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Role Playing

POWER MODIFIERS

Power modifiers enhance or weaken effects in various ways, sometimes significantly changing how they work.

APPLYING MODIFIERS

Modifiers are permanent changes to how powers work. Positive modifiers, called extras, increase a power’s cost per rank by 1. Negative modifiers, called flaws, reduce a power’s cost per rank by 1. To determine the final cost, add the base cost per rank, plus the total positive modifiers, minus the total negative modifiers. If the result is a positive number, that’s the effect’s new cost per rank. So a 2 points per rank effect with modifiers of +3 and –1 has a final cost per rank of 4 points (2 + 3 – 1 = 4).

FRACTIONAL COSTS

If modifiers reduce an effect’s cost to less than 1 power point per rank, each additional –1 modifier beyond that adds to the number of ranks you get by spending 1 power point on a 1-to-1 basis.

A power’s cost can be expressed as the ratio of character points per rank (PP:R). So an effect costing 3 character points per rank is 3:1. If that effect has a total of –2 in modifiers, it costs 1:1, or 1 power point per rank. Applying another –1 modifier adds to the second part of the ratio, making it 1:2, or 1 power point per two ranks, and so forth.

Continue the progression for further reductions. Gamemasters may wish to limit the final modified cost ratio of any effect in the campaign (to 1:1, 1:2, 1:4, or whatever figure is appropriate). As a general rule, 1:5 (five ranks per power point) should be the lowest modified cost for a power in Mutants & Masterminds, but the GM sets the limit (if any).

PARTIAL MODIFIERS

You can apply a modifier to only some of a power’s ranks and not others to fine-tune the effect. A modifier must apply to at least one rank, and may apply to as many ranks as the power has. The change in cost and effect applies only to the power ranks with the modifier; the unmodified ranks have their normal cost and effect.

EXTRA DESCRIPTIONS

Unless specified otherwise, the following extras increase an effect’s cost per rank by 1 point per application of the extra.

ACTION +1 MODIFIER/STEP

Using an effect requires one of the following types of actions: reaction, free, move, standard, or full action. Reducing the action required to use an effect is a +1 modifier per step (full action to standard action, for example). An effect’s required action can- not be reduced to none unless the effect is permanent (in which case it is generally automatic, see the Permanent flaw descrip- tion). Gamemasters should be cautious about allowing this extra for attack effects. Movement effects cannot take this extra, since the move action required to use a movement effect is part of the character’s normal movement.

AFFECTS CORPOREAL +1 MODIFIER

An incorporeal being can use an effect with this extra on the corpo- real world (see the Insubstantial effect description). Characters with lower ranks of Insubstantial do not require this extra for their effects to work on the physical world, although they can apply it to their Strength bonus to allow them to apply their Strength while Insubstantial.

AFFECTS OBJECTS +0/+1 MODIFIER

A Fortitude effect with this modifier works on non-living objects (those with no Constitution score). Generally, this extra applies to effects that heal or weaken living creatures, such as Boost, Drain, Healing, and Regeneration, allowing them to work on objects in the same way. If the effect works only on objects, and not living creatures, this is a +0 modifier.

AFFECTS OTHERS +0/+1 MODIFIER

This extra allows you to give someone else use of a personal power. You must touch the subject as a standard action, and they have con- trol over their use of the power, although you can withdraw it when you wish. If you are unable to maintain the power, it stops working, even if someone else is using it. Both you and your subject(s) can use the power simultaneously.

If the power only affects others, and not you, there’s no change in cost (a +0 modifier), essentially a combination of Affects Others and Limited (only others). You can increase the number of charac- ters you can grant the power to simultaneously with the Progression power feat.

(ALTERNATE) SAVE +0/+1 MODIFIER

An effect with this modifier has a different saving throw than usual. The power’s effects and saving throw Difficulty Class remain the same, only the save differs. This is particularly important for Toughness save powers, which have a base DC of 15 + rank, rather than 10 + rank. If you change an effect with a Toughness save to another save, its save DC remains 15 + rank.

When applied to powers requiring a Toughness saving throw, Alternate Save is a +1 modifier and can only make the power’s save Fortitude or Will. Fortitude generally represents a toxic effect like a poison, while Will represents a mental or spiritual attack. In either case the power only works on targets with the appropriate save: Fortitude only affects living targets with a Constitution score. Will only affects creatures with all three mental ability scores. Neither works on inanimate objects. Applied to powers requiring some other saves, this modifier does not change an effect’s cost (it is a +0 modifier). The GM may choose to add a modifier if the alternate save grants a significant advantage in the campaign, but usually the differences in utility against various targets even out.

