Although some heroes and villains rely solely on their Skills and Edges, most are set apart by their Extraordinary or Supernatural Powers. Characters can fight off groups of opponents, fly through the air, summon lightning, shoot fire from their fingertips, or any number of other amazing things. Here you will find out how you can create and build your own Powers using Effects, Modifiers, and Descriptors.

“Powers” refer to all Extraordinary or Supernatural traits other than Abilities, Skills, and Edges. Whether a character with Powers is Supernatural or not is largely a matter of opinion and the descriptors used. For example, there are lots of characters with Extraordinary traits whose amazing Effects come from talent, training, luck, self-discipline, devices, or some similar Source instead of through more magical Sources. They’re still Powers in game terms, but they don’t necessarily mean the character is magical or Supernatural.

Ultimately it’s up to the GM to decide if having certain Effects are Supernatural or Extraordinary depending on the nature of Powers in the setting.

A Power is made up of one or more Effects, possibly with different Modifiers, which increase or decrease the cost of the Effects, and Descriptors which help define the Power. Effects can be used to create any number of different Powers. A character with the Concealment Effect could use it to create a Power called Blending, Blur, Cloak, Invisibility, Shadowmeld, or anything else appropriate to the character you wish to play. It’s all a matter of how powerful the Effect is and what Modifiers have been placed on it to increase or decrease its performance. Another way to think of it is that Effects are the foundation Powers are built upon, and Modifiers the type of materials, while Descriptors are how you decorate them.

Modifiers change how an Effect works, making it more effective (an Extra) or less effective (a Flaw). Modifiers have Ranks, just like other traits. Extras increase a Effect’s cost while Flaws decrease it. Some Modifiers increase an Effect’s cost per rank, others apply an unchanging cost to the Effect’s total; these are called flat Modifiers.

The above rules explain what the various Powers do, that is, what their game Effects are, but it is left up to the player and Gamemaster to apply descriptors to define exactly what a Power is and what it looks (and sounds, and feels) like to observers beyond just a collection of game Effects.

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