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Posted: Mon Feb 23, 2009 12:26 pm
Dazzle Type: Sensory Action: Standard(active) Range: Ranged Duration: Instant(lasting Saving Throw: Reflex/Fortitude Cost: 1-4 points per rank
You can overload a target’s senses of a particular type—usually visual or auditory—rendering them temporarily useless. Make a ranged attack roll against the target. If the attack hits, the target must make a Reflex save to avoid the Dazzle effect. If the save fails, that sense type is rendered useless. A successful initial save means no effect. Each round thereafter the target makes a Fortitude save to recover from the Dazzle attack. The target gains a +1 bonus to the save each round after the first. A successful save allows the target to use the dazzled sense(s) again, but at –1 on all rolls involving them. The following round, the target’s senses return to normal. Targets immune to Fortitude effects cannot be dazzled. You are immune to your own Dazzle effect. Dazzle costs 1 point per rank if it affects one sense type, 2 points per rank if it affects two sense types, 3 points per rank if it affects three sense types, and 4 points per rank if it affects all sense types. Visual senses count as two sense types, so a 3-point per rank Dazzle effect could affect visual and one other sense type, for example.
Power Feats ------------------------------------------------------------------------- • Affects Insubstantial: As a sensory effect, Dazzle already works on insubstantial targets normally and doesn’t need this power feat. • Incurable: A Dazzle effect with this power feat cannot have its effects countered by another power (such as Healing) without the Persistent power feat. • Reversible: You can remove the lingering effect of your Dazzle from a victim at will as a free action. • Ricochet: Depending on the descriptors of your Dazzle effect, you may be able to use this feat to ricochet it off a different sort of surface, such as reflective surfaces for light-based dazzles, or resonant or echoing surfaces for sonic dazzles. • Subtle: This power feat helps to obscure the source of the Dazzle effect. Obviously, a dazzled character is aware of the loss of a sense, but victims of Subtle Dazzle effects (and those witnessing the attack) are less likely to notice what caused it. This may be due to the effect using an unusual frequency or particularly subtle medium, for example.
Extras ------------------------------------------------------------------------- • Alternate Save: Either Dazzle’s initial or secondary save (or both) may be changed to an alternate saving throw. The initial Reflex save may be changed to Fortitude (for Dazzle effects avoided solely through physical resilience rather than quick reflexes) or Will (for effects avoided or overcome through will power). The secondary save may also be changed to Will for the same reasons. Generally, Dazzle’s secondary save can’t be changed to Reflex (unless the player comes up with a good reason, such as being able to literally “shake off” an effect that “sticks” with the target). Neither of the effect’s saves may be changed to Toughness. A target immune either of a Dazzle effect’s saves is automatically unaffected by it. • Area: Different types of area extras can reflect Dazzle effects that spread out or otherwise affect everyone in a given area. In particular, Burst (omni-directional bursts of light or other dazzling effects), Cone (for a cone of blinding light or deafening sound), Explosion (similar to a Burst, but weakening with distance), and Line (for a broad dazzling “beam”). Cone and Line Dazzle effects may be touch range so the area originates with the user. The same may be true of Burst or Explosion Dazzle effects that radiate out from the user (e.g., the character becomes blindingly bright). • Linked: Dazzle effects are often Linked to other effects to duplicate the side effects of certain attacks, such as a damaging laser that’s also blindingly bright, or a lightning bolt that’s immediately followed by a clap of deafening thunder (see the Linked power modifier for details). • Selective Attack: This extra allows an Area Dazzle to affect only those targets you wish, excluding others in the area.
Flaws ------------------------------------------------------------------------- • Sense-Dependent: Dazzle is already sense-dependent and so cannot apply this flaw. • Side Effect: A possible side effect of Dazzle might be to dazzle yourself if you fail the attack roll (or your target successfully saves, for perception range Dazzle effects).
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Posted: Mon Feb 23, 2009 12:40 pm
Deflect Type: Defense Action: Standard(active) Range: Touch Duration: Instant Saving Throw: None Cost: 1-3 points per rank
You can block ranged attacks as well as melee attacks. This is like a melee block (see Block) using your Deflect rank in place of your normal attack bonus. You can attempt to deflect any number of attacks in a round, but each attempt after the first imposes a cumulative –2 modifier on the block roll. If you take a full-round action to block, you take no penalty for deflecting multiple attacks. Once you fail a block roll you cannot deflect again until your next turn. Deflect rank is limited to the same value as your defense bonus by the campaign’s power level limits and your trade-offs (see Power Level,see rules sub forum). So if your Defense bonus limit is +12, for example, then you cannot have more than 12 ranks of Deflect. Note to deflect without gaining the action extra, you must prep your standard action to deflect attacks until your next turn.
Attack Types --------------------- The types of attacks you can deflect determine the effect’s cost per rank. For 1 point per rank you can choose one of the following: slow projectiles (including thrown weapons and arrows), fast projectiles (like bullets), and energy attacks (like lasers and lightning bolts). For 2 points per rank, you can deflect any two. For 3 points per rank, you can deflect all ranged attacks. Deflect does not work against attacks that do not require an attack roll, such as perception range and area attacks. See the Nullify effect for a means of blocking such things.
Melee Block -------------------- You can use any level of deflect in place of your normal melee block if your Deflect rank exceeds your normal melee attack bonus. Otherwise, there’s little reason to do so unless you have Deflect extras that make it more useful than your normal melee block.
Catching Weapons ----------------------------- By taking a –5 penalty on your block roll you can catch an incoming physical weapon, including a projectile, when you successfully deflect it. You can wield a caught throwing weapon normally, up to and including throwing it back at your attacker with the normal required attack action.
Power Feats ------------------------------------------------------------------------- • Accurate: This power feat does not apply to Deflect and does not grant a bonus on block rolls with Deflect, since that bonus is defined by the effect’s rank. • Extended Range: Like other touch range effects, you can use this power feat to extend the range at which you can deflect. It may involve a tool or weapon that extends your reach or the ability to move or contort in a way that does so, depending on your descriptors. • Homing: This power feat does not normally apply to Deflect, however, the Boss Mods may allow it to apply to reflected or redirected attacks if applied to the Deflect power as a whole. Also note that successfully deflecting a Homing attack is considered a “miss,” meaning the attack gets another chance on the next round. A reflected or redirected Homing attack that hits a different target is a “hit” and ends the attack. • Interpose: This feat may be acquired as a power feat of Deflect, allowing you to interpose yourself between an adjacent character and an attack in order to deflect it. • Precise: Deflect with this feat allows you to “catch” physical weapons without a penalty on your block roll; use your normal Deflect bonus instead. You do not gain the Precise Shot benefit when reflecting attacks; to do so, acquire Precise Shot separately. • Ricochet: Applied to Deflect, this feat allows you to ricochet reflected and redirected attacks as the Boss Mods allows (depending on the attack and its descriptors). • Subtle: Deflect with this power feat may not be immediately apparent. While it is clear that attacks miss, it may be attributable to chance, near misses, and similar circumstances rather than any action on your part. • Triggered: This power feat lets you set up a single use of Deflect in advance, usually enough to protect you from a one-shot surprise attack or the like. For an “automatic” Deflect effect usable an unlimited number of times, change the effect’s action to reaction (see the following).
