Array

You have a collection or Array of (Array rank x 2) character points you can use to duplicate other FX, which share the descriptors and the points available to the Array. You can allocate your Array points once per round as a free action to any of the FX of your Array. Your Array also has one "default" FX where it can apply its points; choose this when you create the structure. Essentially, an Array is a collection of FX, each structured in the standard way, but sharing the same "pool" of character points. Each possible "setting" or configuration of an Array is called an Alternate FX ().
A particular Alternate FX includes all FX and modifiers included in that particular FX. So if your Array gives you 20 character points to allocate, and you have an Alternate FX that is a 4 points per rank FX with two Fixed +1 Extras, then you have 4 ranks in that FX (for 16 character points) plus the Extras for a total cost of 18 points. Any "leftover" Array points not allocated to an Alternate FX don't do anything.
Each Alternate FX of your Array requires an Alternate FX Extra. So being able to apply your Array points to the Damage FX is one Alternate FX. To apply them to Damage with the Area extra is another Alternate FX, to apply them to Enhanced Movement is another Alternate FX, and so forth.
==Alternate FX Power Level Limits==
Alternate FX are subject to the normal Power Level limits on FX. So, even if you have sufficient Array points to acquire a rank 20 Damage FX, for example, you’re still limited to whatever the campaign's power level limit is on damage. This may result in "wasted points" for some Alternate FX, as previously described, but is generally more than compensated for by the flexibility an Array provides. Non-player characters are limited in the same way to whatever power level the GM sets for them.
==Using Alternate FX==
Each Alternate FX available to your Array is usable individually. While one Alternate FX is in use, none of the others are available. So if you have an Array with Damage, Dazzle, Enhanced Trait, and Enhanced Movement Alternate FX, for example, you can only use one of these each round, the others don't work and aren’t considered in FX. The Dynamic Extra (see below) changes this, allowing you to "mix-and-match" Alternate FX.
==Multiple FX in an Alternate FX==
An Alternate FX can contain more than one FX and you can use all the FX of that Alternate FX normally, requiring their usual actions. FX in the same Alternate FX need not be Linked, although they can be. For example, a rank 10 Array with 20 character points can have an Alternate FX that has Enhanced Movement 5 (10 points) and Enhanced Toughness 10 (10 points), both usable at the same time. Indeed, FX in the same Alternate FX must have points allocated to them at the same time and in the same proportion in order to use them at all, although they don't have to be activated at the same time unless they are Linked.
==Fixed Extras==
Fixed Extras within a particular Alternate FX are considered part of it and not Extras of the Array itself. Thus points for the Array must be assigned to those Extras in order to make that Alternate FX active, whether the Extras are in use or not.
Some Fixed Extras apply to the Array structure itself rather than to any of its Alternate FX. These Extras are "outside" and apply equally to all Alternate FX. The GM should carefully scrutinize any such overall Extras, ensuring they do in fact apply to the Array as a whole. Array points do not need to be applied to these Extras. way, but sharing the same "pool" of character points. Each possible "setting" or configuration of an Array is called an Alternate FX. Array points do not need to be applied to these Extras.
* Accurate: This Extra can be applied to the Array as a whole, granting its benefits to all of the Array's FX requiring attack rolls, since the Array can be considered a single FX (albeit one with multiple applications).
* Alternate FX: This Extra adds an additional Alternate FX to the Array, another way in which its character points may be applied, subject to the normal guidelines for Alternate FX, given in the FX's description.
* Dynamic (Fixed +1): Applied to one of the Array's Alternate FX, this Extra makes that Alternate FX dynamic, allowing it to share Array character points with other Dynamic Alternate FX. Making the default FX of an Array dynamic also requires an application of this Extra. Usually, an Array needs at least two Dynamic configurations for this feat to be useful, although it can also be handy for Arrays where one Alternate FX requires fewer points than the Array provides (allowing those "wasted" points to be applied elsewhere). The total point value of Dynamic Alternate FX in use still cannot exceed the Array's available character points and the Array's configuration can still only change once per round.
