Modifiers

MODIFIERS

The below are the rules describing how Modifiers work and how they are used to build Powers. Modifiers change how an effect works, making it more effective (an Extra) or less effective (a Flaw). Modifiers have ranks, just like other traits. Unless its description specifies otherwise, a modifier is a permanent change in how the effect works. That is, you do not have the option of using the modifier or not, it always applies. For different versions of an effect with different modifiers—such as a regular Damage effect and one with the Area modifier—see the Alternate Effect modifier.

MODIFIER COSTS
Extras increase a power’s cost while flaws decrease it. Some modifiers increase or decrease an effect’s cost per rank, others apply an unchanging cost to the power’s total; these are called flat modifiers. The final cost of a power is determined by base effect costs, modified by extras and flaws, multiplied by the power’s rank, with flat modifiers applied to the total cost.

The final cost of a power is determined by base effect costs, modified by extras and flaws, multiplied by the power’s rank, with flat modifiers applied to the total cost.

Applying Modifiers
An extra increases an effect’s cost per rank by a set amount (usually 1 point) while a flaw decreases the effect’s cost per rank by a set amount (usually 1 point as well). To determine the effect’s final cost per rank, take the base cost, add up all the extras, and subtract all of the flaws.

Fractional Costs
If total flaws reduce an effect’s cost per rank to less than 1 character point, each additional –1 to cost per rank beyond that adds to the number of ranks of the effect you get by spending 1 character point on a 1-to-1 basis.

In essence, an effect’s cost can be expressed as the ratio of character points per rank (PP:R). So an effect costing 3 points per rank is 3:1. If that effect has a total of –2 in modifiers, it costs 1:1, or 1 character point per rank. Applying another –1 modifier adds to the second part of the ratio, making it 1:2, or 1 character point per two ranks, and so forth.

Continue the progression for further reductions. Gamemasters may wish to limit the final modified cost ratio of any effect in the series (to 1:1, 1:2, 1:4, or whatever figure is appropriate). As a general rule, 1:5 (five ranks per character point) should be the lowest modified cost for an effect, but the GM sets the limit (if any).

Partial Modifiers
You can apply a modifier to only some of an effect’s ranks and not others to fine-tune the effect. A modifier must apply to at least one rank, and may apply to as many ranks as the effect has. The change in cost and effect applies only to the ranks with the modifier; the unmodified ranks have their normal cost and effect.

Flat Modifiers
Some modifiers, rather than increasing or decreasing an effect’s cost per rank, have a flat value in character points, noted as flat in the modifier’s header. For example, the Subtle extra costs only 1 or 2 points, depending on how subtle the effect is. Likewise, the Activation flaw has a flat value of –1, –2, or -3 points, depending on how long the power takes to activate.

Flat-value modifiers are applied to the final cost of an effect, after its cost per rank and total cost for its number of ranks is determined. A flat-value flaw cannot reduce an effect or power’s final cost below 1 character point without DM approval.

In some Effects where ranks are different uses of the effect instead of an overall power level, it might be appropriate to apply a Flat value effect as an increase or decrease in cost for just that use. Like wise if you wanted all uses to have the same flat modifier it might be more appropriate to apply that flat like a standard modifier instead.

MODIFIER TYPES
Modifiers fall into two categories or Modifier Types. This section discusses the different Modifier Types and the rules governing them.

Extras
Extras change how an effect works, making it more effective. Extras increase a power’s cost per rank by a set amount (usually 1 point). Flat-value Extras are added to the final cost of an effect.

Flaws
Flaws change how an effect works, making it less effective. Flaws decrease a power’s cost per rank by a set amount (usually 1 point). Flat-value Flaws are subtracted from the final cost of an effect.

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 point) or not noticeable (2 points)
Sustained 0 - Makes a permanent effect sustained
Triggered - 1 Effect can be set for later activation
Variable Descriptor - 1-2 Effect can change descriptors

LIST OF FLAWS

Name Per Rank Flat Cost Description
Activation - -1-3 Effect requires an action to activate
Check Required - -1-3 Must succeed on a check to use effect
Decreased Duration -1-3 - Decreases the duration of the Effect
Diminished Range - -1 Reduces short, medium, and long ranges for the effect
Distracting -1 - Vulnerable while using effect
Fades -1 - Effect loses 1 rank each time it is used
Feedback -1 - Suffer damage when your effect’s manifestation is damaged
Grab-Based -1 - Effect requires a successful grab attack to use
Inaccurate - -1 Effect is hard to control or wildly inaccurate
Increased Action -1-3 - Increases action required to use effect
Limited -1-2 - Effect loses about half its effectiveness or more
Noticeable -1 - Effect is distinctly noticeable
Permanent -1 - Effect cannot be turned off
Quirk - -1 A minor flaw attached to an effect. The opposite of a Feature
Reduced Range -1 - Effects double the disadvantage gained per range increment
Removable - -1-2* Effect can be taken away from the user
Resistible -1 - Effect gains a resistance check
Sense-Dependent -1 - Target must be able to perceive the effect for it to work
Side Effect -1-2 - Failing to use the effect causes a problematic side effect
Tiring -1 - Effect causes a level of fatigue when used
Uncontrolled -1 - You have no control over the effect
Unreliable -1 - Effect only works about half the time (roll of 11 or more)
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