Contemporary topics 3 answer key
Modifiers change how an effect works, making it more effective an extra or less effective a flaw. Modifiers have ranks, just like other traits. Unless its description specifies otherwise, a modifier is a permanent change in how the effect works.
That is, you do not have the option of using the modifier or not, it always applies. For different versions of an effect with different modifiers—such as a regular Damage effect and one with the Area modifier—see the Alternate Effect modifier. So an effect costing 3 points per rank is If that effect has a total of —2 in modifiers, it costs , or 1 character point per rank.
Applying another —1 modifier adds to the second part of the ratio, making it , or 1 character point per two ranks, and so forth. Continue the progression for further reductions.
Gamemasters may wish to limit the final modified cost ratio of any effect in the series to , , , or whatever figure is appropriate. As a general rule, five ranks per character point should be the lowest modified cost for an effect, but the GM sets the limit if any.
Example : A hero has Protection, which costs 1 point per rank. Since Protection costs 1 point per rank, the —2 modifier increases the number of ranks per character point, so the final cost is 1 character point per 3 ranks of Impervious Protection Limited to Blunt physical Attacks.
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.
The remaining 3 ranks have their usual cost 2 per rank. Marksman makes a normal ranged attack check against the main target for his micro-rocket launcher; if he hits, the target has to resist Damage 7, and everyone within the area around the target resists Damage 4 the Area Damage. Even if he misses, the main target has to resist the Area Damage 4, since the micro-rocket explodes close by!
For example, the Subtle extra costs only 1 or 2 points, depending on how subtle the effect is. Likewise, the Activation flaw has a flat value of —1 or —2 points, depending on how long the power takes to activate. Flat-value modifiers are applied to the final cost of an effect, after its cost per rank and total cost for its number of ranks is determined.
With 8 ranks, it costs 8 character points. The power level limits maximum attack bonus with any given effect. An incorporeal being can use an effect with this extra on the corporeal world see the Insubstantial effect description. Characters with lower ranks 1—3 of Insubstantial do not require this extra for their effects to work on the physical world, although they can apply it to their Strength rank to allow them to exert some Strength while Insubstantial.
An effect with this extra works on insubstantial targets, in addition to having its normal effect on corporeal targets. Rank 1 allows the effect to work at half its normal rank against insubstantial targets rounded down ; rank 2 allows the effect to function at its full rank against them.
This modifier allows effects normally resisted by Fortitude to work on non-living objects those with no Stamina. Generally, this extra applies to effects like Heal or Weaken, allowing them to work on objects in the same way as they do living creatures. Objects do not get resistance checks; the effect works on the targeted object at its maximum degree of success.
This extra allows you to give someone else use of a personal effect. You must touch the subject as a standard action, and they have control over their use of the effect, although you can withdraw it when you wish as a free action. If you are unable to maintain the effect, it stops working, even if someone else is using it.
Both you and your subject s can use the effect simultaneously. Arrays—collections of Alternate Effects—are one of the more complex and important constructs and require some special care in terms of their creation and use. Players should take these things into account when creating characters with arrays, and Gamemasters should consider them when approving such characters and dealing with them in play.
Some Gamemaster oversight is therefore necessary when it comes to the creation and use of arrays. Others, like a power with a few rarely used stunts, may not call for an array. Such a power may be better served by acquiring such occasional stunts through extra effort and the spending of victory points rather than the creation of a permanent set of Alternate Effects. That is what the power stunts rules are for, after all: so you do not have to fill up character sheets with minor Alternate Effects a hero will rarely ever use.
If you decide an array is appropriate, the first thing is to determine its overall theme and associated descriptors. Is it a collection of regular power stunts for a themed power like earth control, or spells for magic? Is it a series of alternate forms for a metamorph? And so forth. A successful resistance check reduces the Area effect to half its normal rank against that target round down, minimum of 1 rank.
For combinations of effects that work simultaneously, see the Linked modifier in this section. A set of Alternate Effects is called an array. An Alternate Effect can have any rank, or combination of modifiers. Alternate Effects may also have different descriptors, usually thematically linked, within reason.
