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Edit Power Flux
Edit Power Flux
Name
Cost String
Cost per level
Relevant stat
Description
Power Flux represents extensive control over a minor element, ideology, natural phenomenon, or sphere of influence. It is often used to represent divine, elemental, or improvised magical powers, or a powerful high-tech Item. At high Levels, the character holds mastery over a particular realm, and has an intimate understanding of all things relating to the Attribute sphere. **Examples** of minor categories over which the character has control include: a classical element (water, fire, wind, earth), a limited concept or idea (lust, protection, charm, pride), a minor aspect of nature (temperature, insects, sunlight, clouds, orbits, sea creatures), or a limited sphere of influence (keys, silence, cats, writing, guns, a small locality, nutrition). This is a very open-ended Attribute and should be discussed with the GM at length to determine the effects and limitations in the game. Proper use of Power Flux will not unbalance the game, but rather can provide many opportunities for character innovation. As an alternative option to Power Flux, see the Dynamic Powers (page 89), Power Variation (page 114), and Transmute (page 128) Attributes.A character with this Attribute has a group of reserve Character Points (called Flux Points) that can be allocated to different Attributes as often as once a minute (or once each dramatic scene, as determined by the GM) within the thematic category chosen by the player. This often represents a broad-based magical or psionic ability, but it can also reflect a character who has several different powered forms or a character who has little control over their range of Attributes (in conjunction with the Unpredictable Limiter, page 153). Stats and Defects cannot be raised or lowered with Power Flux (though the Augmented Attribute may be altered). Fluxing some Attributes may require GM permission. Each Level of this Attribute provides the character with 5 Flux Points. If the character makes a successful Stat roll (the relevant Stat is determined by the GM), they can assign Flux Points to one or more Attributes that grant powers that fit within the thematic category. A Flux Point is equal to one Character Point, which can be assigned to the cost of the Attribute directly, or to the cost of raising an Attribute’s Enhancement Rank (if used and permitted by the GM). Under normal circumstances, Power Flux cannot be allocated to Companion, Dynamic Powers, Item, Power Variation, Skill Group, or Transfer Attributes. For example, a character who is the reincarnation of an Egyptian cat goddess might take Power Flux (Cats) at Level 2 for 20 Character Points, which grants 10 Flux Points. Up to once every minute, the character can allocate the 10 Flux Points to any combination of Attributes that fit the cat theme. Perhaps in the evening the character plans to prowl around the city for several hours to hunt evil demons, leaping from rooftop to rooftop, and assigns the following Attributes: Heightened Senses (Hearing, Sight) Level 2 (2 Flux Points); Jumping Level 2 (2 Flux Points); Weapon Level 2 (“Claws”) (4 Flux Points), and Special Movement
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