Modifiers allow you to add free Energon Cubes to some aspect of play, including Action Boxes or directly to your Defense Area. Modifiers don't need stones in play to be active; they are always "on".
Important Note: Modifiers can't be improved by upgrading. For the most part, Modifiers don't change over time other than by something major happening. Characters can lose their Modifiers in the course of play due to an accident or the Actions of another character. Experimentation can impact on Modifiers, for better or worse.
If you want a modifier that is not present, PM me and we will discuss the possibilities.
Level vs Cost
So to take a look at an example from below, if you wanted the Modifier of "Claws", at a Modifier Level of 3 how much would that cost? The base cost of the Claws Modifier is, Modifier +4 Levels. If you wanted a modifier of 3, then add +4, which equals 7. The cost of level 7 is 18 points, so it would cost 18 points to have a "claws" modifier of level 3.
Modifier - Description - Cost
Important Note: Modifiers can't be improved by upgrading. For the most part, Modifiers don't change over time other than by something major happening. Characters can lose their Modifiers in the course of play due to an accident or the Actions of another character. Experimentation can impact on Modifiers, for better or worse.
If you want a modifier that is not present, PM me and we will discuss the possibilities.
Level vs Cost
1 | 1 |
2 | 2 |
3 | 3 |
4 | 6 |
5 | 9 |
6 | 12 |
7 | 18 |
8 | 27 |
9 | 36 |
10 | 45 |
Each Level Above 10 | Add 15 |
So to take a look at an example from below, if you wanted the Modifier of "Claws", at a Modifier Level of 3 how much would that cost? The base cost of the Claws Modifier is, Modifier +4 Levels. If you wanted a modifier of 3, then add +4, which equals 7. The cost of level 7 is 18 points, so it would cost 18 points to have a "claws" modifier of level 3.
Modifier - Description - Cost
Reinforced Chassis | Prevents broken arms, legs, ect. If acquired during play, and not character generation then increase the characters Durability by 1. You still have to pay for this cost and may do so by taking on additional Challenges. This is a modified version of the Marvel Universes "Adamantium Skeleton" to give you an idea. | Cost= 9 Points |
Animal Senses | Useful if character has or obtains a "beast" form. This costs nothing extra to use and is active at all times. This gives you the heightened senses of that animal in the wild, such as keen scent, hearing, night vision, ect. You may also purchase Reflective Dodge at -1 Cost to Level. | Cost Level= Modifier Number |
Armor Penetration | Armor Penetration is treated as a modifier for Close Combat in which a physical attack ignores enemy armor/toughness. If weapon is made from the same material as armor, then treat combat as normal. Use this Modifier descriptively, as it can create many opportunities. Cannot penetrate Reinforced Chassis. | Cost Level= +3 Cost Levels to Close Combat |
Claws | This is treated as a Modifier for Close Combat. The modifier cubes are free. If you want to retract claws, you must pay extra. | Cost Level= Modifier +4 Levels |
Defense, Energy | Not a shield. Good vs all forms of energy attacks for as many cubes as your Modifier number. This allows an automatic Modifier to your defense vs energy based attacks. This includes energy based physical weapons. | Cost Level= Modifier Number |
Defense, Mental | This is a great bonus to protect your "mind". Good versus all types of mental attacks. This defense modifier is added to your intelligence for defense against any relevant attack. Telepathic characters get this automatically. | Cost= Modifier |
Immortality | Your character will not die from natural causes. Your characters body may still be destroyed, but their Spark lives on. How and when your Spark reignites depends on the manner in which your character is destroyed. | Cost= 9 Points |
Self Repair | This modifier is an adapted version of Healing Factor. You have the ability to heal rapidly and recover from fatigue with incredible speed. Heal 3 cubes of health every hour, and 9 Energon Cubes per panel for every 2 cubes of health. | Cost Level= Durability Number +2 Levels |
Immovability | This makes you an "immovable object" for as long as you're conscious, no matter who or what hits you. | Cost= 9 points |
Luck (Personal) | Choose One of the following- Good Luck: Add up to your Modifier Number in free Energon Cubes to any Action so that you succed by 1. Note; If you'd still be unable to succeed after adding your extra cubes, you do not get to add any. Bad Luck: Subtract up to your Modifier Number in cubes from any Action of your opponent so that he fails by 1. Note; If you'd still be unable to succeed after adding your extra cubes, you do not get to add any. | Cost Level= Modifier + 6 Levels |
Prescience | This is superior to mere Animal Senses. It warns a character of danger unseen and unheard shortly before it happens, unless specifically masked by more Energon Cubes then the level learned. A convenient tool to know if trouble is around the corner. The practical application of the power is that the player may rearrange his Energon Cube allocation after he becomes aware of the enemy attack. | Cost Level= 18 Points |
Radar Senses | Perceive minutes changes in the temperature and pressure of the surrounding atmosphere. Identify individuals no matter how they may try to camouflage. Sense if someone is lying by listening to electrical charges in their processor. | Cost Level= Modifier +2 Levels |
Reflexive Dodge | Acts as a defensive modifier the same way Toughness does. It has no effect against Actions like Telepathy or Area Attacks. | Cost Level= Modifier +3 Levels |
Sonar Sense | Detect sonar reflections (100' per Modifier Number). This gives a character a 3-D contour picture of the physical elements in his environment. Will detect invisible physical objects. | Cost Level= Modifier |
Targeting | Adds Modifier's worth of stones to Ranged Combat attack or variable rang energy attacks like Force Blast. | Cost Level= Modifier +4 Levels |
Toughness | This protects you without spending Energon Cubes against any physical damage. Bonus Options: Nullifies Armor Pennetration (+1 to Cost Level) Nullifies 2x Damage from Firearms or Projectiles (+1 to Cost Level) | Cost Level= Modifier +3 Levels |