Using FX

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The whole point of having amazing superhuman abilities is using them. While the previous section looked at the basic components of FX, this section discusses how to use those FX in play.

For many FX, which have only one component, this is the same thing, for others, it can make a difference since a FX’s various components can have different requirements in terms of action, duration, result, and so forth. For example, a laser light FX might be scattered by prisms or thick banks of fog or mist. This isn’t a FX drawback per se, simply a consequence of the FX’s descriptors.

Contents

Active and Passive FX

FX can be defined as active or passive: active FX require an action to use, and often an attack roll or check. Active abilities normally only work when the user wishes them to do so, unless they are out of the user’s control. Active FX are noticeable by default, having some kind of display associated with them. Examples of active abilities include attack effects (Damage, Inflict (Condition), etc.), movement FX (Speed, etc.), and some sensory FX (Concealment, Illusion, Obscure, etc.).

Passive FX do not require an action to use or maintain: this means they must have an action of reaction or none, and continuous or permanent duration. They work automatically (whether the user wants them to or not, if they’re permanent). Passive FX are unnoticeable by default, having no particular outward display unless otherwise dictated by the power’s descriptor in which case, the Noticeable FX drawback applies. Examples of passive abilities include most defense FX (Immovable, Immunity, etc.) and some sensory FX (like Enhanced Senses).

Activating and Deactivating FX

Activating or deactivating an FX takes a particular amount of time, with the type of action determined by the effect: none, reaction, free, one, or two actions:

None

The FX does not require an action to use; it is always in operation. Effects like this are always passive and have either a continuous or permanent duration.

Reaction

The FX operates automatically in response to some other circumstance, such as an attack. This is much like a ready action except it requires no effort on the character’s part and does not count as an action (meaning a reaction is possible even if the character is stunned or otherwise unable to take actions). The circumstance that activates a reaction FX should be defined when the FX is acquired and must be approved by the GM. A reaction can occur outside of a character’s normal place in the initiative order, and does not affect the initiative order.

Free

The FX requires a free action to use or activate. Once an FX is activated or deactivated, it remains so until your next round. As with all free actions, the GM may limit the total number of FX a character can turn on or off in a single round.

One Action

The FX requires a standard one action to use. Since characters are limited to two actions per round, this generally means you can only use one FX per round if you also wish to move, but if you choose to stand your ground and fight, you can generally mange two one action FX in a round.

Two Actions

The FX requires a full-round of two actions to use. Some FX require even longer than two actions to use, as given in their descriptions, although generally this is only the case for FX modified with flaws and FX drawbacks. FX modifiers may change the action a FX requires. If you’re unable to take the required two actions, then you cannot activate the FX. You can activate a two action FX by taking one action at the end of one round and another action at the start of the following round, but the second action must be your first action that round, or else the activation fails.

Generally, so long as you’re able to take the required action unhindered, the FX activates. In some circumstances, the GM may require a Concentration check to successfully activate an FX, but this is usually reserved for maintaining an FX under difficult circumstances.

Note that you can only activate or deactivate an FX in a round, not both. This is an important consideration for a variety of tricks, including deactivating a defensive FX like Insubstantial (free action), making an attack (one action), and becoming insubstantial again (free action), not normally an option.

Multiple Activations

Activating FX is limited by your available actions, which usually means you can only activate two one-action FX or one two-action FX in a round, along with as many free action FX as you wish (and the GM sees fit to allow).

A set of Linked FX may all be activated as a single FX with a single action (indeed, they must be activated this way). Container structures can also be activated all at once, although their FX can also be used individually.

The additional action granted by a surge use of a hero die can also be used to activate an FX, up to and including using it in conjunction with your normal action to activate a two action FX in the same round as another action.

FX Checks

In some cases, you may be required to make an FX check to determine how well an FX works. An FX check is just like any other check: d20, plus the FX’s rank, plus any applicable modifiers, against a Difficulty Class set by the Gamemaster. Unlike skill checks, ability modifiers are not added to FX checks. The results of various FX checks are described in this chapter.

