Enhancements: Difference between revisions
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Jet is incompatible with [[Area Effect]], [[Aura]], [[Cone]], [[Follow-Up]], [[Melee Attack]], and [[Rapid Fire]]. | Jet is incompatible with [[Area Effect]], [[Aura]], [[Cone]], [[Follow-Up]], [[Melee Attack]], and [[Rapid Fire]]. | ||
Jets have limited range but enjoy many benefits reserved for melee attacks. They can use [[All-Out Attack (Double)]], [[Deceptive Attack]], [[Feint]], and [[Rapid Strike]], and get +4 to hit with [[All-Out Attack (Determined)]]. A jet is narrow – no thicker than a pole weapon – and must engage targets one at a time. For a "jet" that can sweep an area, take [[Cone]]. Jet is for force blades, flame jets, plasma swords, and so on that are longer than [[Limitations#Melee Attack|Melee Attack]] allows. | |||
==Link== | ==Link== |
Revision as of 06:09, 25 October 2014
Notes
See Also: Power Modifiers
You can apply enhancements to advantages, and more rarely to basic attributes and secondary characteristics. The GM might even permit specific enhancements on certain skills, but this is difficult to justify unless the skill functions much as an advantage (which is sometimes true of racially innate skills possessed by non-humans).
The GM should take at least a cursory look at every enhancement-laden ability. See Cautions. ( symbols are not yet added onto this page.)
Accurate
Your attack is unusually accurate. Each +1 to Accuracy is a +5% enhancement.
Any ability with the Ranged enhancement can have Accurate. See Reliable for an enhancement that affects die rolls other than those for ranged attacks.
Affects Insubstantial
+20%
Your ability affects insubstantial targets in addition to normal, substantial things.
Affects Insubstantial is common on the abilities of divine, magical, psi, and spirit powers. Advantages modified with it affect those using Clairsentience, Jumper, or Warp with the Projection modifier – not just targets using true Insubstantiality. The GM may permit the following variant:
Affects Insubstantial (Selective): You can choose to affect just insubstantial targets, just substantial targets, or all targets. (If you can only affect insubstantial targets, take the Insubstantial Only limitation). +30%.
Affects Substantial
+40% ?
Your ability affects substantial targets even when you are insubstantial. It also affects insubstantial creatures normally. (Do not add this enhancement to magical or psi abilities; these can already affect the substantial world at -3.)
Note to GMs: This enhancement is very powerful. It lets insubstantial characters affect the material world with little fear of retribution. Feel free to disallow it, restrict it to NPCs, or to make sure that lots of foes have the Affects Insubstantial enhancement!
Those who possess Clairsentience, Jumper, or Warp with the Projection modifier, Shadow Form, or any similar ability that renders them effectively insubstantial can use this modifier to let advantages that wouldn't normally affect the physical world do so. As with Affects Insubstantial, a variant exists in some worlds
Affects Substantial (Selective): You can choose to affect just substantial targets, just insubstantial targets, or all targets. +50%.
Area Effect
Your ability works as an area power instead of affecting a single target. Everything in the area suffers the attack's damage or other effects. On a miss, use the scatter rules to see where the area is centered. Active defenses don't protect against an area attack, but victims may attempt to dive for cover or dodge and retreat to leave the area. For more information, see Area and Spreading Attacks.
For advantages that already affect an area, the area of effect sometimes depends on the advantage level. If so, the only way to increase the area is to buy a higher level of the trait – Area Effect is off limits.
Area Effect makes it possible to affect groups of people with non-attack advantages that normally affect just one target; e.g., Healing, Mind Control, and Telekinesis. Several special rules apply to such abilities:
- If the advantage has a FP cost, multiply this by the radius in yards. Paying this cost lets the user affect everyone in the area – he doesn't pay FP separately for each subject. For instance, on a single subject, Healing costs 1 FP per 2 HP healed; on everyone in an eight-yard radius, it costs 8 FP per 2 HP healed (which the GM may interpret as 4 FP per HP).
- If the advantage affects the target via a Quick Contest, the user must roll a separate Contest with each potential victim in the area.
- If the advantage specifies a penalty to affect each victim after the first, the user has a penalty equal to the total number of potential victims, less one, on his roll for each subject. For example, to use Mind Control (Area Effect) on four people at once, roll to affect each of them at -3.
- If the advantage has user-defined effects, these must be the same for all subjects. In the Mind Control example above, the controller could tell all four victims, "Attack those men by the door!" He could not order, "John, save the girl. Paul, grab the treasure chest. George and Ringo, attack the men by the door!" If the ability is ongoing, it takes a second (or the usual amount of time for the advantage, if longer) to specify different effects for a particular subject, during which time the others continue to experience the last effect specified.
Radius Modifier
Radius | Modifier |
---|---|
2 yards | +50% |
4 yards | +100% |
8 yards | +150% |
16 yards | +200% |
Further levels continue to double the radius. If applied to an advantage that already covers an area, each level doubles the base radius.
Area Effect is a prerequisite for Mobile, Persistent, Selective Area, Bombardment, and Emanation.
