CREATE (CONTROL)
| Name | Type | Action | Range | Duration | Resistance | Base Cost |
|---|---|---|---|---|---|---|
| Create | Control | Standard | Ranged | Sustained | - | 2 per rank |
You can form solid objects essentially out of nowhere. 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.
You can form any simple geometric shape or common object (such as a cube, sphere, dome, hammer, lens, disk, etc.). The GM has final say on whether or not a particular object is too complex for this effect. Generally, your objects can’t have any moving parts more complex than a hinge. They can be solid or hollow, opaque or transparent, as you choose when you use the effect, limited by your descriptors and the Gamemaster’s judgment.
To determine the size and Toughness of an object you can create, your object can fill a cube with a distance rank equal to your effect rank -6 and a Toughness equal to your effect rank. Created objects can be damaged or broken like ordinary objects. They also vanish if you stop maintaining them. You can repair any damage to a created object at will by using your effect again (essentially “re-creating” the object). Your created objects are stationary once you have created them, although other effects can move them. Assume a created object has a mass rank equal to its Toughness. You can also create larger objects by decreasing the objects Toughness, increasing the distance rank by +1 for every -1 to Toughness.
CREATED OBJECTS, COVER, AND CONCEALMENT
A created object can provide cover or concealment (if the object is opaque) just like a normal object. Cover provided by a created object can block incoming attacks, but blocks outgoing attacks as well. Attacks hitting the covering object damage it normally (see Damaging Objects). Indirect effects can bypass the cover a created object provides just like any other cover (see Indirect modifier). The Selective modifier allows you to vary the cover and concealment your objects provide.
TRAPPING WITH OBJECTS
You can trap a target inside a large enough hollow object (a cage or bubble, for example). This requires both an attack check against the target’s Dodge and a Dodge resistance check against the effect’s rank. A trapped character can break out of the object normally. Imposing conditions on the target other than just trapping them requires a separate effect, such as Affliction (see Affliction), which you may wish to acquire as an Alternate Effect of Create (see Alternate Effect).
DROPPING OBJECTS
Simply dropping a created object on a target is treated like an Area Effect attack based on the object’s size (see Area extra). The object inflicts damage equal to its Toughness, and targets get a Dodge check to evade the falling object. A successful check results in no damage (rather than the usual half damage).
While a created object can potentially be wielded as a weapon or improvised weapon, the effect cannot otherwise create attacks or other effects; you must acquire these effects separately (perhaps as Alternate Effects).
SUPPORTING WEIGHT
If a created object needs to support weight—created as a bridge or to support a weakened structure, for example—it has an effective Strength equal to its rank. You can “shore up” a created object by taking a standard action and concentrating, increasing its Strength by 1 until the start of your next round. You can also use extra effort to increase a created object’s Strength for one round, and these modifiers are cumulative.
EXTRAS
Continuous: Continuous Create makes objects that remain until they are destroyed, nullified, or you choose to dismiss them. +1 cost per rank
Impervious: Applied to Create, this extra makes the objects’ Toughness Impervious. +1 cost per rank
Innate: Continuous or Permanent Create with this modifier makes objects that cannot be nullified, they’re essentially “real” objects for all intents and purposes (although the user can “unmake” them at will unless the effect is also permanent). Flat +1 point
Movable: You can move your created objects around with a Move Object effect at your Create rank (see Move Object). +1 cost per rank
Precise: You can create more precise and detailed objects. The exact parameters of Precise Create are up to the GM, but generally, you can create objects with moving parts, and considerable detail, treat as a rank of the Equipment Edge per rank Flat +1 point
Selective: You can make your created objects selectively “transparent” to attacks, blocking some while allowing others (yours and your allies’, for example) to pass through them. You can also selectively make your objects solid to some creatures and incorporeal to others, such as allowing one person to walk through a created wall, while blocking another. It takes a Quick action to change the selective nature of an object; permanent created objects cannot have their selectivity changed once they are created. +1 cost per rank
Stationary: Your created objects can hang immobile in the air. They resist being moved with a Strength rank equal to the modifier rank. Unless you have the Tether extra or the Movable extra, you cannot move a stationary created object once it’s placed any more than anyone else can. +0 cost per rank
Subtle: This modifier either makes created objects not noticeable as constructs for 1 rank (they look just like real objects) or not noticeable at all for 2 ranks (such as objects composed of invisible force). Flat +1 or 2 points
Tether: You have a connection to your created objects, allowing you to exert your own Strength to move them (provided you are strong enough to do so). Flat +1 point
FLAWS
Feedback: You may suffer damage when your created objects are damaged (see Feedback flaw for details). -1 cost per rank
Permanent: Permanent created objects last until destroyed or nullified. Unlike Continuous Create, you cannot choose to dismiss such objects; they are truly permanent. You cannot repair permanent created objects or otherwise alter them once they’re created. +0 cost per rank (for a Sustained effect)
Proportional: Your created objects have an effective Rank split between Toughness and distance rank (-6) not to exceed the total rank of the effect, rather than a distance rank (-6) equal to Effect rank and Toughness equal to Effect rank (effectively Effect rank x2 combined). So at Rank 2, you can create an object with a distance rank of 0 (-6) and Toughness rank of 2, or vice versa, or anywhere in between, so long as the sum of the two ranks does not exceed your Create rank. –1 cost per rank





