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Posted: Tue Feb 24, 2009 4:55 pm
Power Modifiers Power modifiers enhance or weaken effects in various ways, sometimes significantly changing how they work.
Applying Modifiers Modifiers are permanent changes to how effects work. Positive modifiers, called extras, increase an effect’s cost per rank by 1. Negative modifiers, called flaws, reduce an effect’s cost per rank by 1. To determine the final cost, add the effect’s base cost per rank, plus the total positive modifiers, minus the total negative modifiers. If the result is a positive number, that’s the effect’s new cost per rank. So an effect costing 2 points per rank with modifiers of +3 and –1 has a final cost per rank of 4 points (2 + 3 – 1 = 4). ---Fractional Effect Cost If modifiers reduce an effect’s cost to less than 1 power point per rank, each additional –1 modifier beyond that adds to the number of ranks you get by spending 1 power point on a 1-to-1 basis. So 1-point effect with a –1 modifier, rather than dropping to a cost of 0 points per rank instead gets 2 ranks for 1 power point. An effect’s cost can be expressed as the ratio of power points per rank (PP:R). So an effect costing 3 power points per rank is 3:1. If that effect has a total of –2 in modifiers, it costs 1:1, or 1 power point per rank. Applying another –1 modifier adds to the second part of the ratio, making it 1:2, or 1 power point per two ranks, and so forth. Continue the progression for further reductions, however it's limited to 1:5. Example: The Soldier has Protection, but only effective against bludgeoning damage (a –3 modifier) and the Impervious extra (a +1 modifier) for a total modifier of –2. Since Protection costs 1 point per rank, the –2 modifier increases the number of ranks per power point, so the final cost of the power is 1 power point per 3 ranks of Impervious Protection vs. bludgeoning damage (from a 1:1 to a 1:3 ratio). ---Partial Modifiers You can apply a modifier to only some of an effect’s ranks and not others in order 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. Example: Talona’s claws provide her with 8 ranks of the damage power with penetrating, but have a limited ability to penetrate Protection. The last 4 ranks have the protection extra, so the power costs 1pp per rank +4 rather than 2pp per rank. This means her claws only penetrate up to 4 ranks of impervious rather than 8 as they normally would. Rather than altering the "cost per rank" simply turn extra's into power feats and flaws into drawbacks when doing this. The build would look like: Damage + Penetrating(+4)(PF) Note that you CAN NOT use partial extras AND partial flaws on the same power, you can only do one or the other. This is because otherwise it would allow for players to gain a benifit and completely eliminate it's cost by making the benefit "slightly less effective" (but none the less free). Consider using array, or simply making a new power when you want something you cant achieve do to this restriction.
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Posted: Tue Feb 24, 2009 4:57 pm
Extra Descriptors Unless specified otherwise, the following extras increase an effect’s cost per rank by 1 point per application of the extra.
---Action +1 Modifier Step Using an effect requires one of the following types of actions: reaction, free, move, standard, or full action. Reducing the action required to use an effect is a +1 modifier per step (full action to standard action, for example). An effect’s required action cannot be reduced to none unless the effect is permanent (in which case it is generally automatic, see the Permanent flaw description). This extra can not lower an attack effect below a standard action. Movement effects cannot take this extra, since the move action required to use a movement effect is part of the character’s normal movement.
---Affects Corporeal +1 Modifier An incorporeal being can use an effect with this extra on the corporeal world (see the Insubstantial effect description). Characters with lower ranks of Insubstantial do not require this extra for their effects to work on the physical world, although they can apply it to their Strength bonus to allow them to apply their Strength while Insubstantial.
---Affects Objects+0/+1 Modifier A Fortitude effect with this modifier works on non-living objects (those with no Constitution score). Generally, this extra applies to effects that heal or weaken living creatures, such as Boost, Drain, Healing, and Regeneration, allowing them to work on objects in the same way. If the effect works only on objects, and not living creatures, this is a +0 modifier.
---Affects Others +0/+1 Modifier This extra allows you to give someone else use of a personal power. You must touch the subject as a standard action, and they have control over their use of the power, although you can withdraw it when you wish. If you are unable to maintain the power, it stops working, even if someone else is using it. Both you and your subject(s) can use the power simultaneously. If the power only affects others, and not you, there’s no change in cost (a +0 modifier), essentially a combination of Affects Others and Limited (only others). You can increase the number of characters you can grant the power to simultaneously with the Progression power feat.
---(Alternate) Save +0/+1 Modifier An effect with this modifier has a different saving throw than usual. The power’s effects and saving throw Difficulty Class remain the same, only the save differs. This is particularly important for Toughness save powers, which have a base DC of 15 + rank, rather than 10 + rank. If you change an effect with a Toughness save to another save, its save DC remains 15 + rank. When applied to powers requiring a Toughness saving throw, Alternate Save is a +1 modifier and can only make the power’s save Fortitude or Will. Fortitude generally represents a toxic effect like a poison, while Will represents a mental or spiritual attack. In either case the power only works on targets with the appropriate save: Fortitude only affects living targets with a Constitution score. Will only affects creatures with all three mental ability scores. Neither works on inanimate objects. Applied to powers requiring some other saves, this modifier does not change an effect’s cost (it is a +0 modifier).
