Duke Awesome wrote:Hello Forum, after the excellent advice from my last inquiry I was wondering if I could get some help with the creation power.
As others have mentioned above, Create is an Effect, not a Power. The difference is that Effects are just the mechanical game effects of a Power; think of them as the skeleton or wireframe underneath a Power, while a Power is fully fleshed out with one or more Effects and a Descriptor that describes what it looks like, how it behaves and how it interacts with other Powers. You should figure out what you want your Power to do before you start picking out Effects.
Create at its most basic is simply a defined volume (default is simple geometric shapes) with Toughness and mass. The volume, toughness and mass are all defined by the rank of the Create effect. Everything else about it is defined by Modifiers and Descriptor; energy will behave differently from earth will be have differently from ectoplasm, etc. The four subheadings under Create (Cover, Trapping, Dropping and Support) are just logical uses for a Created object and all could just as easily apply to found "real" objects in the game setting.
Beyond these, Create has no inherent effect on the game environment, but the Power you build that includes Create could do more if you add more effects.
For instance, your "growing additions". It sounds like the goal of that aspect of the Power -- the Effect you want -- is to be able to climb buildings easily. You could just make this with Movement (Wall-Crawling) with the descriptor that the wall forms handholds and ledges for you. That normally costs 2p, so you could by that separately, or you could make it an Alternate effect of the Create Effect for 1p.* Murkglow's suggestion of Transform also works if you wanted to do more than make climbing easier, but it might not be something you would use often, so it could just be a power stunt.
Making "real" stuff like marble statues and steel engine parts would involve your Descriptor and a few Modifiers. If you can conjure up fully-formed real objects, then the Create Effect should be continuous and Innate, and Precise if it's more complicated than a basic shape, and a strict GM may require a rank or 2 of Variable Descriptor if the objects can be any material. If you don't create it out of nothing but make it from existing materials (like a sufficiently large chunk of marble for the statue), you could simply have an Alternate Effect of Transform, since changing things into other things is the Transform Effect.
Razorwire and Caltrops are essentially Damage Effects (Sustained or Continuous, probably Area, maybe Linked to Afflictions that Hinder or Immobilize), and would be another Alternate Effect or power stunt. Filling a hallway full of it would cause anyone passing through it to have to resist those Effects just like if the were attacked with them. Depending to the Descriptor, someone with Flight or Wall-Crawling on the ceiling may be able to avoid it unless it goes all the way up.
*One of the advantages of putting small Effects in Arrays is that you don't have to worry too much about modifiers and points. For instance, if you have Create 10, that's 20p, and any alternate effect can have up to 20p to work with. Now Wall-Crawling is relatively cheap, but to make it work the way you want you might argue that the handholds are useable by Others, and Continous, and maybe an Area Effect and Reversible, but limited to Walls and blah blah blah. You and your GM could just look at it and say "Whatever! This alternate lets you turn any building into a climbing wall, you have enough points, it doesn't break the game, and done!" Don't let the details bog you down.