Armor Divisor
Your attack can pierce more armor than its base damage would indicate.
Armor Divisor | Modifier |
---|---|
(2) +50% | |
(3) +100% | |
(5) +150% | |
(10) +200% |
Only Innate Attacks and Afflictions can have this enhancement. Armor Divisor is a "penetration modifier"; you cannot combine it with other pen- etration modifiers, such as Contact Agent and Follow-Up.
The GM may allow this modifier – as an enhancement or a limitation – on attacks affected by specialized defenses other than DR. Adjust the defense's level just as you would DR. For example, an Affliction with Vision-Based (which bypasses DR) could add Armor Divisor (5) to reduce the effects of Protected Vision from +5 to +1.
When using this option with the Armor Divisor limitation, treat targets that lack the specialized defense as if they had the lowest level of the defense. For instance, a radiation beam with little penetrating power might be a Toxic Attack with Radiation and Armor Divisor (0.5). Targets with Radiation Tolerance would get double its divisor; those without Radiation Tolerance would gain the benefits of Radiation Tolerance 2 (the lowest level).
Aura
Your attack takes the form of a malefic aura that affects anyone you touch (reach C) or who touches you. If a weapon strikes you, your aura affects the weapon. You can switch the aura on or off at the start of your turn (if not, take Always On. You must take Aura in conjunction with Melee Attack at the -30% level (reach C), and you cannot claim the extra -5% for "cannot parry" – an aura cannot parry in the first place.
The classic example of an Aura is the sheath of flame surrounding a fire elemental. See Body of Fire for how to write this up.
Creatures that bleed acid, flame, and so on when wounded have a Burning Attack or Corrosive Attack that combines Aura (+80%) with Always On (-20%), Blood Agent (-40%), and Melee Attack (-30%), for a net -10%. Always On is worth -20% because it's inconvenient to fry your possessions whenever you're cut. Blood Agent works "in reverse" here; see Blood Agent for details.
Based on (Different Attribute)
This enhancement is only available for abilities that allow a resistance roll against ST, DX, IQ, HT, Perception, or Will. It moves the resistance roll from the usual attribute or characteristic to a different one, specified when you buy the ability. This is considered an enhancement because it lets you fine-tune your ability to be more effective against targets with known weaknesses.
Some sinister entities (e.g., demons) can "aim" Afflictions, Mind Control, and so on at their victim's weaknesses. If the GM permits, an attack can have several instances of this enhancement, letting the user choose how his attack is resisted. Each attribute – including the one that normally resists the attack – costs +20%. For instance, to target IQ, HT, or Will costs +60%. The attacker must choose the target attribute before he attacks.
The GM may permit this modifier on advantages that require the user to roll against his own DX, IQ, HT, Will, or Per, shifting the roll to another of these scores. This still costs +20%. He can take this enhancement twice to change his roll and his target's roll, where logical.
Blood Agent
On an attack with Area Effect or Cone, this is an enhancement. See the Blood Agent limitation for details.
Cone
Your attack spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks. Decide on the maximum width of the cone, in yards, at the attack's maximum range. Cone costs +50% plus +10% per yard of maximum width.
You cannot combine Cone with Area Effect, Aura, Jet, Melee Attack, Rapid Fire, or Emanation.
The notes under Area Effect also apply to Cone. The only difference is that the user multiplies the FP cost of non-attack advantages by the maximum width of the cone instead of a radius in yards.
When combining Cone with Malediction – which has no Max statistic – assume that the cone spreads by one yard per yard of range. It attains its maximum width at a range equal to that width (e.g., at five yards, for a five-yard-wide cone), and has no effect on more distant targets. Work out the range modifier separately for each target within the cone, following the usual rules for Malediction.
Contact Agent
On an attack with Area Effect or Cone, this is an enhancement. See the Contact Agent limitation for more information.
Attackers who must touch victims with their bare skin should take Touch-Based, not Contact Agent; see Sense-Based.
Cosmic
Variable
Your ability operates on a "higher level" than is usual in your game world. This allows it to work under all circumstances, and possibly even ignore opposing powers! The value of the enhancement depends on the underlying trait:
Ability other than an attack or a defense. Your ability is not subject to the usual built-in restrictions. For instance, your Healing might cure otherwise "incurable" diseases, your Insubstantiality might allow you to penetrate barriers that would block other insubstantial beings, or your Shapeshifting might be immune to negation by external forces. +50%.
Defense or countermeasure. Your defensive trait provides its usual benefits against offensive abilities modified with the Cosmic enhancement. +50%.
Attack with a lingering special effect. Your attack has an enduring effect that only another Cosmic power can counteract; e.g., a burning Innate Attack that sets fires that water cannot extinguish, or a toxic Innate Attack that inflicts Cyclic (below) damage that medical technology cannot halt. This does not negate the target's protection! DR still affects Innate Attack, a HT roll is still allowed for a Resistible attack, etc. +100%.
Irresistible attack. Your attack does negate the target's protection; e.g., an Innate Attack that ignores DR, or Mind Control that ignores Mind Shield. The target may still attempt an active defense against the attack, if applicable. You cannot combine this enhancement with other "penetration modifiers," such as Follow-Up. +300%.
