Powers

POWERS

Although some heroes and villains rely solely on their Skills and Edges, most are set apart by their Extraordinary or Supernatural (or Technological) 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 THAT AREN’T
“Powers” refer to all Extraordinary or Supernatural (or Technological) traits other than Abilities, Skills, and Edges. Whether a character with Powers is Supernatural (or Technological) 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 (or Technological) Sources. They’re still Powers in game terms, but they don’t necessarily mean the character is magical or Supernatural (or Technological).

Ultimately it’s up to the GM to decide if having certain Effects are Supernatural (or Technological) or Extraordinary depending on the nature of Powers in the setting. Only Supernatural (or Technological) effects can exceed Tier Rank x 2.

EFFECTS
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
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.

DESCRIPTORS
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.

LIST OF EFFECTS

Name Type Action Range Duration Resistance Base Cost
Affliction Attack Standard Close Instant Fort or Will 1 per rank
Avert Defense Standard Ranged Instant - 1 per rank
Burrow Movement Free Personal Sustained - 1 per rank
Communication Sensory Free Rank Sustained - 4 per rank
Comprehend Sensory None Personal Permanent - 2 per rank
Concealment Sensory Quick Personal Sustained - 2 per rank
Conviction Defense None Personal Permanent - 2 per rank
Create Control Standard Ranged Sustained - 2 per rank
Damage Attack Standard Close Instant Toughness 1 per rank
Deflect Defense Standard Ranged Instant - 1 per rank
Elongation General Quick Personal Sustained - 1 per rank
Enhanced Trait General Free Personal Sustained - As base trait
Environment Control Standard Rank Sustained - 1-2 per rank
Extra Limbs General None Personal Permanent - 1 per rank
Feature General None Personal Permanent - 1 per rank
Flight Movement Free Personal Sustained - 2 per rank
Growth General Quick Personal Sustained - 2 per rank
Healing General Standard Close Instant - 2 per rank
Illusion Control Standard Court Sustained Will 1-4 per rank
Immortality Defense None Personal Permanent - 4 per rank
Immunity Defense None Personal Permanent - 1 per rank
Insubstantial Defense Quick Personal Sustained - 5 per rank
Leaping Movement Free Personal Instant - 1 per rank
Luck Control Control Reaction Court Instant - 2 per rank
Mind Reading Sensory Standard Court Sustained Will 2 per rank
Morph General Quick Personal Sustained - 5 per rank
Move Object Control Standard Ranged Concentration Fortitude 2 per rank
Movement Movement Varies Personal Varies - 2 per rank
Nullify Attack Standard Ranged Instant Rank/Will 1 per rank
Protection Defense None Personal Permanent - 2 per rank
Quickness Movement Free Personal Sustained - 1 per rank
Regeneration Defense None Personal Permanent - 2 per rank
Remote Sensing Sensory Quick Rank Sustained - 1-4 per rank
Senses Sensory None Personal Permanent - 1 per rank
Shrinking General Quick Personal Sustained - 2 per rank
Speed Movement Free Personal Sustained - 1 per rank
Summon Control Standard Close Sustained - 2 per rank
Swimming Movement Free Personal Sustained - 1 per rank
Teleport Movement Move Personal Instant - 2 per rank
Transform Control Standard Close Sustained - 2-5 per rank
Variable Control Standard Personal Sustained - 7 per rank
Weaken Attack Standard Close Instant Fort or Will 1-2 per rank
Custom - - - - - -
Other - - - - - -

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 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
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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