Power Check = d20 + power rank + modifiers vs. Difficulty Class

Taking 10 or 20 on FX Checks

You can take 10 on an FX check if you are not under pressure, the same as with a skill check. You can take 20 on an FX check if you are not under pressure, there is no penalty for failure, and you can take approximately twenty times the normal time required, also the same as a skill check. If an FX requires extra effort to retry (see the following), and imposes a penalty for failure, you cannot take 20 with checks involving that FX.

Retrying FX Checks

Retrying an FX check is sometimes more difficult than just retrying an ability or skill check. Some FX require extra effort in order to retry them against the same target in the same encounter or scene. This does not usually apply to FX checks in response to something else, such as the opposed FX check to avoid having an FX countered or nullified. Specific instances of retrying FX checks are detailed in the various effect descriptions.

When you have failed to successfully use an FX that requires extra effort to retry, you must either expend the necessary fatigue (possibly using a hero die to offset it) or you have to wait until the conditions change before trying again. Generally, this means until the current scene is over, however long that might be. The GM decides the exact amount of time that must pass in order to retry an FX without extra effort, according to the circumstances of the scene and the adventure.

FX checks for passive FX (if any) are never subject to extra effort for trying again. Likewise, rolls and checks other than FX checks are not subject to fatigue from trying again, such as attack rolls with a particular FX, or skill checks involving an enhanced skill (which is also usually a passive FX, and already exempt).

Opposed FX Checks

In some cases, usually when one FX is used directly against another, an opposed FX check is called for. If a contest is entirely a matter of whose FX is greater, a comparison check may apply: the character with the higher FX rank wins automatically.

For a particular use of opposed FX checks, see Countering FX later in this section.

FX Checks vs. Saving Throw

Some FX require compare the result of an FX check against the result of the target’s saving throw to determine the result of the FX. The opposed check is made immediately when the FX is used.

FX vs. Skill Checks

On occasion an FX may be opposed by a skill or vice versa. This is a normal opposed check, comparing the FX’s check result against the skill’s check result.

Range

Each FX has a default range at which it functions, that can be changed using modifiers. FX ranges are: personal, touch, touch-perception, ranged, and perception.

Personal

A personal range FX works only on you, the user. Personal FX are therefore usually beneficial in nature. For a personal range FX that works on others, apply the Affects Others extra to the base FX.

Touch

A touch range FX works on anyone or anything you can touch (which usually includes yourself). Touching an unwilling subject within reach requires a melee attack roll against the subject’s Defense, like an unarmed attack. Successfully touching the target allows the FX to occur, although a normal saving throw against the FX is permitted (if there is one).

Touch-Perception

A touch-perception range power lets you automatically use an FX on any target within arm’s reach. You can’t actually target a foe father away than you could with a touch range FX, but you do not need an attack roll to use the FX successfully.

Ranged

A ranged FX works at a distance with a range increment of (rank x 10 feet) and a maximum range of (rank x 100 feet), normally ten increments. So a ranged rank 10 effect has a range increment of 100 feet and a maximum range of 1,000 feet. A ranged FX suffers a –2 penalty to attack rolls for every range increment past the first, to –18 at maximum range.

The Progression FX feat can increase an FX’s maximum range, while the Improved Range FX feat can increase its range increment. So one Progression (range) FX feat moves the FX’s maximum range from 10 increments to 25 increments (then 50, 100, etc.). One Improved Range feat moves range increment from 10 feet to 25 feet, then 50, 100, and so forth on the Time and Value Progression Table. For FX without increased maximum range, this reduces the total number of increments the FX has; if range increment and maximum range are the same (the effect has only one range increment) then it takes no penalties for range out to its maximum distance.

Perception

A perception range FX works on any target you can perceive with an accurate sense—usually sight—without any need for an attack roll. If the target has total cover or concealment from all your accurate senses, your perception range FX cannot affect it. The GM may require a Notice check to determine if you can perceive the target accurately enough to affect it. Since perception range FX do not require attack rolls, they cannot score critical hits, nor benefit from traits that modify attack rolls, such as Power Attack.

Duration

Each FX lasts for a particular amount of time, which may be changed by power modifiers. FX durations are instant, concentration, sustained, continuous, and permanent.

Instant

An instant FX occurs and ends instantly, although its results may linger. Most attack FX are instant; the attack happens immediately, although it may take time for the target to recover from it.