See Also: Power Modifiers: Cosmic.
New Options (Powers Book)
The following new options are powerful, and not suitable for every campaign:
- No die roll required. Only for abilities that require a success roll. Your advantage works if you have any chance of success. Apply all the usual modifiers to your base skill. If your effective skill is 3 or more, you succeed – don't bother to roll. The only way you can fail is if your effective skill falls below 3. You can add this enhancement to attacks, but not to abilities with effects based entirely on margin of success. This excludes such resisted abilities as Mind Control and Maledictions. +100%.
- No active defense allowed. Only for attacks that the target can dodge, block, or parry. Your target gets no active defense against your attack, no matter how fast or skilled he is. If your attack roll succeeds, you hit. The victim's DR and other purely passive protection works normally, and this enhancement doesn't prevent resistance rolls. +300%.
Cosmic options are cumulative.
For instance, an Innate Attack that requires no roll to hit (+100%), allows no active defense (+300%), and ignores DR (+300%) is +700%. An Attack maneuver lets you immediately apply your damage roll to your target's HP!
No version of Cosmic bypasses the resistance roll against Affliction, Mind Control, Maledictions, and similar abilities. Despite its name, "irresistible attack" simply negates protection such as DR and Mind Shield – it doesn't deny the target his chance to resist. On a carrier attack, all forms of Cosmic raise the cost of Follow-Up on the follow-up attack.
- Cosmic as a Power Modifier: At the +50% level, Cosmic is often a power modifier. On abilities with this modifier, reduce the total cost of all Cosmic options by +50%. In effect, the first +50% of Cosmic is built in. When using Powers, Great and Small, each tier has an enhancement cost, and pays a premium equal to that cost for a lingering attack, or five times that cost for an irresistible attack. "No die roll" and "no active defense" are at full cost, less the value of the tier enhancement.
- Cosmic vs. Cosmic: When Cosmic abilities conflict, handle it as if neither side had Cosmic. For instance, DR with Cosmic subtracts from "irresistible" attacks with Cosmic. The not quite-cosmic powers of Powers, Great and Small only count as Cosmic against lower tiers – and only top-tier powers count as Cosmic against wild abilities. Powers on the same tier interact as if neither were Cosmic.
Cyclic
This enhancement is only available for Innate Attacks that inflict burning, corrosion, fatigue, or toxic damage. It represents an attack that persists on the victim: acid, disease, liquid fire, poison, etc. (For attacks that linger in the environment, see Persistent.)
A Cyclic attack damages its target normally – but once the target has been exposed, the attack damages him again each time a set interval passes! All penetration modifiers (e.g., Contact or Follow-Up) continue to apply; for instance, a Cyclic attack with Follow-Up continues to ignore DR. Worst of all, the victim cannot recover HP or FP lost to a Cyclic attack until the attack stops damaging him!
You must specify a reasonably common set of circumstances that halt any further damage from your attack. For instance, to halt cyclic corrosion or burning damage, the victim might have to wash the acid off or roll on the ground to extinguish the flames, taking one or more seconds and a DX or IQ roll. Fatigue or toxic damage might require drugs or medical care (use Physician skill). Details are up to the GM.
The base value of Cyclic depends on the damage interval.
Interval | Modifier |
---|---|
1 second | +100% |
10 seconds | +50% |
1 minute | +40% |
1 hour | +20% |
1 day | +10% |
Burning or corrosion attacks shouldn't have intervals longer than 10 seconds. At the GM's option, someone taking damage at one-second intervals might have to make a Fright Check!
Multiply the base value by the number of cycles after the first. The GM should consider limiting large numbers of cycles to attacks that do less than 1d damage.
Cyclic attacks are often Resistible; if so, an extra resistance roll is allowed for each cycle, with a success preventing any further damage. If the attack is Resistible, halve the value of Cyclic.
Some Cyclic attacks are contagious. While affected, the victim can inadvertently infect others, per Illness. This increases the final cost of the enhancement, after all other factors: +20% for a "mildly contagious" attack or +50% for a "highly contagious" one.
These factors are cumulative. For instance, a resistible disease with 31 daily cycles would cost +10% × 30 × 1/2 = +150%. If it were highly contagious, it would cost +200%.
Contagious Cyclic Attack
If the attack is contagious, those who come into contact with victims must roll against HT, per Contagion. "Mildly contagious" (+20%) means the required contact is holding or being held by an infected victim for a full cycle, or contact with bodily fluids. "Highly contagious" (+50%) means the effects spread at the slightest touch.
Damage Modifiers
You may give an Innate Attack one or more of these modifiers to further qualify the way it does damage.
Double Blunt Trauma (dbt)
+20%
Available for Innate Attacks that do burning, corrosion, cutting, impaling, or piercing damage. Burning and corrosion attacks enhanced this way inflict 1 HP of blunt trauma injury per 10 points of basic damage resisted by flexible armor. Cutting, impaling, and piercing attacks with this enhancement inflict the same blunt trauma as a crushing attack: 1 HP of blunt trauma injury per 5 points of basic damage resisted by flexible armor.