This allows you to have two versions of a Damage effect, for example: such as a fire blast and an ice blast. An Alternate Effect can have a total cost in character points no greater than the primary effect. So a rank 10 primary effect costing 2 points per rank, for a total of 20, can have any Alternate Effect with a cost of 20 character points or less.
This cost does not include the cost of the Alternate Effect modifier itself. So if the point power has 5 Alternate Effects making the final cost 25 points , each Alternate Effect is still limited to a total value of 20 points including any modifiers it may have , that of the base effect. Essentially, each Alternate Effect has to have all of the others as Alternate Effects. Like any power, an Alternate Effect may be made up of two or more effects, but their total cost cannot exceed the cost of the primary effect.
Example : The O. Since the O. Alternate Effects cannot be used or maintained at the same time as other Alternates in the same array; they are mutually exclusive. Switching between Alternates requires a free action and can be done once per turn. If anything disables, nullifies, or drains any power in an array, all of them are affected in the same way.
For 2 character points an Alternate Effect is dynamic ; it can share character points with other Dynamic Alternate Effects, allowing them all to operate at the same time, but at reduced effectiveness so you must have two Dynamic Alternate Effects for this option to be useful. You decide how many character points are allocated to the effects once per turn as a free action. Making the base effect of an array Dynamic requires 1 character point.
Some effects like Immunity to the rigors of space and alien environments, or his protective force field are automatic, but others, like energy blasts Ranged Damage or energy constructs Create are Dynamic Alternate Effects.
The base effect Create has a 1-point modifier to make it Dynamic, and each additional effect added to the array costs 2 points 1 for the Alternate Effect, 1 to make it Dynamic as well.
So Dark Nova can, for example, put some character points into an energy construct and still put points into an offensive blast as well. An effect with this modifier has a different resistance than usual. The resistance check difficulty class remains the same, only the resistance differs. This extra allows an effect that normally works on a single target to affect an area. No attack check is needed; the effect simply fills the designated area, based on the type of modifier.
Burst : The effect fills a sphere with a foot radius distance rank 0. Bursts on level surfaces like the ground create hemispheres 30 feet in radius and height. Cloud : The effect fills a sphere with a foot radius distance rank —1 that 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 15 feet in radius and height. Cones on a level surface halve their final height. Line : The effect fills a path 5 feet wide and 30 feet long distance rank 0 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 Dodge resistance check, as usual, but if the check is successful suffer no effect rather than half. Concealment that prevents a target from perceiving the effect also blocks it. 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 costs 2 points per rank rather than 1. Shapeable : The effect fills a volume of 30 cubic feet volume rank 5 , and you may shape the volume as you wish, so long as it all remains contiguous. Close : An effect must be at least close range in order to apply Area personal range effects work only on the user by definition. A Close Area effect originates from the user and expands to fill the affected area; the user is not affected by it.
So, for example, Close Burst Area Damage does not damage the user, who is at the center of the burst. This immunity does not apply to other effects, nor does it extend to anyone else: for that, apply the Selective extra. An example would be a Close Burst Area Healing effect that included the user along with everyone else in the area.
Perception : A perception area effect can be placed anywhere the user can accurately perceive. Perception area effects neither require an attack check nor allow a Dodge resistance check, although targets still get a normal resistance check against the effect.
Thus even heavy smoke or darkness can block the effect. Effects blocked by cover are much like conventional area effects: solid barriers interfere with the effect, even if they are transparent, but the effect ignores concealment like darkness, shadows, or smoke. Only targets behind total cover are unaffected. Example : Mindmaster has a Burst Area Affliction, allowing him to seize control of the minds of everyone in the affected 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 area of the burst. On the other hand, targets behind a glass wall or invisible force field are affected, since Mindmaster can perceive them. This extra applies to personal range effects, making them into attack effects.
Examples include Shrinking and Teleport, causing a target to shrink or teleport away, respectively. It affects one creature of any size or 50 lbs.