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We're going to discuss both Frequency and Power of Side Effects. We'll start with Frequency.
The rolls have been chosen to coincide with common values for activation and skill rolls. If the Activation Roll or Requires Skill Roll Limitations have been taken with this, and the rolls are such that the power either works or causes a side effect (such as a 14- Activation and 15+ Side Effects) then both Limitations can be rolled on one dice roll. If you want to use this with the Requires Skill Roll limitation, the roll should be based on the final roll for the power (in other words, the skill value -1 per 10 Active Points in the power). "Every Time" means that the Side Effect occurs every time the power is used, whether the power activates or not.
Side Effects only take effect once per activation of the power, usually
when the power is first activated.
| 3d6 Roll | Value |
| 17+ | -0 |
| 16+/15+ | -1/4 |
| 14+/13+ | -1/2 |
| 12+ to 10+ | -3/4 |
| 9+ | -1 |
| Every Time | -1 1/2 |
The power level of the Side Effect shouldn't be more than one level
greater than the Active Points of the power; thus, a 35 Active Point power
shouldn't have more than a 45 Active Point Side Effect (or a 90 point Drain).
Of course, the GM can always give special permission to override this.
| Power | Value |
| 30 Active Points
(60 Active Point Drain) |
-1/4 |
| 45 Active Points
(90 Active Point Drain) |
-1/2 |
| 60 Active Points
(120 Active Point Drain) |
-3/4 |
| 75+ Active Points
(150+ Active Point Drain) |
-1 |
The GM may wish to give the players a table of random Side Effects,
especially in a Fantasy Hero campaign. The GM should use the average
value of the rolled Side Effects as the basis for the Limitation value;
a discussion of probabilities and weighting values toward the chances of
each roll is way beyond the scope of this article.