AREA +1 MODIFIER

This extra allows an effect that normally works on a single target to affect an entire area. Area effects are defined as targeted or general, by their shape, and by their interaction with effect range and duration.

Effects that already affect a given area cannot apply this modi- fier; their area is defined by the effect’s rank and the use of the Progression power feat (see the Progression power feat descrip- tion).

GENERAL AND TARGETED AREA EFFECTS

Choose one of the following options: • General: A general area effect follows the normal area attack rules given in Mutants & Masterminds: targets in the affected area receive a Reflex saving throw to reduce the effect (or elim- inate it entirely, if they have the Evasion feat). General area effects do not require attack rolls and cannot benefit from trade-offs on power level limits; they’re limited to a saving throw DC modifier of no more than the power level.

• Targeted: A targeted area effect is an option for any effect that normally requires an attack roll. It allows the effect to “attack” everyone in the affected area. The attacker makes a single attack roll for the effect, comparing the result to the Defense of each potential target in the area, meaning the effect may hit some and miss others. The targets hit by the attack receive the normal saving throw against it, but do not get a Reflex save to reduce or eliminate the effect, unlike general area effects. The Evasion feat does not apply to targeted area effects, since they do not allow a Reflex saving throw. Attack and Save DC trade-offs apply to targeted area effects, since they require an attack roll.

AREA EFFECT SHAPE

Choose one of the following options: • Burst: The effect fills a sphere with a 5-foot radius per rank. Bursts on level surfaces (like the ground) create hemispheres (rank x 5 feet) in radius and height.

• Cloud: The effect fills a sphere 5-feet in diameter (not radius) per rank and lingers in that area for one round after its dura- tion expires (affecting any targets in the area normally during the additional round). Clouds on level surfaces (like the ground) create hemispheres (rank x 5 feet) in diameter and half that distance in height.

• Cone: The effect fills a cone with a final length, width, and height of 10 feet per rank, spreading out from the effect’s start- ing point. Cones on a level surface halve their final height.

• Cylinder: The effect fills a cylinder with a total radius and height of 5 feet per rank. So, for example, a rank 10 Cylinder Area could have a 20-foot radius and a height of 30 feet, a 10- foot radius and a height of 40 feet, or any other combination adding up to 50 feet (10 ranks x 5 feet).

• Line: The effect fills a path 5 feet wide and 10 feet per rank long in a straight line.

• Perception: The effect works on anyone able to perceive the target point with a particular sense, chosen when you apply this extra, like a Sense-Dependent effect (see the Sense- Dependent modifier). Targets get a Reflex saving throw, as usual, but if the save is successful suffer no effect (rather than half). Concealment that prevents a target from perceiving the effect also blocks it. Perception Area effects must be General, and cannot be Targeted. This modifier includes the Sense- Dependent flaw (see Flaws) so it cannot be applied again. If it is applied to an already Sense-Dependent effect, it is a +2 extra rather than +1.

• Shapeable: The effect fills a 5-foot square cube per rank, and you may arrange the area’s volume in any shape you wish, so long as all of the cubes are touching. Each application of the Progression power feat increases the number of cubes per rank (2, 5, 10, and so forth).

• Trail: The effect fills a line up to 10 feet per rank behind you as you move, affecting anyone in the area you’ve moved through. Note the action required to use the effect does not change unless you also apply an Action modifier. So as a default, you have to take a standard action each round to use a Trail Area attack effect.

ENLARGING AND REDUCING AREA

You may affect a smaller area than your maximum by lowering the effect’s rank (reducing its effectiveness as well). So a rank 8 burst area has a radius of 40 feet (8 x 5 feet). If you lower the power’s rank to 4, you reduce the radius to 20 feet. Effects with the Full Power drawback cannot adjust their area, since you cannot volun- tarily lower the effect’s rank.

The Progression power feat increases the size of an Area effect, moving its base distance one step up the Progression Table. Since power feat use is optional, you can choose not to use extra area provided by Progression without lowering the effect’s rank. The Progression feat can also reduce the size of an Area effect: each feat acquired for this purpose lowers the effect’s effective rank by one to a minimum of one rank. This is a separate applica- tion of Progression and is likewise optional, you choose how much to reduce the area’s size, or if you reduce it at all.