Double Knockback (dkb)
+20%
This lets a crushing or cutting attack inflict twice as much knockback as usual; see Knockback.
To make this meaningful for low-damage attacks, double the basic damage of the attack, for knockback purposes only, instead of doubling yards of knockback.
Explosion (exp)
+50%/level
The attack produces an explosion at the point of impact (on a miss, check for scatter). The target takes damage normally; anything nearby receives "collateral damage" equal to basic damage divided (3 × the distance in yards from the blast). If the attack also has an Armor Divisor, it does not apply to this collateral damage.
You can take up to two additional levels of Explosion if you desire a blast that isn't as affected by distance. The second level divides basic damage by twice the distance in yards and is +100%; the third level divides damage by the distance in yards and is +150%. Explosion is usually limited to crushing and burning attacks, but the GM may permit other combinations.
For more on explosions, see Explosions.
Fragmentation (frag)
+15% per die
The attack scatters damaging fragments on impact. Decide on the dice of fragmentation damage and note this in brackets after the attack's basic damage. Everyone within 5 yards per die of fragmentation damage is attacked with effective skill 15, modified by range penalties from the point of impact; see Fragmentation Damage.
Fragments inflict cutting damage. If you add Fragmentation to a burning attack or one with the Incendiary enhancement (below), the fragments are Incendiary at no extra cost. If you apply it to an attack with Follow-Up, penetration indicates the fragments automatically hit the victim but no one else. Fragmentation often accompanies Explosion, but this is not required.
Fragmentation costs +15% per die of fragmentation damage. A damage of [2d] or [3d] is typical of a grenade-sized blast. Maximum fragmentation damage is [12d] or the attack's basic damage, whichever is less.
Hot Fragments: The fragments inflict burning damage with the modifiers Cyclic (Six 10-second cycles) and Armor Divisor (0.2) instead of cutting damage. Cost is unchanged.
The GM may permit options other than regular and hot fragments. Large Piercing Fragments, like the ball bearings hurled by modern antipersonnel mines, cost +15% per die. Impaling Fragments, like the flechettes scattered by some artillery shells, cost +20% per die. In all cases, use the usual fragmentation rules; damage type is all that changes.
Hazard
Variable
You may give an Innate Attack that inflicts fatigue damage one of these enhancements: Dehydration, +20%; Drowning, +0%; Freezing, +20%; Missed Sleep, +50%; Starvation, +40%; or Suffocation, +0%. Treat FP lost to the attack identically to FP lost to the relevant hazard for all purposes, notably recovery.
Traits that protect the target from the hazard in question also shield him from this damage. For instance, a Starvation attack would inflict FP that could only be recovered by eating a meal, but someone with Doesn't Eat or Drink would be immune.
Incendiary (inc)
+10%
An Innate Attack other than a burning attack may be Incendiary. This gives the damage a secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.).
Optionally, to represent superscience and magical attacks with fire-starting potential out of proportion to damage, add Incendiary to a Burning Attack. This moves the effective flammability class of anything damaged by the attack up a step; see Making Things Burn.
Missing Damage Effect (limitation)
If the GM agrees and the special effects support it, an attack may lack one of the normal "side effects" of its damage type. The absence of an effect that damages the target's HP, FP, or DR is worth -20% (like No Blunt Trauma); e.g., No DR Reduction, for a Corrosion Attack. Most other limitations are worth -10% (like No Knockback); e.g., No Incendiary Effect, for a Burning Attack.
No Wounding (limitation)
The GM may allow this on Burning and Corrosion Attacks. For a Burning Attack, roll damage normally but use it only to determine whether the attack sets a fire; see Making Things Burn. In the case of a Corrosion Attack, the damage only serves to reduce the target's DR.
Radiation (rad)
+25% or +100%
The attack irradiates the subject. Roll damage normally, but whether or not the attack penetrates DR, it inflicts 1 rad per point of basic damage rolled. See Radiation for effects. For a toxic attack, this dosage is instead of regular damage, and the enhancement is worth +25%; this is typical of "ordinary" radioactivity. For a burning attack, the radiation dose is as well as regular damage, and the enhancement is +100%; use this for particle beams. Other damage types cannot have this enhancement.
In settings that feature weird, mutation-inducing radiation, attacks with this modifier can bathe the target in these energies instead of causing regular radiation damage. Effects are up to the GM.
Surge (sur)
+20%
The attack produces an electrical surge or pulse that can disable electronics or anything with the Electrical disadvantage.
Electronics that take over 1/3 HP from an attack with this enhancement must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (see Repairs).
Delay
This enhancement delays the attack's effects until sometime after you hit the target. This lets you simulate time bombs and the like. You must specify some way to neutralize the effect before it occurs. Work out this detail with the GM.
- A fixed delay (e.g., 2 seconds) is +0%.
- A variable delay is +10% if you can set it for any time from "no delay" to 10 seconds, or +20% if you can set it for longer (minutes, hours, days...). You must select the delay before you roll to hit.
