你可以凭空造出固态物质。它们可能是由凝固的能量、“硬化”的水或空气、转化出的大量物质、冰、石头或其他一些物质所构成,这取决于效应的标签。
您可以塑造出任何简单的几何形状和常见的物体(如立方体、球体、穹顶、锤子、透镜、碟形等)。对于某一特定物体是否过于复杂而效应无法成到这种效果的情况,GM拥有最终裁定权。一般来说,你的物体不能有比铰链更复杂的活动部件。它们可以是实心的,也可以是空心的,可以是不透明的,也可以是透明的,这取决于你在使用效应时的选择,也受到你的标签与GM的判断的限制。
你可以创建一个最大体型等级等于效应等级和韧性等级等于效应等级的物体。创建的物体可以像普通物体一样被损坏或破坏。如果你停止维持它们,它们也会消失。您可以通过再次使用您的效应(本质上是“重新创造”该物体)来修复对已创建物体的任何损坏。创建的物体在创建之后是静止的,尽管其他效应可以移动它们。一般来说所创建的物体的质量等级与其体型级别相等。
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. You can create an object with a maximum volume rank equal to your effect rank and 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 volume rank.
创建物体、掩体和隐蔽
创建出的物体可以像普通物体一样为你提供掩体或隐蔽(如果对象是不透明的)。你创建出的物体提供的掩体可以阻挡他人的攻击,但也可以阻挡住你的攻击。攻击击中掩体照常会对其造成伤害(参见“破坏物体”,第189页)。
有间接修正的效应可以像绕过其他掩体一样绕过创造出的物体提供的掩体(参见间接修正)。选择性修正允许您更改物体提供的掩体和隐匿。
用物体捕获
你可以把目标困在一个足够大的中空物体里(例如笼子或泡泡)。这既需要对目标的Dodge进行攻击检定,目标也要对抗效应等级进行Dodge抵抗检定。
被困住的角色可以正常地冲出物体。对目标施加状态而不止是捕获他们,这需要一个单独的效应,比如折磨(见本章中的折磨),你可能希望购得它,将其作为创造的一个替换效应(详情见本章中的替换效应)。
扔出物体
简单地将一个创造出的物体扔到一个目标上,根据该物体的大小将被视为一个范围攻击效应(参见超能章节中的范围化优化)。该物体会造成与其韧性相等的伤害,目标得到Dodge检定以躲避掉落的物体。检定成功不会造成任何伤害(而不是造成通常的一半伤害)。虽然被创造出的物体可以作为临时武器使用,但创造效应不能创造出攻击或其他效应;您必须单独获得这些效应(可以将其作为替换效应)。
支撑重量
如果一个被创造的对象需要支撑部分重量——例如,作为创造出桥梁或者支撑一个被破坏的结构——那么它的有效力量就等于它的等级。你可以“强化”一个被创造的物体,通过一个标准动作和进行专注来为其增加1力量,直到你的下一回合开始。您还可以在一回合中使用极限突破来增加创造的力量,并且这些修正会累积。
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, page 189). Indirect effects can bypass the cover a created object provides just like any other cover (see the 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 in this chapter), which you may wish to acquire as an Alternate Effect of Create (see Alternate Effect in this chapter).
DROPPING OBJECTS
Simply dropping a created object on a target is treated like an Area Effect attack based on the object’s size (see the Area extra in the Powers chapter). 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 an 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.
英雄幕后: 创造v召唤
创造和召唤有着相似的效果:都是“凭空创造”东西。那么什么时候角色应该两中取其一呢?实际上,创造制造的是无生命的物体,而召唤制造出的是某种能够独立行动的生物(尽管在召唤没有意识的生物,如机器人或僵尸时是受到限制的)。因此,一个能够创造“冰雕”的角色,例如:墙壁、滑梯、柱子等等,应该有创造。另一方面,一个能够召唤动画中的雪人的角色应该是召唤的,而一个强力的“驾驭冰元素”超能很可能同时具有这两种效应!