AREA AND RANGE

The Area modifier interacts with different ranges as follows:

• Touch: An effect must be at least touch range in order to apply the Area extra (personal range effects work only on the user by definition). A Touch Area effect originates from the user and fills the affected area; the user is not affected by it. So, for example, a touch range Burst Area Damage effect does not damage the user. This immunity does not extend to anyone else: for that, apply the Selective Attack extra.

• Ranged: A ranged Area effect’s area can be placed anywhere within the effect’s range, extending to fill the area’s volume.

• Perception: A perception range area effect can be placed anywhere the user can accurately perceive. Neither General nor Targeted Perception Area effects require an attack roll or allow a Reflex save to reduce their effects, although targets still get a normal save against the effect. General Perception Areas are blocked by concealment: if the attacker can’t accu- rately perceive a target in the area, it is unaffected. Thus even heavy smoke or darkness can block a General Perception Area effect. Cover that does not provide concealment does not block a General Perception Area effect. Targeted Perception Area effects are blocked by cover, much like conventional explosions: solid barriers can interfere with the effect, even if they are transparent, and the effect ignores concealment like darkness, shadows, or smoke. Only targets behind complete cover are unaffected.

Example: Mastermind has a General Burst Area Mind Control effect, allowing him to seize control of the minds of everyone in the area. He must be able to accurately perceive a target to control it; an invisible foe or one out of his line of sight, for example, would be unaffected, even if they were within the radius of the burst. On the other hand, targets behind a glass wall are affected, since Mastermind can perceive them. Fear-Master has a Targeted Burst Area Emotion Control (fear) effect—a fear- inducing gas. Targets behind a solid barrier (such as on the other side of that glass wall) are unaffected, but the invisible or concealed target is, even though Fear-Master can’t see him.

AREA AND DURATION

If the Area effect has a duration longer than instant, choose one of the following options (with no change in cost):

• Stationary: A stationary Area effect remains where it is placed for as long as the effect lasts. Anyone in the area (or entering the area) is affected for as long as they remain. Anyone leaving the area is no longer affected.

• Attached: An attached Area effect remains with the targets it initially affects for as long as the effect lasts, even if those targets leave the initial area. Others who enter the area after the initial effect are not affected by it, only the initial tar- gets.

ATTACK +0 MODIFIER

This extra applies to personal range effects, making them into attack effects. Examples include Shrinking and Teleport, creat- ing attacks that cause a target to shrink or teleport away. Unlike most extras, the effect’s cost does not change, although it does work differently.

The effect no longer works on you, so a Teleport Attack can’t be used to teleport yourself. It affects one creature of any size or 100 lbs. of inanimate mass. You can increase affected mass with the Progression power feat. The effect has touch range and requires a standard action and a melee attack roll to touch the subject. Its ranged can be improved with the Range extra. Its required action can be changed with the Action modifier. The target gets an appropriate saving throw, determined when the effect is pur- chased. Generally Reflex or Will saves are the most appropriate, with a DC of 10 + power rank.

You must define reasonably common defenses that negate an Attack effect entirely, such as force fields or the ability to teleport blocking a Teleport Attack. You control the effect, and maintain it, if it has a duration longer than instant. If you want both versions of an Attack effect, such as being able to Teleport yourself and Teleport others as an attack, take both as configurations of an Array structure. For the ability to use both options simultaneously—to teleport a target and yourself at the same time, for example—apply a +1 modifier.

AURA +1 MODIFIER

A touch range sustained duration effect with this extra automati- cally affects anyone touching you, including anyone who strikes or grapples you unarmed, as well as anyone you touch or grap ple. To apply this extra, first modify the effect’s range and duration, if they are not already touch and sustained, then apply the Aura modifier. So a Damage effect (which is touch range and instant duration) would need a +2 Duration modifier along with the +1 Aura modifier.

You can turn your aura on or off as a free action and it is sus- tained in duration (the effect itself has its normal duration, so a Stun Aura’s effect is still instant in duration and lasting). You can change your aura effect’s duration with Duration modifiers. You can apply the Selective feat to change what parts of your body the aura covers as a free action; it normally surrounds you com- pletely.