Concentration

A concentration FX lasts as long as you concentrate on maintaining it. Concentration takes one action and distractions may cause your concentration to lapse. If your concentration lapses, the FX stops. Failing to take the necessary action to concentrate means your concentration lapses automatically. Make a Concentration check (DC 10 + power rank) each round you maintain the FX. A failed check means the FX lapses.

Sustained

A sustained FX lasts as long as you take a free action each round to maintain it. Since you are capable of taking as many free actions as you wish, you can generally maintain any number of sustained FX, limited only by the Gamemaster’s judgment. If you are incapable of taking free actions (stunned or unconscious, for example) then the FX lapses. You can maintain a sustained FX as a reaction (allowing you to attempt to maintain it if you are stunned, for example) for one round with a Concentration check (DC 10 + power rank). Make the save each round you maintain the FX as a reaction. A failed check means the FX lapses.

Continuous

A continuous FX lasts as long as you wish, without any effort on your part. Once activated, it stays that way until you choose to deactivate it, even if you are stunned or unconscious. Continuous FX can still generally be countered or nullified to stop them from working.

Permanent

A permanent FX is always active and cannot be turned off, even if you want to. Permanent FX can only counter other FX at the GM’s discretion, although they may sometimes be countered and can be nullified unless they also have the Innate FX feat.

Involuntarily Deactivation

There are a number of ways in which characters may lose the ability to maintain an FX: damage, distraction, or interference of some kind or another. If conditions cause involuntary deactivation of an FX, it occurs immediately, not on the user’s next action. So, for example, if you’re stunned by an opponent’s attack (and don’t successfully make a Concentration save), then any concentration or sustained FX immediately stop working. Lasting FX remain, but they’re no longer under your control.

Once an active FX is deactivated (voluntarily or not) it must be reactivated normally once you’re capable of doing so. This is trivial for a free action FX, but can be significant for FX requiring longer actions, particularly ones with flaws adding other activation requirements.

Losing Control

In addition to losing the ability to maintain an FX, it’s possible to lose the ability to control it, which is not necessarily the same thing. An out of control FX may deactivate, but could do other things as well.

A subject under Mind Control can be ordered to activate, deactivate, or use any FX under his control. So you can order a mind-controlled thrall to lower his Force Field, for example, or stop maintaining any other FX. Targets may be strongly opposed to certain FX-related actions: turning off your Force Field is one thing, shutting off your Flight FX while high in the air is another!

You can’t use Mind Control to command a target to do something he can’t normally do, like turn off Enhanced (Trait) (or any other permanent effect) or exert active control over a passive FX. Likewise, Mind Control doesn’t abrogate any modifiers on the target’s FX: if they don’t work at night, for example, then your control isn’t going to change that.

An FX with the Uncontrolled flaw is never under your control! Although it may sometimes do something useful, an Uncontrolled FX is always under the Gamemaster’s control and is considered a passive FX. Among other things, this means someone usurping control of your FX doesn’t gain any more control over it than you have. It also means the FX may operate even when you’re normally incapable of using other FX, if the GM sees fit.

An Unreliable FX, on the other hand, just doesn’t work sometimes. When you fail a reliability check, treat it as an involuntary deactivation of the FX: it stops working immediately (if it was active) and can’t be reactivated until you recover the FX in some way.

Resistance Against FX

Active FX that work on other characters must overcome that character's resistance against the FX. The type of resistance (Toughness, Fortitude, or Will) depends on the FX and its modifiers. The DC to overcome a resistance is 10 + resistance modifier. Add your FX's rank to a d20 roll to see if you overcome the resistance. So the DC to overcome a character's +9 Fortitude resistance is 19 (10 + 9). Toughness resistances have a DC of 5 + the character's Toughness modifier. If you succeed in overcoming the target's resistance, the FX works.

Difficulty Class to Overcome a Resistance = 10 + Resistance rank (5 + rank for Toughness)

Harmless FX

Some FX are listed as "(harmless)" after the resistance type, meaning the FX is usually beneficial, but recipients may resist it, if they wish. Successfully resisting against a harmless FX means the FX doesn’t work. This particularly comes into play with passive resistance bonuses, like Immunity.

Staged FX

Some FX are listed as "(staged)" after the save type, meaning the amount by which the check to overcome the character's resistance determines the outcome of the FX. The exact results of the success are given in the FX’s description.