---Area +1 Modifier This extra allows an effect that normally works on a single target to affect an entire area. Area effects are defined as targeted or general, by their shape, and by their interaction with effect range and duration. Effects that already affect a given area cannot apply this modifier; their area is defined by the effect’s rank and the use of the Progression power feat (see the Progression power feat description). ......General And Targeted Area Effects Choose one of the following options: • General: A general area effect follows the normal area attack rules given in Mutants & Masterminds: targets in the affected area receive a Reflex saving throw to reduce the effect (or eliminate it entirely, if they have the Evasion feat). General area effects do not require attack rolls and cannot benefit from trade-offs on power level limits; they’re limited to a saving throw DC modifier of no more than the power level. • Targeted: A targeted area effect is an option for any effect that normally requires an attack roll. It allows the effect to “attack” everyone in the affected area. The attacker makes a single attack roll for the effect, comparing the result to the Defense of each potential target in the area, meaning the effect may hit some and miss others. The targets hit by the attack receive the normal saving throw against it, but do not get a Reflex save to reduce or eliminate the effect, unlike general area effects. The Evasion feat does not apply to targeted area effects, since they do not allow a Reflex saving throw. Attack and Save DC trade-offs apply to targeted area effects, since they require an attack roll. ......Area Effect Shape Choose one of the following options: • Burst: The effect fills a sphere with a 5-foot radius per rank. Bursts on level surfaces (like the ground) create hemispheres (rank x 5 feet) in radius and height. • Cloud: The effect fills a sphere 5-feet in diameter (not radius) per rank and lingers in that area for one round after its duration expires (affecting any targets in the area normally during the additional round). Clouds on level surfaces (like the ground) create hemispheres (rank x 5 feet) in diameter and half that distance in height. • Cone: The effect fills a cone with a final length, width, and height of 10 feet per rank, spreading out from the effect’s starting point. Cones on a level surface halve their final height. • Cylinder: The effect fills a cylinder with a total radius and height of 5 feet per rank. So, for example, a rank 10 Cylinder Area could have a 20-foot radius and a height of 30 feet, a 10-foot radius and a height of 40 feet, or any other combination adding up to 50 feet (10 ranks x 5 feet). • Line: The effect fills a path 5 feet wide and 10 feet per rank long in a straight line. • Perception: The effect works on anyone able to perceive the target point with a particular sense, chosen when you apply this extra, like a Sense-Dependent effect (see the Sense-Dependent modifier). Targets get a Reflex saving throw, as usual, but if the save is successful suffer no effect (rather than half). Concealment that prevents a target from perceiving the effect also blocks it. Perception Area effects must be General, and cannot be Targeted. This modifier includes the Sense-Dependent flaw (see Flaws) so it cannot be applied again. If it is applied to an already Sense-Dependent effect, it is a +2 extra rather than +1. • Shapeable: The effect fills a 5-foot square cube per rank, and you may arrange the area’s volume in any shape you wish, so long as all of the cubes are touching. Each application of the Progression power feat increases the number of cubes per rank (2, 5, 10, and so forth). • Trail: The effect fills a line up to 10 feet per rank behind you as you move, affecting anyone in the area you’ve moved through. Note the action required to use the effect does not change unless you also apply an Action modifier. So as a default, you have to take a standard action each round to use a Trail Area attack effect. ......Enlarging And Reducing Area You may affect a smaller area than your maximum by lowering the effect’s rank (reducing its effectiveness as well). So a rank 8 burst area has a radius of 40 feet (8 x 5 feet). If you lower the power’s rank to 4, you reduce the radius to 20 feet. Effects with the Full Power drawback cannot adjust their area, since you cannot voluntarily lower the effect’s rank. The Progression power feat increases the size of an Area effect, moving its base distance one step up the Progression Table. Since power feat use is optional, you can choose not to use extra area provided by Progression without lowering the effect’s rank. The Progression feat can also reduce the size of an Area effect: each feat acquired for this purpose lowers the effect’s effective rank by one to a minimum of one rank. This is a separate application of Progression and is likewise optional, you choose how much to reduce the area’s size, or if you reduce it at all. ......Area And Range The Area modifier interacts with different ranges as follows: • Touch: An effect must be at least touch range in order to apply the Area extra (personal range effects work only on the user by definition). A Touch Area effect originates from the user and fills the affected area; the user is not affected by it. So, for example, a touch range Burst Area Damage effect does not damage the user. This immunity does not extend to anyone else: for that, apply the Selective Attack extra. • Ranged: A ranged Area effect’s area can be placed anywhere within the effect’s range, extending to fill the area’s volume. • Perception: A perception range area effect can be placed anywhere the user can accurately perceive. Neither General nor Targeted Perception Area effects require an attack roll or allow a Reflex save to reduce their effects, although targets still get a normal save against the effect. General Perception Areas are blocked by concealment: if the attacker can’t accurately perceive a target in the area, it is unaffected. Thus even heavy smoke or darkness can block a General Perception Area effect. Cover that does not provide concealment does not block a General Perception Area effect. Targeted Perception Area effects are blocked by cover, much like conventional explosions: solid barriers can interfere with the effect, even if they are transparent, and the effect ignores concealment like darkness, shadows, or smoke. Only targets behind complete cover are unaffected. Example: Mastermind has a General Burst Area Mind Control effect, allowing him to seize control of the minds of everyone in the area. He must be able to accurately perceive a target to control it; an invisible foe or one out of his line of sight, for example, would be unaffected, even if they were within the radius of the burst. On the other hand, targets behind a glass wall are affected, since Mastermind can perceive them. Fear-Master has a Targeted Burst Area Emotion Control (fear) effect—a fear-inducing gas. Targets behind a solid barrier (such as on the other side of that glass wall) are unaffected, but the invisible or concealed target is, even though Fear-Master can’t see him. ......Area And Duration If the Area effect has a duration longer than instant, choose one of the following options (with no change in cost): • Stationary: A stationary Area effect remains where it is placed for as long as the effect lasts. Anyone in the area (or entering the area) is affected for as long as they remain. Anyone leaving the area is no longer affected. • Attached: An attached Area effect remains with the targets it initially affects for as long as the effect lasts, even if those targets leave the initial area. Others who enter the area after the initial effect are not affected by it, only the initial targets.
