Hello there community, this is my first post and I'm brand new to Mutants and Masterminds. I actually just registered to ask questions about a power I was trying to make.
I'm creating a hero that as his main attack power, creates spiritual weapons to fight with. My first question would be then, if he creates them in the form of a sword, would "Close combat: Swords" apply? If so would advantages that relate to swords carry over to the power?
My next questionis: If I want these weapons to persist from round to round, would I add the activation and permanent flaws? I've added the "Check Required" flaw as well for dramatic flavor. My thinking was, hero needs to spend an action to activate power, which requires a close combat check, then once he makes the check, the power doesn't go away until dismissed/nullified/ character is incapacitated etc.
Last question would be, if I want to dual wield this power, do I use the power twice? Would it be able to create two at once? Or would I need to link another power to it?
I'm thinking this might have been a bit too ambitious for learning a new system. The other powers I've made are much more clear cut to me. I feel this would have been a lot easier if I made it a device, but I wanted it to be something he's learned to do through years of training, and he's a spiritual/magically inclined character.