists Damage 10
(the base Damage, plus the direct hit). If the attack check fails, the target resists the missile’s Burst Area Damage normally (including rolling a Dodge resistance check to halve the effect).
The Direct Hit adds an Attack check to the Area Attack, which normally requires no check. Conversely, Range and Melee both require checks with different attack bonuses. There's actually a stronger argument to make the attack Partially Perception Range, since Perc like Area is PL capped and requires no attack check. I still don't know if I'd allow it, but it seems simpler to resolve.
Flaming Runesword: Perception Damage 6 plus Close Damage 4 (direct hit) = 22p
This would allow for a Damage 10 melee attack check, including any tradeoffs and circumstance modifiers, with the target resist Damage 10 on a direct hit and Damage 6 on a miss. That's actually pretty close to what you asked for, but there's fewer rolls. If you wanted the target to get a check versus the Perception attack, you could add 5 ranks of Resistible Flaw . . . although technically that would mean the target could resist the Direct Hit and effectively take only 4 damage. I was going to suggest Linking two attacks, but the first line says they need to be the same range -- obviously to avoid these kind of problems.
Yeah, I don't think it's going to work quite the way you suggested, but hopefully this is good enough.*Yeah, Toughness Volume! That would keep people from thinking it's a weapon factory power. I may use that all the time now.