Greetings HEROdom,
I'm working on an encounter for an upcoming Gamma World HERO game involving a mutant plant with an ability called Allurement. Allurement has the following effects: produces a sweet smelling fragrance within a limited range, has an hypnotic effect of causing creatures to approach and possibly touch the plant and if the allurement "attack" fails or creature is injured (by the plant) the effects are negated.
Here's my build:
Allurement: Mind Control 4d6, Telepathic (+1/4), Reduced Endurance (0 END; +1/2), Area Of Effect (8" Radius; +1 1/4) (60 Active Points); Set Effect (must approach/touch plant; -1), No Range (-1/2), Always On (-1/2), Conditional Power only works when inhaled (-1/4).
Total Cost: 18 points.
This is a Heoric game with characters built on 75+75 points with a 30 AP limit on mutant powers except for one which can be at 50AP. Does this seem like a reasonable build? Any suggestions to mimic an Attraction Odor power other than Mind Control? I thought about Transform but read the note about not using Transorm to mimic other powers.
My biggest concern is the Active Point cost of the construct being a bit larger than the Standard Heroic AP max. Yes, I know as a GM, it's in my hands to ensure a balanced encounter, but I'd like to stick to close to guidelines. Also there's a possibility, although unlikely, that this mutation may be purchased by plant based characters or animals/humans as pheromones. It would certainly create interesting situations within the party/community until people were used to it
Thanks for your feedback.
JorrJorr