
FLAWS
Unless specified otherwise, the following flaws reduce an effect’s cost per rank by 1 point per application.
ACTION –1 MODIFIER/STEP
Using an effect requires one of the following types of actions: • reaction, free, move, standard, or full action.
Increasing the required action one step (standard to full action, for example) is a –1 modifier. After a full action, each step up the Time Table (full action to one minute, then five minutes, etc.) is a 1-point power drawback (see Drawbacks in this chapter for details). Any action taking at least a full-round action to perform provokes an Attack of Opportunity.
ADDITIONAL SAVE –1 MODIFIER
An effect with this flaw grants two saving throws rather than just one, if either save succeeds, then the target avoids the effect. It only applies to effects that allow a saving throw (see the Saving Throw flaw for effects that don’t normally allow a save, page 105). The additional save can be the same type as the first or a different save; choose when the modifier is applied. The saving throws are assumed to occur simultaneously. For example, a Damage Aura effect might involve whirling blades an attacker can avoid with a successful Reflex saving throw, circum-
venting the need for a Toughness save against the damage.
CHECK REQUIRED –1 MODIFIER
OPTION: PARTIAL CHECKS
Optionally, the GM may allow a check required to use an effect that exceeds DC 10, but not the full Difficulty of (10 + rank) to be partially successful,
allowing the use of one rank per point the check exceeds DC 10. Thus a rank 9 effect requires a DC 19 check, for example, but a DC 14 check can
allow the character to use up to 4 ranks of the effect, since the check exceeds DC 10 by 4, even if it doesn’t equal the full DC of 19. If a lesser rank
of the effect doesn’t do anything, then it’s the same as just failing the check. This option adds a bit of complexity to the process of required checks
but makes them a bit more flexible than a binary success or failure method. |
An effect with this flaw requires a check of some sort (usually a skill check) with a Difficulty of (10 + power rank) in order to work normally. If the check fails, the effect doesn’t work, although the action required to use it is expended (so attempting to activate an effect that takes a standard action takes a standard action whether the check is successful or not). The check occurs as part of the action to use the effect and provides no benefit other than helping to activate it. Normal modifiers apply to the check, how-
ever, and if you are unable to make the required check for any reason, then the effect doesn’t work.
This check must be in addition to any check(s) normally required for the effect. So, for example, the normal Notice or Search check made in conjunction with a sensory effect does not count as an application of this flaw, and applying it means an additional check is required before the effect’s normally required check(s).
Example: A spellcaster has Super-Senses 4 (detect
magic, ranged, acute, analyze) with Knowledge (arcane lore) Check Required. The player needs to make a DC 14 Knowledge check (10 + 4 ranks) to successfully cast the spell, followed by the normal Notice check to pick up on anything present, and perhaps another Knowledge (arcane lore) check to interpret what the character senses. The effect of this flaw also provokes an Attack of Opportunity.
CHECK EXAMPLES
Skill checks an effect may require include:
• Acrobatics: Suitable for effects requiring a measure of coor-
dination, athletics, or complex maneuvering.
• Bluff: Good for effects intended to deceive, particularly sen-
sory effects like Concealment or Illusion.
• Concentration: A good general skill check for almost any effect, particularly those calling for focus and concentration.
• Disguise: Appropriate for sensory or alteration effects, par-
ticularly Morph. Note that the required check is in addition to the actual check required for the disguise.
• Intimidate: Useful for effects intended to inspire fear (like Emotion Control) as well as similar offensive effects (includ-
ing attack effects like Nauseate or Stun).
• Knowledge: A Knowledge skill check might represent having to know something about the subject of the effect (such as a sciences Knowledge) or having to know something about the effect itself (such as arcane lore or technology). Operating a complex device may also require a Knowledge check.
• Medicine: Medicine skill checks work well for biological effects like Healing or others requiring a Fortitude saving throw (such as the various effects of the Life Control power in the next chapter).