- Triggered Delay: Instead of a time delay, the effects are triggered by a simple action: a radio signal, touch, pressure, a metal object passing within a yard, etc. Specify the trigger when you buy the attack. +50%.
Supernatural attacks often use a variant of Triggered Delay that goes off if the victim performs some forbidden act: attacks someone, speaks, etc. This is worth the usual +50% if the triggering condition is fixed, +100% if the attacker can specify the details of the curse when he attacks. The traditional way to neutralize such attacks is with an exorcism, Remove Curse spell, or similar measure.
Drifting
You may add this enhancement to any attack with Delay (above) or Persistent. The initial attack roll places the effect. It then drifts from that point with the wind, water currents, solar wind, etc., as appropriate. Use this for poison gas, ball lightning, floating mines, and so forth.
Extended Duration
Variable
This enhancement increases the normal duration of your ability. "Multiple" applies to the original duration (or changes it to permanent).
Multiple | Modifier | Caution |
---|---|---|
3× | duration +20% | — |
10× | duration +40% | ![]() ![]() |
30× | duration +60% | ![]() ![]() |
100× | duration +80% | ![]() ![]() ![]() |
300× | duration +100% | ![]() ![]() ![]() ![]() |
1,000× | duration +120% | ![]() ![]() ![]() ![]() |
Permanent* | +150% | ![]() ![]() ![]() ![]() |
*You must specify a reasonable set of conditions that will dispel the effect (or cure it, for abilities such as Affliction and Mind Control). The GM is the judge of what is "reasonable." If there is no way to end the effect, the enhancement is +300%. To keep PCs from granting each other free advantages, the GM may wish to forbid this level of Extended Duration on Afflictions with the Advantage modifier.
To add Extended Duration to an attack, the attack must either have Aura, Persistent, or Wall, or specifically allow this enhancement. You can also add Extended Duration to any advantage that has the Ranged enhancement.
If the modified trait has multiple facets with separate durations, you must specify which duration you are extending. For instance, a cloud of sleeping gas could have this enhancement to extend the duration of the sleep it induces or the length of time the cloud persists; to do both, buy this enhancement twice.
Duration occasionally depends on advantage level. If so, the only way to increase it is to buy a higher level of the advantage; Extended Durationisn't allowed.
The +300% level of Permanent can be unbalancing on Afflictions with the Advantage enhancement. If the GM permits this combination, the best way to keep things fair is to require the recipient to buy the granted advantage with unspent points if he wishes to keep it. Otherwise, the benefits vanish after the usual duration.
Follow-Up
Variable
Your attack's effects are delivered by a "carrier." Use this to represent poison on a dart, an explosive in an armor-piercing shell, etc. Pick a different attack as the carrier. This can be either body weaponry (e.g., Claws or Teeth) or an Innate Attack (usually one that does cutting, impaling, or piercing damage).
A Follow-Up attack need only list its damage amount and type. All other details depend on the carrier attack. The Follow-Up attack only hits if the carrier attack hits. If the carrier attack penetrates the target's DR, DR has no effect on the Follow-Up attack's damage or HT rolls.
If the carrier attack is a natural weapon, such as Claws or Teeth, Follow-Up is a +0% enhancement. (Exception: On a passive carrier attack such as Spines, Follow-Up is a -50% limitation.)
If the carrier attack is an Innate Attack, the cost of Follow-Up depends on the modifiers on the carrier attack. The cost of Follow-Up equals the sum of the costs of whichever of the following modifiers apply to the carrier attack: Always On, Aura, Cone, Drifting, Emanation, Emergencies Only, Extra Recoil, Guided, Homing, Increased Range, Jet, Limited Use, Malediction, Melee Attack, Preparation Required, Rapid Fire, Reduced Range, Takes Extra Time, Takes Recharge, Unconscious Only, Uncontrollable, or Unreliable. If none of these modifiers apply to the carrier attack, Follow-Up costs +0%. Note that the Follow-Up attack itself cannot take any of these modifiers. Only its carrier attack may have them.
Follow-Up is a "penetration modifier"; you cannot combine it with other penetration modifiers (although the carrier attack can have them).
Follow-Up is only valid on attacks that can'§t normally ignore DR. If an attack that normally ignores DR (e.g., Leech) only works if a natural weapon – Claws, Teeth, etc. – pierces DR, use the Blood Agent limitation (-40%) instead.
Guided or Homing
Variable
You can guide your attack – or perhaps it "homes in" by itself! Use this enhancement to create guided missiles and supernatural effects such as magical javelins that seek your foes.
Guided:
You steer your attack to the target using your own skill. This lets you ignore all range penalties to hit! If the target is so distant that your attack needs multiple turns to reach it (see below), you must take a Concentrate maneuver each turn. If you lose sight of the target while the attack is en route, your attack automatically misses. +50%.
