Power Modifiers (Positive)
    Power modifiers alter how good a power is and alter its cost.  The positive modifiers (some are special for the power) make the power more useful and more expensive.

Affects desolidified beings +1/4
    When purchased with a power it can effect desolidified beings.  This is probably most appropriate for an attack power.

Area effect +1
    This advantage allows a power to affect more than one being.  When this modifier is purchased the power affects 1 hex per level.  Some powers are already assumed to be area effects.  If there is a resistance roll then all beings in the area get the resistance roll.

At Range +1/2
    This turns a normally unranged power into a ranged power. When the ranged modifier is bought then the range is one hex and this increases by one hex per level.

Autofire +1
    Any power with this modifier may be used more than once in a single turn.  The attack must still be rolled for each attack.and the attacks must be in a straight line and no more than one hex apart (though all attacks may be aimed at the same target).  The vitae cost for each use of the power is still the same.

Continuous +1
    Any power with this modifier may continue to hit a target without having to roll a new attack roll.  The power hits once per turn once the initial strike is made.  Autofire and Continuous are not allowed in the same power

Difficult to Dispel +1/4
    Any power with this modifier is more difficult to dispel and lower the effects of (dispel and supress).  Any power having this modifer dispels as if it was twice as many levels as it actually is.

Explosive +1/2
    This modifier makes a power explode giving it a limited area of effect.  The power makes the power have 1 die less damage per hex from the target area.

Increased Maximum Range +1/4
    This power makes the range of the power further than normal.  For each level of this modifier double the maximum range of the power.

Invisible Power Effects +1/4
    A power with this modifier does not have noticable special effects.

No Range Penalty +1/2
    A power with this modifier has no range penalty.  The power can be fired at its maximum range with the same chance of success.

Reduced Vitae Cost +1/2
    A power with this modifier costs half as much to use.  If it normally takes 1 vitae per use it instead takes 1 vitae per two uses.

Sticky +3/4
    Any power with this modifier affects all character's who touch the affected target.

Time Delay +3/4
    Any power with this modifier may take effect later after the target leaves sight of the character.  The actual attack roll must still be rolled. The power still takes effect even if the character is unconscious, dead, or in another place.

Transdimensional +3/4
    Any power with this modifier works across dimensions.  Each dimension's distance counts as one range modifier.

Useable against others +3/4
    This modifier gives a power the ability to be used on others.  Many powers are assumed to have this modifier but this may also be purchased with many powers that do not have it naturally.

Useable by others +1
    This modifier gives the character the ability to allow others to use the power.  The person given the power may then use it at will and use their own vitae to fuel it.  Any power so given lasts for one turn unless regiven or unless increased time is purchased.

Variable special effects +1/2
    A power with this modifier may have a variety of special effects.  This might be an appropriate modifier for Celcius's power of blast of cold/heat.  This primarily allows for character's to take advantage of the special effect's strengths while allowing them to avoid many of the weaknesses.

Power Modifiers (Negative)
    Power modifiers alter how good a power is and alter its cost.  The negative modifiers (some are special for the power) make the power less useful and less expensive.

Ablative variable (-1/2, -3/4 or -1)
    A power with this modifier can be beaten down and made gradually less effective.  For each die of damage that goes through it lower the effective protection given by 2.  This cannot be renewed for a variable amount of time dependent on how much the modifier is worth.  If it renews at a rate of 1 per minute it is a -1/2 modifier.  If it renews at a rate of 1 per hour it is a -3/4 modifier.  If it requires some special catalyst to renew it is a -1 modifier.

Activation variable (-1/2, -3/4 or -1)
    A power with this modifier requires an activation roll to turn on.  This is in addition to any other rolls required to use the power.  This power requires an activation skill to use.  The roll is Attribute + Power Skill + d10. The difficulty is 10 for a -1/2 modifier, 15 for a -3/4 modifier and 20 for a -1 modifier.

Always on -1/2
    A power with this modifier cannot be turned off.  This power does not cost vitae to use.

Concentration variable
    A power with this modifier requires extra concentration to use.
    -1/4 the character cannot fight or dodge (any quick movements) but may otherwise move normally
    -1/2 the character cannot do anything more complex than walk
    -1 the character cannot move at all during that turn if he wishes to use the power.

Extra Time -1/4 per time scale down
    A power with this modifier takes longer to turn on than normal.

Focus variable
    A power with this modifier requires some sort of focus object to function.
    -1/4 the focus object can be easily replaceable (frog's legs, cat hair)
    -1/2 the focus object is replaceable but it is not easy ($100 diamond, cat liver)
    -1 the focus object is very difficult to replace (alien artifact)

Gestures variable
    A power with this modifier requires the character to make gestures and motions to make the power work.
    -1/4 the power requires a small movement (hand gesture)
    -1/2 the power requires large body movement (arm motion)
    -1 the power requires full body movements (dance with arms waving)

Incantation -1/4
    A power with this modifier requires that the character say words to make the power work. The longer the power takes to activate the more that must be said.  The incantation must be in a regular speaking voice.

Increased Vitae Cost -1/2
    A power with this modifier costs more to use than a normal power.  Any power with this modifier costs twice as much vitae to use each time.

Limited Power variable
    The power is limited in some other way.  This is a catchall category for all other limitations that are not listed.  Add the limitation cost for the total.  The minimum cost for the modifier is -1/4.
    +1/2 the limitation almost never comes into effect. (not usable during a full eclipse)
    -0 the limitation comes into play regularly (can't use power during full moon)
    -1/2 the limitation comes into effect most of the time (can't use power during the day)
    -3/4 the limitation comes into effect all the time (the limitation is constant)
    -1/2 the limitation makes using the power inconvenient (costs double vitae)
    -3/4 the limitation makes using the power hard (causes physical damage to character to use power)
    -1 the limitation makes using the power practically impossible (can only use the power while in an induced coma)

Linked -1/2
    A power with this modifier must be used with another power.  A power with this modifier may be linked either with a power that does not have the modifier or one that does not have the modifier.

No Conscious Control -1
    A power with this modifier cannot be controlled.  The power comes on during times of stress or under other factors.  The gm may use a power with this modifier at will however the player has no conscious control over this power either to turn it on or to turn it off.

Reduced by Range -1/2
    A power with this modifier loses power the further away from the character it is.  For each hex range the power is from the user it loses 1 level worth of effect.

Side Effects variable
    A power with this modifier has some sort of negative consequence that acrues to using the power under some circumstances.  These side effects can vary widely and the cost for the modifer is going to depend greatly on the frequency of the side effect and the seriousness of the effect.
   +1/2 the side effect almost never comes into effect (during eclipses)
    -0 the side effect comes into regularly (during full moon)
    -1/2 the side effect comes into effect most of the time (can't use power during the day)
    -3/4 the side effect comes into effect all the time (the side effect is constant)
    -1/2 the side effect makes using the power inconvenient (kills flowers nearby)
    -3/4 the side effect  makes using the power hard (causes physical damage to all people within range)
    -1 the side effect makes using the power practically impossible (causes deadly wounds to the character)

Visible -1/2
    A power with this modifier is noticed by all five senses.

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World of Dimness
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Sundering World
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