Forgoing Resistance

Willing characters can forgo their resistance against an FX, if they wish. The player declares the intention to do so before the FX is used. This includes characters that think they’re receiving the benefit of a harmless FX, even if they’re not! You can’t forgo Toughness resistance and there’s no such thing as a “harmless” Toughness FX.

Immunity

The Immunity FX allows characters to automatically resist certain FX. Moreover, since Immunity is normally permanent, the character cannot choose to forgo resistance, even if the FX is harmless.

Characters with continuous or sustained Immunity can choose to turn the FX off in order to forgo their resistance and receive the benefit of harmless FX, if desired. Even in those cases, you can’t forgo the resistance while Immunity is active, and it requires a free action to voluntarily lower your Immunity.

Result

The result of any given FX is given in the FX’s description, but FX results share certain common terms and systems, described in this section.

Progression

Many FX are measured in time, distance, area, mass affected, and so forth. The Time and Value Progression Table handles these measurements for effects in d20 Advanced. Uses of the table are referenced in the individual FX and modifier descriptions in this chapter. The table includes value progressions for different playstyles, from lower-powered games to epic games.

  • Mundane Value: For games where FX are less potent, such as in more street-level or true-to-life settings, use the Realistic value column.
  • Cinematic Value: For more cinematic games where the FX a character wields are more powerful and more potent, the heroic value column is an appropriate choice.
  • Epic Value: In games where characters might be wielding godlike or cosmic power able to stretch across the whole of creation or can move mountains.

Time and Value Progression Table

TABLE 5.1: TIME AND VALUE PROGRESSION
RankMundane TimeCinematic TimeEpic TimeMundane ValueCinematic ValueEpic Value
13 seconds (1 action)3 seconds (1 action)3 seconds (1 action)111
26 seconds (1 round)6 seconds (1 round)6 seconds (1 round)225
330 seconds (5 rounds)1 minute (10 rounds)1 minute (10 rounds)3510
41 minute (10 rounds)5 minutes10 minutes51050
55 minutes30 minutes1 hour1025100
610 minutes1 hour6 hours1550500
730 minutes6 hours12 hours201001,000
81 hour1 day1 week302505,000
96 hours1 week1 month4050010,000
1012 hours1 month1 year601,00050,000
111 day3 months10 years1002,500100,000
123 days1 year50 years1505,000500,000
131 week5 years500 years20010,0001 million
141 month10 years (decade)1,000 years (millennium)30025,0005 million
153 months50 years10,000 years50050,00010 million
166 months100 years (century)50,000 years750100,00050 million
171 year500 years100,000 years1,000250,000100 million
182 years1,000 years (millennium)1 million years1,500500,000500 million
195 years5,000 years1 billion years2,5001 million1 billion
2010 years (decade)10,000 years5 billion years (age of the earth)3,5002.5 million5 billion

Using Time and Value Progression Table

An effect’s description will generally say something like, “the FX begins at a value of X and each rank moves it one step up the Progression Table,” where X is the starting value of the FX’s result.

So, for example, the Enhanced Movement FX for Flight starts out with a speed of 10 miles per hour (100 feet per move action) at rank 1. Each Flight rank moves speed one step up the Progression Table. Since the value after 10 on the table is 25, Flight 2 is 25 MPH, Flight 3 is 50 MPH, and so forth.

Note that not all FX start their progression at the rank 1 on the table; many start off with a higher base value and progress from there. If necessary, you can extend the Progression Table by following the same progression.

Extended Range or Area

An extended range FX works at a particular distance (or over a particular area) determined by its rank, as shown on the Extended Range Table. Because the FX’s range or area is determined by rank, it cannot be changed using Range or Area modifiers. To alter range or area, increase or decrease the effect’s rank instead. If an FX does not have area based on rank, it uses the Area extra to work over an area.