Any attacker who makes a successful unarmed attack or a suc- cessful attack roll to begin a grapple is automatically affected by your Aura. This includes those attacks which you successfully block in such a manner that the attacker comes into contact with your Aura. The attacker gets a normal saving throw against the Aura’s effect.

An attacker using a melee weapon does not come into direct contact with your Aura and therefore is generally not affected by it, although the Aura may affect the weapon itself. Descriptors can also affect this; for example, an Electrical Damage Aura could conduct through a metal weapon, affecting the wielder, while leaving the weapon itself largely undamaged. The Gamemaster should adjudicate these on a case-by-case basis.

If you make an unarmed attack while your Aura is active, a Damage Aura stacks with your melee damage, while targets save against other Aura effects separately.

You can also inflict your Aura effect on anyone you successfully grapple; you only need to make a successful attack roll to initiate the grapple, the effect occurs whether or not you win the opposed grapple check. It occurs again each round on your action so long as the grapple continues, which is likely to encourage your opponent to release you and escape the grapple as soon as possible. If you activate your Aura while being grappled, it affects anyone grappling you automatically (and, again, will likely encourage them to let go).

An Aura effect does not provide any protection against attacks (beyond dissuading opponents from attacking you unarmed); use an appropriate defense effect like Protection for that.

MENTAL AURA

Optionally, an Aura may be set up as a Mental Aura, “surround ing” your mind rather than your body. This has the same cost and requirements as a regular Aura effect. In this case, the Aura affects anyone “touching” your mind with an effect like Mind Reading or Mind Control or engaging you in a mental grapple (see Mental Grapple, M&M, page 157). A Mental Aura does not affect those with whom you initiate a mental grapple, only opponents who attempt to mentally grapple you. Otherwise, it works essentially the same: the aggressor must immediately save against the Mental Aura effect and must do so again on each of your actions so long as mental contact is maintained. Example: The Murder Spirit Jack-A-Knives is not only Immune to Mental Effects, but also has a rank 4 Mental Stun Aura, inflicting agony on anyone foolish enough to attempt to delve into its mind. Anyone contacting Jack-A-Knives’ host with an effect like Mind Reading must immediately make a Will saving throw against the Mental Aura’s Stun effect (DC 14 for its rank).

AUTOFIRE +1 MODIFIER

An Autofire power fires multiple shots in a standard action. Autofire can apply to any power requiring an attack roll (see Autofire Attack, M&M, page 160, for details). To use an Autofire attack against a single target, make your attack roll normally. For every 2 points your attack roll exceed the target’s Defense, increase the attack’s saving throw DC by +1, to a maximum of +5 (or half the attack’s damage bonus, rounded up, whichever is less.).

If an Impervious defense (Force Field or Protection, for example) would normally ignore the attack before any increase in the save DC, then the attack has no effect as usual; a volley of multiple shots is no more likely to penetrate an Impervious defense than just one.

MULTIPLE TARGETS

You can use Autofire to attack multiple targets at once as a full action by “walking” the Autofire attack from target to target. Choose a line of 5-foot squares no greater in number than your attack bonus. You may make attack rolls to hit targets, one target at a time, starting at one end of the line and continuing to the other end. You suffer a penalty to each of your attack rolls equal to the total number of squares. If you miss one target, you may still attempt to hit the others.

COVERING FIRE

An Autofire attack can provide cover for an ally. Take a full action and choose an ally in your line of sight, who receives a +4 dodge bonus against enemies in your line of sight and in range of your Autofire attack. (You have to be able to shoot at them to get them to keep their heads down or this maneuver won’t work.) You cannot lay down covering fire for an ally in melee. Each character after the first who lays down covering fire for the same individual grants an additional +1 dodge bonus. All covering fire attackers receive a free attack if an opponent chooses to ignore the dodge bonus granted to the protected target.

SUPPRESSION FIRE

An Autofire attack can lay down a volley to force opponents to seek cover. Take a full-round action and choose an opponent, who receives a –4 penalty to attack rolls and checks for one round while in your line of sight and in range of your attack. An opponent who chooses not to seek cover ignores the attack modifier from by sup- pression fire but is automatically attacked (a free action for you). You cannot lay down suppression fire on an opponent in melee. Each character after the first who lays down suppression fire for the same target imposes an additional –1 penalty. All suppression fire attackers receive a free attack if the target fails to take cover or otherwise get out of their sight.