Attack +0 Modifier This extra applies to personal range effects, making them into attack effects. Examples include Shrinking and Teleport, creating attacks that cause a target to shrink or teleport away. Unlike most extras, the effect’s cost does not change, although it does work differently. The effect no longer works on you, so a Teleport Attack can’t be used to teleport yourself. It affects one creature of any size or 100 lbs. of inanimate mass. You can increase affected mass with the Progression power feat. The effect has touch range and requires a standard action and a melee attack roll to touch the subject. Its ranged can be improved with the Range extra. Its required action can be changed with the Action modifier. The target gets an appropriate saving throw, determined when the effect is purchased. Generally Reflex or Will saves are the most appropriate, with a DC of 10 + power rank. You must define reasonably common defenses that negate an Attack effect entirely, such as force fields or the ability to teleport blocking a Teleport Attack. You control the effect, and maintain it, if it has a duration longer than instant. If you want both versions of an Attack effect, such as being able to Teleport yourself and Teleport others as an attack, take both as configurations of an Array structure. For the ability to use both options simultaneously—to teleport a target and yourself at the same time, for example—apply a +1 modifier.
Aura +1 Modifier A touch range sustained duration effect with this extra automatically affects anyone touching you, including anyone who strikes or grapples you unarmed, as well as anyone you touch or grapple. To apply this extra, first modify the effect’s range and duration, if they are not already touch and sustained, then apply the Aura modifier. So a Damage effect (which is touch range and instant duration) would need a +2 Duration modifier along with the +1 Aura modifier. You can turn your aura on or off as a free action and it is sustained in duration (the effect itself has its normal duration, so a Stun Aura’s effect is still instant in duration and lasting). You can change your aura effect’s duration with Duration modifiers. You can apply the Selective feat to change what parts of your body the aura covers as a free action; it normally surrounds you completely. Any attacker who makes a successful unarmed attack or a successful attack roll to begin a grapple is automatically affected by your Aura. This includes those attacks which you successfully block in such a manner that the attacker comes into contact with your Aura. The attacker gets a normal saving throw against the Aura’s effect. An attacker using a melee weapon does not come into direct contact with your Aura and therefore is generally not affected by it, although the Aura may affect the weapon itself. Descriptors can also affect this; for example, an Electrical Damage Aura could conduct through a metal weapon, affecting the wielder, while leaving the weapon itself largely undamaged. If you make an unarmed attack while your Aura is active, a Damage Aura stacks with your melee damage, while targets save against other Aura effects separately. You can also inflict your Aura effect on anyone you successfully grapple; you only need to make a successful attack roll to initiate the grapple, the effect occurs whether or not you win the opposed grapple check. It occurs again each round on your action so long as the grapple continues, which is likely to encourage your opponent to release you and escape the grapple as soon as possible. If you activate your Aura while being grappled, it affects anyone grappling you automatically (and, again, will likely encourage them to let go). An Aura effect does not provide any protection against attacks (beyond dissuading opponents from attacking you unarmed); use an appropriate defense effect like Protection for that. ......Mental Aura Optionally, an Aura may be set up as a Mental Aura, “surrounding” your mind rather than your body. This has the same cost and requirements as a regular Aura effect. In this case, the Aura affects anyone “touching” your mind with an effect like Mind Reading or Mind Control or engaging you in a mental grapple. A Mental Aura does not affect those with whom you initiate a mental grapple, only opponents who attempt to mentally grapple you. Otherwise, it works essentially the same: the aggressor must immediately save against the Mental Aura effect and must do so again on each of your actions so long as mental contact is maintained. Example: The Murder Spirit Jack-A-Knives is not only Immune to Mental Effects, but also has a rank 4 Mental Stun Aura, inflicting agony on anyone foolish enough to attempt to delve into its mind. Anyone contacting Jack-A-Knives’ host with an effect like Mind Reading must immediately make a Will saving throw against the Mental Aura’s Stun effect (DC 14 for its rank).
