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This is an old revision of MMEnhancedTrait made by GilbertoLeon on 2009-08-31 20:03:01.

 

Enhanced (Trait)


Type: Trait Action: None (passive)
Range: Personal Duration: Continuous
Saving Throw: None Cost: Varies (see description)


You have an enhancement to a non-effect trait, such as an ability (including saving throws) or skill (including attack or defense bonus). Since Toughness save cannot be increased on its own, use the Protection effect instead of Enhanced Toughness (see Protection later in this chapter).

The Enhanced Trait has the same cost at the trait|s normal cost. Its "rank" is considered equal to the trait|s bonus or modifier. So 20 points of Enhanced Strength costs 20 points (since ability scores cost 1 power point per ability score point) and is considered a rank 10 effect (since every 2 ability score points is a +1 modifier).

Enhanced Traits can be nullified like other effects (and unlike normal traits), but you can also apply extra effort to them and include them in Arrays, Devices, and so forth (also unlike normal traits). The GM approves any extra effort use in conjunction with your Enhanced Traits. Enhanced Traits also have appropriate descriptors, differentiating them from normal traits.

You can freely mix normal and Enhanced Traits, and their benefits stack up to the limits of the campaign|s power level. So a character can have Dexterity 15 and Enhanced Dexterity 10 for a total Dexterity score of 25 (a +7 bonus), so long as the total Dex score is within the power level limits. If the character|s Enhanced Dexterity is nullified, he drops down to a +2 Dex modifier (from his natural Dex of 15).

Power Feats


Extras


Flaws


Drawbacks


MMPoderes
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