Applying this extra a second time reduces the Autofire interval (the amount your attack roll needs to exceed the target’s Defense) to 1 instead of 2. Another application of the extra can also increase the maximum saving throw DC bonus to +10, or the attack’s normal save DC modifier, whichever is less. The bonus granted by Autofire does not count against power level limits.

CONTAGIOUS +1 MODIFIER

Contagious powers work on both the target and anyone coming into contact with the target. New targets save against the power normally. They also become contagious, and the effect lingers until all traces have been eliminated. A Contagious power is also elimi- nated if you stop maintaining it, although Continuous Contagious effects remain without need for maintenance. Examples of powers with this extra include “sticky” Snares trapping anyone touching them, Contagious Disease Drains, or even a Nullify effect spread- ing from one victim to another.

DISEASE +2 MODIFIER

This extra causes an instant duration effect to work like a disease. If the target’s saving throw fails, the target is infected, but the Disease effect does not work immediately. Instead, on the following day, the target makes another save. If that save fails, the effect occurs, if the save succeeds, there is no effect that day. The target makes another save each day. Two successful saves in a row eliminate the Disease effect from the target’s system; otherwise it continues to occur each day. The target cannot recover from the Disease effect until it is cured. A Healing effect can counter a Disease effect with a (DC 10 + power rank) check.

DURATION +1 MODIFIER

An effect has one of the following durations: Instant, Concentration, Sustained, or Continuous. Increasing duration one step (from instant to concentration, for example) is a +1 modifier. Permanent duration is a flaw applied to Continuous effects (see Permanent, page 104, and see Duration, page 103, for more information).

EXPLOSION +1 MODIFIER

The effect with this modifier radiates out 10 feet per rank from a center point, much like a Burst Area (see the Area modifier), except it loses one rank of effectiveness per 10 feet after the first (having its full effect in the first 10-foot radius, then minus 1 rank, minus 2, and so forth). You are affected by the effect if you’re within it’s area, unless it’s a touch range or you have Immunity to the effect.

IMPERVIOUS +1 MODIFIER

A saving throw with this modifier is especially resistant. Any effect with a Save Difficulty modifier less than the Impervious save’s bonus is resisted automatically (that is, the saving throw automatically succeeds). So, for example, Impervious Toughness 8 automatically resists any Damage with a bonus of +7 or less. Penetrating effects can overcome some or all of an Impervious saving throw see the Penetrating extra under the Damage effect).

Impervious is primarily intended for Toughness saving throws, to handle characters immune to a certain threshold of damage, but it can be applied to other saves with the GM’s permission, to reflect characters with certain reliable capabilities in terms of resisting particular effects or hazards.

INDEPENDENT +0 MODIFIER

Applied to a sustained effect, this modifier makes its duration inde- pendent of the user and based instead on the number of power points in the effect. The effect occurs normally and then fades at a rate of 1 power point of effectiveness per round until it is gone. While it lasts, it requires no attention or maintenance from the user, like a continuous duration effect, although it can still be countered or nullified (also like a continuous effect). This is like a combination of the Duration (continuous) and Fades modifiers. An Independent Alternate Power continues to function even when the Array is switched to a different configuration. If an effect is not sustained, modify its duration before applying this modifier.

Independent is useful for effects like Create Object (for objects that fade or melt away), Environmental Control (for changes to the environment that slowly return to normal), or Obscure (for obscured areas that slowly shrink and disappear, like the effects of a smoke or gas grenade). The Slow Fade power feat can modify the rate at which the Independent effect fades, and the Total Fade modifier can keep it at full strength until its duration runs out, although the GM should approve any increases in the fade duration as best suits the effect and the series.

INSIDIOUS +1 MODIFIER

This modifier is similar to the Subtle power feat, except Insidious makes the result of an effect harder to detect rather than the effect itself. For example, a target suffering from Insidious Damage isn’t even aware he’s been damaged, someone affected by an Insidious Drain feels fine until some deficiency becomes obvious, and so forth. A target of an Insidious effect may remain unaware of any danger until it’s too late!

An Insidious effect is detectable either by a DC 20 skill check (usually Notice, although skills like Knowledge, Medicine, or Sense Motive may apply in other cases as the GM sees fit) or a particular unusual sense, such as an Insidious magical effect noticeable by detect magic or magical awareness.