Autofire +1 Modifier An Autofire power fires multiple shots in a standard action. Autofire can apply to any power requiring an attack roll (see Autofire Attack, M&M, page 160, for details). To use an Autofire attack against a single target, make your attack roll normally. For every 2 points your attack roll exceed the target’s Defense, increase the attack’s saving throw DC by +1, to a maximum of +5 (or half the attack’s damage bonus, rounded up, whichever is less.). If an Impervious defense (Force Field or Protection, for example) would normally ignore the attack before any increase in the save DC, then the attack has no effect as usual; a volley of multiple shots is no more likely to penetrate an Impervious defense than just one. ......Multiple Targets You can use Autofire to attack multiple targets at once as a full action by “walking” the Autofire attack from target to target. Choose a line of 5-foot squares no greater in number than your attack bonus. You may make attack rolls to hit targets, one target at a time, starting at one end of the line and continuing to the other end. You suffer a penalty to each of your attack rolls equal to the total number of squares. If you miss one target, you may still attempt to hit the others. ......Covering Fire An Autofire attack can provide cover for an ally. Take a full action and choose an ally in your line of sight, who receives a +4 dodge bonus against enemies in your line of sight and in range of your Autofire attack. (You have to be able to shoot at them to get them to keep their heads down or this maneuver won’t work.) You cannot lay down covering fire for an ally in melee. Each character after the first who lays down covering fire for the same individual grants an additional +1 dodge bonus. All covering fire attackers receive a free attack if an opponent chooses to ignore the dodge bonus granted to the protected target. ......Suppression Fire An Autofire attack can lay down a volley to force opponents to seek cover. Take a full-round action and choose an opponent, who receives a –4 penalty to attack rolls and checks for one round while in your line of sight and in range of your attack. An opponent who chooses not to seek cover ignores the attack modifier from by suppression fire but is automatically attacked (a free action for you). You cannot lay down suppression fire on an opponent in melee. Each character after the first who lays down suppression fire for the same target imposes an additional –1 penalty. All suppression fire attackers receive a free attack if the target fails to take cover or otherwise get out of their sight. Applying this extra a second time reduces the Autofire interval (the amount your attack roll needs to exceed the target’s Defense) to 1 instead of 2. Another application of the extra can also increase the maximum saving throw DC bonus to +10, or the attack’s normal save DC modifier, whichever is less. The bonus granted by Autofire does not count against power level limits.
Contagious+1 Modifier Contagious powers work on both the target and anyone coming into contact with the target. New targets save against the power normally. They also become contagious, and the effect lingers until all traces have been eliminated. A Contagious power is also eliminated if you stop maintaining it, although Continuous Contagious effects remain without need for maintenance. Examples of powers with this extra include “sticky” Snares trapping anyone touching them, Contagious Disease Drains, or even a Nullify effect spreading from one victim to another.
Disease +2 Modifier This extra causes an instant duration effect to work like a disease. If the target’s saving throw fails, the target is infected, but the Disease effect does not work immediately. Instead, on the following day, the target makes another save. If that save fails, the effect occurs, if the save succeeds, there is no effect that day. The target makes another save each day. Two successful saves in a row eliminate the Disease effect from the target’s system; otherwise it continues to occur each day. The target cannot recover from the Disease effect until it is cured. A Healing effect can counter a Disease effect with a (DC 10 + power rank) check.
Duration +1 Modifier An effect has one of the following durations: Instant, Concentration, Sustained, or Continuous. Increasing duration one step (from instant to concentration, for example) is a +1 modifier. Permanent duration is a flaw applied to Continuous effects (see Permanent, and see Duration, powers thread, for more information). Increasing a power that negatively effects a foe may not be made anything more than sustained.
Explosion +1 Modifier The effect with this modifier radiates out 10 feet per rank from a center point, much like a Burst Area (see the Area modifier), except it loses one rank of effectiveness per 10 feet after the first (having its full effect in the first 10-foot radius, then minus 1 rank, minus 2, and so forth). You are affected by the effect if you’re within it’s area, unless it’s a touch range or you have Immunity to the effect.
Impervious +1 Modifier A saving throw with this modifier is especially resistant. Any effect with a Save Difficulty modifier less than the Impervious save’s bonus is resisted automatically (that is, the saving throw automatically succeeds). So, for example, Impervious Toughness 8 automatically resists any Damage with a bonus of +7 or less. Penetrating effects can overcome some or all of an Impervious saving throw see the Penetrating extra under the Damage effect). Impervious is primarily intended for Toughness saving throws, to handle characters immune to a certain threshold of damage, but it can be applied to other saves with a BM’s permission, to reflect characters with certain reliable capabilities in terms of resisting particular effects or hazards.