• Perform: Good for effects requiring a Will saving throw, including sensory effects like Emotion Control, Illusion, and Mind Control.
• Stealth: Best suited to sensory effects, particularly Concealment
DISTRACTING –1 MODIFIER
Using a Distracting effect requires more concentration than usual, causing you to lose your dodge bonus, and provoke an attack of opportunity, on any round the effect is used or maintained. Traits allowing you to retain your dodge bonus (such as the Uncanny Dodge feat) do not apply to Distracting effects.
DURATION –1 MODIFIER/STEP
An effect has one of the following durations: instant, concen-
tration, sustained, or continuous. Reducing duration one step (sustained to concentration, for example) is a –1 modifier. An effect’s duration cannot be decreased below instant, and many effects become virtually useless if their duration is decreased below concentration. Reducing a power to concentration provokes an Attack of Opportunity, but only if you actuall use it.
FADES –1 MODIFIER
OPTION: FADE DURATION
With the Slow Fade power feat, it’s fairly easy and inexpensive to create effects that take a very long time to fade: just 4 ranks ensures a fade of 1
point per hour, while 10 ranks means a rate of 1 power point per year!
Gamemasters may simply want to limit the number of applications of the Slow Fade feat to any given power, particularly one with the Total Fade
extra (see its description later in this section). Effects requiring more than a day or so to fade should be carefully monitored and controlled, and
generally reserved for non-player characters.
However, if you want to allow for the possibility of more extreme fade durations while also keeping them under better control, you can make the
Slow Fade power feat into a +1 power modifier instead. The effects are the same: each application of the extra moves the fade rate of the effect one
step up the Time Table, but the cost rises sharply; 4 applications can easily double a power’s cost (if not more) while 10 levels of Slow Fade as an
extra increases a power’s cost by 10 points per rank!
Using this version of Slow Fade may call for changing the Total Fade modifier to a power feat, but it can also remain an extra, since it does provide
a substantial benefit for fading effects, keeping them fully effective throughout their duration.
If you’re using this version of Slow Fade, the Independent power modifier remains the same unless its fade rate is improved, in which case apply the
Slow Fade extra normally (increasing the Independent effect’s cost per rank). |
Each time you use an effect with this flaw, it loses 1 power point
(not rank) and a commensurate amount of effectiveness. For effects
with a duration longer than instant, each round is considered “one
use.” Once the effect reaches 0 points (or below the minimum cost
for one rank), it stops working. A faded effect can be “recovered”
in some fashion, such as recharging, rest, repair, reloading, and so
forth. The GM decides when and how a faded effect recovers, but
it should generally occur outside of combat and take at least an hour’s time. The GM may allow a hero to recover a faded effect
immediately and completely by spending a hero point. The Slow Fade extra reduces the rate at which an effect fades.
Example: Chris creates a character that has Animal Mimicry 6 with the Fades flaw. After the first round of using the power it drops to 5 ranks, but he can use it eight more times (or sustain it for eight more rounds) before it drops to 4 ranks, because it costs 9 points per rank and it only loses 1 power point per use.
FEEDBACK –1 MODIFIER
You suffer pain when a manifestation of your effect is damaged. This flaw only applies to effects with physical (or apparently phys-
ical) manifestations, such as Create Object, Duplication, Illusion, Snare, or Summon, for example. If your power’s manifestation is damaged, make a saving throw against non-lethal damage equal to the attack’s damage, using the manifestation’s Toughness save bonus or power rank in place of your own. For example, if you cre-
ate a Toughness 12 object and it is attacked for +15 damage, you must make a save against +15 damage with a +12 bonus (the object’s Toughness) in place of your normal Toughness save.
LIMITED –1 MODIFIER
An effect with this flaw is not effective all the time. Limited powers
generally break down into two types: those usable only in certain
situations and those usable only on certain things. For example
Only Useable While Singing Loudly, Only Usable While Flying, Only
Usable on Men (or Women), Only Usable Against Fire, Not Usable
on Yellow Things, and so forth. As a general rule, the power must
lose about half its usefulness to qualify for this modifier.
