The idea is lay things out, starting with the name of the power, and a
description in terms of the special effects. This is then followed by a
break-down of the power starting with actual Power description, then the
cost in Base Points, any advantages and the cost in Active Points, the base
Endurance cost, any power frameworks and the cost in Modified Points, any
limitations and the cost in Real Points, the real Endurance cost if it
varies from the base, and finally the Skill Roll modifier if the power was
bought with the 'Requires a Skill Roll' (typically a Magic Roll) limitation.
If a power is made up of a number of components, either different powers or
parts of the same power with differing limitations, then each of these is
listed in order, usually in order of total size of limitations, smallest
first, if appropriate. Finally is a cost summary where the points and END
cost of the various components is added up.
Not much attention is paid in this notation to Range, as it is usually
so great that only if the 'No Range Penalty' advantage is taken is it
relevant. However, if useful it can be tacked on the end of the
description, for example as 'Range: 200"'.
There are a number of other things that may be used. These include named
Common Limitations, Limited Power Explanations, New Advantage Explanations,
Naked Advantages, and Variable Advantage and Limitation usages. These could
all be done in other ways but are done this way to make them clearer.
Multipower and Elemental Control slots are specified as powers, and there is
no special treatment of powers that go in a Variable Power Pool. Multipower
reserves, Elemental Control bases and Variable Power Pools are specified in
a way similar to powers.
The basic layout can be modified in a number of ways. If the campaign does
not allow Power Frameworks then the Modified Points can be sensibly ommited.
If there is only one Power Framework then the name need not be used in all
the powers.
A few areas of the standard rules are unclear, and where these crop up
in the examples used to illustrate the notation below they are
mentioned. One area which is unclear is the 'Reduced Endurance: Half
END' advantage, is the half END calculated for the END cost before or
after applying this advantage? Before might make more sense, but after
fits the rest of the rules.
All the examples used below to illustrate the notation come from real
characters that have been played, though a few details may have been
changed.
For a start here are a few simple powers:
Energy Blast: is a bolt of blasting energy springing from the hand.
8D6 Energy Blast, blasting energy, BP=40, AP=40, END=4, MP=40, RP=40.
Note that the power is named 'Energy Blast' and the effect it is built from
is 'Energy Blast'. This should be avoided with a little more imagination if
possible, so even if the special effect is 'blasting energy' it could be
called something like 'Blasting'. Also note that as there are no limitations
effecting the END cost or a Skill Roll these are ommited. Energy Blast is
sometimes abbreviated to 'EB'.
Armoured Hide: is a toughened skin that protects equally all over.
7 PD, 7 ED Armour, BP=21, AP=21, END=-, MP=21, RP=21.
Note that the Endurance cost is written as '-', not '0'. This is taken to
mean that the power is persistent. This is also sometimes written as '7rPD &
rED Armour', refering to the fact that the defence is resistant, and if both
values are the same it is not worth writing it twice. Sometimes 'DEF 7
Armour' is used, as DEF is equal amounts of resistant PD and ED, but this is
not encouraged for describing characters.
A few more complex powers:
Laser Bolt: is a tight beam of coherent light energy, which can punch a hole
in a lot of defences, but applies little direct force.
2D6 Killing Attack - Ranged, light energy, BP=30, armour piercing(+1/2),
AP=45, END=4, MP=45, no knockback(-1/4), RP=36.
RKA is an abbreviation frequently used, and 'no KBK' is an abbreviation
often used for that limitation. As there is only one advantage and
limitation it is not necessary to give consolidated values for these. Note
that if the attack was doubly armour piercing it would have been written
'armour piercing: x2(+1)'.
Impact Vest: spreads out the force of even a highly focused violent attack
so that it may be resisted without wearing any armour.
5 PD, 5 ED Damage Resistance, BP=4, hardened(+1/4), AP=5, END=-, MP=5, 9-
activation roll(-1 1/2), OIF: padded vest(-1/2), breakable, universal, (-2),
RP=2.
DR is sometimes used as an abbreviation for Damage Resistance. If Hit
Locations are in use the limitation would be 'sectional defences:
locations 11-13(-1 1/2)' instead. Abbreviations like '9- act.' are
sometimes used, just '9-' is probably not clear enough. If the mobility
of a focus is not mentioned it is assumed to not hinder, and no
expendability need be mentioned either. A complex focus is quite a good
candidate for a Common Limitation.
