Communication
Action: Free •
Range: Rank •
Duration: Sustained •
Cost: 1 point per rank
Communication is overpriced at 4/rank.
Extras
Perception: You can receive sensory input other than just return messages. Additional cost per rank is the same as Remote Sensing: +1 point per rank per sense type, +2 points per rank for visual senses, and +5 points per rank for all senses. Unlike Remote Sensing, this modifier does not allow you to target perception ranged effects, although you may still be affected by sensory effects targeting the area you are perceiving.
+1 point per rank per sense (+2 for visual senses).
Create
Hollow objects
A creation can be hollowed out to have a volume rank of Create rank + 5 without loss of Toughness. If Create is Precise, bracing will increase this to Create rank + 10.
Damage
If the target is already suffering the dazed condition and fails a save vs. damage by two degrees, the attacker may opt to inflict knockback_ instead of another daze. If the target fails by three or more degrees, he may inflict knockback in addition to the listed effects if the target is already dazed. However, the target does
not take damage from hitting obstacles (though the obstacles may be damaged normally).
Extras
Increased Knockback: For each rank of this modifier, add +1 to the power's rank for purposes of calculating knockback only. You may not buy more ranks than your power level. +1 cost per rank
Lethal: Lethal damage inflicts additional conditions on a failed resistance check. For three degrees of failure, the target is Staggered and Disabled. For four degrees of failure, the target is Incapacitated and Dying. All conditions from lethal damage recover at a rate of one hour per condition rather than four minutes per condition, adjusted normally for Healing and Regeneration. Lethal damage does not do knockback. `First aid`_ can reduce effects of lethal damage. If the effect also has the Variable Descriptor modifier, Lethal may not be applicable to all descriptors; alternately, at flat +1 point cost, Lethal may be optional (essentially taking an Alternate Effect that is non-lethal). +0 cost per rank
Density
Action: Free •
Range: Personal •
Duration: Sustained •
Cost: 4 points per rank
You can temporarily increase your mass, gaining Strength and Toughness. Density modifiers are restricted by PL limits.
Each rank of Density adds 1 rank to your mass and adds 1 to your Strength and Toughness. The Toughness gained from Density is Impervious.
Flaws
Immobile: Using Density causes you to be too heavy to move from your location, causing you to be immobile as long as the effect is maintained. If you are completely unable to move, then you defenseless as well, increasing the value of this flaw to -3 cost per rank. If you are merely vulnerable as well as immobile, then you can combine Immobile with Distracting for -2 cost per rank. -1 cost per rank
Growth
Action: Free •
Range: Personal •
Duration: Sustained •
Cost: 3 points per rank
Growth modifiers are restricted by PL limits.
Each rank of Growth adds 1 to your Strength and Stamina (constructs add 1 rank to Strength and Toughness if they lack Stamina), gives a +1 bonus to Intimidation, and a −1 to Stealth.
Odd-numbered ranks of growth give a −1 penalty to Dodge and Ranged attacks, and +1 to Lifting Strength. Even numbered ranks increase your size rank by 1 (ordinary humans start out at size rank -2), which also increases your reach (your reach is equal to your size rank) and speed by 1 rank (you start at speed rank 0). You take a penalty equal to your size modifier vs. Area attacks resisted by Toughness or Fortitude.
Extras
Area Attacks: An attacker three or more size ranks larger than a target may treat attacks against that target as if they had the Area modifier, including limiting the attack’s rank by power level. The base size of the area is the attacker’s size rank –3. So a size rank 1 attacker creates a size rank –2 area against normal sized (size rank –2) targets. A normal sized human attacking a size rank –5 opponent creates a size rank –5 area (a 6 inch radius). Attacks that already have the Area modifier have their area increased by 1 rank for every 2 ranks of Growth.
Flat +1 point
Shrinking
Action: Free •
Range: Personal •
Duration: Sustained •
Cost: 3 points per rank
Shrinking modifiers are restricted by PL limits.
Each rank of Shrinking reduces your size rank by 1, which also decreases your reach (your reach is equal to your size rank), your speed by 1 rank (you start at speed 0), and your mass rank by 3. Add your Shrinking rank to your active defenses and attack checks. Apply a +4 bonus to Stealth checks and a -2 penalty to Intimidation checks for every rank of Shrinking.
Flaws
Reduced Strength: Normally, you retain your normal Strength when shrunk. If you have this Flaw, you are proportionally weaker when you decrease your size. Subtract 3 ranks of Strength for every rank of Shrinking. This Flaw does not pay back its full value because reduced Strength imposes a diminishing penalty at higher ranks. -1 cost per rank
Snare
Action: Standard •
Range: Ranged •
Duration: Instant •
Cost: 2 points per rank
You can restrain a target with bonds of ice, glue, webbing, energy or whatever suits your descriptors. The target makes a Dodge check against your effect DC.
- Success: Target is not snared.
Failure (one degree) – Entangled: Target is impaired, vulnerable, and has partial cover. If the target needs body parts free
to move (legs, wings, jets, etc.), he is also hindered.
Failure (two degrees) – Trapped: Target is disabled, defenseless, and has total cover. If he needs body parts free to move,
he is immobile.
The target can break out of the snare using Strength or any damage effect that doesn't require freedom of movement. The snare has a toughness equal to power rank, +1 per degree of failure above the maximum, to a maximum of your power level. Damage of Toughness + 10 or greater can break out automatically as a Move action; damage of Toughness + 15 or greater can break out as a Free Action. Alternately, the target can try to escape using Escape Artist vs. DC 20 + Snare rank.
Extras
Cumulative: As for Afflictions.
+1 cost per rank
Incapacitating: Applied to a snare that is already paralyzing, this makes the third degree of failure incapacitating instead.
Flat +1 point
Paralyzing: With a third degree of failure, the target becomes paralyzed; he is completely covered by the snare and cannot be attacked at all.
+1 cost per rank
Regenerating: Any damage that does not break the snare is repaired at the start of each of your rounds.
+1 cost per rank
Suffocating: An trapped target's breathing passages are covered; he suffocates per the usual rules on suffocation unless he has an appropriate Immunity.
+1 cost per rank
Tether: You have a tether attached to your snare, allowing you to reel in or otherwise exert your strength against the target. It has a maximum length equal to the Snare's rank.
Flat +1 point
Transparent: The snare takes damage only from the one ensnared; those outside can't damage it, and it provides no cover.
+1 cost per rank
Flaws
Entangle: The snare cannot inflict more than an entangle result, and cannot be layered for additional Toughness.
Teleport
Extras
Blind Teleport: You are immune to the disruption damage caused by almost teleporting into a solid object. You’re safely displaced, but suffer no damage.
Flat +1 point.
Chain Teleport: You can make multiple teleports, staying "in transit" until you reach your final destination. Your effective speed per turn is equal to your teleport distance.
+1 cost per rank
Extended Portal: If you have Portal, your portal's size is increased by 1 rank per rank in this extra. Portals start at 5' in diameter (rank −2).
Flat +1 point per portal size rank
Precise: You normally teleport yourself and whatever you are wearing or carrying (within your mass limits). This extra allows you to precisely choose what does and does not come with you when you teleport. Among other things, it allows you to teleport out of your clothing (or just your outer layer of clothing, leaving a skintight costume on, for example), or out of a grab, bindings like ropes or handcuffs, and so forth. Your teleportation displacement is also precise enough for you to do something like teleport into a set of clothing that is laid out for you, or underneath a blanket or other covering, displacing it enough for your body to materialize there.
Flat +1 point