A great many other modifiers can be seen as variations on the Limited flaw (such as Unreliable, which also makes an effect inef-
fective about half the time), a number of examples are provided in the Chapter 3, but players and GMs should feel free to come up with their own.
PARTIALLY LIMITED
If your power is only somewhat effective in particular circum-
stances, then apply the flaw to only some of its ranks. For example, an attack effect that does half damage against targets with Protection (to represent a diminished ability to penetrate armor, for example) applies the Limited flaw to only half of its ranks.
PERMANENT –1 MODIFIER
A continuous power with this flaw cannot be turned off; it is always on by default. If some outside force turns it off—usually a Nullify effect—it turns back on automatically as a reaction at the earliest opportunity. Additionally, you cannot improve a Permanent power using extra effort. This includes adding tempo-
rary power feats. Permanent powers may be rather inconvenient at times (including things like being permanently incorporeal or 30 feet tall); this is included in the value of the Permanent flaw. Permanent effects that are not inconvenient in any way generally don’t qualify for this flaw, and the Gamemaster should control the application of the Permanent flaw to ensure it is actually a flaw.
PHANTASM –1 MODIFIER
This flaw applies to effects like Concealment, Illusion, Morph, Obscure, and others that alter how things appear. A phantasmal effect controls how others perceive things rather than creating an actual, physical, effect. A phantasm has no effect on a mindless subject (like most machines) and allows a Will saving throw to overcome the effect if an observer has any reason to believe it isn’t what it appears (just like detecting an illusion). Phantasm includes a measure of the Saving Throw flaw, so it doesn’t apply, although Additional Save may.
RANGE –1 MODIFIER/STEP
An effect has a range of touch, ranged, or perception. Decreasing
an effect’s range by one step (from ranged to touch, for example) is
a –1 modifier. Extended range powers have their range determined
by power rank. To change the power’s range, increase or decrease
its rank; this flaw does not apply. Touch range effects cannot usu-
ally decrease their range, since it limits the effect to the user, which
generally makes the effect more of a drawback than anything. In
cases where it’s allowed, moving a touch range effect to personal
is also a –1 flaw
REQUIRES GRAPPLE –1 MODIFIER
An effect with this flaw requires you to grapple and successfully pin a target before using the effect (see Grapple, M&M, page 156). This generally applies to an effect that is touch range and usable against others, since you have to be in close combat to grapple anyway. If you do not achieve a pin on the grapple, you cannot use the effect. If you achieve the pin, the effect occurs automatically as a reaction.
MENTAL GRAPPLING
Alternately, the effect may require you to initiate a mental grapple
and successfully pin the target (see Mental Grapple, M&M, page
157). This is more common for perception range effects allowing
Will saving throws, to reflect mental powers requiring a contest of
wills. This applies the same –1 modifier to the effect.
RESTORATIVE –1 MODIFIER
A trait effect with this flaw only restores traits to their normal val-
ues and cannot raise or lower them above or below that level. Traits
restored to their normal values do not fade, as normal.
SAVING THROW –1 MODIFIER
When applied to an effect that doesn’t normally allow a saving
throw, this flaw gives it one, generally Fortitude, Reflex, or Will.
If an effect already allows a save (even if the effect is harmless),
this flaw does not apply (but see the Additional Save flaw, page
102). Since effects that work on others allow a saving throw by
definition, this flaw nearly always applies to personal effects that
allow someone interacting with them to circumvent the effect with
a successful save.
For example, an Enhanced Defense effect might reflect a subcon-
scious psychic broadcast that makes it difficult for opponents to
attack you. However, it may allow a Will saving throw to overcome
the effect, denying you the Defense bonus against that opponent
(and applying this flaw to the effect). Likewise, your Concealment
effect might be illusory, permitting a Will saving throw for someone
to overcome it.
