Extras
The following section lists the available extras, starting with the extra’s name and cost in character points per rank or flat value, along with a description of how the extra modifies effects in game terms.
LIST OF EXTRAS
| Name | Per Rank | Flat Cost | Description |
|---|---|---|---|
| Accurate | 1 | - | +1 Advantage to Attack per Effect rank |
| Affects Corporeal | - | 1-2 | Affects corporeal targets at half (1) or full (2) effect |
| Affects Insubstantial | - | 1-2 | Affects insubstantial targets at half (1) or full (2) effect |
| Affects Objects | 0-1 | - | Affects objects even if it normally wouldn’t |
| Affects Others | 0-1 | - | Personal effect works on others |
| Alternate Defense | 0-3 | - | Attack effect targets a different Defense |
| Alternate Effect | - | 1-2 | Substitute one effect for another in a power |
| Alternate Resistance | 0-1 | - | Effect uses a different resistance |
| Area | 1 | - | Effect works on an area |
| Attack | 0 | - | Personal effect works on others as an attack |
| Contagious | 1 | - | Effect works on anyone coming into contact with its target |
| Decrease Action | 1-3 | - | Decreases an effect’s required action to use |
| Dimensional | - | 1-3 | Effect works on targets in other dimensions |
| Extended Range | - | 1 | Doubles ranged effect’s distances per rank |
| Feature | - | 1 | Adds a minor capability or benefit to an effect |
| Homing | - | 1 | Attack effect gains additional chances to hit |
| Impervious | 1 | - | Resistance ignores Advantage on either Attack or Effect with a score lower than it’s own |
| Increased Duration | 1-3 | - | Improves effect’s duration |
| Increased Mass | - | 1 | Effect can affect or carry a greater amount of mass |
| Increased Range | 0-3 | - | Changes the effect’s range |
| Incurable | - | 1 | Effect cannot be countered or removed using Healing or Regeneration |
| Indirect | - | 1-4 | Effect can originate from a point other than the user |
| Innate | - | 1 | Effect cannot be Nullified |
| Insidious | - | 1 | Result of the effect is more difficult to detect |
| Linked | - | 0 | Two or more effects work together as one |
| Multiattack | 1 | - | Effect can hit multiple targets or a single target multiple times |
| Penetrating | 1 | - | Effect ignores Advantage on either Resistance or Defense with a score lower than it’s own |
| Precise | - | 1 | Effect can perform delicate and precise tasks |
| Reach | - | 1 | Extend effect’s reach by 5 feet per rank |
| Reversible | - | 1 | Effect can be removed at will as a free action |
| Ricochet | - | 1 | Attacker can bounce effect to change direction |
| Secondary Effect | 1 | - | Instant effect works on the target twice |
| Selective | 1 | - | Resistible effect works only on the targets you choose |
| Sleep | 0 | - | Effect leaves targets asleep rather than incapacitated |
| Special | 1+ | - | Adds another effect to an effect |
| Split | - | 1 | Effect can split into multiple, smaller, effects |
| Subtle | 1-2 | - | Effect is less noticeable (1) or not noticeable (2) |
| Sustained | 0 | - | Makes a permanent effect sustained |
| Triggered | - | 1 | Effect can be set for later activation |
| Variable Descriptor | - | 1-2 | Effect can change descriptors |
ACCURATE (+1 COST PER RANK)
An effect with this extra is especially accurate, giving Advantage to Attack checks equal to the Effects rank.
AFFECTS CORPOREAL (FLAT 1 OR 2 POINTS)
An incorporeal being can use an effect with this extra on the corporeal world (see the Insubstantial effect description). Rank 1 allows the effect to work at half its normal rank against corporeal targets (rounded down); rank 2 allows the effect to function at its full rank against them. Characters with lower ranks 1–3 of Insubstantial do not require this extra for their effects to work on the physical world, although they can apply it to their Strength rank to allow them to exert some Strength while Insubstantial.
AFFECTS INSUBSTANTIAL (FLAT 1 OR 2 POINTS)
An effect with this extra works on insubstantial targets, in addition to having its normal effect on corporeal targets. Rank 1 allows the effect to work at half its normal rank against insubstantial targets (rounded down); rank 2 allows the effect to function at its full rank against them.
AFFECTS OBJECTS (+0 OR +1 COST PER RANK)
This modifier allows effects that normally wouldn’t work against non living objects to work on non-living objects. Generally, this extra applies to effects like Heal or Weaken, allowing them to work on objects in the same way as they do living creatures. If the effect Affects Only Objects, working on objects but not on living creatures, it has a net modifier of +0.