A consolidated value for the limitations is given as there is more than
one of them. Note that the hardened defences this provides are useless
unless the defences that this makes resistant also are hardened, this
might be tacked on the end of this power as a Naked Advantage. If the
defence was double hardened if would have been written 'hardened:
x2(+1/2)'.
Now on to the difficult ones!
Light Concentration: is a variation on 'Concentrate' where the
character still needs to pay some attention to use the power, but is
not completely ignoring the world around them. The two steps of DCV
are the same, and so is the doubling of the bonus if light
concentration is required throughout the use of a Constant Power, but
the bonus is halved. In addition to the DCV reduction things like
being in a very difficult situation or being injured may cause the GM
to require an activation roll, or make an existing one worse.
Typically -1 roll per 2 BODY down, 4 BODY down introduces a 16-
Activation Roll if there is not currently one, and every time a wound
of more that 1 BODY is taken for a Constant Power requiring light
concentration throughout the roll if there is one (normally or from
having taken at least 4 BODY) must be made.
Limited Power: Light Concentration, (-1/4) to (-1/2).
This is a 'Limited Power Explanation', which introduces quite a complex
new 'Limited Power' limitation. The reason is probably because the GM
feels that this more accurately represents a power needing some but not
total attention than would the standard limitation 'Concentrate'. If
players try and take advantage of the half DCV variety which is half a
-1/4 limitation and hence still a -1/4 limitation then it should be
taken with some other small limitation which is not in itself worth a
-1/4.
Psionics: are mental powers that require a certain amount of
concentration to use and quite a bit of time, both due to lack of
experience. Certain psionics may have a larger 'Light Concentration'
limitation, take even more time, or require even more strength
(Endurance).
Light Concentration: 0 DCV(-1/4), Requires a Psi Skill Roll(-0), x2
END(-0), Extra Time: Full Phase(-1/4), (-1/2).
This is a 'Common Limitation' to be used with a whole set of psionic
powers that a character has. The GM has declared that the only 'super'
powers in the campaign are psionics, and all these must take a 'Requires
a Psi Skill Roll' and a 'x2 END' limitation which are ruled not to give
any benefit.
The GM also rules that 'Reduced END: Half END' is still a +1/4
advantage, but adds new advantages 'Reduced END: Quarter END' which is a
+1/2 advantage, and 'Reduced END: Eighth END' which is a +3/4 advantage,
makes 'Reduced END: 0 END' a +1 advantage, and says that 'Persistent' is
now a +1 advantage which can only be taken with special permission.
So to take 'Reduced END: 0 END, Persistent' is now in total a +2
advantage, to reflect how psionics work in this campaign. Other powers
in the campaign like cyber implants and things like vehicle powers use
the standard rules.
If the 'Psionics' limitation overlaps with other limitations which are
contained in it then the other limitations are reduced in value. See
below.
Adds to CHAR: is applied to Skills or bonuses to skills bought as powers
with limitations, so that the total value of the character's appropriate
characteristic is used in working out the skill roll, rather than it
being 9-.
Advantage: Adds to CHAR(+1/2).
This is a New Advantage that a GM has introduced for use with cyberware
based skills that are fully integrated with the character's mind and
nervous system. Breakfall and Acrobatics would be good examples as DEX
Based skills that work with the basic DEX plus any from wired reflexes.
See example below.
Mecha Endurance: is the strength coming from a large powered armour
suit which has a self-contained strength amplification system not
needing any power input (Endurance) from any other source. The leaping
the suit provides is also self contained.
No END +40 STR, BP: 40-40=0, Reduced Endurance: 0 END(+1/2),
AP: 60-40=20, END=0, MP=20, OIF: mecha(-1/2), breakable, universal,
RP=13.
No END 8" leaping, BP: 8-8=0, Reduced Endurance: 0 END(+1/2),
AP: 12-8=4, END=0, MP=4, OIF: mecha(-1/2), breakable, universal, RP=2.
Totals: BP: 0+0=0, AP: 20+4=24, END=0, MP=24, RP: 13+2=15.