Independent +0 Modifier Applied to a sustained effect, this modifier makes its duration independent of the user and based instead on the number of power points in the effect. The effect occurs normally and then fades at a rate of 1 power point of effectiveness per round until it is gone. While it lasts, it requires no attention or maintenance from the user, like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration. If an effect is not sustained, modify its duration before applying this modifier. Independent is useful for effects like Create Object (for objects that fade or melt away), Environmental Control (for changes to the environment that slowly return to normal), or Obscure (for obscured areas that slowly shrink and disappear, like the effects of a smoke or gas grenade). The Slow Fade power feat can modify the rate at which the Independent effect fades, and the Total Fade modifier can keep it at full strength until its duration runs out.
Insidious +1 Modifier This modifier is similar to the Subtle power feat, except Insidious makes the result of an effect harder to detect rather than the effect itself. For example, a target suffering from Insidious Damage isn’t even aware he’s been damaged, someone affected by an Insidious Drain feels fine until some deficiency becomes obvious, and so forth. A target of an Insidious effect may remain unaware of any danger until it’s too late! An Insidious effect is detectable either by a DC 20 skill check (usually Notice, although skills like Knowledge, Medicine, or Sense Motive may apply if they make sense) or a particular unusual sense, such as an Insidious magical effect noticeable by detect magic or magical awareness. Note that Insidious does not make the effect itself harder to notice; apply the Subtle power feat for that. So it is possible for an active Insidious effect to be noticeable: the target can perceive the effect, but not its results: for example, the effect appears “harmless” or doesn’t seem to “do anything” since the target cannot detect the results.
Knockback +1 Modifier When applied to a non-Damage effect, this extra causes it to inflict knockback like a Damage effect (see Knockback). This is best suited to attack effects, naturally, although the GM should adjudicate applications of the modifier.
Linked +0 Modifier This modifier applies to two or more effects, linking them together so they only work in conjunction as a single power. The Linked effects must have the same range (modify their ranges so they match). The action required to use the combined effects is the longest of its components and they use a single attack roll (if one is required) and saving throw (if both effects use the same type of save). If the effects use different saves, targets save against each separately. Different Alternate Powers in an Array cannot be Linked to each other, since they can’t be used at the same time, although they can be Linked to other effects outside the Array structure. Generally the same effect cannot be Linked to itself to “multiply” the results of a failed save (such as two Linked Damage effects causing “double damage” on a failed save). This modifier does not change the cost of the component effects; simply add their costs together to get the new power’s cost. If you can use the Linked effects either separately or together, increase the cost of all but the most expensive power by +1 per rank (if the effects all have the same cost, choose one), or acquire non-Linked versions as Alternate Powers in an Array. Example: Captain Thunder has the ability to hurl thunderbolts that shock their targets with electricity and deafen them with powerful claps of thunder. This is a Ranged Damage effect (lightning) Linked to an Area Auditory Dazzle effect (thunder). Each effect costs 2 points per rank, so the combined effect costs 4 points per rank. Since they’re both ranged and require a standard action to use, so does the combined effect. Since Damage requires a Toughness save and Dazzle requires a Reflex (and then Fortitude) save, the target saves against them separately, making a Toughness saving throw against the damage of the lightning and a Reflex save to avoid being deafened by the thunder. Example: Fear-Master’s newest device induces a state of utter fearlessness while simultaneously enhancing the subject’s Strength. This is an Emotion Control effect, Limited to hope, Linked to Boost Strength. Emotion Control is perception range and requires a standard action; Boost is touch range and requires a standard action. Improving Boost’s range to perception (to match Emotion Control) is a +2 extra. The check requires the Alternate Save modifier, changing Boost’s save to Will. The Emotion Control effect costs 1 point per rank while the modified Boost effect costs 3 points per rank, for a combined effect cost of 4 points per rank. The target makes a single Will save: if it succeeds, there’s no effect, if it fails, the subject’s fear is erased and Strength is boosted.
Mental +0 Modifier Applied to a perception range effect with a Will saving throw, this modifier makes it a mental sensory effect. If necessary, first modify the effect’s range and saving throw before apply this modifier. It is similar to the Sense-Dependent flaw (in the Flaws section, following) but is a +0 modifier because, unlike Sense-Dependent, a Mental effect is less limited. Mental effects are noticeable only to the subject and those observers with the appropriate mental senses. They only work on creatures with mental ability scores. Other sensory effects may interfere with or block mental sensory effects.
No Saving Throw +2 Modifier An effect that normally allows a saving throw does not do so with the application of this modifier. Essentially, the target is assumed to automatically fail the effect’s usual save. If applied to a staged effect, the target receives a saving throw, but the effect has its minimum possible effect (that of failing the save by 1) even if the save succeeds. Immunity (and any other effect where a saving throw succeeds automatically) trumps this modifier; targets immune to an effect are equally immune to No Saving Throw versions of that effect. This may ONLY be placed on powers that do not incapacitate, hold, or otherwise stop the target from acting normally on their turn.
