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) |