Structure of Materials Powers

I was trying to build an alchemist-type character which would seem to be ideally suited to use the Materials Powers category. However, there seem to be several issues which would seem to reduce the combat effectiveness of these Powers.

  1. Like the Element/Energy category, Materials powers can control any existing energies or materials. But the descriptions would seem to suggest that while characters can generate the selected energy (energies), one cannot create the relevant material for instant use. Since in many environments, the selected material is not present (most places donā€™t tend to have toxic waste ready to hand), does that mean one cannot use abilities relying on your selected material?
  2. Does control extend to increasing or decreasing mass? I can see causing plants to grow (or wither), but that might take a turn or two to get whatever plants are present to grow to a sufficient size to be useful in an attack. I can see causing a boulder or stone wall to shatter into small pebbles, but could someone exert control to make a single pebble swell into a boulder?
  3. If one cannot produce the material (stone, metal, or toxic) for immediate use, could someone carry raw materials (like a sprayer one might use for cleaning out weeds), and, using Transformation, change the liquid in the sprayer to the desired Toxic material. I am sure that would work, but the question would be if transforming the supply material into the specific power material and then using that specific power material in a basic action or ability could be done in a single turn; or would one have to do the transformation in one turn and then use the transformed material in an ability or basic action on the next one?
    Does anyone have any thoughts regarding these issues?

In general, I think youā€™re overthinking the granularity of the effects.

For #1 - yes, if thereā€™s no source of the material in the environment, you canā€™t use abilities keyed to that power. This isnā€™t actually that different from other abilities - if your target canā€™t communicate with you, you probably canā€™t use a Persuasion-keyed power, and if they donā€™t have a mind you canā€™t use a Telepathy-keyed power. This is one of the ways that Athletic and Intellectual powers have an advantage - while they donā€™t have the range of narrative permissions other powers do, theyā€™re also a lot easier to use.

For #2, Iā€™d say it depends on the die size of your power, but itā€™s going to be kind of handwavey. In a situation where an element is truly not very present, a GM might require an Overcome to get enough material out to use the power for the rest of the scene, but most of the time ā€˜growingā€™ plants and ā€˜attacking withā€™ plants are going to be the same action.

For #3, Iā€™d personally allow a d6 Transmutation to be flavored as ā€œyes, I can create the material.ā€ If I did, no, it wouldnā€™t require two actions. Results will vary from GM to GM.

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If I had a player who wanted to be able to create their Material, Iā€™d probably let them. I donā€™t imagine that it would really break or unbalance anything. I view the power and quality descriptions as more of suggestions than hard rules. But, ultimately, of course, it is up to the GM, so Iā€™d recommend asking yours if you want to be able to create your Material.

Iā€™d rule yes, based upon the same reasoning as above. But again, itā€™s most likely a GM call, and different GMs can of course rule things differently.

Iā€™d rule that if you have the Plants power, and can narratively justify Attacking with it this turn, then you can. You donā€™t need to spend a whole turn growing the plants first, no more than, e.g., Deahstroke would need to spend a turn drawing his swords before attacking with them or the the Human Torch would need to spend a turn flaming on before throwing a fire blast. (Unless he was built using the Divided archetype, but why would you do that?) That said, if you wanted to spend a turn doing something like that, you can of course always Boost yourself for your next turnā€™s action.

This seems like a relatively similar situation to 2. I imagine itā€™s mostly up to the GM (which isnā€™t a very helpful answer, I know.) Iā€™d personally allow a player to use a minor use of one power in an action whilst performing the main part of that action with another power (which would be the one that they actually roll with). And like above, if you wanted to spend an action on the transmutation it can simply be a Boost.

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