Special Notes:
DEVICES
Not all powers are inherent to your character. Some can reside in technological or magical objects instead. Devices are basically an universal modifier that can be applied to any power in this book. The modifier is -1 for every 5 total points spent on power costs after modifiers. Figure each type of power the device grants separately – with a minimum cost of 1. Absorption, which costs 3 points, costs only 2 points if contained in a device. Armor +6 normally costs 4 points, but costs only 3 if it’s a device.
Note that a device that grants bonuses to several attributes via the super attribute power gets a discount only on the total since that is one “type”. Not each unique attribute raised. The same applies to super skills, super edges, etc – add all of them together, than remove 1 for every 5.
Slow Activation: Subtract 1 additional point from the power cost (each power still has a minimum of 1 however) if the power is very slow to activate or energize (taking at least 1d6 rounds to ready). Once ready, such powers can be used normally for 5+1d6 rounds before they must be reactivated. This modifier is inappropriate if the device is basically always on and ready to go, even if it takes a while to initially start.
Example: Zero wears a power belt that grants him armor +9. It gets a 2 point discount for being a 6-point device. (1 for every 5 points). That’s a cost of 4. The belt also adds 3 steps to both Strength and Vigor via Super Attribute. That’s figured as a single power costing 3+3=6, so the cost here is 4 points as well.
The belt includes flight at 4x Pace, costing a base 6 points – minus 2 again for a total of 4.
Zero’s armor and attributes are slow to energize, so he subtracts 1 from each of those powers. His Flight works normally to avoid the embarrassment of plummeting to the earth. His final costs are 3+3+4. The total value of Zero’s power belt is 10 points.