Extended Range Table

TABLE 5.2: EXTENDED RANGE AND AREA
RankRangeArea
110 feet5 ft. radius
2100 feet10 ft. radius
31,000 feet25 ft. radius
41 mile50 ft. radius
55 miles100 ft. radius
620 miles250 ft. radius
7200 miles500 ft. radius
82,000 miles1,000 ft. radius
920,000 miles2,500 ft. radius
10200,000 miles1 mile radius
112 million miles2 mile radius
1220 million miles5 mile radius
13200 million miles10 mile radius
1442 billion miles25 mile radius
15Same solar system50 mile radius
16Nearby star systems100 mile radius
17Distant star systems250 mile radius
18Same galaxy500 mile radius
19Nearby galaxies1,000 mile radius
20Anywhere in the universe2,500 mile

Technically, extended range FX are personal, in that they affect the user, but their “reach” is given on the Extended Range Table. So, for example, ESP is a personal FX, in that it only modifies the user’s senses, but the distance you can displace your point of perception with it is based on the Extended Range Table. Likewise, Teleport is a personal FX—it allows you to move instantly from place to place—but the distance covered is based on its rank and the Extended Range Table.

Extended area FX are generally not personal, the FX covering a particular area, either radiating from you (if the FX is touch range) or that you can center on a point within range (if the FX is ranged).

Lasting Results

An FX with “(lasting)” listed after its duration means the target must recover from the FX by making additional saving throws, with a cumulative +1 bonus per previous save. A successful save eliminates the lingering FX (and the need for further saves).

An instant duration lasting FX allows a new saving throw each round on the initiative count when the FX occurred. So an instant lasting FX that takes place on initiative count 12 of a round offers a new saving throw at initiative count 12 on the following round, even if the FX-user or the target’s place in the initiative order changes.

A concentration duration lasting FX allows a new save for each interval on the Time Table, starting one minute after the FX occurs (then 5 minutes, 20 minutes, and so on). The FX lasts until the target successfully saves or the user stops concentrating whichever comes first. If you stop concentrating, the subject gains a new save every round (like an instant lasting FX), with a +1 bonus per save, until the FX is eliminated. Once you stop concentrating on the FX, you can’t start again without an entirely new use of the FX.

A sustained duration lasting FX allows a new save for each interval on the Time Table, the same as with concentration duration, but does not require an action to maintain; its FX continue until the target successfully saves. If you concentrate during an entire time interval (taking a standard action each round), the subject does not gain the cumulative +1 save bonus for that interval. Once you stop concentrating on a sustained lasting FX, you cannot start concentrating on it again without an entirely new use of the FX.

A continuous duration lasting FX does not allow new saves at all; if the initial save fails, the FX lasts until countered or reversed in some way. The GM should carefully regulate sustained and continuous lasting FX in the game. Generally, there should be some reasonable way to reverse a continuous lasting FX other than countering or nullifying it, such as a medical treatment, folk remedy, other FX, or the like. The GM decides what’s reasonable for any given FX.

It should be noted that there is no such thing as a “permanent lasting” FX; continuous is as close as it gets, and the Permanent flaw does not apply to the duration of lasting FX. No FX in d20A should be completely irreversible unless it is a plot device controlled by the GM, and even then Gamemasters should consider carefully whether or not such an absolute effect is fair.

Extra Effort and Lasting Results

The Willpower option of extra effort allows you to gain an additional saving throw to recover from the lasting result of an FX. The save occurs immediately as a free action on your turn and does not count as one of the normal saves you make, although it does add to the cumulative save bonus if it fails. If you’re entitled to a normal save on that round, you get to make it as well. You can spend a hero die to negate the fatigue from the extra effort as usual.

d20 Advanced: Part I
Chapter I: The Basics What is d20 Advanced? | The Basics | Gameplay | Hero Dice | Character Points | Details & Characteristics | Drawbacks
Chapter II: Abilities Generating Ability Scores | The Abilities | Altering Ability Scores | Movement | Size
Chapter III: Skills Skill Basics | How Skills Work | Skill Descriptions | Combat Skills | Resistances | Creating Skills
Chapter IV: Feats Acquiring Feats | Feat Descriptions | Fighting Styles | Creating Feats
Chapter V: FX FX Components | FX Types | Using FX | Noticing FX | Countering FX | FX Descriptions | FX Feats | FX Modifiers | Extras | Flaws | FX Drawbacks | Drawback Descriptions | FX Structures | Creating FX | Improving and Adding FX
Chapter VI: Gear Equipment | General Equipment | Weapons | Armor | Vehicles | Structures | Devices | Constructs | Wealth
Part I: Characters | Part II: Action | Part III: Running the Game

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