Power Modifications

If you want to take a variant of an existing power, ask your GM to give you a new cost for it. The following section contains some guidelines for the GM to use when adjusting CP costs. The final CP cost of a power may not be reduced below 1. Limitations on powers may sometimes be "bought off" by expending the proper amount of CPs later. The GM will rule on a case-by-case basis as to whether a limitation can be bought off, or if you're stuck with it for good.

Bonus Abilities

If you want to add a new special ability to one of the standard powers, apply an additional CP cost based on the usefulness of that new ability. As a general guideline, 5 CPs represents a trivial ability, 10 CPs represents a minor ability, 15 CPs for an ability that's equal in usefulness to a regular Power, 20 CPs for an ability that's more useful than a typical Power, etc. You can also reduce the CP cost of a Power by removing special abilities it normally has.

Power Requirement

Add 1 CP to the cost of a Power per -1 to its PR per use. PR per use may not be reduced to zero. Subtract 1 CP from the cost of a Power per +1 to its PR per use. If a Power has a PR cost 'per hour' or 'to activate', add 1 CP to its cost per -5 PR, and subtract 1 CP from its cost per +5 PR. If a Power has a PR cost 'per turn', add 1 to its CP cost per -1 PR, and subtract 1 from its CP cost per +1 PR.

I would allow reduction to PR of 0 for +3 CPs, but only with GM permission. Usually, this is reserved for Devices, Items, and those "powers" which are really conceived as "Super-Skills" (e.g., Invisibility which is really an uncanny knack for camouflage). -B.

Range

Ranges for Powers are calculated from Basic Characteristic scores. For each additional Characteristic score worth of range, add 1 CP to the cost of the Power. For each Characteristic score *less*, subtract 1 CP from the Power's cost. For example, the range of a Power Blast equals (S+E)/2", or an average of 1 Characteristic in range. Making a Power Blast's range equal S+E costs an extra 1 CP, while reducing a Power Blast's range to 0" reduces the CP cost of the Power Blast by 1.

Damage

The CP value of any damage roll equals its average damage, rounded up. So, for example, a Power Blast's 1d20 damage roll has a CP value of 11, while a Flame Power attack's 1d12 damage roll has a CP value of 7. Consequently, reducing a Power Blast's damage roll to 1d12 subtracts 4 from the CP cost of the Power Blast, while increasing a Flame Power attack's damage to 1d20 would add 4 CPs to the cost of the Flame Power. As a general rule, the GM should not allow any damage roll to be increased by more than 6 CPs. The CP value of a Disintegration Ray is 1-1/2 times its average value; the CP value of a Damage Field roll equals twice its average damage.

In my campaigns, Devitilization damage (i.e., Power only) is worth 1/2 its average value. So the continuum goes:

Further, I set the following limit on my campaigns (in addition to the "no more than 6 CPs" rule): The average damage for a single dose of an attack power cannot exceed 15 (e.g., 1d20+4, 2d10+4, etc.).
-B.

Special Requirement

Some examples:

These examples would work for any power, but any/all of them (particularly the Skill Roll) may be nice to require of those powers which were created as Magical Spells. For some types of powers (again, like Magical Spells), the GM may rule that certain limitations can never be "bought off" (e.g., "Requires a Skill Roll" may be simply the way Magic works in that universe).

Note that if a character takes the same limitation(s) for a large proportion of his/her powers, the GM may rule that it falls more under the more general Special Requirement Weakness, and use the CP guidelines for that instead. For example, a character with six powers who limits them all to "only usable at night" would get 18 CPs back here, but "powers only work at night" is worth but -12 CPs as a Weakness; we would use the latter.

These are largely my own concoctions; I reduced the gagged/restrained bonus to 1 CP each, to keep it more consistent with Transformation A. -B.

Cumulative Powers

Powers which simply endow a character with basic ability bonuses (Natural Weaponry, Heightened Defense, Heightened Characteristics, Speed Bonus, etc.) are cumulative if purchased multiple times. The maximum legal Characteristic score is 78.
Except in my campaigns. See the Heightened Characteristic descriptions for details on the thresholds. -B.

Affects Non-Corporeal

For +2 CPs, a power that normally does not affect a Non-Corporeal target, will (in addition to any targets it currently affects). Similar options exist for Astral targets and those protected by Rigid Force Fields.
My own extrapolation. -B.

Damage Fields

You can turn a power into a Damage Field. Such a power costs a number of CPs equal to its average damage times two. (See Damage, above.)

Carrier Attacks

You may "link" powers to activate together by defining one as a carrier attack and another the payload attack. There is no CP cost or break, since the limitation of only being able to use the payload in conjunction with the carrier is balanced by the ability to fire off two attacks at once.

Power Modes

If you wish a power to operate in more than one "mode"--for instance, a radiation Damage Field that can also be used as a Power Blast and/or as a payload attack on your Ice Blast--you must purchase each mode as a completely separate power.

Back to Weaknesses   On to Saving Throws
[Back to Weaknesses]   [On to Saving Throws]