-------------------------------- ATC2 - A Galaxy Full of Stars: Twenty-Four Restrictions/Pricing -------------------------------- Twenty-Four Attribute Restrictions: *********************************** * Disallowed Attributes: Dynamic Sorcery Exorcism Ground Speed Magic Meld Place of Power Reincarnation Servant Spirit Ward Star Flight Swarm Repriced/Altered Special Attributes for Twenty-Fours: ***************************************************** We decided to reprice the attributes for Twenty-Fours due to the fact that we thought the difficulty in evolving the attribute was not reflected in the cost, and we wanted to make more work for ourselves than was necessary. Or perhaps what I mean to say is we felt it would make more sense this way. If we've placed a sort of limiting in the concept of how the attribute works then we'll tell you in here, too. If an attribute is NOT in here, it's either banned in the list above, or has been left unchanged. Astral Projection: As opposed to projecting one's entire body, you instead project your senses by means of a localized wormhole or some other method. As a result, devices to detect whatever method you use can detect you. Otherwise, the attribute is the same. [No cost change.] Contamination: Not allowed except as Linked to a Weapon Attack, and with the effect OKed by the GMs. [Unavailable] Dimensional Portal: [4/level, no matter what] Elasticity: Only level 1 allowed. [2/level] ECM: Sensor jamming jams ALL sensors, including friendly. [2/level] Environmental Control: Temperature Control must obey the Second Law of Thermodynamics. For triple cost per level, Temperature Control can go above boiling or below freezing, but is limited to a very small point, with a range of whatever level you have bought the attribute. [No cost change.] Flight: To achieve flight, you must either have wings and ultra-light bones, or emit gravitons or some other pseudo-scientific method of flight. [4 or 5/level] Force Field: Cannot block Incorporeal, cannot be Field-Penetrating. [1 or 2 or 3/level] Healing: You CAN heal unwilling people (assuming you have a chemical/neurological healing effect). [No cost change.] Heavy Armor: [3/level] Illusion: If your illusion is a psychic effect, it can be resisted by a character with Mind Shield. [1 or 2 or 3 or 4 or 5 if it is a psychic effect. No cost change if it is a non-psychic effect.] Insubstantial: Incorporeal is allowable as a dimensional effect only. [3/level for Liquid or Gas forms 4/level for Incorporeal] Life Support: To get level two you must have at least level 1 Superstrength and at least level 1 Heavy Armor. [3/level] Metamorphosis: Personal only. Conservation of Mass does apply. Only one additional form allowed. No higher than level 2. [6/level] Mind Control: Simplified to either work on either humans or animals. [3/level for just animals (of a specific class) 5/level for humans] Mind Shield: Also protects against all "psychic" Twenty-Four powers. [2/level] Precognition: [4/level] Sensors: No analytic sensors. [2/level] Sixth Sense: No Sense Truth, Evil, or Virtue [2/level] Size Change: Conservation of Mass applies. [1/level] Space Flight: Requires Life Support 2 (and all that entails) [No cost change.] Special Defense: Check with the GMs on the Defense. [3/level] Special Movement: [2/level] Speed: Does not cumulate with levels of Speed on exos. No higher than level 4. [2/level] Stealth: [1/level vs humans 2/level vs sensors] Telekinesis: There are only four TK categories - Gas, Liquid, Solid, and Plasma. [2 or 3/level] Telepathy: Only works with humans. [2/level] Teleport: The "safe range" no longer exists. There is only the max range. [4/level, self only 8/level, others.] Transmutation: All elements used in the final product must be present in the initial product. No "philosopher's stone" here. [4/level] Unknown Twenty-Four Power: Not all Twenty-Four powers manifest at birth, or even in early childhood. Every once in a while, people who theink they're normal or merely Borenstein carriers suddenly develop a Twenty-Four power which has been dormant. This is the attribute to take to simulate that unknown dormant power. Be warned, this does mean the GMs get to pick your power. [Any number of CP] Weapon Attack: The secondary weapon rules have been altered. Weapon Attacks at the same level as your primary cost 3/level, and ones below it cost 2/level. [No other cost changes.] That's it. If you've got an issue with one of the repricings, take it up with one of us and we'll take it under consideration.