Poison +1 Modifier This extra, when applied to an effect requiring a saving throw, causes it to work like a toxin. If the target’s save fails, the effect occurs. One minute later, the target must make another save or suffer the effect a second time. Then the effect stops. A Healing effect can counter a Poison effect with a (DC 10 + power rank) check.
Range +1 Modifier/Step An effect has a range of touch, ranged, or perception. Increasing range one step (from touch to ranged, for example) is a +1 modifier (see Range). Going from personal to touch range requires the Affects Others or Attack extras, not this extra. Extended range effects cannot have this modifier; their range determined by power rank. To change the effect’s range, increase or decrease its rank.
Secondary Effect +1 Modifier An instant effect with this modifier affects the target once immediately (when the effect is used) and then affects the target again on the following round, on the same initiative count as the initial attack. The target gets the normal saving throw against the secondary effect, which is treated as lasting, meaning it occurs without any effort on the part of the attacker, even if the attacker is incapacitated or switches to a different Alternate Power or Variable effect configuration. Secondary Effects don’t stack, so if you attack a target with your Secondary Effect on the round after a successful hit, it doesn’t affect the target twice; it simply delays the second effect for a round. You can attack the target with a different effect, however. So, for example, if you hit a target with a Secondary Effect Strike then, on the following round, hit with a Stun attack, the target suffers both the Stun and the Secondary Effect of the Strike.
Selective Attack +1 Modifier An attack effect with this extra is discriminating, allowing you to decide who is and is not affected. This is most useful for Area effects (see the Area extra). You must be able to accurately perceive a target in order to decide whether or not to affect it. This modifier is for effects requiring a saving throw. For other area effects, use the Selective power feat.
Sleep +0 Modifier When this modifier is applied to an effect that causes unconsciousness (such as Damage, Fatigue, or Stun), the effects puts targets into a deep sleep whenever it would normally render them unconscious. The target makes a recovery check to wake up only once per hour rather than once per minute, but may be awoken by loud noise (make a Notice check for the subject with a –10 modifier, a successful check means the subject wakes up). Someone taking an aid action can awaken a sleeping character automatically (see Aid). A sleeping character that takes damage automatically wakes up.
Total Fade +1 Modifier Effects with this extra don’t fade gradually, at the normal at a rate of 1 power point per round. Instead, when the total fade time is up, the trait returns to its normal level. For example, an ability score receives an adjustment of 10 points. This would normally fade in a minute, or ten rounds (at a rate of 1 point per round). With total fade, the ability score retains the 10-point adjustment for one minute, and then loses the entire amount at once, back to its original value. You can not use this on a power with the slow fade power feat.
Vampiric +1 Modifier When you successfully damage a target with an attack effect with this extra, you can make an immediate recovery check for the same damage condition you inflict (or a lesser condition, if you wish). You get a bonus on the check equal to your attack’s damage bonus. So, if you inflict an injured result on a target with a lethal vampiric attack, you can make an immediate recovery check if you are injured. If you are not injured, only bruised, you can still make the check. That would not be the case if you inflicted a bruised result with a non-lethal vampiric attack and were injured; a bruised condition is less than an injured condition, so you don’t get a check to recover from it (see Damage for more information).
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Posted: Tue Feb 24, 2009 6:24 pm
Flaws Unless specified otherwise, the following flaws reduce an effect’s cost per rank by 1 point per application.
Action –1 Modifier/Step Using an effect requires one of the following types of actions: • reaction, free, move, standard, or full action. Increasing the required action one step (standard to full action, for example) is a –1 modifier. After a full action, each step up the Time Table (full action to one minute, then five minutes, etc.) is a 1-point power drawback (see Drawbacks in this chapter for details).
Additional Save –1 Modifier An effect with this flaw grants two saving throws rather than just one, if either save succeeds, then the target avoids the effect. It only applies to effects that allow a saving throw (see the Saving Throw flaw for effects that don’t normally allow a save, page 105). The additional save can be the same type as the first or a different save; choose when the modifier is applied. The saving throws are assumed to occur simultaneously. For example, a Damage Aura effect might involve whirling blades an attacker can avoid with a successful Reflex saving throw, circumventing the need for a Toughness save against the damage.
