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.
- 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 donāt tend to have toxic waste ready to hand), does that mean one cannot use abilities relying on your selected material?
- 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?
- 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?