Extras ------------------------------------------------------------------------- • Action: You can reduce the action needed to block attacks. If you take an action one “step” higher than required to block that round, you take no penalty for blocking multiple attacks, otherwise you have the normal penalty. If you can use Deflect as a reaction you take no penalty for blocking multiple attacks and you can continue to deflect even if you miss a block roll. • Area: With this extra you can make a single block roll for all potential targets in the affected area. The roll result essentially becomes the subjects’ new Defense, if higher than their normal Defense (of 10 + defense bonus). This lasts for one attack per target. You can make additional block rolls, with the usual penalty for multiple rolls in a round. • Automatic (+1): You can deflect even surprise attacks, but you must still be able to take the normal action required to use your Deflect effect. • Range: Ranged Deflect works against attacks made against any target within (power rank x 100 feet) range. You suffer a –2 penalty on your block roll per range increment of (rank x 10 feet) between you and the target. Perception range Deflect works against any attack you can accurately perceive. You must still make a successful block roll, however. • Reflection (+1): You can reflect a blocked attack back at the attacker as a reaction. Make a normal attack roll to hit with the reflected attack. • Redirection (+1): You can redirect a blocked attack at any target within the attack’s normal range, as Reflection, above. You must have the Reflection extra to take Redirection.
Flaws ------------------------------------------------------------------------- • Action: Successfully deflecting may take up all your attention for the round, requiring a full-round action. In this case, you lose the ability to take a full-round action to deflect and over-come penalties for deflecting multiple attacks. • Distracting: Since Deflect essentially substitutes for Defense, it’s up to the Boss Mods whether or not this flaw can apply. For Deflect requiring at least a move action (and therefore limited in how often it can be used in a round), it should still constitute a flaw, but for Deflect usable as a free action or faster, it does not. • Duration: Deflect is an instant effect and its duration cannot be changed. For longer “lasting” versions of Deflect, improve the effect’s action (see the Action modifier, previously). • Range: Deflect’s range cannot be decreased; this flaw does not apply.
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Posted: Mon Feb 23, 2009 12:53 pm
Density Type: Alteration Action: Free(active) Range: Personal Duration: Sustained Saving Throw: None Cost: 3 points per rank
You can increase your mass, and therefore your Strength and Toughness. Every rank of Density active gives you +2 Strength (a +1 Str bonus). Every two ranks give you +1 Toughness with the Impervious extra (see Impervious under Protection). Every three ranks give you a rank of Immovable and Super-Strength (see those effect descriptions in this chapter) and move your mass one step up the Progression Table: x2 at rank 3, x5 at rank 6, x10 at rank 9, and so forth.
Additional Strength from Density does not improve your Strength-based skills or the distance you can jump, since your mass also increases. In fact, you automatically fail Swim checks while Density is active at 3 ranks or more, because of your negative buoyancy.
Power Feats ------------------------------------------------------------------------- • Affects Insubstantial: A character with Density may be able to apply this power feat to Strength at the Boss Mods discretion as a reflection of increased density impeding the passage of insubstantial or incorporeal forms. • Buoyant: Your Density is such that you can still swim with Density activated. You do not automatically fail Swim skill checks, although additional Strength from your Density still does not add to your Swim bonus. • Innate: This power feat is appropriate for beings that are inherently denser, making their Density part of their physical makeup. It should generally be coupled with the Permanent modifier on Continuous Density. • Subtle: Note that as an active effect Density is not Subtle by default; the character is assumed to take on some other form or outward manifestation of increased density (bulking up or transforming to a dense material like stone, for example). Density with the Subtle feat is less noticeable while 2 ranks of the feat allow you to maintain an outwardly normal appearance regardless of your relative density.
Extras ------------------------------------------------------------------------- • Attack: A Density Attack grants all of the effect’s benefits along with increased mass, and “Limited to Increasing Mass” is not a viable flaw for a Density Attack (since it actually makes it a more effective attack, not less). For an example of an attack that increases a target’s mass or weight, making it difficult to move, see the Gravity Control power in the next chapter. • Reflective: At the Boss Mods discretion, you can apply the Reflective extra of Protection to the Impervious Toughness gained from Density, representing extreme hardness or toughness and costing 1 power point per 3 Density ranks. See Reflective under Protection for more information.
Flaws ------------------------------------------------------------------------- • Distracting: Since it’s reasonable for increased mass to make a character somewhat less quick and graceful, this flaw may apply to Density, causing you to lose your dodge bonus while at an increased level of mass. If it only applies to a certain level of Density (such as only after activating 6 ranks), apply the flaw only to the higher ranks. • Immobile (–1): When using Density, you are unable to move from where you stand when you activate the effect, although you can still take actions, so long as they don’t involve movement. If you are completely immobile (and helpless) while using Density, increase the flaw’s value to –3. • Permanent: Continuous Density may have this flaw, usually to reflect a character that’s always more dense and massive than normal. Permanent Density often has the Innate power feat as well.
Associated Effects ------------------------------------------------------------------------- • Damage: Denser fists may be able to strike harder blows than even a dense character’s enhanced Strength, in which case Damage with the Mighty power feat is an appropriate additional effect. • Insubstantial: This effect may be based on the ability to decrease mass and density, becoming less substantial. A character may have both Density and Insubstantial as Alternate Powers in an Array (see the Array structure in this chapter). • Shrinking: For characters who become more dense without additional mass, essentially reducing the space between their existing molecules and therefore their overall size, see the Compression extra of Shrinking in this chapter. • Super-Strength: Some dense characters become very strong. Additional ranks of Super-Strength are a common effect associated with Density (as are additional ranks of Immovable and Impervious Protection) and may be Linked to Density and stack with its effects, subject to power level limits.
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Posted: Mon Feb 23, 2009 10:45 pm
Device Type: Array Action: Varies Range: Touch Duration: Special Saving Throw: None Cost: 3 or 4 points per rank A Device is a type of Container (see the Container power structure): an item granting you the use of certain traits. A Device might be a piece of super-science technology, a magical artifact, or a focus of cosmic power. Each Device rank gives you 5 power points you use to purchase the Device’s traits. So long as you have the Device, you have access to its traits. You cannot use points from a Device to buy another Device. The cost of a Device depends on how easily you can lose it. For 4 points per rank (an effective –1 flaw), the Device is hard to lose. It can only be taken away from you while you are helpless (see Helpless, combat thread). Examples include a suit of armor or a magic ring. For 3 points per rank (an effective –2 flaw), the Device is easy to lose. It can be taken away from you with a successful Disarm action (see Disarm, combat thread). Examples include a hand-held weapon or hat that can be snatched from you. An item that cannot be taken away from you at all isn’t a Device, just a descriptor for another effect. For example, a bionic arm may grant you Enhanced Strength, and have a technological descriptor, but since it can’t be taken away (short of surgery or severing it from your body) it doesn’t count as a Device. With the BM’s permission, you can split power points from this effect into several Devices, so long as they can all be taken away from you in the same manner. It’s harder to take away all of your Devices at once, but easier to remove their benefits one-by-one.