This is a bit weird in that it contains two 'Naked Advantages', one on a
characteristic, and the other on something derived from a one. The '8"
leaping' is assumed to cost the same as Superleap for the purpose of
applying an advantage. The bit of text before the Base Points value is
basically just descriptive, to make it clearer what is going on.
One good reason for this is that the character's personal END is thus
not used to power the suit, and no extra accounting needs to be done in
terms of buying an END Reserve to power the suit's systems.
Standard Limitation (SL): only in superhero id(-1/4), only protects
cyber body(-1), (-1/4).
Magnetic Powers: all the character's main powers are magnetic, and only
protect her cyber parts or are only usable in superhero id.
Elemental Control: Magnetic Powers- 45pts, BP=23, AP=23, END=-, MP=23,
SL(-1/4), RP=18.
This is an Elemental Control base with a Common Limitation defined which
applies to all the powers that are in that EC.
Energy Manipulation: is a reserve of energy drawn on for use by a wide
range of powers, many of which draw from an Energy Store (END Reserve).
Only the basic part of this may be used freely, the second part may be
only applied to powers that have at least x5 END usage, and the final
part only those with x10 END usage. A power with different components
using different amounts of END might be spread across all three parts,
but only proportionally to the size of each component.
Multipower: 25pt Reserve, BP=25, AP=25, END=-, MP=25, RP=25.
Multipower: +25pt Reserve, BP=25, AP=25, END=-, MP=25, x5 END(-2), RP=8.
Multipower: +25pt Reserve, BP=25, AP=25, END=-, MP=25, x10 END(-4), RP=5.
Totals: BP: 25+25+25=75, AP=75, END=-, MP=75, RP: 25+8+5=38.
This is a Multipower reserve split into three components with different
limitations, which represents a character with a lot of power, but with
a lot of inefficiency or difficulty of use of all, if it is used at once.
Note that there is no total shown for the increased END, as a reserve
does not use END, the slots which draw from it do.
Gadget Pool - 50pts: is a pool from which the points to pay for a wide
number of gadgets is drawn, all of which must have at least -1/2 in
focus limitations. The gadgets may not be changed around in combat but
between a turn and a minute out of combat is sufficient, for example a
replacement power suit can be summoned from hyperspace in 12 seconds out
of combat.
Variable Power Pool: Gadgets, 50pts, BP=50, AP=50, END=-, MP=50, RP=50.
Variable Power Pool Control: Gadgets, 50pts, BP=25, AP=25, END=-, MP=25,
Focus(-1/2), RP=17.
Totals: BP: 50+25=75, AP=75, END=-, MP=75, RP: 50+17=67.
This is a VPP intended to be used by a high tech gadgeteer, which has
very few limitations, but is not intended to be altered around in
combat. The size of the pool is included in the name for convenience as
this is a value often used. It is written up in this form for clarity,
advantages on the VPP Control would have complicated things, for
example. As in a Multipower it is the powers which draw from the pool
that use END, not the pool itself.
Minor PK: is a low powered psychokinetic ability which functions
invisibly, and has a higher powered part that can be used, which can not
be used to manipulate things.
Telekinesis 11 STR, BP=16, invisible power effects: all but mental
senses(+3/4), AP=28, END=3, MP=28, Psionics(-1/2), reduced range:
1/16(-1/2), (-1), RP=14, END=6, Roll=-3.
+5 STR TK, BP=7, as above(+3/4), AP=12, END=1, MP=12, not
manipulative(-1/4), as above(-1), (+1 1/4), RP=5, END=+2, Roll=-1.
Fine Manipulation 9+(28/5)=15-, BP=10, AP=10, END=-, MP=10,
Psionics(-1/2), extra time: full turn(-3/4), (-1 1/4), RP=4, END=-,
Roll=-1.
Totals: BP: 16+7+10=33, AP: 28+12+10=50, MP=50, RP: 14+5+4=23, END=6-8,
Roll: -3+-1+-1=-5, Range: 9-13".