AFFECTS OTHERS (+0 OR +1 COST PER RANK)
This extra allows you to give someone else use of a personal effect. You must touch the subject as a standard action, and they have control over their use of the effect, although you can withdraw it when you wish as a free action. If you are unable to maintain the effect, it stops working, even if someone else is using it. Both you and your subject(s) can use the effect simultaneously. If the effect Affects Only Others, and not you, it has a net modifier of +0.
ALTERNATE DEFENSE (+0 OR +3 COST PER RANK)
An Attack effect with this extra targets a different defense than usual. The defense check difficulty class remains the same, only what defenses can be used differs. If the change is to swap one of the two defenses that can be used it has a net modifier of +0. You can also use this extra to have an Attack effect target a specific Defense, no longer giving the target a choice of which Defense to use, this extra increases cost per rank by +1. Additionally you can also use this extra to have an Attack effect target a specific Ability tied to that Defense, no longer giving the target a choice of which Ability to use for that Defense, this increases cost per rank by +2. Finally you can also use this extra to have an Attack effect target a specific Skill tied to that Defense, no longer giving the target a choice of which Skill to use for that Defense, this increases cost per rank by +3.
ALTERNATE EFFECT (FLAT 1 OR 2 POINTS)
This modifier allows you to “swap-out” the effect for an entire other, alternate, effect. For example, a Damage effect with the descriptor of “lightning” might have a visual Dazzle as an Alternate Effect: the same light effect can be used to damage or blind a target, just not both at once. Think of Alternate Effects as different “settings” for a power. (For combinations of effects that work simultaneously, see the Linked modifier in this section.) A set of Alternate Effects is called an array.
ALTERNATE RESISTANCE (+0 OR +1 COST PER RANK)
An effect with this extra has a different resistance than usual. The resistance check difficulty class remains the same, only the resistance differs. If the change is to a generally lower (and therefore more advantageous) resistance, this extra increases cost per rank by +1. If, in the GM’s opinion, there is no real increase in effectiveness, just a change to the resistance, it has a net modifier of +0.
AREA (+1 COST PER RANK)
This extra allows an effect that normally works on a single target to affect an area. No attack check is needed; the effect simply fills the designated area, based on the type of modifier. Potential targets in the area are permitted a Fortitude or Reflex resistance check for physical effects or Reflex or Will resistance check for mental effects (DC Passive Attack Check) to avoid some of the effect. A successful resistance check adds Advantage to the actual resistance check against the Effect, while a failed resistance check suffers Disadvantage to the actual resistance check against the Effect.
ATTACK (+0 COST PER RANK)
This extra applies to personal range effects, effectively making them into attack effects. Examples include Shrinking and Teleport, causing a target to shrink or teleport away, respectively. Unlike most extras, the effect’s cost does not change, although it does work differently.
The effect no longer works on you (so a Teleport Attack can’t be used to teleport yourself, for example). It affects one creature of any size or 50 lbs. of inanimate mass. The effect has close range and requires a standard action and an attack check to touch the subject. Its range can be changed with the Increased Range extra while its required action can be changed with the Decrease Action modifier. The target gets a resistance check, determined when the effect is made into an attack. A successful check negates the effect. You control the effect, and maintain it, if it has a duration longer than instant.
If you want both versions of an Attack effect, such as being able to Teleport yourself and Teleport others as an attack, take both as Alternate Effects. For the ability to use both options simultaneously—to teleport a target and yourself at the same time, for example—take the effects as separate powers.
CONTAGIOUS (+1 COST PER RANK)
Contagious effects work on both the target and anyone coming into contact with the target. New targets resist the effect normally. They also become contagious, and the effect lingers until all traces of it have been eliminated. A Contagious effect is also eliminated if its duration expires. Examples of effects with this extra include “sticky” Afflictions trapping anyone touching them, disease- or toxin-based Weaken effects, or even a Nullify effect spreading from one victim to another.
DECREASE ACTION (+1-3 COST PER RANK)
Each effect has a default action required to use it: standard, move, quick, reaction, free, or none (for permanent effects). See Action for details. This modifier can change an effect’s required action from a standard to a move, a move to a quick, or a quick to a reaction. Each decrease in the required action from that effect’s base action type (move to quick, for example) is a +1 cost per rank modifier.