Damaging Devices ------------------------------------------------------------------------- Devices are subject to damage like objects (see Damaging Objects, devices and equipment thread and/or combat thread). Treat the Device’s Toughness as (10 + Device rank). A disabled Device no longer functions, while a “dying” Device is destroyed and must be replaced or rebuilt. Repairing a Device is normally a Craft skill check, with the DC and time required depending on the damage: simple (DC 15 and 1 hour) for repairing an “injured” Device, and complex (DC 25 and 24 hours) for repairing a disabled one. Destroyed Devices must be completely rebuilt.
Devices And Extra Effort ------------------------------------------------------------------------- When you acquire a Device choose whether the strain of using extra effort applies to you or the Device itself (see Extra Effort). If it applies to you, follow the normal extra effort rules. If it applies to the Device, then using extra effort to enhance the Device’s traits places stress on its construction or systems. A “fatigued” Device loses 2 ranks from each power on the device. An “exhausted” Device loses 6 ranks from each of its powers, and a Device pushed beyond exhausted is disabled and stops working. The modifiers last until the Device is repaired (a simple or moderate repair task, respectively, see the Craft skill) If a devices effects reach 0ranks then they stop working.
Note "most" devices can only fatigue themselves (mods decision based on logic of overclocking machines or loading ammo that the barrel can't handle etc.) However "some" devices such as power suits can allow for the first option, that fatigues the user, to be used under the logic that the suit may be limited in it's capabilities so as to not cause stress on it's bearers body and that those limits can be temporarily removed (via extra effort) to give a burst of power.
Power Feats ------------------------------------------------------------------------- Note that a Device’s effects may have power feats of their own. These are associated with the particular effect and come out of the Device’s pool of power points. The following feats apply to the Device structure itself. Their cost is therefore in addition to the structure’s cost per rank. • Accurate: A Device with this power feat applies its attack bonus to all of the Device’s effects requiring attack rolls. • Indestructible: Your Device is not subject to damage (see Damaging Devices, previously) although it is still subject to the effects of extra effort, if they apply to the Device rather than to you. • Innate: The Device structure is Innate by default and cannot be altered by trait effects like Boost, Drain, or Nullify, although they may affect a Device’s traits, depending on descriptors. The Innate quality of a Device cannot be removed. • Restricted: Only certain people can use your Device. It might only work for members of a particular bloodline, people with extraordinary (20+) Strength or Wisdom, only women, and so forth. For everyone else, the Device has no powers at all. If you apply this feat twice, only you—and no one else—can use your Device. It can be taken away, but not used against you. With three ranks of Restricted, only a limited group can even lift your Device (which may require extraordinary strength or some other quality) and only you can properly use it.
Extras ------------------------------------------------------------------------- • Affects Others: A Device has a certain degree of this modifier already, since an unrestricted Device (see the Restricted power feat, previously) is usable by anyone. Since you lose the use of the Device, this is essentially a +0 modifier. A Device’s various effects might also have Affects Others, particularly if they are intended to extend their benefits beyond just the Device’s user, such as Affects Others Immunity for an “atmospheric envelope” generated by a Device.
Flaws ------------------------------------------------------------------------- • Duration: A Device’s duration cannot be changed. Devices technically don’t have a “duration” at all, since they’re independent items, albeit ones considered part of a character’s traits. A Device that stops working when the user is unable to take free actions (like a sustained power) may have a –1 flaw, but consider this option carefully, as such a “Device” may just be a descriptor for a sustained power rather than an actual Device structure.
Associated Effects ------------------------------------------------------------------------- • Normal Identity: The need to activate or don a Device (such as a magical amulet or suit of power armor) may constitute a Normal Identity drawback. So, if a character gains all of his powers from a battlesuit Device, for example, and it takes a full-round action to put on the suit and power up its systems, then that’s good for a 4-point Normal Identity drawback for those occasions when the character needs to change into his armor in a hurry. • Power Loss: The loss of a Device and its effects is already included in the Device’s cost, so the Power Loss drawback is not applicable in that case.
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Posted: Mon Feb 23, 2009 10:57 pm
Dimensional Pocket Type: Alteration Action: Standard/Move (active) Range: Touch Duration: Sustained Saving Throw: Reflex/Will Cost: 2 points per rank You have a “pocket” dimension capable of holding an amount of material, or even creatures. Your Dimensional Pocket has a 100 lb. capacity at rank 1. Each additional rank moves it one step up the Progression Table. You can store up to your maximum capacity of items in your pocket, retrieving them at a later time. If you try to fit an item into your pocket that would exceed your capacity, nothing happens. You cannot store only part of a creature or object’s mass; it either fits entirely inside your pocket or it does not. Moving things into and out of your pocket is a move action. You can trap opponents in your dimensional pocket, if you have sufficient capacity to hold them. Make a melee attack roll. The target gets a Reflex save to avoid being trapped. A trapped target can use Dimensional Movement to escape automatically. Additionally, the trapped target gets a Will save each round to escape from your pocket with a cumulative +1 bonus for each previous save.
Power Feats ------------------------------------------------------------------------- • Progression: You can apply this feat to improve your Dimensional Pocket’s capacity independent of its rank. It retains its rank for other purposes, particularly saving throw DC. This allows you to have a high-capacity pocket with a low save DC, for example.
Extras ------------------------------------------------------------------------- • Area: You can grab any creatures or loose objects in the affected area and store them in your Dimensional Pocket, provided their total mass doesn’t exceed its capacity. To choose which things are drawn into your pocket and which are not, apply the Selective Attack extra. • Aura: With this extra, anyone touching or grappling you, or that you grapple, may be pulled into your Dimensional Pocket; the target makes a normal Reflex save to avoid being trapped. Your Dimensional Pocket must be at least concentration duration to apply this extra. • Duration: A concentration or sustained Dimensional Pocket allows additional saving throws by intervals on the Time Table, while a continuous Dimensional Pocket does not allow additional saving throws at all; trapped subjects must find some other means of escape or await rescue from outside. Only NPC's may have a continuous duration on this power. • Range: A ranged Dimensional Pocket can “consume” targets at a distance with a ranged attack roll, pulling them inside your pocket on a successful attack roll and a failed save. A perception range Dimensional Pocket can do the same at perception range, with no attack roll required. Flaws ------------------------------------------------------------------------- • Feedback: Subjects trapped inside your Dimensional Pocket can attack you in order to break free from it: a damaging attack is made against your normal Defense and you use your Dimensional Pocket rank in place of your normal Toughness save. All such attacks are treated as non-lethal damage; if an attack stuns you then trapped subjects get a new saving throw to escape. If an attack renders you unconscious, all trapped subjects are automatically freed. • Grapple Required: To trap a mobile opponent in your Dimensional Pocket, you must first pin the target with a grapple. The pinned target receives a normal saving throw to avoid being trapped and must continue to save on each round you achieve a pin on the grapple. Associated Effects ------------------------------------------------------------------------- • Device: The cost of Dimensional Pocket does not include any Devices or Equipment you might have stored there. You must acquire these separately with the Device structure and Equipment feat. • Dimensional Movement: You may have the ability to “fold” your Dimensional Pocket around you in order to move from one dimension to another. You don’t need Affects Others to carry “passengers” so long as they are inside your Dimensional Pocket when you move, but you do need the extra to bring people along outside the confines of your pocket.