This power uses the 'Psionics' Common Limitation defined above. The GM
has made a number of arguable decisions about this power. First, that as
'Fully Invisible Effects' is a +1 advantage then to be invisible to all
but mental powers is a +3/4 advantage, second that the 'Limited Power'
limitation 'reduced range: 1/16' is allowed for -1/2, even though 'No
Range' (also a Limited Power) is also a -1/2, third that the points
paid for Fine Manipulation for TK do not improve the roll or the range,
and fourth that the Fine Manipulation does not use END.
The GM also allows the power to be partially activated for a reduced Psi
Skill Roll modifier, reduced END usage, but also reduced range. So just
the base 11 STR can be activated for a -3 roll, 6 END to use all the 11
STR, and with a range of 9" (subject to an RMod), or 16 STR can be
activated at a -4 roll, for up to 8 END, and with 13" range. Using all
the power freely takes a -5 roll, and note that Fine Manipulation
actions take a full turn each, which is only a -3/4 limitation as the
Psionics limitation already includes an Extra Time limitation.
Combat Reflexes: give the force suit's wearer acrobatics, breakfall, and
martial arts. These are all fully integrated with the wearer's reflexes
and so use the total DEX, rather than just the suit's.
Acrobatics (9+(20/5)=13-), 13-, BP=3, Adds to CHAR: DEX(+1/2), AP=4,
END=-, EC: Cyber Powers(-10), MP: 4-2=2, Force Suit(-1/2), RP=1.
Breakfall (9+(20/5)=13-), 13-, BP=3, Adds to CHAR: DEX(+1/2), AP=4,
END=-, EC: Cyber Powers(-10), MP: 4-2=2, Force Suit(-1/2), RP=1.
Martial Arts: Classic Comic Book - Punch, Block, Throw, BP=11, AP=11,
END=-, EC: Cyber Powers(-10), MP: 11-6=5, Force Suit(-1/2), RP=3.
Totals: BP: 3+3+11=17, AP: 4+4+11=19, END=-, MP: 2+2+5=9, RP: 1+1+3=5.
This power is an Elemental Control slot, and a composite slot made up of
several powers which are skills at that. The New Advantage 'Adds to
CHAR', shown above, is used, so that the character's base DEX of 13 is
added to the 7 DEX gained from the Force Suit (specified in another
power not shown) to give 20 DEX from which the skills are calculated.
The Elemental Control base (not shown) is 19pts and as it has no
modifiers costs 10 Real Points, and reduces the Modified Points of slots
by 10pts. If there are several powers in the slot then the reduction is
divided between them based on their Active Points as compared with the
Active Points of the whole power. So for example the Acrobatics above
gets (4/19)x10=2pts reduction, and the Martial Arts gets (11/19)x10pts
reduction.
The reason this is done is to avoid 'Elemental Control Shadowing', where
the power is partially limited, say x10 END, but only the part that is
not reduced by the base, and then the character only uses the part of
the power that the limitation does not apply to. This comes from the
Framework reduction being applied before the Limitations, and the
pro-rata method used above completely avoids this.
In some cases advantagous rounding might mean that the total points
taken away from the slot is greater than the Elemental Control base, in
which case reduce the points taken away from the last power, then the
next but last etc, until it matches. This is one reason that partially
limited powers are normally specified with the largest limitation last.
Note that one reason that 'EC: Cyber Powers(-10)' is specified in full
rather than just 'EC(-10)' is that this particular character has several
elemental controls.
And now a few abbreviations commonly used in power design, most of them
standard, but a few carried over from Champions III, and a few from
common usage:
AP Active Points BP Base Points CHAR Characteristics DECV Defensive Ego Combat Value DEF Defence, equal rPD & rED DR Damage Resistance EB Energy Blast EC Elemental Control EgoD Ego Defence, should be Mental Defence or MD END Endurance ENDR END Reserve HA Hand-to-hand Attack HKA Hand-to-hand Killing Attack KBK Knockback MD Mental Defence MP Modified Points, as Power Frameworks were once 'Power Modifiers' MP Multipower MR Magic Roll, one variety of Required Skill Roll REC Recovery rED resistant Energy Defence RKA Ranged Killing Attack RMod Range Modifier Roll a Required Skill Roll, like a Magic Roll or MR RP Real Points rPD resistant Physical Defence TK Telekinesis VPP Variable Power Pool
(C) Rory O. Mclean, April 1996
rory@romsys.demon.co.uk