Reactions occur automatically when a specific triggering event occurs. This is similar to the Triggered modifier (later in this section) but reaction effects do not need to be “set,” originate from their user, and can function repeatedly, so long as their triggering requirement is met, though only one reaction can be taken per turn.
Specify a triggering circumstance that activates the effect, such as someone touching or attacking the user, activating a particular effect or power in the user’s presence, and so forth. The GM is the final arbiter as to whether or not a triggering circumstance is suitable for a particular effect in the context of the series. Caution should be used to keep this option from being abused.
When the triggering circumstance occurs, the effect activates automatically, even if it is not the character’s turn. The user can only prevent the reaction effect from occurring by choosing to deactivate the effect entirely (as a free action), in which case no circumstance will trigger it. For the ability to choose to have some triggering circumstances activate the effect and some not, apply the Selective modifier as well.
DIMENSIONAL (FLAT 1-3 POINTS)
This modifier allows an effect to work on targets in other dimensions (if any exist in the series). You affect your proximate location in the other dimension as if you were actually there, figuring range modifiers from that point.
One rank in Dimensional can affect a single other dimension. Two ranks can affect any of a related group of dimensions (mythic dimensions, mystic dimensions, fiendish planes, and so forth). Three ranks can reach into any other dimension in the setting.
For many effects, you may need a Dimensional Remote Sensing effect to target them. Targets in other dimensions you cannot sense have total concealment from you.
EXTENDED RANGE (FLAT 1 POINT PER RANK)
This modifier extends the distance over which a ranged or gossip effect works. Each rank of Extended Range increases the effect’s starting range by 1 Rank.
FEATURE (FLAT 1 POINT PER RANK)
The Feature effect can also serve as an effect modifier, essentially adding on some minor additional capability or benefit to a basic effect. Although listed here as an extra, this is essentially the same as having the Feature Linked to the base effect (see the Linked modifier later in this section); the Feature is an intrinsic part of the overall power, rather than separate. Feature can also be used to add an edge to an Effect, making it only useable when using that Effect.
As with the Feature effect, a Feature extra should be significant enough to be worth at least 1 character point and not solely based on the power’s descriptors. So, for example, a fiery Ranged Damage effect does not need a Feature to ignite fires; doing so is part of its “fire” descriptor and can be equally advantageous and problematic. A Ranged Damage effect that consistently “brands” its target with a visible and traceable mark, on the other hand, is an effect with an added Feature.
HOMING (FLAT 1 POINT PER RANK)
This modifier grants a ranged effect an additional opportunity to hit. If an attack check with a Homing effect fails, it attempts to hit again on the start of your next turn, requiring only a free action to maintain and allowing you to take other actions, including making another attack. Each rank in Homing grants the effect one additional attack check, but it still only gets one check per round.
The Homing effect uses the same accurate sense as the original attack to “track” its target, so concealment effective against that sense may confuse the effect and cause it to miss. If a Homing attack misses due to concealment, it has lost its “lock” on the target and does not get any further chances to hit. You can take Senses Linked to the Homing effect, if desired (to create things like radar-guided or heat-seeking missiles, for example). If a Homing attack is countered before it hits, it loses any remaining chances to hit. The same is true if it hits a different target.
IMPERVIOUS (+1 COST PER RANK)
Your Defense or Resistance ignores any Advantage bonus to either Attack or Effect lower than its own Advantage bonus, chosen when you gain Impervious.
INCREASED DURATION (+1-3 COST PER RANK)
Effects have a standard duration: instant, concentration, sustained, continuous, or permanent. This modifier increases an effect’s duration.
INCREASED MASS (FLAT 1 POINT PER RANK)
This modifier may apply to an effect that allows you to carry or affect a set amount of mass, typically a movement effect like Dimensional Travel or Teleport. Each rank of this extra increases the mass rank you can carry or move with the effect by 1.
INCREASED RANGE (+0-3 COST PER RANK)
Effects have a standard range: personal, close, ranged, court, or gossip. See Range for details. This modifier changes or increases what ranges the effect can be used at. Increasing the range of an effect from personal to close requires either the Affects Others or Attack extras (see their descriptions). Just changing an Effects standard range has a net modifier of +0, adding additional ranges increases cost per rank by +1 for each additional range added.
INCURABLE (FLAT 1 POINT)
Effects such as Healing and Regeneration cannot heal the damage caused by an effect with this modifier; the target must recover at the normal rate. Effects with the Persistent extra can heal Incurable damage.