Homing:
Your attack steers itself. Decide how it seeks its target: with ordinary vision or a sensory advantage such as Detect, Infravision, Night Vision, Scanning Sense, or Vibration Sense. The attack uses this sense for the purpose of combat modifiers; e.g., radar ignores darkness but can be jammed. To "lock on," you must Aim at the target and make an unmodified skill roll. Do not roll against your skill to hit. Instead, use the attack's skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. Homing costs a base +50%, plus 1% per point the chosen homing mechanism would cost if bought as an advantage (without any modifiers); e.g., Infravision costs 10 points, making Homing (Infravision) +60%. Ordinary vision uses the base +50%.
If a Guided or Homing attack has a 1/2D statistic, read this as the attack's speed in yards/second. The attack can hit a target at up to its 1/2D range on the turn you launch it. It requires multiple turns to reach more distant targets. Do not halve damage, but defer the attack roll until the attack reaches its target.
For more information, see Guided and Homing Weapons.
Cinematic Missiles
Cinematic missiles don't crash on a miss...they turn around and make another pass. Add +10% to the enhancement per pass after the first; e.g., a Guided attack that gets three chances to hit is +70%. If the initial attack misses, reroll it a second later, using the same effective skill as on the first attempt. Roll again once per second until the attack hits or runs out of extra passes – or, if Guided, the attacker stops guiding it.
For attacks with Rapid Fire and either Guided or Homing, make the attack roll as usual, but the roll is for the entire pack of missiles. Success means one missile hits, plus additional missiles equal to the margin of success, to a maximum of the attack's RoF.
Increased Range
+10%/level
You may add this enhancement to any advantage that has a range; e.g., Innate Attack or Scanning Sense. Each level increases range as follows:
Range Multiple |
Modifier |
---|---|
2× | +10% |
5× | +20% |
10× | +30% |
20× | +40% |
50× | +50% |
100× | +60% |
Further levels follow the same "2-5-10" progression.
If applied to a ranged attack, each level increases 1/2D and Max. You may increase 1/2D or Max individually at half cost (that is, "Increased 1/2D" and "Increased Max" are +5%/level). However, you cannot increase 1/2D past Max. At most, you can make 1/2D equal to Max – this means the attack has no 1/2D range. For attacks that already have no 1/2D range, you can increase Max for +5%/level.
Increased Range isn't allowed on advantages whose range depends on advantage level. To increase the range of such traits, buy more levels of the advantage. When adding this enhancement to a trait that normally doesn't work at a distance, Ranged is a prerequisite.
Jet
+0%
Your attack is a continuous stream, like a flamethrower. Treat it as a melee weapon with a very long reach rather than as a ranged weapon. Do not apply penalties for target range and speed.
An attack with Jet has no Acc, and has 1/2D 5 and Max 10 instead of its usual range. Increased Range increases range by 100% per level instead of its usual effects.
Jet is incompatible with Area Effect, Aura, Cone, Follow-Up, Melee Attack, and Rapid Fire.
Jets have limited range but enjoy many benefits reserved for melee attacks. They can use All-Out Attack (Double), Deceptive Attack, Feint, and Rapid Strike, and get +4 to hit with All-Out Attack (Determined). A jet is narrow – no thicker than a pole weapon – and must engage targets one at a time. For a "jet" that can sweep an area, take Cone. Jet is for force blades, flame jets, plasma swords, and so on that are longer than Melee Attack allows.
Link
+10% or +20%
You can use two or more advantages simultaneously, as if they were a single ability. For +10%, your abilities are permanently linked into a single power, and must be used together – you cannot use them separately. For +20%, you can also use them separately. You must add this enhancement to all the abilities you wish to link.
If you link two attacks into one and give them identical Malf., 1/2D, Max, Acc, RoF, Shots, and Recoil, you can treat them as a single attack with one attack roll but separate rolls for damage. This is not the same as the Follow-Up enhancement!
Low or No Signature
An attack normally has a "signature": a flash of light, a sound, etc. If left unspecified, this is assumed to be similar to a gunshot or a stroke of lightning – that is, a brilliant flash and a loud report. This enhancement makes your attack less obvious.
Low Signature: The attack is no more easily identifiable as an attack than the loud pop of a champagne cork; e.g., a suppressed pistol shot. +10%.
No Signature: The attack is almost completely unnoticeable; e.g., a blowgun's dart. Alternatively, it is utterly undetectable by normal means, but leaves a magical or psionic trace. +20%.
Malediction
our attack is not a conventional ranged attack; it works more like a Regular spell. It lacks Malf., 1/2D, Max, Acc, RoF, Shots, and Recoil statistics, and cannot have any enhancement or limitation that modifies those statistics. Most importantly, the target's DR has no effect on the attack's damage, resistance roll, or other effects!
Malediction requires a Concentrate maneuver rather than an Attack maneuver to use. It can target any victim you can see or otherwise clearly perceive. To determine if the attack succeeds, roll against your Will, applying the range penalties detailed below. Your foe may choose to resist; if so, resolve the attack as a Quick Contest of Will. You must win to affect the victim.
When enhancing an Affliction, the Quick Contest above replaces the usual resistance roll. You roll against Will, but your target rolls against HT – or other attribute, if the attack has Based on (Different Attribute) – modified as usual for the Affliction. For instance, an Affliction that allows a HT-1 roll to resist would result in a Quick Contest of your Will vs. the target's HT-1.