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Posted: Mon Feb 23, 2009 11:09 pm
Drain Type: Trait Action: Standard(active) Range: Touch Duration: Instant Saving Throw: Fortitude(staged) Cost: 1-5 points per rank
You can temporarily lower one of a target’s traits: an ability, skill, feat, or effects, chosen when you acquire this effect. You must touch the target, making a normal melee attack roll, and the target makes a Fortitude save. If the save fails, the target loses 1 power point from the affected trait(s) for each point the save missed the DC, up to a maximum of the Drain rank. Lost power points return at a rate of 1 per round, except for inanimate objects, which do not recover drained Toughness; they must be repaired.
Example: Totenkopf’s “death touch” is a Drain Constitution 8 effect. A target hit with the Nazi villain’s deadly touch makes a Fortitude save (DC 18 or 10 + 8 ranks), losing 1 point of Constitution per point the save misses the DC. So a Fortitude save result of 14 results in 4 points of lost Constitution. A save result of 6, however, would result in only 8 points lost (the maximum of the effect’s rank). Drain’s cost per rank determines the affected trait(s): • 1 point: Drain affects a single trait (such as Strength score or Will save bonus), chosen when the effect is acquired. (To affect a list of traits, one at a time, use an Array of different 1-point Drains, see the Array structure in this chapter.) • 2 points: Drain affects any one trait suited to its descriptors, one at a time, such as any one ability score, skill, or feat at a time, or any one sensory effect, fire effect, or mental effect at a time. • 3 points: Drain affects all traits of a single type (ability scores, skills, feats, one type of effect, or all effects of a particular type or descriptor) all at once (subtracting its rank in power points from each). • 4 points: Drain reduces all effects at once. • 5 points: Drain reduces all traits at once. Boss Mods should carefully control, and may wish to limit access to, the 4- and 5-point versions of Drain, since they are especially powerful.
DRAIN AND OBJECTS --------------------------- Drain normally has no effect on inanimate objects, only creatures. Drain with the Affects Objects extra (see the Extras section) can work on inanimate objects, and Drain can couple this with the Limited to Objects flaw to work only on inanimate objects as a +0 modifier. As a general rule, most inanimate objects have only one trait (their Toughness) and Drain Toughness can weaken the Toughness (and therefore structure) of objects. Objects do not get saving throws against Drain; it has its full effect on the targeted object. At the Boss Mods discretion, held or carried objects may gain a Reflex save from their wielder to reduce the Drain’s effect, representing pulling the object out of harm’s way at the last moment. Devices always get a save against Drain (see the following).
DRAIN AND DEVICES ----------------------------- Drain with the right descriptor(s) can lower the traits provided by a Device (see Device in the Power Structures). For example, a Drain that affects all magical powers could potentially drain the powers of a magical device as well. Likewise a Drain affecting electrically powered equipment could drain an electrical device, and so on. This also applies to equipment, although it tends to have fewer traits to drain, and the Boss Mods should feel free to disallow any Device or equipment Drains that don’t suit the campaign or the power concept. For example, just because a Drain Damage effect is possible doesn’t mean a character should be able to cause guns to do less damage; this sort of thing is better handled by an all-or-nothing effect like Nullify (see its description later in this chapter).
Power Feats ------------------------------------------------------------------------- • Affects Insubstantial: Drain with this modifier can affect insubstantial targets, even if the user can’t normally touch them. • Extended Reach: A touch range Drain can benefit from the effects of this feat. • Incurable: Drain with this power feat cannot have its effects countered by another power (such as Boost, Healing, or other effects) without the Persistent power feat; the target must recover from the Drain normally. • Reversible: You can restore power points you have drained from a subject at will as a free action rather than having to wait for them to recover over time. • Selective: A Drain effect capable of reducing more than one trait at once can have this power feat, allowing you to choose which traits are affected, while not affecting others. Note this differs from the Selective Attack extra, which allows you to choose which subjects an Area Drain affects (see the following section). • Slow Fade: This power feat extends the time it takes for lost power points to return, one step up the Time Table per rank: 1 point per minute, 1 point per five minutes, and so forth. • Subtle: Drain effects with this power feat are more difficult to detect. Since Drain is normally a touch range effect, and the actual effects (loss of power points) are usually apparent, a Drain generally has to be normal or perception range to gain much benefit from being Subtle.
Extras ------------------------------------------------------------------------- • Affects Corporeal: An incorporeal being needs this extra to use a Drain effect—like a “life-draining” Drain Constitution for a ghost—on a corporeal target. • Affects Objects: Drain with this modifier works on inanimate objects, although the effect can still only drain traits the objects possess. This is most often applied to Drain Toughness for an effect that can weaken both creatures and objects. As a +0 modifier, the effect only works on objects (things with no Constitution), and not creatures with a Constitution score. • Alternate Save: Certain Drains, particularly those affecting mental traits, may have Will as their saving throw rather than Fortitude. This might also be the case for Drain effects designed as mental or mystic powers. • Aura: As a touch range effect, Drain can apply this extra, suitable for a character whose touch automatically causes a particular Drain effect. • Contagious: This modifier suits a Drain effect based on a disease or similar contagion, or something like a draining substance that covers targets and can potentially affect anyone touching them as well. It’s often used in conjunction with the Disease modifier (see the following). • Disease: Drain is the effect most commonly used for diseases, which typically weaken a victim’s abilities, and may affect other traits. A Disease Drain works like the guidelines(listed in rules). Disease Drains are often comparatively low-ranked, the effect building up over time. • Poison: Like Disease, Poison is a common modifier for Drain, which is the basic effect of most toxins. Poison Drains tend to affect ability scores: Strength for weakness poisons, Dexterity for paralytic poisons, Constitution for lethal toxins, and mental ability scores for intoxicants, depressants, and similar neuro-chemicals. Poison Drains tend to be higher rank than Disease Drains simply because they act faster and take effect only twice. • Selective Attack: This extra can be applied to an Area Drain so it only affects some targets and not others. It can be combined with the Selective power feat (previously), allowing you to use an Area Drain to selectively drain certain traits only from certain targets. • Total Fade: Traits reduced by a Total Fade Drain do not recover gradually. Instead, they remain at their reduced power point value until the entire trait would have normally recovered, at which point the trait returns to its normal value. So, for example, if a Total Fade Drain reduces a trait by 5 power points, the trait would normally recover 1 point per round until it returned to its normal value but instead remains at the lowered value for five rounds, then regains all 5 lost power points at once.