UNDER THE HOOD: CREATE VS. SUMMON
Create and Summon are similar effects: both “create” things out of nowhere. So when should a character have one and not the other? Generally, Create makes inanimate objects, while Summon conjures creatures of some sort, capable of independent action (albeit limited in the case of mindless creatures like robots or zombies). So a character able to create “sculptures” of ice, for example: walls, slides, columns, and so forth, should have Create. A character able to call up animated snowmen, on the other hand, should have Summon, while a powerful “ice elemental” may very well have both effects!
优化EXTRAS
常驻:创造出物体变为常驻效应,这将持续到他们被他人摧毁,无效化,或者你选择解除他们。每级+1成本。
Continuous: Continuous Create makes objects that remain until they are destroyed, nullified, or you choose to dismiss them. +1 cost per rank.
屏障:适用于创造,这个优化会使得使被创造出的物体拥有韧性屏障。每级+1成本。
Impervious: Applied to Create, this extra makes the objects’ Toughness Impervious. +1 cost per rank.
天然:常驻或永久的创造附加这个修正会使物体不能被无效,无论从哪个方面来说,他们本质上都是“真实的”物体(尽管使用者可以通过意愿“消除”他们,除非效果也是永久的)。固定+ 1点。
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.
可移动:你可以使用与你创造等级相同的移动物体效应来移动你所创造的对象(有关详细信息,请参阅本章中的移动物体)。每级+1成本。
Movable: You can move your created objects around with a Move Object effect at your Create rank (see Move Object in this chapter for details). +1 cost per rank.
精准:您可以创建更精密和详尽的物体。精确创造的精确程度由GM决定,但是一般来说,您可以创造具有活动部件和大量细节的物体。固定+ 1
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. Flat +1 point.
选择性:你可以让你创造的对象选择性地允许攻击“穿过”,在允许一些目标(例如你和你的盟友)的攻击通过它们的时候阻挡另一些攻击。你也可以有选择地让你创造的物体对某些生物来说是坚固的,而对其他生物来说则是虚无的,比如让一个人穿过一堵墙,同时挡住另一个人。改变一个对象的选择性需要花费自由动作;永久创造的对象一旦创造出来之后,就不能更改它们的选择性。每级+1成本。
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 free 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.
静止的:你创造的物体可以在空中静止不动。他们抵抗移动的力量等级等于修改等级。除非你有链接优化或可移动优化,否则一旦它被放置,你就无法再移动一个固定的被创建的物体,任何人都不行(只能破坏掉)。CPR+0
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.
隐秘:这个修正在1级时使创造的物体像真实的建筑物一样不会引起人们注意(它们看起来就像真实的原本就在这的东西),2级时使创造的物体无法被看到(比如由无形的力场形成的墙壁)。固定+1或+2
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 +1or 2 points.
链接:你和你创造的物体着连接,你可以用你自己的力量移动它们(只要你足够强壮)。固定+1
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). Flat1point.
劣化FLAWS
反馈:当你创造的物体受到伤害时,您可能也会受到伤害(详细信息请参阅反馈劣化描述)。-1CPR
Feedback: You may suffer damage when your created objects are damaged (see the Feedback flaw description for details). -1 cost per rank.
永续:永续创造出的物体会一直存在,直到被销毁或无效化。与常驻创造不同,您不能选择解除这些物体;它们确实是永续的。您无法修复永续创所创造出的物体,也无法创造后对其进行修改。+0CPR
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).
成比:你所创建的物体的总体型等级加上韧性等级等于你的创造效应等级,而不是体积和韧性都能够等于你的效应等级。因此,您可以创造一个体型级别为0且韧性等于创建级别的物体,反之亦然,或介于两者之间,只要这两个级别的总和不超过创造效应的级别。-1CPR
Proportional: Your created objects have a total volume rank plus Toughness rank equal to your Create rank, rather than both volume and Toughness up to your rank. So you can create an object with volume rank 0 and Toughness equal to your Create rank, 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.