Action: Standard • Range: Ranged • Duration: Sustained • Cost: 2 points per rank
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!
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.


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.


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).


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 an improvised weapon, the effect cannot otherwise create attacks or other effects; you must acquire these effects separately (perhaps as Alternate Effects).


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.


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. 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 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.
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 +1or 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.


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 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.
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