Flaws ------------------------------------------------------------------------- • Limited to Objects: Drain with Affects Objects and this flaw works only on inanimate objects with no Constitution score. • Requires Grapple: You must grapple and pin a target in order to Drain them (see Grapple in rules subforum). The Drain effect occurs immediately once the target is pinned, but not until then. • Side Effect: This flaw may represent a kind of Drain effect that “overloads” or even “feeds” on the user if it fails to drain the target! The side effect might be straightforward Damage, or a similar Drain effect against the attacker.
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Posted: Mon Feb 23, 2009 11:18 pm
Elongation Type: Alteration Action: Move(active) Range: Personal Duration: Sustained Saving Throw: None Cost: 1 point per rank
You can elongate your body and limbs to extend your reach. You can elongate 5 feet at rank 1; each additional rank moves your maximum range (in feet) one step up the Progression Table: 10 feet, 25 feet, 50 feet, and so on. Past rank 6, you can’t elongate your entire distance in a single move action. You can elongate up to (rank x 50 feet) per move action, up to your maximum distance. So at rank 10, for example, you can elongate 500 feet per move action to a maximum of 5,000 feet, so it takes five full-round actions to reach your maximum extension. “Snapping back” to your normal shape is a free action, unless you elongate past rank 6, in which case retracting completely requires the same amount of time as elongating that distance. You can use Elongation to make melee attacks at a greater distance by elongating your limbs. It requires a full action to both elongate (move action) and attack (standard action). Once elongated, you can make melee attacks within your new reach as a standard action. Your elongated attacks have a “range increment” of (power rank x 10 feet), each increment beyond the first applies a –2 penalty to your attack rolls and checks, since it’s harder for you to coordinate your limbs at a distance. If you can’t accurately sense your target at all (around a corner, for example), apply the rules for concealment (see Concealment,). The range increment is based on the distance between your target and your head (or wherever your accurate senses originate), so if you elongate your neck so your head is within one increment of your target, you suffer no range penalties, although you’ll be less aware of what’s going on around the rest of your body! You gain a bonus to Defense against attacks on your elongated limbs as if you were one size category smaller than usual (see Size, rules sub forum). So the elongated limb of a medium character has a +1 Defense bonus (like a small character). Elongation gives you a bonus on Escape Artist checks and grapple checks equal to your power rank due to your greater flexibility and reach.
At rank 3 or higher, you can move more quickly than normal by stretching out to a spot as a move action and pulling the rest of your body in after you, or extending your limbs to give you a longer stride. The maximum distance you can move in this way is the amount you can elongate in a single move action. You can take two move actions to double the distance (as a full round action) but you can’t move “all out” with Elongation.
Power Feats ------------------------------------------------------------------------- • Extended Reach: This feat does not apply to Elongation, which provides its own means of extending your reach. • Improved Range: This feat can improve the range increment of your elongated attacks. • Indirect: At the Boss Mods discretion, this power feat can indicate a form of Elongation that “bypasses” normal spatial relationships or barriers, such as using the ability to generate spatial “wormholes” or fold space to extend reach. This may allow you to reach “through” walls (Indirect 1), punch someone standing behind you (Indirect 2), or hit someone standing in front of you in the back of the head (Indirect 3), good for surprise attacks.
Extras ------------------------------------------------------------------------- • Projection (+1): Your elongated limb(s) are a projection of your power rather than an actual extension of your body. Therefore, they are not vulnerable to attack on their own; any attacks specifically against your elongated segments have no effect. So, for example, an elongated “psychic hand” could reach into a container of acid to pull out an object without any risk of harm. This extra does not provide you with any additional protection for your normal body parts. Flaws ------------------------------------------------------------------------- • Permanent: A character with a Permanent Elongation effect is stuck at maximum extension for the effect’s rank, so someone with Permanent Elongation 4, for example, has a 50-foot reach and can cover 50 feet with a single move action. Associated Effects ------------------------------------------------------------------------- • Immunity: Elongation—and an elastic body—may also provide things like Immunity to falling damage (5 ranks). • Insubstantial: Elongation often implies or includes the ability to reshape your body in other ways. A truly elastic character should also have the first rank of Insubstantial, able to flow like a fluid. • Morph: Characters able to reshape their physical forms beyond just elongating their body and limbs should acquire the Morph effect at the appropriate level. • Super-Movement: The ability to elongate may provide certain Super-Movement traits, particularly swinging (by elongating your arms) or slithering (elongating your body like a snake).
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Posted: Tue Feb 24, 2009 1:40 pm
Emotion Control Type: Sensory(Mental) Action: Standard(active) Range: Perception Duration: Sustained(lasting) Saving Throw:Will(staged) Cost: 2 points per rank
You can instill different emotions in a target that fails a Will save to resist. Failure by 10 or more means the target will not take any hostile action unless attacked. You also choose the object of the emotion. So you decide what the target loves, hates, fears, and so forth. You can produce the following emotional effects: • Calm: The subject adopts an indifferent attitude and does not feel any strong emotion. Calm can counter any of the other emotion effects and they may counter it (see Countering Powers, rules sub forum). • Despair: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 10 or more means the target is overcome with hopelessness, helpless and unable to take any actions. • Fear: The subject is shaken, suffering a –2 on attack rolls, defense, and checks. Failure by 5 or more means the subject is frightened and flees from the source of the fear (specified by the user) as quickly as possible. Failure by 10 or more means the subject is panicked, dropping any held items and fleeing blindly from the source of the fear. A panicked subject unable to flee cowers and does not attack—most likely using total defense instead (see Total Defense, rules sub forum). • Hate: The subject immediately becomes unfriendly. If the save fails by 5 or more, the subject’s attitude becomes hostile. Hate counters and is countered by love. • Hope: The subject feels no fear or despair. Hope counters those emotions and similar effects and is countered by them in return. • Love: The subject’s attitude becomes friendly. If the save fails by 5 or more, the subject’s attitude becomes helpful. If it fails by 10 or more, the subject becomes fanatical. Love can counter despair, fear, and hate and they may counter it. The Boss Mods may allow other emotion effects, generally variations on the previous. For example, extreme jealousy can be seen as hate directed at a particular subject, anger as undirected hate making the subject less friendly and more likely to take hostile action, and so forth.
