Sunday, July 21, 2013

Extras and Flaws

There are some extras and flaws not included in base M&M- that really should have been.
Here are some below.


Flaws:

Material Component: The power relies on material components that are consumed in the using of the power. Perhaps you need to sacrifice a great diamond to bring a soul back from the dead, or you need to crush opals to raise zombies. This is a 1 point per rank flaw for a power that requires 1 EP of materials to use. For each +1 to the flaw, double the existing cost (-2/rank for 2 EP, -3/rank for 4 EP, -4/rank for 8 EP, etc).  Create objects powers cannot create suitable components.

Material Focus: This power relies on a material component which is not consumed in the use of the power. Perhaps a scrying power can be used with any very expensive silver mirror worth $10,000 or more. Perhaps you require a magic wand to use your powers (any magic wand- not a specific one). For a 1 point flaw (not 1 per rank) it requires a focus worth 1 EP. For each extra point of the flaw, go up one step on the time/value progression table in the value of the component. If the material is broken or stolen, it must be repurchased. Create object powers can't create suitable foci.

Charge Time: Once used, this power cannot be used for 1 round. This is worth a 1 point/rank flaw. For each extra step on the time/value progression table (1 min, 5 min, 10 min) it's worth an extra point/rank.


Extra:

Charging: This power can be "charged up" with a full round action. The power is visibly charging in some way. A standard action "powers" it further, and a move action maintains it, so if you move and charge, you gain no further charge, but don't lose the power. If you are unable to take move actions you lose all charge. You can charge it up to 50% more than the power level, at a bonus of 1 per standard action spent "charging". So if you have a PL 10 blast power, you can charge for 1 round, then blast the next making it PL 11. If you charge for 5 full rounds (5 full round actions), then blast on the 6th, it will be at PL 15 (max). This is an extra costing 1 power point per rank. The GM may want to limit this only to combat powers as powers like nullify, boost, or healing might be too powerful since they can be charged when time is not a factor, or he may say that each bonus to PL requires 1 step on the time/value progression table for such powers (allowing a healing that takes 1 hour to cast heal better than it does in combat for example).

Power Component: This power can be made more powerful by utilizing rare oils, magical power components (such as a healing spell boosted using troll's blood), or similar. The power is treated as +1 PL if 1 EP worth of equipment is used to empower it. For every increase to PL it costs a number of EP 1 step higher on the time/value progression table. (2, 5, 10, 25 etc). This would not stack with extra effort.

Sympathetic: This power is more effective when you have a piece of your target. If you have a personal item, likeness, or picture of your target, they get a -2 on their saving throw to resist your power. If you have a vial of blood, clippings of nails or hair, or other body parts, they get -5 to resist your power. Do not count your ability to see them in person or touch them as part of delivery of the spell as part of this, though if they are completely bound and/or helpless it may apply. +1/rank.