Check Required –1 Modifier An effect with this flaw requires a check of some sort (usually a skill check) with a Difficulty of (10 + power rank) in order to work normally. If the check fails, the effect doesn’t work, although the action required to use it is expended (so attempting to activate an effect that takes a standard action takes a standard action whether the check is successful or not). The check occurs as part of the action to use the effect and provides no benefit other than helping to activate it. Normal modifiers apply to the check, however, and if you are unable to make the required check for any reason, then the effect doesn’t work. This check must be in addition to any check(s) normally required for the effect. So, for example, the normal Notice or Search check made in conjunction with a sensory effect does not count as an application of this flaw, and applying it means an additional check is required before the effect’s normally required check(s). Example: A spellcaster has Super-Senses 4 (detect magic, ranged, acute, analyze) with Knowledge (arcane lore) Check Required. The player needs to make a DC 14 Knowledge check (10 + 4 ranks) to successfully cast the spell, followed by the normal Notice check to pick up on anything present, and perhaps another Knowledge (arcane lore) check to interpret what the character senses. ......Check Examples Skill checks an effect may require include: • Acrobatics: Suitable for effects requiring a measure of coordination, athletics, or complex maneuvering. • Bluff: Good for effects intended to deceive, particularly sensory effects like Concealment or Illusion. • Concentration: A good general skill check for almost any effect, particularly those calling for focus and concentration. • Disguise: Appropriate for sensory or alteration effects, particularly Morph. Note that the required check is in addition to the actual check required for the disguise. • Intimidate: Useful for effects intended to inspire fear (like Emotion Control) as well as similar offensive effects (including attack effects like Nauseate or Stun). • Knowledge: A Knowledge skill check might represent having to know something about the subject of the effect (such as a sciences Knowledge) or having to know something about the effect itself (such as arcane lore or technology). Operating a complex device may also require a Knowledge check. • Medicine: Medicine skill checks work well for biological effects like Healing or others requiring a Fortitude saving throw (such as the various effects of the Life Control power in the next chapter). • Perform: Good for effects requiring a Will saving throw, including sensory effects like Emotion Control, Illusion, and Mind Control. • Stealth: Best suited to sensory effects, particularly Concealment
Distraction –1 Modifier Using a Distracting effect requires more concentration than usual, causing you to lose your dodge bonus on any round the effect is used or maintained. Traits allowing you to retain your dodge bonus (such as the Uncanny Dodge feat) do not apply to Distracting effects.
Duration –1 Modifier/Step An effect has one of the following durations: instant, concentration, sustained, or continuous. Reducing duration one step (sustained to concentration, for example) is a –1 modifier. An effect’s duration cannot be decreased below instant, and many effects become virtually useless if their duration is decreased below concentration.
Fades –1 Modifier Each time you use an effect with this flaw, it loses 1 power point (not rank) and a commensurate amount of effectiveness. For effects with a duration longer than instant, each round is considered “one use.” Once the effect reaches 0 points (or below the minimum cost for one rank), it stops working. A faded effect can be “recovered” in some fashion, such as recharging, rest, repair, reloading, and so forth. The GM decides when and how a faded effect recovers, but it should generally occur outside of combat and take at least an hour’s time. A character may recover a faded effect immediately and completely by spending a luck point. The Slow Fade extra reduces the rate at which an effect fades. Example: Chris creates a character that has Animal Mimicry 6 with the Fades flaw. After the first round of using the power it drops to 5 ranks, but he can use it eight more times (or sustain it for eight more rounds) before it drops to 4 ranks, because it costs 9 points per rank and it only loses 1 power point per use.
Feedback –1 Modifier You suffer pain when a manifestation of your effect is damaged. This flaw only applies to effects with physical (or apparently physical) manifestations, such as Create Object, Duplication, Illusion, Snare, or Summon, for example. If your power’s manifestation is damaged, make a saving throw against non-lethal damage equal to the attack’s damage, using the manifestation’s Toughness save bonus or power rank in place of your own. For example, if you create a Toughness 12 object and it is attacked for +15 damage, you must make a save against +15 damage with a +12 bonus (the object’s Toughness) in place of your normal Toughness save.
Limited –1 Modifier An effect with this flaw is not effective all the time. Limited powers generally break down into two types: those usable only in certain situations and those usable only on certain things. For example Only Useable While Singing Loudly, Only Usable While Flying, Only Usable on Men (or Women), Only Usable Against Fire, Not Usable on Yellow Things, and so forth. As a general rule, the power must lose about half its usefulness to qualify for this modifier. A great many other modifiers can be seen as variations on the Limited flaw (such as Unreliable, which also makes an effect ineffective about half the time). ......Partially Limited If your power is only somewhat effective in particular circumstances, then apply the flaw to only some of its ranks. For example, an attack effect that does half damage against targets with Protection (to represent a diminished ability to penetrate armor, for example) applies the Limited flaw to only half of its ranks.
Permanent –1 Modifier A continuous power with this flaw cannot be turned off; it is always on by default. If some outside force turns it off—usually a Nullify effect—it turns back on automatically as a reaction at the earliest opportunity. Additionally, you cannot improve a Permanent power using extra effort. This includes adding temporary power feats. Permanent powers may be rather inconvenient at times (including things like being permanently incorporeal or 30 feet tall); this is included in the value of the Permanent flaw. Permanent effects that are not inconvenient in any way generally don’t qualify for this flaw.
Phantasm –1 Modifier This flaw applies to effects like Concealment, Illusion, Morph, Obscure, and others that alter how things appear. A phantasmal effect controls how others perceive things rather than creating an actual, physical, effect. A phantasm has no effect on a mindless subject (like most machines) and allows a Will saving throw to overcome the effect if an observer has any reason to believe it isn’t what it appears (just like detecting an illusion). Phantasm includes a measure of the Saving Throw flaw, so it doesn’t apply, although Additional Save may.