Power Feats ------------------------------------------------------------------------- • Mind Blank: Targets don’t remember time under your Emotion Control; their memory of that time is blank. • Subtle: Subtle Emotion Control is tailor-made for true manipulators, leaving victims wondering why they are suffering such uncharacteristic bouts of emotion. Combined with a degree of finesse in choosing the right feelings to impose, the controller can escape notice altogether.
Extras ------------------------------------------------------------------------- • Alternate Save: Emotion Control may be based on Fortitude to reflect a biochemical effect, such as a drug or control over various hormones. • Contagious: Contagious Emotion Control could be a contagious disease or toxin or some sort or a contagious psychic effect passed from one person to another.
Flaws ------------------------------------------------------------------------- • Limited to (one emotion): You can only cause one of the listed emotional effects, not any of them. This is a common flaw for power concepts involving a particular emotion rather than the general ability to control emotions, such as a fear- based power. • Sense-Dependent: Your Emotion Control works through a target’s senses rather than as a strictly mental effect. Examples include eye contact (visual), voice or music (auditory), or pheromones (olfactory).
Associated Effects ------------------------------------------------------------------------- • Fatigue: The ability to affect emotions may also involve the ability to affect someone’s sense of energy and drive, suited to the Fatigue effect (with a +2 modifier if the effect is perception range like Emotion Control). • Mind Reading: Mind Reading (possibly Limited to a subject’s emotional state) can be a useful ability to have when you intend to manipulate someone’s emotions (see the description of the Empathy power in the next chapter for more information).
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Posted: Tue Feb 24, 2009 1:43 pm
Enhanced(Trait) Type: Trait Action: None(passive) Range: Personal Duration: Continuous Saving Throw:None Cost: (varies see description)
You have an enhancement to a non-effect trait, such as an ability (including saving throws) or skill (including attack or defense bonus). Since Toughness save cannot be increased on its own, use the Protection effect instead of Enhanced Toughness (see Protection later in this chapter). The Enhanced Trait has the same cost at the trait’s normal cost. Its “rank” is considered equal to the trait’s bonus or modifier. So 20 points of Enhanced Strength costs 20 points (since ability scores cost 1 power point per ability score point) and is considered a rank 10 effect (since every 2 ability score points is a +1 modifier). Enhanced Traits can be nullified like other effects (and unlike normal traits), but you can also apply extra effort to them and include them in Arrays, Devices, and so forth (also unlike normal traits). The Boss Mods approves any extra effort use in conjunction with your Enhanced Traits. Enhanced Traits also have appropriate descriptors, differentiating them from normal traits. You can freely mix normal and Enhanced Traits, and their benefits stack up to the limits of the campaign’s power level. So a character can have Dexterity 15 and Enhanced Dexterity 10 for a total Dexterity score of 25 (a +7 bonus), so long as the total Dex score is within the power level limits. If the character’s Enhanced Dexterity is nullified, he drops down to a +2 Dex modifier (from his natural Dex of 15). Note: This effect is called Enhanced Ability and applies to ability scores. This version expands it to all non-effect traits, as the Boss Mods see fit.
Power Feats ------------------------------------------------------------------------- • Alternate Power: Unlike normal traits, an Enhanced Trait may be placed into an Array as a base or Alternate Power (see Array in this chapter). The benefits of the Enhanced Trait only apply so long as that Alternate Power of the Array is active. • Innate: Enhanced Traits may be Innate, in which case they are unaffected by trait effects, including Nullify. Note, however, that enhancing effects like Boost also do not affect Innate traits. • Subtle: As a continuous effect, Enhanced Trait is subtle by default and does not require this power feat. Enhanced Traits with noticeable effects can have the Noticeable power drawback.
Extras ------------------------------------------------------------------------- • Affects Others: This changes the Enhanced Trait’s range from personal to touch, allowing you to bestow the effect on someone else. As usual, the +0 version of this modifier means you can only grant the Enhanced Trait to others, the +1 version means you can grant it to someone else while still using it yourself. An Enhanced Trait that Affects Others generally cannot improve traits beyond power level limits, although the Boss Mods may modify this as desired.
Flaws ------------------------------------------------------------------------- • Duration: An Enhanced Trait can have a sustained duration as a –1 flaw, meaning the trait must be activated and maintained as a free action, and stops working if you are unable to maintain it. Enhanced Traits cannot have an instant duration, nor may they apply the Permanent flaw (see the following). • Fades: For an Enhanced Trait that requires activation and fades over time, use the Boost effect rather than this flaw. • Permanent: The Permanent flaw does not apply to Enhanced Trait, because permanent Enhanced Traits aren’t sufficiently limited by it, and because normal permanent versions of the traits are already defined in game terms.
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Posted: Tue Feb 24, 2009 1:43 pm
Environmental Control Type: General Action: Standard(active) Range: Ranged Duration: Sustained Saving Throw:See description Cost: 1-2 points per rank
You can change the environmental conditions in an area: altering the temperature, creating light, causing rain, and so forth (see The Environment, see rules sub forum, for the effects of different environmental conditions). Each of the following is a separate Environmental Control effect. If you have one you can acquire others as Alternate Powers in an Array (see the Array power structure), but you can then only use and maintain one at a time. To use or maintain multiple Environmental Control effects simultaneously, add their costs together for the effect’s total cost per rank (or see the Mix-and-Match Environments option, following). • Cold: You can lower the temperature in the area. For 1 point per rank, you create intense cold; for 2 points per rank, you create extreme cold. • Distraction: You can create conditions to distract anyone attempting to concentrate, such as driving rain, hail, dust storms, and so forth. For 1 point per rank the distraction is DC 5, for 2 points per rank it’s DC 10, and for 3 points per rank it’s DC 15 (see the Concentration skill description, skills forum, for details). • Gravity: For 2 points per rank, you can create a low-gravity or high-gravity environment. You can acquire the other effect as an Alternate Power. The attack roll penalty for low-gravity does not affect characters with a three-dimensional movement effect like Flight, Swimming, or Super Movement (air walking, wall-crawling, etc.). The attack penalty for high-gravity does not affect characters with effective Strength scores greater than 30 (including Super-Strength bonuses). • Hamper Movement: You can hamper movement through the area with high winds, icy or wet surfaces, or similar effects. For 1 point per rank, you halve movement speed through the area; for 2 points per rank, you reduce it to one-quarter. • Heat: You can raise the temperature in the area. For 1 point per rank, you create intense heat, for 2 points per rank; you create extreme heat. • Light: You can raise the light level in the area, countering the concealment of darkness, but not other forms of concealment. For 1 point per rank, you can shed enough light to reduce total concealment to partial and partial concealment to none. For 2 points per rank, you can shed light as bright as a sunlit day, eliminating all concealment provided by natural darkness. Obscure effects with the darkness descriptor may be countered with a successful power check. • Radiation: You can irradiate the area, exposing everyone to a harmful level of radiation. For For 1 point per rank you can lightly irradiate. For 2 points per rank, you can moderately irradiate an area. (See the rules subforum, for details on radiation levels and exposure.) • Visibility: You can reduce visibility in the affected area, imposing a –4 modifier on Notice and Search checks. For more significant obscuring of senses (via darkness, fog, etc.) use the Obscure effect. Your Environmental Control has a 5-foot radius at rank 1. Each additional rank moves the maximum radius one step up the Progression Table (with a radius of approximately 2,000 miles at rank 20, sufficient to alter the environment of an entire continent!).