INDIRECT (FLAT 1-4 POINTS)
A ranged effect with this modifier can originate from a point other than the user, ignoring cover between the user and the target, such as walls and other intervening barriers, so long as they do not provide cover between the effect’s origin point and the target. An Indirect effect normally originates from a fixed point directed away from you. In some cases, an Indirect effect may count as a surprise attack (see Surprise Attack).
INNATE (FLAT 1 POINT)
An effect with this modifier is an innate part of your nature and unaffected by Nullify (see the Nullify effect). Gamemasters should exercise caution in allowing the application of Innate; the effect must be a truly inborn or essential trait, such as an elephant’s size or a ghost’s incorporeal nature. If the effect is not something normal to the character’s Clan, species, or type, it probably isn’t innate.
INSIDIOUS (FLAT 1 POINT)
This modifier is similar to the Subtle modifier (later in this section), except Insidious makes the result of an effect harder to detect rather than the effect itself. For example, a target suffering from Insidious Damage isn’t even aware he’s been damaged. Someone affected by an Insidious Weaken feels fine until some deficiency makes it obvious that he’s weaker, and so forth. A target of an Insidious effect may remain unaware of the danger until it’s too late!
An Insidious effect is detectable either by a Hard skill check (usually Perception, although skills like Expertise, Insight, or Treatment may apply in other cases) or a particular unusual sense, such as an Insidious magical effect noticeable by Detect Magic or Magical Awareness.
Note that Insidious does not make the effect itself harder to notice; apply the Subtle modifier for that. So it is possible for an active Insidious effect to be noticeable: the target can perceive the use of the effect, but not its results: the effect appears “harmless” or doesn’t seem to “do anything” since the target cannot detect the results.
LINKED (FLAT 0 POINTS)
This modifier applies to two or more effects, linking them together so they only work in conjunction as one. This modifier does not change the cost of the component effects; simply add their costs together to get the combined effect’s cost.
The Linked effects must operate at the same range. The action required to use the combined effects is the longest of its component (however, if both effects have the Increased Action flaw, the Linked effects would require multiple actions be taken instead), and they use a single attack check (if one is required) and resistance check (if both effects use the same type of check). If the effects have different resistances, targets check against each effect separately. Different Alternate Effects cannot be Linked since they can’t be used at the same time by definition. Generally, the same effect cannot be Linked to itself to “multiply” the results of a failed resistance check (such as two Linked Damage effects).
MULTIATTACK (+1 COST PER RANK)
A Multiattack effect allows you to hit multiple targets, or a single target multiple times, in the same standard action. Multiattack can apply to any effect requiring an attack check.
PENETRATING (+1 COST PER RANK)
Your Attack or Effect ignores any Advantage bonus to either Defense or Resistance lower than its own Advantage bonus, chosen when you gain Penetrating.
PRECISE (FLAT 1 POINT)
You can use a Precise effect to perform tasks requiring delicacy and fine control, such as using Precise Damage to spot-weld or carve your initials, Precise Move Object to type or pick a lock, Precise Environment to match a particular temperature exactly, and so forth. The GM has final say as to what tasks can be performed with a Precise effect and may require an ability, skill, or power check to determine the degree of precision with any given task.
REACH (FLAT 1 POINT PER RANK)
Each time you apply this modifier to a close range effect, you extend its reach by 5 feet. This may represent a short-ranged effect or one with a somewhat greater reach, like a whip, spear, or similar weapon. If applied to a court range effect, it instead increases its range by 1 Rank.
REVERSIBLE (FLAT 1 POINT)
You can remove conditions caused by a Reversible effect at will as a free action, so long as the subject is within the effect’s range. Examples include removing the damage conditions caused by a Damage effect, repairing damage done by Weaken Toughness, or removing an Affliction instantly. normally, you have no control over the results of such effects.
RICOCHET (FLAT 1 POINT PER RANK)
You can ricochet or bounce an attack effect with this modifier off of a solid surface to change its direction. This allows you to attack around corners, overcome cover and possibly make a surprise attack against an opponent. It does not allow you to affect multiple targets. The “bounce” has no effect apart from changing the attack’s direction. You must be able to define a clear path for your attack, which must follow a straight line between each ricochet. Each rank in Ricochet allows you to bounce the attack once before it hits. Ricochet may grant a bonus to hit due to surprise, at the GM’s discretion.
SECONDARY EFFECT (+1 COST PER RANK)
An instant duration effect with this modifier affects the target once immediately (when the effect is used) and then once again at the end of the Target’s next turn. The target gets the normal resistance check against the secondary effect at the same DC as the initial Effect, no attack roll is needed.
