

If that effect has a total of –2 in modifiers, it costs 1:1, or 1 character point per rank. So an effect costing 3 points per rank is 3:1. In essence, an effect’s cost can be expressed as the ratio of character points per rank (PP:R). If total flaws reduce an effect’s cost per rank to less than 1 character point, each additional –1 to cost per rank beyond that adds to the number of ranks of the effect you get by spending 1 character point on a 1-to-1 basis. Modified Cost = base effect cost + extras – flaws FRACTIONAL COSTS To determine the effect’s final cost per rank, take the base cost, add up all the extras, and subtract all of the flaws. Power Cost = ((base effect costs + extras – flaws) x rank) + flat modifiers APPLYING MODIFIERSĪn extra increases an effect’s cost per rank by a set amount (usually 1 point) while a flaw decreases the effect’s cost per rank by a set amount (usually 1 point as well). The final cost of a power is determined by base effect costs, modified by extras and flaws, multiplied by the power’s rank, with flat modifiers applied to the total cost. For different versions of an effect with different modifiers-such as a regular Damage effect and one with the Area modifier-see the Alternate Effect modifier. Some modifiers increase an effect’s cost per rank, others apply an unchanging cost to the power’s total these are called flat modifiers. That is, you do not have the option of using the modifier or not, it always applies. Unless its description specifies otherwise, a modifier is a permanent change in how the effect works. Extras increase a power’s cost while flaws decrease it.

Modifiers have ranks, just like other traits. Modifiers change how an effect works, making it more effective (an extra) or less effective (a flaw).
