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The page covers enhancements and limitations suitable for psionics, metapowers, most advantages, and the like. Enhancements and limitations specific to psionics or metapowers can be found on the appropriate pages.
This ability does not require a turn of concentration. The power is triggered as an "attack" according to the normal combat rules. Only one power may be used per turn, and additional attacks are subject to the normal rules for multiple attacks.
Focuses are ritual materials used to trigger particular effects. They are a special case of the Accessibility limitation, and deserve discussion. Focuses are limitations based on both the object or objects required, and how they are used. Focuses are not rituals (use the Preparation Required or Takes Extra Time limitations), but may be used as parts of (in addition to) rituals.
Any focus which is obvious or interesting is worth -10%, as is any focus used in an obvious way. The two definitions are not cumulative and may also not be combined with the Obvious Effect limitation. (Example: Smoking cigarettes would not get this bonus. Smoking a meerschaum pipe would.)
An item which is easily broken or ruined (like a candle, wooden wand, or symbols drawn on paper) is worth -15% as a focus. If the focus is meant to be destroyed as part of a ritual, it gets this limitation only if it cannot be transported safely. (A paper which a character writes on and then burns does not get this limitation.) However, If a character can carry around multiple objects of the designated type so that ruined items are easily replaced, that lowers this limitation to -5%.
Items which can be targeted have a limitation value of their size modifier for targeting purposes plus 10 times 2.5 percent as a limitation. Example: A psionic uses a 3' medicine shield as a focus, the Size and Speed/Range table on B201 lists that as a -2 modifier. -2 plus 10 is 8. 8 times 2.5 is 20. So the medicine shield is worth -20% as a focus.
If the items used are valuable, the focus limitation is worth -5% if the value exceeds 1/50 of the campaign's starting wealth. The limitation is worth another -5% for every ten times the item is worth over that base value. If such an item must be destroyed to trigger an ability the limitation is worth five times the listed value.
If a focus is a single location that is worth -25%.
If a focus is unique and irreplaceable (not just a tarot deck, but the tarot deck my grandfather passed down to me; not just a specific location, but the specific room where the character was born) that is worth an additional -25%.
The above descriptions are only guidelines to help the GM adjudicate the value of items required to activate abilities. There may be items that the GM feels are over or underpriced when the above guidelines are used, and he should feel free to change the value appropriately.
| Modifier | Description | Example |
|---|---|---|
| -2.5% or more | Large - Item is large and easily targeted | staff, altar, medicine shield |
| -5% | Replaceable - Item is easily broken but easily replaced. | common candles, easily drawn symbols, colored yarn |
| -5% or more | Valuable - Item is worth more than 1/50 (1/500 if it must be destroyed) of the campaign starting wealth. | jewelry, exotic herbs, specialty imports |
| -10% | Obvious - Any item or action that is unusual but otherwise easy to produce. | smoking a meerschaum pipe, knitting, dancing |
| -10% | Generic Location - A type of location. | stone circles, masonic halls, starship bridges |
| -15% | Breakable - Item is easily broken or lost and not easily replaceable. | a crystal ball, a wooden wand, graveyard dust |
| -25% | Specific Location - A singular location. | My bedroom, the clearing behind my house, the temple of my order |
| -25% | Unique - No substitutions or replacements are possible. | the room where I was born, the tarot deck my mother gave me, wine from Louis XIV personal vineyard. |
Note that most of the different factors canbe combined.
Each time this enhancement is taken, the Range (both Max and 1/2D) of an attack power is doubled.
The GM may wish to restrict this enhancement, and it may not be used with spells or psionic powers. (See Enhanced Psionic Range for the psionic equivalent.)
Can be used by both friends and enemies: this seems to be the default case and uses the standard modifier.
Can't be used by either friends or enemies: this seems to be what's intended with *1/2 modifier.
Can be used by friends, Can't be used by enemies: this is situation is less disadvantageous than the *1/2 modifier, and thus should lower the limitation more. I'm currently thinking a *2/5 (0.4) modifier would be appropriate.
Can't be used by friends, Can be used by enemies: this one is where I'm running into a real block. It is, of course, an extremely unusual situation but I can still imagine circumstances where it might exist. This is even _more_ disadvantageous than the standard for "Can be stolen," but I'm unsure how much more. Right now I'm leaning towards an additional straight -5% modifier, but have hesitations.
This gadget limitation indicates a device that is likely to be lost if the owner does not keep it under tight control or guard. When the owner loses control of the device, it being lost on a 6 or less is worth -10%, on a 9- is worth -20%, on a 12- is worth -30%, on a 15- is worth -70%, and automatically being lost is worth -160%. Halve the limitation if the gadget is easy to control. Also halve the limitation if the gadget can be easily recovered when it is lost (the assumption is that the gadget can be recovered with some difficulty). Note that the exact means needed to control the gadget must be defined.
Unskilled: standing around holding candles or humming or similar (-5%).
Familiar: know when to genuflect, where to stand, and so forth (-10%).
Trained: able to handle ritual elements without supervision, partner the primary in a dance, or so forth (-15%).
Skilled: actual points spent in a specific skill (-20%).
Requirements beyond training should be added to the training modifier.
Number of assistants?
Triggering the trait this limitation is applied to requires the successful performance of another skill. This limitation is worth -20% for M/E or M/A skills; -25% for M/H, P/E, or P/A skills; or -30% for M/VH or P/H skills. Any skill which must bypass resistance to activate the ability adds -10% to the limitation. Another -10% applies if the skill is a ranged combat skill and subject to the standard range penalties. The GM should look carefully at this limitation and only permit it if there is something outside the character that can be used to judge the success of the skill.
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