SENSE-DEPENDENT –1 MODIFIER
A perception range effect with this flaw works through the target’s
senses rather yours. So a Sight-Dependent effect requires the target
to see you, Hearing-Dependent to hear you, and so forth. You may
choose a target able to sense you and automatically affect them
(using the effect’s normal action) unless the target makes a suc-
cessful Reflex saving throw. The DC is 10 + the effect’s rank. A
successful save means the target has managed to avert his eyes,
cover his ears, etc. and the effect doesn’t work. Otherwise the effect
works normally (and the target is allowed the usual saving throw
against it, if applicable).
Opponents aware of a Sense-Dependent effect can also deliber-
ately block the targeted sense: looking away, covering ears, etc.
This gives you partial concealment from that sense but your Sense-
Dependent effect has a 50% miss chance. An opponent unable
to sense you at all (blind, deaf, etc.) is immune to the effect.
Opponents can do this by closing their eyes, wearing ear- or nose-
plugs, or using another effect like Obscure or a Concealment Attack
on you. This gives you total concealment from that sense.
Note a Sense-Dependent effect based on the sense of touch is
essentially the same as touch range, since you still need to touch
the target. This modifier isn’t required; reduce the power’s range
to touch instead. If you want the target to have an additional
opportunity to avoid the touch (apart from the required attack roll),
apply the Additional Save modifier to allow a Reflex saving throw.
Ranged Touch-Dependent effects aren’t allowed.
SIDE EFFECT –1/–2 MODIFIER
Failing to successfully use an effect with this flaw causes some
problematic side effect. Failure includes missing an attack roll, or
the target successfully saving against the power’s effect. If the side
effect always occurs when you use the power, it is a –2 modifier.
The exact nature of the side effect is for you and the Gamemaster
to determine.
As a general guideline, it should be an effect about the same in
value as the power with this flaw, not including the cost reduction
for the flaw. So an effect with a cost of 20 points should have a 20-point side effect. Typical side effects include Blast, Drain, and
Stun, or the same effect as the power (it essentially rebounds and
affects you). The Side Effect does not require an attack roll and
only affects you, although the GM may permit some Side Effects
with the Area modifier on a case-by-case basis.
Some “side effects” of powers may actually be Temporary
Disabilities (see Temporary Disability, page 108, for details).
TIRING –1/-2 MODIFIER
-1 Modifire
As an effect each use of this power has the potential to drain you physically and mentally. Every time you use this power roll your Willpower against the damage DC, or roll the damage against your Willpower Defense, if you fail or beat your Willpower you take a level of Fatigue, even if you do not fail you still take a -1 penalty on further attempts.
-2 Modifier
An effect with this flaw causes you to suffer a level of fatigue when
you use it. You recover from this fatigue normally, and can use hero
points to overcome it. In essence, the power requires extra effort
in order to use it (see Extra Effort, M&M, page 120). This makes
Tiring a useful flaw for creating an effect you can only use with
extra effort.
UNCONTROLLED –1 MODIFIER
You have no control over an effect with this flaw. Instead, the
Gamemaster decides when and how the power works (essentially
making it a plot device, see Plot Devices, M&M, page 130). This
flaw is best suited for mysterious powers out of the characters’
direct control or effects the GM feels more comfortable having
under direct, rather than player, control.
UNRELIABLE –1 MODIFIER
An Unreliable effect doesn’t work all the time. Roll a die each
round before you use or maintain the effect. On a roll of 10 or
less, it doesn’t work this turn, but you’ve still used the action the
effect requires. You can check again on the following round to see
if it works, although you must take the normal action needed to
activate the effect again. Spending a hero point on your reliability
roll allows you to succeed automatically (since the roll is then at
least an 11).
Alternately, instead of having a reliability roll, you can choose
to have five uses where your effect works normally, then it stops
working until you can “recover” it in some way (see the Fades flaw for more on this). The GM may allow you to spend a hero point to
automatically recover a spent Unreliable power.