==Extras==
Generally, extras are applied to the various FX in an Array's Alternate FX rather than to the Array itself. If a particular extra applies to all of an Array’s Alternate FX equally, the GM may wish to note it as applying to the Array itself for simplicity. The extra "floats," applying to whatever Alternate FX is in use at the time.
Example: An Array of gas cloud attacks might all have the Wide Area extra, in which case you can increase the cost of the Array from 2 points to 3 points per rank and apply 2 character points per rank to each Alternate FX without the need to apply points to the Cloud Area extra each time; it applies to all of the Alternate FX at no "cost" (since the cost is already covered by the increased cost of the Array).
* Affects Others: An Array may have this modifier, allowing you to grant the use of the Array and its Alternate FX to someone else. The subject granted the use of the Array controls its configuration from round to round (although you retain the ability to withdraw use of the Array altogether whenever you wish).
* Increased Range: An Array with the Affects Others modifier may have the Range extra to improve the range at which you can grant the Array to another. This does not alter the ranges of the Array's various Alternate FX. To do so, apply the Increased Range modifier to the FX(s) within a particular Alternate FX.
* Linked: FX in the same Alternate FX are not linked by default, but may have this modifier, if they're intended solely for use simultaneously. So, for example, an Alternate FX can have two independent FX (such as Enhanced Movement and Conceal), but they are not Linked, and must be activated separately unless the Linked modifier is applied to them.
* Reduced Action: Note that the free action required to change an Array's configuration may only be reduced to a reaction at the GM's discretion to suit a particular concept (an Array that changes automatically as a reaction to a particular circumstance). Even in this case, the Gamemaster should be wary of allowing an Array to reconfigure more than once per round.
==Flaws==
Alternate FX can have their own individual flaws, which reduce the cost of the Alternate FX (and the number of Array character points that must be allocated to it) normally. If a particular flaw applies to all the configurations of an Array, then it may apply to the Array as a whole, the same as with extras.
* Decreased Duration: Note that an Array has a "special" duration, which cannot be modified. The Alternate FX of the Array use their individual durations while in use. Switching Alternate FX counts as no longer maintaining that Alternate FX FX(s). Lasting FX persist even when they're not maintained, however. This remains the case if those lasting FX are part of an Array.
* Distracting (Fixed -2): If changing the Array's configuration is distracting (causing you to lose your Defense ranks during the round you reconfigure), this is a Fixed -2 point Flaw for the Array.
* FX Loss (Fixed -1): An Array may have circumstances where it is ineffective or stops functioning, in which case all of the Array’s FX become unavailable. Otherwise, the FX Loss Flaw applies to Array like any other FX.
* Prolonged Action (Fixed -1): An Prolonged Action flaw applied to an Array increases the time required to change its configuration: each point of the Flaw increases the time one step on the Time and Value Progression Table, from a free to one action, then two actions, one minute, and so forth. This can represent an Array requiring "recalibration" or some other involved effort to reconfigure. As usual, the Fixed Flaw cannot have a value greater than or equal to the total value of the Array.
* Uncontrolled: If this flaw is applied to the Array structure (rather than one or more of its Alternate FX) then the Gamemaster controls when the Array’s configuration changes and which one it changes to when it does. If the Array has Dynamic Alternate FX, the GM also decides where its character points are allocated. Uncontrolled applied to a particular Alternate FX has its normal FX when that Alternate FX is in use.
* Unreliable: If this flaw is applied to the Array as a whole (rather than one or more of its Alternate FX), then changing the Array's configuration becomes Unreliable. The player must roll a die when changing the Array, on a 10 or less the Array is "stuck" on its current Alternate FX and doesn't change.
Category:Rulebook
Category:Characters
Category:FX
Category:FX Structures