Insight
Adventurer
Why? The power is normally 3pp/rank.
+1 for my general summon cost increase
-1 for need source
-1 for limited to machines
2pp/rank. What did I miss?
I don't have my book with me at present, but I was under the impression that it was 3pp/rank with your increase. Alternately, it's possible that I reduced the range and didn't put that in the power description above. I'll take a look when I get a chance.
EDIT: I've had a chance to look at UP again. I always build my 2nd ed powers based on effects. The Summon (Minion) effect is what "Machine Animation" (the Power) is based on. In the book, it is 2pp/rank. Now, Summon (Minion) summons minions - obviously - which pretty much go down in one hit. Additionally, you always summon the same minion. Not exactly what I had in mind for Cybermind. The effect description alludes to power modifiers that allow you to summon other types of minions, but sadly, those power modifiers do not appear in the book (that I can find). Comparing this to the constructed power, "Animate Objects", which is 3pp/rank, this enables you not only to animate/summon heroic constructs (ie, not minions), but also different types of objects. This seems incongruous with the +1/rank extra for Summon (Minion), which creates a heroic summoned creature. I'm not sure where the "different sorts of summons" power modifier went; it seems to be a free extra.
The "Machine Animation" power is essentially the "Animate Objects" power with the limitation that you can only animate machines, and is 2pp/rank. Both Animate Objects and Machine Animation are ranged powers, meaning the user can animate/summon things at a greater range. If we want to base Cybermind's power on Machine Animation and add the +1/rank from WD's GM fiat, it would increase to 3pp/rank. Could we apply a -1/rank flaw for Limited - Only objects within 30ft (or something to that effect) as well as a -1/rank flaw to make them minions (I would prefer them to be rather weak, to be honest)?
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