Power Feats ------------------------------------------------------------------------- • Slow Fade: Environmental Control with the Fades modifier (see the following) may have this power feat to extend the time interval before the effect fades, although the Boss Mods should carefully consider any such extensions.
Extras ------------------------------------------------------------------------- • Area: As Environmental Control already affects an area, it can- not have (nor does it require) this extra. • Independent: Environmental Control can use this modifier where the effect’s area diminishes once it is established, the effect no longer under the control of the user. So, for example, a character might have Environmental Control where a change is made and then diminishes over time until it is gone or the effect is countered (by the original user or someone else). • Selective Attack: Since hostile environments may provoke saving throws or otherwise hinder targets, Environmental Control is considered an “attack” for purposes of modifiers. With this extra you can vary the environment within your affected area, affecting some while not affecting others, or even mixing and matching different environments (making part of the area cold and another hot, for example).
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Posted: Tue Feb 24, 2009 2:48 pm
ESP Type: Sensory Action: Move(action) Range: Extended Duration: Concentration Saving Throw:None Cost: 1-4 points per rank
You can displace one or more of your senses over a distance, perceiving as if you were at that location, up to 10 feet away. Each additional rank increases your range, as shown on the Extended Range Table. ESP overrides your normal sense(s) while you are using it. Subjects observed via ESP can sense it with a Notice check (DC 10 + rank). You can make Notice and Search checks normally using your dis- placed senses. To search a large area for someone or something, use the extended search guidelines given in the description of the Search skill (see skills). ESP costs 1 point per rank for one sense type, 2 points per rank for two sense types, 3 points per rank for three, and 4 points per rank for all of your senses. Visual senses count as two sense types (so visual ESP is 2 points per rank). You can use perception range sensory effects via ESP if your ESP applies to their sense type and an accurate sense (usually sight). Sensory effects targeted on the spot where you have displaced your senses affect you normally.
Power Feats ------------------------------------------------------------------------- • Dimensional: This power feat allows you to extend your ESP into other dimensions with range proximate to your location in that dimension. One rank of Dimensional allows you to sense into a single other dimension, two for a group of related dimensions, and three for any dimension in the setting suitable to your ESP’s descriptors. Dimensional ESP for an accurate sense is especially useful for targeting other Dimension effects. • Subtle: ESP already has a degree of subtlety. Applying one rank of Subtle to ESP increases the DC to notice the effect to 20 + rank or makes it noticeable only to a particular unusual sense (with the usual DC 10 + rank notice check). Two ranks of Subtle make ESP completely unnoticeable, as usual.
Extras ------------------------------------------------------------------------- • No Conduit (+1): You are not affected by sensory effects targeted where you have displaced your senses, but neither can you use perception range effects via your ESP. Despite the built- in limitation, this is an extra, since it allows you to use your ESP to observe subjects in relative safety. • Simultaneous (+1): You can use both ESP and your normal senses at the same time, perceiving two locales like “translucent” overlays of each other. This means you’re more capable of taking physical action while also using your ESP, although the effect still requires its normal duration to maintain. The Boss mods may occasionally require a Notice skill check to sort out the layered sensory information you receive.
Associated Effects ------------------------------------------------------------------------- • Concealment: At the Boss Mods discretion, the Concealment effect can treat ESP as a “sense” regardless of what sense(s) ESP affects. So Concealment 1 can be configured as “Concealment from ESP,” preventing someone using ESP from perceiving the user, without affecting other senses. This suits certain sorts of magical “spells to ward against scrying” or mental shields that block out the questing minds of other psychics. Likewise, the GM can allow Dazzle, Obscure, and other sensory effects to treat ESP as a single sense, allowing for effects that temporarily “blind” or block out the effect. Sensory effects that work against a particular sense also affect that sense displaced by ESP. So a Visual Dazzle, for example, can blind a Visual ESP user. • Communication: ESP is the power to sense things going on in a distant location. To send information, you need the Communication effect, often associated or linked with ESP. This allows two-way interchanges between distant points, where the power user can sense what is going on some distance away and also relay information to those present able to receive Communication.
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Posted: Tue Feb 24, 2009 2:53 pm
Fatigue Type: Attack Action: Standard (active) Range: Touch Duration: Instant Saving Throw: Fortitude (staged) Cost: 2 points per rank
You can inflict fatigue on a target. Make a melee attack roll. The target makes a Fortitude save (DC 10 + Fatigue rank). A failed save means the target is fatigued: –2 to Str and Dex, –1 to attack and defense, and cannot move all out. If the save fails by 5 or more, the target is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the target is unconscious. Targets immune to fatigue are unaffected. Already fatigued characters suffering another fatigue result become exhausted, while exhausted characters suffering another fatigue result become unconscious. The target recovers from the fatigue normally (see Fatigue, combat thread, for details).
Power Feats ------------------------------------------------------------------------- • Incurable: A Fatigue effect with this feat causes fatigue that an Energizing Healing effect cannot restore (see Healing later in this chapter). The victim must recover from the fatigue normally. Persistent Energizing Healing can restore Incurable Fatigue. • Reversible: You can remove fatigue conditions caused by your Fatigue effect at will as a free action (even if your effect is normally Incurable). • Sedation: You can keep targets rendered unconscious by your Fatigue effect from regaining consciousness (see the Sedation power feat description for details.
Extras ------------------------------------------------------------------------- • Alternate Save: A Fatigue effect can be resisted by a Will save rather than a Fortitude save (as a +0 modifier). The effect still doesn’t work on targets immune to fatigue and also doesn’t work on targets immune to Will effects.
Flaws ------------------------------------------------------------------------- • Limited to Fatigue: Your Fatigue effect cannot exhaust a target or render them unconscious regardless of the saving throw result or number of uses. The only condition it can cause is fatigue.
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Posted: Tue Feb 24, 2009 3:06 pm
Features Type: General Action: None (passive) Range: Personal Duration: Permanent (see description) Saving Throw: None (see description) Cost: 1 point per rank You have one or more minor features or effects that grant you an occasionally useful ability worth about 1 power point. This effect is essentially a version of the Benefit feat (see Benefit, feats thread) but a power rather than a virtue of skill, talent, or social background. For example, diplomatic immunity or wealth are Benefits; fur, the ability to mimic any sound, or a hidden compartment in your hollow leg, are Features. It’s up to a BM what capabilities qualify as Features; generally if something has no real game effect, it’s just a descriptor. If it has an actual game system benefit, it may be a feature. There’s no need to define every possible feature a character may have down to the last detail.