Range –1 Modifier/Step An effect has a range of touch, ranged, or perception. Decreasing an effect’s range by one step (from ranged to touch, for example) is a –1 modifier. Extended range powers have their range determined by power rank. To change the power’s range, increase or decrease its rank; this flaw does not apply. Touch range effects cannot usually decrease their range, since it limits the effect to the user, which generally makes the effect more of a drawback than anything. In cases where it’s allowed, moving a touch range effect to personal is also a –1 flaw.
Requires Grapple –1 Modifier An effect with this flaw requires you to grapple and successfully pin a target before using the effect (see Grapple, combat). This generally applies to an effect that is touch range and usable against others, since you have to be in close combat to grapple anyway. If you do not achieve a pin on the grapple, you cannot use the effect. If you achieve the pin, the effect occurs automatically as a reaction. ......Mental Grappling Alternately, the effect may require you to initiate a mental grapple and successfully pin the target (see Mental Grapple, combat). This is more common for perception range effects allowing Will saving throws, to reflect mental powers requiring a contest of wills. This applies the same –1 modifier to the effect.
Restorative –1 Modifier A trait effect with this flaw only restores traits to their normal values and cannot raise or lower them above or below that level. Traits restored to their normal values do not fade, as normal.
Saving Throw -1 Modifier When applied to an effect that doesn’t normally allow a saving throw, this flaw gives it one, generally Fortitude, Reflex, or Will. If an effect already allows a save (even if the effect is harmless), this flaw does not apply (but see the Additional Save flaw). Since effects that work on others allow a saving throw by definition, this flaw nearly always applies to personal effects that allow someone interacting with them to circumvent the effect with a successful save. For example, an Enhanced Defense effect might reflect a subconscious psychic broadcast that makes it difficult for opponents to attack you. However, it may allow a Will saving throw to overcome the effect, denying you the Defense bonus against that opponent (and applying this flaw to the effect). Likewise, your Concealment effect might be illusory, permitting a Will saving throw for someone to overcome it.
Sense-Dependent –1 Modifier A perception range effect with this flaw works through the target’s senses rather yours. So a Sight-Dependent effect requires the target to see you, Hearing-Dependent to hear you, and so forth. You may choose a target able to sense you and automatically affect them (using the effect’s normal action) unless the target makes a successful Reflex saving throw. The DC is 10 + the effect’s rank. A successful save means the target has managed to avert his eyes, cover his ears, etc. and the effect doesn’t work. Otherwise the effect works normally (and the target is allowed the usual saving throw against it, if applicable). Opponents aware of a Sense-Dependent effect can also deliberately block the targeted sense: looking away, covering ears, etc. This gives you partial concealment from that sense but your Sense-Dependent effect has a 50% miss chance. An opponent unable to sense you at all (blind, deaf, etc.) is immune to the effect. Opponents can do this by closing their eyes, wearing ear- or nose-plugs, or using another effect like Obscure or a Concealment Attack on you. This gives you total concealment from that sense. Note a Sense-Dependent effect based on the sense of touch is essentially the same as touch range, since you still need to touch the target. This modifier isn’t required; reduce the power’s range to touch instead. If you want the target to have an additional opportunity to avoid the touch (apart from the required attack roll), apply the Additional Save modifier to allow a Reflex saving throw. Ranged Touch-Dependent effects aren’t allowed.
Side Effect –1/–2 Modifier Failing to successfully use an effect with this flaw causes some problematic side effect. Failure includes missing an attack roll, or the target successfully saving against the power’s effect. If the side effect always occurs when you use the power, it is a –2 modifier. The exact nature of the side effect is for you and a BM to determine. As a general guideline, it should be an effect about the same in value as the power with this flaw, not including the cost reduction for the flaw. So an effect with a cost of 20 points should have a 20-point side effect. Typical side effects include Blast, Drain, and Stun, or the same effect as the power (it essentially rebounds and affects you). The Side Effect does not require an attack roll and only affects you, although the GM may permit some Side Effects with the Area modifier on a case-by-case basis.
Tiring –1 Modifier An effect with this flaw causes you to suffer a level of fatigue when you use it. You recover from this fatigue normally, and can use luck points to overcome it. In essence, the power requires extra effort in order to use it (see Extra Effort). This makes Tiring a useful flaw for creating an effect you can only use with extra effort.
Unreliable –1 Modifier An Unreliable effect doesn’t work all the time. Roll a die each round before you use or maintain the effect. On a roll of 10 or less, it doesn’t work this turn, but you’ve still used the action the effect requires. You can check again on the following round to see if it works, although you must take the normal action needed to activate the effect again. Spending a luck point on your reliability roll allows you to succeed automatically (since the roll is then at least an 11). Alternately, instead of having a reliability roll, you can choose to have five uses where your effect works normally, then it stops working until you can “recover” it in some way (see the Fades flaw for more on this). You may spend a hero point to automatically recover a spent Unreliable power.
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