The value of Malediction depends on the range modifiers it uses. If it takes -1 per yard of range, like a Regular spell, it costs +100%. If it uses the range penalties on the Size and Speed/Range Table, it costs +150%. And if it uses the penalties given under Long-Distance Modifiers, it costs +200%.
Malediction is a "penetration modifier"; you cannot combine it with other penetration modifiers, nor with modifiers that apply only to conventional ranged attacks.
Mobile
You may only add this enhancement to an attack that has both Area Effect and Persistent. The area of effect moves under your control. Move equals the level of the enhancement (Move 1 at +40%, Move 2 at +80%, and so on), and cannot exceed the attack's Max range.
To move the area of effect, you must take a Concentrate maneuver. To make the mobile area autonomous, add Homing (which causes it to attack the nearest valid target) and possibly Selective Area (so it only seeks out enemies). Buy these enhancements twice if they're intended to apply to both the initial attack roll and the autonomous area.
Mobile is mutually exclusive with Drifting.
Overhead
Your attack can alter its angle to strike from a different side of the target – usually the top. This bypasses any cover that does not provide overhead protection, and negates attack penalties to hit crouching, kneeling, sitting, or prone targets. (If you are already above or below your target, adjust this appropriately.) Use this to represent a rain of fire, a missile that swoops up and then dives down at the last moment, an airburst grenade, etc.
Persistent
You may only add this enhancement to an Area Effect attack. This causes the area of effect to remain in place for 10 seconds, continuing to damage (or attack and possibly damage, if taken with Bombardment) anyone entering or passing through it. Use Extended Duration to increase the duration.
Ranged
+40%
This enhancement gives range to an advantage that normally affects your immediate area, or that requires a touch to affect others. By default, it has 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Duration is 10 seconds, unless the ability lists another duration (like Neutralize or Possession) or is instantaneous (like Healing), and you cannot use the ability again until all existing effects have worn off. You can apply other modifiers to change the ranged combat statistics and duration.
This enhancement is normally restricted to Healing, Mana Damper, Mana Enhancer, Neutralize, Possession, and Psi Static. The GM is free to allow it on other traits, but it should never modify body weaponry (such as Strikers or Vampiric Bite) or abilities that already have a range.
Rapid Fire
An Innate Attack's base Rate of Fire (RoF) is 1. Consult the table below to find the cost for a higher RoF:
RoF | Cost |
---|---|
2 | +40% |
3 | +50% |
4-7 | +70% |
8-15 | +100% |
16-30 | +150% |
31-70 | +200% |
71-150 | +250% |
151-300 | +300% |
Two special options are available for attacks with this enhancement:
Multiple Projectile: Each shot splits into multiple projectiles after you attack, like a shotgun blast or forked lightning. Express this as a multiplier following RoF; for instance, RoF 3×4 means each of three shots fired divides into four individual projectiles. Modifier cost is based on the RoF times the multiplier; e.g., RoF 3×4 costs the same as RoF 12.
Selective Fire: You may designate a RoF 5+ attack as Selective Fire, allowing it to fire as if it had RoF 1-3. This costs an extra +10%.
Reduced Fatigue Cost
+20%/level
You may only take this enhancement for abilities that cost FP, and never in conjunction with the special modifier "Usually On." You can take it any number of times. Each level cuts the cost to use the ability by 1 FP. If you must "maintain" the ability by spending FP on a regular basis, reduce this maintenance cost by a like amount.
Reduced Time
+20%/level
You may only add this enhancement to abilities that require time to activate. You can take it any number of times. Each level halves the time required to use the ability (round up). Once time is reduced to one second, a further level of Reduced Time makes the ability instantaneous – using it is a free action.
Note that you cannot add Reduced Time to attack powers, to traits that list any kind of special modifier that affects activation time, or to Magery (to reduce casting times).
Respiratory Agent
Your attack must be inhaled to have any effect, but it ignores all DR. Only Doesn't Breathe and Filter Lungs protect completely – although a victim who makes a Sense roll to notice the attack in time may hold his breath (see Holding Your Breath). To make your attack less noticeable, take Low Signature.
You may only add this enhancement to an Affliction or to an Innate Attack that inflicts toxic or fatigue damage, and you must combine it with one of Area Effect, Cone, or Jet. Persistent is common but not required. Respiratory Agent is a "penetration modifier"; you cannot combine it with other penetration modifiers, such as Follow-Up.
Selective Area
You may add this enhancement to any Area Effect or Cone attack. It lets you choose which targets within your area are actually affected.
Selectivity
This enhancement lets you turn a trait's other enhancements off and on at will. For instance, if you had an attack with Area Effect, you could turn this enhancement off to affect only one other person. You must specify which enhancements you wish to ignore before you activate the ability. The default assumption is that you are always using all of your enhancements.
By allowing you to select which enhancements you use, Selectivity permits you to have multiple versions of the same ability without having to buy the ability multiple times. This can be extremely useful when creating comic-book supers!
