Tri-Stat dX Burns Energy defect revision By Zegon Destructacon Return: 1 CP/level Relevant Stat: Mind and/or Soul Relevant Attribute(s): Any Relevant Defect(s): Activation Time Progression: Descriptive; more EP burned per use per level Burns Energy is a defect that causes an attribute to burn energy points every time it is used. Attributes fall into three categories: Instantaneous, Short Duration, and Long. Attributes fit into one of the three categories. In the case of attributes that have the duration PMV, the GM can go one of two ways: Either cause the attribute to cost as per the duration PMV and be instantaneous, or remove the duration PMV and have the attribute remain in constant use as long as the user pays EP for it. In some cases, attributes switch between Long and Short costs. The reason for this is many attributes see more costly use in combat than outside of combat. Furthermore, the character is usually dividing their attention between combat and using the attribute, making the most effecient use of the energy spent in it unlikely. Long is rated by hour or minute, while short is rated by the round. Instantaneous is rated by the amount of times used. Listed below are what attributes usually fit in each category. Some attributes simply don't qualify for Burns Energy. Long and Short attibutes utilize the long duration Burns Energy when not in combat and the short duration while in combat. Attributes with asteriks (*) can be used with either the PMV meathod or the appropriate duration BE method. In the case of Henchmen, Own Big Mecha, Servant, Agents, and Item of Power, the Short duration only applies if the item, creature, or creatures are used in combat. If they are not, they only cost the long duration. Adaptation - Long Agents - Long and Short Alternate Form - Long Amplify - Instantaneous or Long and Short Animal Summon/Control - Long Appearance - Long Armor - Long Attack Combat Mastery - Short Block Power - Long Combat Technique - Usually Long, sometimes Short or Instantaneous depending on ability Combination Attack - N/A Computer Scanning - Long Contamination - Instantaneous *Creation - Instantaneous or Long Damage Absorbtion - Short Damage Conversion - Short Defense Combat Mastery - Short Divine Relationship - Instantaneous Duplicate - Long and Short Dynamic Powers - Varies Elasticity - Long Energy Bonus - N/A Enhanced [Stat] - Long and Short Environmental Influence - Long Exorcism - Instantaneous Extra Arms - Long Extra Attacks - Short Extra Defenses - Short Features - Long or N/A Flight - Long *Force Field - Instantaneous or Long and Short Gadgeteer - Long Gadgets - Long Grow - Long and Short Healing - Instantaneous Heightened Awareness - Long Heightened Senses - Long Henchmen - Long if not combat capable; if combat capable Long and Short Highly Skilled - N/A Hyperflight - Instantaneous or Long *Illusion - Instantaneous or Long Immovable - Long and Short Immunity - Long and Short Insubstantial - Long Invisibility - Long if unable to attack and stay invisible; Long and Short if capable of attacking and staying invisible Item of Power - Long and Short or N/A Jumping - Long Mass Increase - Long and Short Massive Damage - Short Mental Defense - Long *Metamorphosis - Instantaneous or Long Mimic Powers - Long for Long powers, Short for Instantaneous and Short powers *Mind Control - Instantaneous or Long and Short Natural Weapons - Long *Nullify - Instanataneous or Long and Short Organizational Ties - N/A Own Big Mecha - Long and Short Physical Conditioning - Long *Plant Control - Instantaneous or Long Pocked Dimension - Instantaneous Power Flux - Varies *Projection - Instantaneous or Long Regeneration - Short Reincarnation - Instantaneous Sensory Block - Long Servant - Long and Short Shapeshifting - Long Shrink - Long Sixth Sense - Long Special Attack or Weapon Attack - N/A Special Defense - Long Special Movement - Long; Dimension Hopping is Instantaneous or Long Speed - Long Spiritual Resistance - Long Superstrength - Long and Short; If no combat damage, Long Swarm - Long Telekinesis - Long and Short Telepathy - Long Teleport - Instantaneous Tough - Long *Transfer - Varies, dependant on transfered attribute *Transmutation - Instantaneous or Long Tunneling - Long Unique Attribute - Varies Unknown Superhuman Power - Varies Water Speed - Long Wealth - N/A This is a list of all the current attributes on the site. If others come along, it's not terribly difficult to discern from this list in which category they fit. Next is the EP cost per level of Burns energy. Instant is per use. Short is per round. Long is per hour or minute, as described. Level Instant Short Long 1 2 2/r 2/hr 2 5 4/r 5/hr 3 8 6/r 10/hr 4 10 10/r 30/hr 5 13 13/r 1/min 6 16 16/r 2/min 7 20 20/r 4/min 8 24 24/r 6/min 9 29 28/r 8/min 10 35 32/r 10/min *10+ +5 +5/r +4/min Extending Burns Energy past level 10 adds on an amount of EP burned per interval as described. So an instantaneous BE at level 12 would burn 45 EP per use. The Burns Energy chart above more closely resembles the Magic or Psionics attribute from BESM. ------------------------------------------------------------------------------- Burns Energy[Variable] For some attributes, such as Dynamic Powers, Power Flux, or particular attributes at high levels, it becomes very costly to use even the weakest aspects of these powers at higher levels. This alternative to Burns Energy is to make such powers more closely resemble Dynamic Sorcery from BESM, but can also be used in other ways as well. Using this rule reduces the BP gained from Burns Energy by 1. This rule is compatable with standard Burns Energy as listed above. First, take the value of the burns energy and divide it by the attribute level. This is how much the attribute costs to operate at level 1 (round up). Multiply this value (before rounding) by each level of the attribute to get the level of Burns Energy each level of the attribute has. Mark down all level costs of the attribute to quicken gametime. Level 1 powers are considered 'teir 1', level 2s are considered 'teir 2', and so on. In the case of Telepathy or other attributes that have prerequisites for slots, the attribute slot must have all prerequisite slots active before it becomes active. For instance, someone has Dynamic Powers(Creation) at level 4 and has Burns Energy linked to it at level 7. Teir 1 powers cost as if they had the defect Burns Energy at level 2. Teir 2 powers cost as if they had the defect Burns Energy at level 4. Teir 3 powers cost as if they had the defect Burns Energy at level 5, and Teir 4 powers cost as if they had the defect Burns Energy at level 7. The defect Burns Energy returns 6 BP, not 7, because it makes use of this option.