Sample Features ------------------------------------------------------------------------- Some examples of possible Features include the following: • Environmental Adaptation: This feat may also be a Feature for some characters, depending on its descriptors and origin. • Insulating Fur: You have a layer of fur that protects you from sunburn and cold, giving you immunity to those environments. • Internal Compartment: You can carry a portion of your carrying capacity inside you body! You have a pouch or compartment of some sort, able to hold objects no larger than about one-fifth your own size and weighing no more than your light load. • Iron Stomach: You can eat anything that’s not toxic without ill effects: spoiled or unpleasant food, for example. You get a +4 bonus on Survival checks involving feeding yourself. • Mimicry: You can imitate almost any sound you’ve heard, giving you a +10 bonus to Bluff or Perform checks to convince others your mimicked sounds are real. • Special Effect: You have some special effect, like a gust of wind at the right dramatic moment, or ideal spotlighting, or personal theme music. The GM may give you a +2 bonus for favorable circumstances when your special effect is likely to impress people or otherwise aid you. • Temporal Inertia: You are somehow uniquely “anchored” in the space-time continuum, making you immune to changes in history. You recall the “true” version of historical events, even if no one else does.
Flaws ------------------------------------------------------------------------- • Duration: Some Features may be sustained duration rather than permanent with no change in cost. This suits active Features a character has to use and maintain rather than having them as passive traits requiring no effort whatsoever.
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Posted: Tue Feb 24, 2009 9:46 pm
Flight Type: Movement Action: Move (active) Range: Personal Duration: Sustained Saving Throw: None Cost: 2 points per rank You can fly through the air, including hovering in place. You have a flying speed of 10 MPH (100 feet per round) at rank 1. Each additional rank moves your speed one step up the Progression Table: 25 MPH at rank 2, 50 MPH at rank 3, and so forth. At rank 19, you can reach anywhere on Earth in a single move action. At rank 20, you can accelerate to near the speed of light! Speeds per rank are shown on the table below (Value = MPH).
Carrying And Flight ------------------------------------------------------------------------- You can carry up to a light load in flight with no reduction in speed. A medium or heavy load reduces your speed to two-thirds and a heavy load also reduces your all-out Flight speed to one-half normal. You cannot carry more than a heavy load while in flight.
Underwater Flight ------------------------------------------------------------------------- Flight works normally in vacuum or a gaseous medium (like a planet’s atmosphere). Moving through liquid, such as underwater, flight speed is slowed to that of the equivalent rank of Swimming (see the Swimming effect later in this thread). This may also include “liquid” atmospheres on alien planets. Essentially, Flight includes the benefit of moving through liquids at Swimming speeds. If it does not, you may apply a 1-point Power Loss drawback (doesn’t work underwater). Likewise, an inability to fly in space is a complication, on those rare occasions when it happens. For movement through solids, see the Burrowing effect as well as Insubstantial and the Permeate effect of Super-Movement.
Power Feats ------------------------------------------------------------------------- • Subtle: The default Flight effect is normally noticeable, whether from the rush of air, the roar of rockets, or a glowing contrail or aurora. This feat reduces, and then eliminates, these traces. If your Flight is completely Subtle, you do not need to make Stealth checks to move silently while flying (you do so automatically), although you may still need to do so to avoid being seen or otherwise detected.
Extras ------------------------------------------------------------------------- • Affects Others: While characters with Flight can lift and carry up to a heavy load while flying, this extra enables them to transfer their Flight ability to others. • Attack: In order to send an unwilling target “flying,” see the Move Object effect in this chapter and the Telekinesis power in the next chapter. These should be used rather than a Flight Attack effect, which is an unbalanced means of achieving similar results, since a high rank Flight Attack could send someone flying into a wall or the ground at thousands of miles per hour! • Duration: Continuous duration Flight operates even when the character is stunned, unconscious, or otherwise unable to sustain it. The user remains hanging in space, maintaining relative position to the ground, if necessary. Alternately, the user might float safely down to the ground when unable to maintain Flight.
Flaws ------------------------------------------------------------------------- • Distracting: A clumsy or uncertain flier might suffer from this flaw, losing dodge bonus at all times while flying rather than just when moving all-out. • Duration: Concentration duration Flight can represent an effect requiring additional focus or effort on the character’s part; you can fly, but can’t do much else at the same time. Since concentration requires a standard action each round, it also means you can’t fly at accelerated or all-out speeds, just the normal pace of your Flight rank. A useful Flight effect cannot have a duration less than concentration. • Gliding (–1): You lose altitude equal to half the distance you travel, meaning the maximum distance you can glide is twice the height you start from. You may be able to gain altitude occasionally by catching thermal updrafts and winds but it should be rare (roll a d20 when you wish to, on a roll of 18+ you can). You cannot have more than 4 ranks in Flight if it has this flaw. • Levitation (–1): You can only move straight up and down, not side to side, although you can allow yourself to be carried along by the wind. You cannot have more than 4 ranks in Flight if it has this flaw. • Platform (–1): Your Flight is reliant on some sort of platform on which you stand or sit. If you suffer any knockback while flying (see Knockback, M&M, page 165) or you are grappled by someone standing on the ground, you’re knocked or pulled off your platform and cannot fly. You can regain the use of your flying platform by reactivating your Flight effect (which may require a Concentration check, depending on circumstances).
Drawbacks ------------------------------------------------------------------------- • Forward Only: You cannot back up while flying; you can only fly straight ahead. • Low Ceiling: You cannot gain much altitude, remaining fairly close to the ground. A ceiling (maximum altitude) of 30 feet is a 1-point drawback, 15 feet is worth 2 points, and 5 feet is worth 3 points. This drawback is suitable for “hovercraft” type flight and similar effects. • Minimum Speed: You must fly no less than half your maxi- mum speed or you “stall” and begin falling. You can restart your Flight as a move action unless circumstances prevent it (including other drawbacks). You can’t hover while in flight. • Power Loss: If your Flight is dependent on being able to flap your wings, rockets with air-intakes or jets that can be jammed, and so forth, you can apply this drawback to reflect conditions where your Flight effect may not function. If your Flight has limitations that render it inoperative about half the time, it should have the Limited flaw instead. Note that this differs from having your Flight countered in that you lose it automatically when your Power Loss occurs, with no opposed check. • Reduced Load: If you cannot carry more than a medium load while in flight, you have a 1-point power drawback. If you cannot carry more than a light load, you have a 2-point power drawback. • Runway Required: You need a level runway to take off and land. You can’t take off or land vertically or hover. • Wide Turns: You cannot execute a greater than 45 degree turn per move action while flying, although you can slow your flying speed while turning in order to make tighter turns, if you wish. A combination of Minimum Speed and Wide Turns means you can only bank widely at best.
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