Secondary Effects from the same type of effect don’t stack, so if you attack a target with your Secondary Effect multiple times in the same round, it doesn’t affect the target twice. You can attack the target with a different effect, however. So, for example, if you hit a target with a Secondary Damage Effect then hit with an Secondary Affliction Effect, the target suffers both the Secondary Affliction and the Secondary Damage.
SELECTIVE (+1 COST PER RANK)
A resistible effect with this extra is discriminating, allowing you to decide who is and is not affected by it. This is most useful for area effects (see the Area extra). You must be able to accurately perceive a target in order to decide whether or not to affect it. For a degree of selectivity with non-resistible effects, use the Precise modifier.
SLEEP (+0 COST PER RANK)
When this modifier is applied to an effect that causes the incapacitated condition, the effect leaves them asleep whenever it would normally render them incapacitated. See the description of asleep under Conditions.
SPECIAL (+1 OR MORE COST PER RANK)
The Special extra can only be used with GM permission, and can be used similarly to the Feature and Linked extras. It allows you to add another Effect and have it serve as an effect modifier, essentially adding it to the basic effect. Although listed here as an extra, this is essentially the same as having the added Effect Linked to the base effect (see the Linked modifier earlier in this section); the added Effect is an intrinsic part of the overall power, rather than separate. Special can also be used to add an edge to an Effect, making it only useable when using that Effect, but that increases in Rank as the Effect increases in Rank. The GM might also apply certain limitations or rules to the added Effect or Edge.
SPLIT (FLAT 1 POINT PER RANK)
With this modifier, a resistible effect that works on one target can split between two. The attacker chooses how many ranks to apply to each target up to the effect’s total rank. So a rank 5 effect could be split 3/2, 4/1, 2/3, or any other total adding up to 5. If an attack check is required, the attacker makes one, comparing the results against each target. The effect works on each target at its reduced rank.
Each additional rank of this modifier allows the power to split an additional time, so rank 2 allows an effect to split among three targets, then four, and so forth. An effect cannot split to less than 1 rank per target, and cannot apply more than one split to the same target. Thus maximum Split rank equals the effect’s rank.
SUBTLE (+1-2 COST PER RANK)
Subtle effects are not as noticeable. A subtle effect may be used to catch a target unaware and may in some cases qualify for a surprise attack. For +1 per rank it makes an effect difficult to notice; a DC Hard Perception check is required, or the effect is noticeable only to certain exotic senses (at the GM’s discretion). For +2 per rank it makes the effect completely undetectable.
SUSTAINED (+0 COST PER RANK)
Applied to a permanent duration effect, this modifier makes it sustained duration, requiring a free action to use (rather than none, like other permanent effects). The benefit is the sustained effect can be turned off. The drawback is the effect requires a free action each turn to maintain it, and being unable to do so means the effect shuts off.
TRIGGERED (FLAT 1 POINT PER RANK)
This modifier allows you to “set” an instant duration effect with this modifier to activate under particular circumstances, instead of its normal use, such as in response to a particular danger, after a set amount of time, in response to a particular event, and so forth—chosen when you apply the modifier. Once chosen, the trigger cannot be changed.
The circumstances must be detectable by your senses. You can acquire Senses Limited and Linked to Triggered effects, if desired. Setting the effect requires the same action as using it normally. If set as a trap and left it must be given senses of its own to be triggered. The triggered effect can be given the the standard touch sense for free.
A Triggered effect lying in wait may be detected with a Perception check (Opposed by a passive Stealth check) and in some cases disarmed with a successful skill or power check (such as Dexterity, Engineering, Nullify or another countering effect) opposed by a passive power check.
You can have a number of additional Triggered effects active at once per additional Rank in this modifier (marked as set). You can have your Triggered effect be Triggered additional times per additional Rank in this modifier (marked as activation). After its last activation, it stops working.
You can apply an additional rank of Triggered to have a Variable Trigger (marked at variable), allowing you to change the effect’s trigger each time you set it.
VARIABLE DESCRIPTOR (FLAT 1 POINT PER RANK)
You can change the descriptors of an effect with this modifier, varying them as a Quick action once per round. With rank 1, you can apply any of a closely related group of descriptors, such as weather, electromagnetic, temperature, and so forth. With rank 2, you can apply any of a broad group, such as any mental, magical, or technological descriptor. With rank 3, you can apply any descriptor. The GM decides if a given descriptor is appropriate in conjunction with a particular effect and this modifier.





