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Extras
Common Extras:
- Armor Piercing (damaging powers only; every success on the attack roll subtracts one from the targets soak against the attack.)
- Homing (targeted powers only; +3 dice to the roll to hit.)
- Area (targeted powers only; gives the power an area of effect of [Quantum+power rating] radius.)
- Explosive (targeted powers or area powers only; everyone within [power rating] yards of the point [or area] of impact suffers the full effect. Each incriment of [power rating] yards thereafter subtracts one success from the degree of the effect [or three levels of damage].)
- MIRV (targeted, damaging powers only; character selects a group of targets an rolls one attack, applied against all of them. The character must then divide the base damage dice amongst them [in a Lethal Quantum Bolt, for instance, the base damage dice are "power rating x4"] and can not have more targets than base damage dice. All targets take the power's damage add ["Quantum x2" in the previous example] plus the allocated dice, plus dice equal to the net successes of the attack as usual.)
- Impervious (soak granting powers only; the soak granted by this power doubles its value for the purposes of calculating all forms of Hardness [so 2 dots of Armor would go from granting a Hardness of 3B/3L/3A to granting a Hardness of 6B/6L/6A].)
- Increased Duration (non-instant powers only; Duration goes from Concentration to Maintenance or Maintenance to Permanent. Note that making most Maintenance powers Permanent causes them to qualify as Aberrations.)
- Reduced Quantum Cost (activated powers only; Cost is reduced as though the power was one level lower [Level 3 goes from 5Q to 3Q, Level 2 from 3Q to 1Q, etc]. Level 1 powers become free to activate.)
- Reflexive (activated powers only; Designate a condition under which this power will activate automatically, without requiring an action and regardless of surprise. In most cases this should be a defensive power, activated in response to an attack or other threat - in any case, it must be simple and consistent, and cannot require decision making, such as choosing the target of an attack power. In exchange for the limited automatic activation, activating this power under all other circumstances costs 2 extra Quantum and carries a +1 difficulty to any related rolls. If the Reflexive Extra is purchased a second time, this drawback is removed.
- Hyper-Destructive (Lethal damaging powers only; Buying the Hyper-Destructive Extra costs 3 times the normal cost [6, rather than 2 Transformation Points]. By spending 3 Quantum points, the damage from one attack made with the enhanced power is upgraded from Lethal to Aggravated.)