Character Creation, Complications and Reverse Powers

Reverse Powers:

How they work:

A reverse power is a mix between a side effect and a susceptibility. When a certain condition is met, the reverse power goes off. It’s target is the character and its effect is always negative.

Buying a Reverse Power

Simply buy the power at its negative active point total. In other words, if the power you are buying as a negative would normally be 60 Active Points, reverse it to -60. Apply limitations and advantages, except as noted hereafter, as normal.

A reverse power must be able to affect the character on an average roll, assuming 3.5 on each die. Powers that do not have random effects (no dice), must be able to overcome the character’s defenses, and should be bought as avoiding the character’s defenses if at all possible (NND). A character can not, for instance, buy the CE Stunned as a Reverse Power if the character also has the power, Cannot Be Stunned.

Generally speaking, any power can be bought as a Reverse Power. So long as a few criteria are observed.

  1. The power has a negative effect on the character. The character, in almost all circumstances, would not want the Reverse Power to go off.
  2. The power affects only the character and his or her allies. If it affects allies, they must also prefer that the power not affect them. If, under general circumstances, the power would help you and help your allies, then you need to buy two powers, one negative, one positive.
  3. The power has lingering effects. It has an affect that remains in play between phases. If it doesn’t normally, advantages have been applied to make the affect.
  4. The Reverse Power makes sense. You can’t be Reverse Active Sonar if you don’t have normal Active Sonar. There is no such thing as negative Active Sonar. Some powers may need to be taken on a case-by-case basis (especially movement).
  5. The Reverse Power can, on an average attack, affect the character.
  6. Advantages are applied, and the power is, in general, bought with an eye towards conservation. If your power needs, for instance, to overcome Desolidification, buy Affects Desolidified against one special effect, and not all (unless your character has lots of different kinds of Desolidification).
  7. The triggering condition is relative to the character. In other words, Only when Punching might be a big limitation for a character who punches a lot. It’s not much of a limitation to a character who rarely punches people. Don’t buy Reverse Powers that having nothing to do with what your character actually does. They are supposed be integral parts of the character’s conception.

Some Basics of Affecting a Character

The power is activated as if it were triggered (as the advantage, trigger, where the trigger takes no time). The trigger automatically resets. If the power costs End, the Endurance cost is paid at the time the power is triggered.

The power, automatically, is assumed to have no range. Theoretically, it has range, but it’s target is the character. It must still hit, but this process is generally a simple 11 or less roll. Advantages and Limitations may be taken to affect this chance of effect.

If the power hits, it takes effect.

Old Advantages

Affects Desolidified: Must be bought if the character can turn desolid on their own. Should be bought at minimum (the special effect governing the character’s desolidification).
Alternate Combat Value: Can be coupled with the New Advantage “Affects CV”. Is always a +0 Advantage.
Area Of Effect: Should always be bought as selective so that the character can prevent hitting enemies. To hit both enemies and allies, the character will need to buy the power both as a reverse and as a normal power.
Armor Piercing (becomes a +1/2 advantage): Cannot be bought if the character has hardened defense.
Attack Versus Alternate Defense: No change
Autofire Power: Normally, roll the 11 or less for each shot. If the power has “Affects CV” advantage, use it as normal.
Can Apply/Remove Adders: Given that the target is the character and the adders are sort of obvious, the advantage is +1/2 rather than +1.
Charges: Power becomes an advantage, rather than a limitation. 1 charge is +2. 2 charges is +1 1/2, 3 charges is +1, 4 charges is +1/2, 6 or more charges is +1/4. There are no expendable, recoverable, or boostable charges for Reverse Powers.
Cumulative Power: Can only be bought on constant powers.
Damage Over Time: No change
Delayed Effect: Doesn’t exist in this campaign
Delayed Return Rate: No change
Difficult To Dispel: No Change.
Does BODY: No change.
Does Knockback: No change
Double Knockback: No change
Duration: All instant, non-attack powers, must be bought with this advantage.
Expanded Effect: No change
Hole In The Middle: Becomes a limitation. It still affects the character.
Indirect Power: Generally, should not be taken as it makes little sense.
Invisible Power Effects: This is taken as a limitation rather than an advantage.
MegaScale: May be taken so long as the Megascale can guarantee that the Reverse Power will not affect allies.
Penetrating Attack: Cannot be taken if the character’s defense is impenetrable.
Personal Immunity: Cannot be taken. See the “Alternative Target” limitation.
Range Advantages: Not applicable, generally. See the “Alternative Target” limitation, but in that case, this is a limitation.
Ranged: Not applicable, generally. See the “Alternative Target” limitation.
Reduced Endurance: Taken as a limitation, not an advantage.
Sticky: Must have some ability to differentiate friend from foe or else the power has to be bought twice (once as reverse and once normally)
Time Limit: I have no idea, I’ve never understood this advantage.
Transdimensional: Unlikely advantage. The character is rarely in a different dimension from himself.
Trigger: Advantage is already applied at +0.
Uncontrolled Power: No change. Does not require re-allocation of Endurance in subsequent rounds.
Usable On Others: No change, but keep in mind, it must prove a problem for the character and his or her allies. If allies wouldn’t want the power, then it must be bought as an attack.
Variable Advantage: No effing way.
Variable Effect: It’s a limitation not an advantage.
Variable Special Effects: No change. There must be some reason for the character to get this advantage.

New Limitation

Alternative Target: When the Reverse Power goes off, it attacks someone or something that isn’t the character but is allied to the character. The limitation is worth -1/4. The target must be chosen at the time of buying the purchase. If the attack can go off against a variable target that is not the character, it is worth -0. If it attacks the character as well, it is worth an additional -1/4.

Affects CV: Generally a Reverse Power takes effect on an 11 or less. A power with this limitation uses the character’s OCV versus his own DCV. If those are unmodified, the limitation is -1/2. If the characteristics can be modified by skills and maneuvers, the limitation is -1. In the latter case, the attack may be modified by surprise maneuvers.
h4. Old Limitations

Old Limitations

In some cases, limitations become instead advantages. Basically, the question should be, is the power worse or better for the character because of the limitation. If it’s better, then it is a limitation. Otherwise, it’s an advantage. The better the effect is for the character, the lower the bonus given for the limitation. This needs to be considered on an individual basis since some Reverse Powers empower their enemies rather than attack the character. Limitations on powers that are going to be used against the character may very well be advantages.

Conditional Power If the power activates in Very Uncommon Circumstances, it’s worth -2. If the power activates in Uncommon Circumstances, it’s worth -1 1/2. If the power activates in Common Circumstances, it’s worth -1. If the power activates in Very Common Circumstances, it’s worth -1/2.

Character Creation, Complications and Reverse Powers

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