Sense-Based
Your attack is channeled through your victim's senses, allowing it to ignore DR! You must specify the sense(s) affected. Examples include vision, hearing, smell, and exotic senses such as Detect. This is worth +150%, plus an extra +50% per sense after the first; e.g., Vision and Hearing-Based would be +200%.
Your attack only affects someone who is using the targeted sense. For instance, a Vision-Based attack cannot affect a blind subject or someone with his eyes closed, while a Smell-Based attack doesn't work underwater or on a target with a gas mask. Advantages (such as Protected Sense) and equipment that protect the sense in question either negate the attack completely or, in the case of attacks that allow a roll to resist (such as Afflictions, Maledictions, and Resistible attacks), give a bonus to the resistance roll.
The most common Sense-Based attack is an Affliction that knocks out the sense it is based on; for instance, Affliction (Blindness; Vision-Based) for a blinding flash. However, Sense-Based attacks can also be deadly, like a banshee's wail or basilisk's gaze. Sense-Based is a "penetration modifier"; you cannot combine it with other penetration modifiers, such as Follow-Up.
Exception: You can combine Sense-Based with Malediction. In conjunction with Malediction, or when added to an ability that already ignores DR (e.g., Mind Control or Mind Reading), Sense-Based becomes a limitation (see Limitations: Sense-Based. It is worth -20% if it works through one sense, -15% if two senses, or -10% if three senses. If it works through more than three senses, it is not a significant limitation.
Size Effect
You may only add this enhancement to an Innate Attack, and you cannot combine it with penetration modifiers other than Armor Divisor. If any damage penetrates the target's DR, he must make a HT roll, at -1 per 2 points of penetrating damage, or suffer a "side effect."
Choose the side effects from the effects described for Affliction. Valid choices are stunning, Attribute Penalty, Disadvantage, and Incapacitation. The cost of Side Effect is a base +50%, plus the cost of the Affliction enhancements. For instance, stunning would be +50%, while Disadvantage (Blindness) would be +100%.
You may specify more than one side effect. If the victim gets a single resistance roll against all of them, treat them as a single Side Effect enhancement, totaling their cost. If the victim must resist each effect individually, take a separate Side Effect enhancement for each effect.
Stunning wears off normally, while other effects last (20 - HT) minutes, minimum 1 minute. If Incapacitation is combined with other effects, the other effects last for another (20 - HT) minutes after the Incapacitation wears off.
Symptoms
Symptoms are effects that occur if the cumulative damage (HP or FP loss) inflicted by the enhanced Innate Attack exceeds a fraction of the victim's basic HP or FP. The victim does not get a HT roll to resist Symptoms! The GM should consider limiting Symptoms to attacks that inflict 1d damage or less.
Choose Symptoms from the following effects described as enhancements for Affliction: Advantage, Attribute Penalty, Disadvantage, Irritant, and Negated Advantage. If the threshold for the Symptom is 2/3 the victim's basic HP, use the cost under Affliction. If the threshold is 1/2 basic HP, double this cost. If it’s 1/3 basic HP, triple this cost.
- Example: Blindness is worth +50% as an Affliction, but as a Symptom that occurs when the victim has lost half his HP to an Innate Attack, it is a +100% enhancement.
Unlike Afflictions, Symptoms abate only when the damage that caused them is healed. In the example above, the Blindness would only end when the victim's HP healed past the halfway point.
An Innate Attack can have multiple Symptoms, representing different effects that that occur at different damage thresholds.
Underwater
Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid. This enhancement lets an attack work underwater at 1/10 range.
Variable
Variable is strictly for attacks, which otherwise work at full power at all times. Non-attack abilities don't need it – their range, area, level of effect, and so on are variable automatically
You can reduce the level of your attack. For example, if you have an Innate Attack that normally does 3d damage, you could reduce it to 1d or 2d damage. You must indicate this before you make your attack roll.
Wall
If you wanted to know HP and DR of walls, see HP and DR of Structures.
You may only add this enhancement to an attack that has both Area Effect and Persistent. For +30%, you can set up your Area Effect as a wall filled with the substance or effect of your ability. This affects anyone or anything passing through it. You get a three-yard-long by one-yard-wide wall per yard of radius in your area.
For +60%, your wall works as above, but you can form it into any shape you choose.
You must define your wall as either permeable or rigid:
Permeable: The wall is composed of liquid, gas, energy, or an amorphous solid (e.g., thorn bushes). It impedes vision, and inflicts damage on anyone who attempts to cross it, but an intruder can traverse it provided he is not stunned, knocked out, killed, etc. by its effects. Anything effective against the substance of the wall will disperse it; e.g., water or a fire extinguisher could extinguish a wall of fire.
Rigid: The wall is a material barrier. This is only possible for Innate Attacks that deal crushing, cutting, impaling, or piercing damage. Each yard of wall has DR 3 and 1/2 HP per die of damage (round up); e.g., a 6d attack produces a wall with DR 18 and 3 HP. The wall does no damage itself, but the damage type applies to the injury inflicted on anyone crashing into it.