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MCr1 - Artifact Creation* (01-10) The
hero can create a desired object from virtually nothing. The artifact can be of
any substance, and is limited to being composed of a single piece. Although the
Power can create facsimiles of more complex construction, close examination
reveals that all the smaller pieces are fused together. However, the hero can
create complex items by forming them one piece at a time. The
hero can create in one turn a number of ounces equal to his Power rank number.
The durability of the artifact is determined at the time of creation. A green
FEAT gives the artifact a lifespan of the number of turns equal to the hero's
Reason rank number times 100. A yellow FEAT raises it to 10,000 times the Reason
rank number. A red FEAT makes the artifact permanent. Each
ounce of created matter temporarily costs the hero one Health point. The hero
can regain all his lost Health points after 24 hours. Thus, the hero can only
create a number of ounces in a single day equal to his Health point total. The
hero must have detailed knowledge of the design of whatever he wants to create.
He can only store a finite number of designs in his mind at any one time. The
limit for this Power is equal to his Reason rank number. The player must keep a
record of which items the hero knows how to create. The list can be changed at
any time. A green Reason FEAT gains the hero a new design. If no memory slots
are available, the new design replaces an old one. ("That's okay; how many
more Dr. Doom masks was I going to need, anyway?") Editor's
Note: Matter Creation Powers that create specific items (as opposed to raw
matter) bring with them a specified number of memory slots, usually equal to the
hero's Reason rank number. If a hero should have two of these specific Matter
Creation Powers, he would then have twice the number of memory slots (equal to
his Reason rank number times two once for each Power). Normally
the Power is used to create facsimiles of objects that already exist. These can
be directly studied by the hero as he memorizes their designs. This takes at
least ten minutes before attempting the FEAT. Failure requires another ten
minutes of study, and another attempt. As you can guess, their hero might never
be able to master certain designs. The
hero can also create new designs based solely on his own imagination. Since this
requires really intense concentration, a red Reason FEAT is needed to store this
design. The
artifact has the same properties as a normally manufactured item of its type. In
the case of altered or imaginary designs, the player and the Judge should agree
on reasonable statistics for the item in question. The
hero can materialize the artifact at any site within one area. The artifact is
initially stationary; you can't launch an artifact as you can a missile or a
spray. The hero can take advantage of gravity, though, by materializing the
artifact uphill or over a target. Now
that you've read all the rules so far, I'll give you the one exception to the
weight limit. When creating the character, the player can choose to specialize
in creating a single copy of one specific item, like a suit of armor or a
costume. In this case, the weight limit is raised from one ounce per Health
point to one pound per Health point. Red FEATs are treated as yellow FEATs. This
Power includes versions of Elemental and Molecular Creation. Each element and
compound takes up a memory slot, just like the daggers and shields that are
already cluttering the hero's mind. Such raw matter can be formed in any shape,
though. This permits the hero to change the composition of any of his
already-memorized designs. For example, if he already has memorized a knife
design and the nature of silver, he can make either a steel knife (like the one
he memorized) or one made of silver. The
hero can create facsimiles of living matter, but such facsimiles are not
themselves capable of living. He can make a dead chicken, but not a live one;
however, the one he makes will taste just as good. Being able to create corpse
versions of yourself could be extremely handy, especially for villains out to
confound the law. Optional
Powers include a form of Matter Animation that is limited to matter created by
the hero, and Hyper-Intelligence. |