Core powers is about using standard Hero power constructs for all abilities, including equipment. The basic tenets are:
Each character should have a power skill that reflects the source of his special effects. It does not need to be at a specific level, but in order to push/stretch/perform power stunts with his powers the skill will need to be high enough to support such efforts, typically at -1/10 Active Points and -1 per 1/4 advantage or limitation shift. Examples include:
1 Active Point per 5 Total Points
Assume 1st level = 100 pts. Generally 15pts = 1 level (which includes magic items, otherwise 12.5 without)
Special = Special Powers, Movement Powers, Defensive Powers (by category/type).
Defenses are purchased per category and are limited by the active points in the Special At-Will column on the same line as the defenses.
Scene and epic defenses are allowed, but in the case of rPD they can only add the difference between the base at-will power and the scene or epic limits, regardless of actual rPD.
Example: 250pt Wizard (rPD 6 rED 12, limit 21 active points, scene limit 28) can create a Scene rPD defensive power of 7 active points. He can also create a scene rED power at full limits.
Max rPD is only achievable with the limitations OIF: Armor -1/2 and Heavy Armor (28kg) -1
Medium rPD is only achievable with the limitations OIF: Armor -1/2 and Medium Armor (14kg) -1/2
Light rPD is only achievable with the limitation OIF: Armor -1/2 and Light Armor (7kg) -1/4
Real Armor -1/4 limitation can be applied to represent time necessary to donn/doff.
Example: 250pt Heavy (rPD 12, limit 21 active points) has 10 rPD Hardened (19 AP) plus 10rED (15 AP) plus +6 rED vs. Fire (9 AP, Fire Only -1/2) plus Resistant Physical Damage Reduction 25% (15 AP). Because his armor has 10 rPD with a maximum of 12, his armor must take the OIF: Armor -1/2 and Medium Armor (14kg) -1/2 limitations.
Offense: Max OCV or OMCV from skills and base characteristics.
Martial Arts: Counts as 2 CV towards Offense limit
DCV: Only dedicated DCV skill levels, DCV characteristic, or Overall Skill Levels apply to this maximum.
Example: 250pt Heavy (Max OCV 12) has an OCV 5, +1 OCV w/ Sword, +2 CSL w/ Blades, +2 CSL w/ HTH, +1 CSL w/All Combat, and +1 Overall Skill Level. His DCV max is 10.
Standard Powers (At-Will, Scene, or Epic)
Only consider effect enhancing advantages when comparing to these limits (e.g. AP, Area Affect, Autofire). Advantages such as Reduced Endurance or Trigger do not affect these limits.
These powers can be used once per scene (Charges 1, Recoverable -1 1/4), still Cost Endurance (generally).
These powers can be used once per adventure (Charges 1, -2) or with GM approval and still Cost Endurance (generally).
Epic powers cannot have a base effect greater than a Scene power.
An Epic Power can be made Reliable as a +1/4 advantage, meaning that if the power misses the charge may be used again. This advantage is effect enhancing.
These powers can be built as stand alone effects, or they can be defined to extend powers in an existing framework. Either way they should include the Unified (-1/4) limitation to reflect that they are an extension of the power they are associated with.
Special equipment that enhances your abilities (i.e. gives a bonus or effect) must be paid for with points. Points invested in these types of items can be reallocated at any time.
Items found during an adventure (i.e. in between XP awards) can be used without spending any character points. If they are consumable items (potions, etc.) then they are essentially free. At the conclusion of the adventure, the items can be kept but cannot be used. They can be sold to acquire different items, or simply retained until a future adventure when they are exchanged for other common items the character has.
Example: Eltar normally adventures with his Ring of Swimming. It often comes in handy and is worth the points. However, the characters are planning an adventure to the elemental plane of fire. He decides it might be more worthwhile to spend some coin and acquire a Ring of Fire Protection instead.
Potions must be paid for with points. The potion metagame limitation is a gp expenditure to an appropriate source or merchant to recharge/refill. All potions are universal foci and it is this aspect that also limits the power of the potion. A magic flask may have no more than 4 doses (charges) as a metagame limitation.
Suggested Build/Doco (in HD): Trigger (Quaff, +1/4), Focus (OAF, Universal, -1), Potion (-1 3/4), Charges (1 = -2, 2 = -1 1/2, 3 = -1 1/4, 4 = -1, no special recovery conditions)
Trigger (Quaff, +1/4), Focus (OAF, Fragile, Universal, -1 1/4), Perceivable (Drinking, -1/4), Concentration (1/2 DCV or DEX roll if moving, -1/4), Extra Time (Extra Segment, Cannot activate other powers while activating, -3/4) (this also means it is always a Half Phase action to activate), Charges (1 = -2, Recover through use of Alchemy/Purchase -1), Gestures -1/4, Unified Power (liquids and alchemy -1/4)
Active Limits: Standard = 66, Special = 24
Limitations Total: 1 charge = 6
Suggested Build/Doco (in HD): Trigger (Quaff, +1/4), Focus (OAF, Fragile, Universal, -1 1/4), Potion (-1 3/4), Charges (1 = -2, Recover through use of Alchemy/Purchase -1)
Standard Power Limit and Costs per Dose (Charge, ap = active points, rp = real points)
Scrolls are semi-universal foci. They can only be used by characters that share your same Power Skill. No more than 4 scrolls of any one type can be carried as a metagame limitation.
Focus (OAF, Fragile, Restricted - Same Powers) -1 1/4, Charges (1 = -2, 2 = -1 1/2, 3 = -1 1/4, 4 = -1, Recover through use of Scribe/Purchase -1), Requires Light -1/4, Gestures (2 hands) -1/2, Incantations -1/4, Concentration (1/2 DCV) -1/4, Extra Time (Full Phase)* -1/2