Note that Insidious does not make the effect itself harder to notice; apply the Subtle power feat for that. So it is possible for an active Insidious effect to be noticeable: the target can perceive the effect, but not its results: for example, the effect appears “harmless” or doesn’t seem to “do anything” since the target cannot detect the results.

KNOCKBACK +1 MODIFIER

When applied to a non-Damage effect, this extra causes it to inflict knockback like a Damage effect (see Knockback, M&M, page 165). This is best suited to attack effects, naturally, although the GM should adjudicate applications of the modifier.

LINKED +0 MODIFIER

This modifier applies to two or more effects, linking them together so they only work in conjunction as a single power.

The Linked effects must have the same range (modify their ranges so they match). The action required to use the combined effects is the longest of its components and they use a single attack roll (if one is required) and saving throw (if both effects use the same type of save). If the effects use different saves, targets save against each separately. Different Alternate Powers in an Array cannot be Linked to each other, since they can’t be used at the same time, although they can be Linked to other effects outside the Array structure. Generally the same effect cannot be Linked to itself to “multiply” the results of a failed save (such as two Linked Damage effects causing “double damage” on a failed save).

This modifier does not change the cost of the component effects; simply add their costs together to get the new power’s cost. If you can use the Linked effects either separately or together, increase the cost of all but the most expensive power by +1 per rank (if the effects all have the same cost, choose one), or acquire non-Linked versions as Alternate Powers in an Array.

Example: Captain Thunder has the ability to hurl thunderbolts that shock their targets with electricity and deafen them with powerful claps of thunder. This is a Ranged Damage effect (lightning) Linked to an Area Auditory Dazzle effect (thunder). Each effect costs 2 points per rank, so the combined effect costs 4 points per rank. Since they’re both ranged and require a standard action to use, so does the combined effect. Since Damage requires a Toughness save and Dazzle requires a Reflex (and then Fortitude) save, the target saves against them separately, making a Toughness saving throw against the damage of the lightning and a Reflex save to avoid being deafened by the thunder.

Example: Fear-Master’s newest device induces a state of utter fearlessness while simultaneously enhancing the subject’s Strength. This is an Emotion Control effect, Limited to hope, Linked to Boost Strength. Emotion Control is perception range and requires a standard action; Boost is touch range and requires a standard action. Improving Boost’s range to perception (to match Emotion Control) is a +2 extra. The GM also requires the Alternate Save modi- fier, changing Boost’s save to Will. The Emotion Control effect costs 1 point per rank while the modified Boost effect costs 3 points per rank, for a combined effect cost of 4 points per rank. The target makes a single Will save: if it succeeds, there’s no effect, if it fails, the subject’s fear is erased and Strength is boosted.

MENTAL +0 MODIFIER

Applied to a perception range effect with a Will saving throw, this modifier makes it a mental sensory effect. If necessary, first modify the effect’s range and saving throw before apply this modifier. It is similar to the Sense-Dependent flaw (in the Flaws section, fol- lowing) but is a +0 modifier because, unlike Sense-Dependent, a Mental effect is less limited. Mental effects are noticeable only to the subject and those observers with the appropriate mental senses. They only work on creatures with mental ability scores. Other sen- sory effects may interfere with or block mental sensory effects.

NO SAVING THROW +2 MODIFIER

An effect that normally allows a saving throw does not do so with the application of this modifier. Essentially, the target is assumed to automatically fail the effect’s usual save. If applied to a staged effect, the target receives a saving throw, but the effect has its min- imum possible effect (that of failing the save by 1) even if the save succeeds.

Immunity (and any other effect where a saving throw succeeds automatically) trumps this modifier; targets immune to an effect are equally immune to No Saving Throw versions of that effect.

POISON +1 MODIFIER

This extra, when applied to an effect requiring a saving throw, causes it to work like a toxin. If the target’s save fails, the effect occurs. One minute later, the target must make another save or suf- fer the effect a second time. Then the effect stops. A Healing effect can counter a Poison effect with a (DC 10 + power rank) check. RANGE +1 MODIFIER/STEP

An effect has a range of touch, ranged, or perception. Increasing range one step (from touch to ranged, for example) is a +1 modifier (see Range, page 13). Going from personal to touch range requires the Affects Others or Attack extras, not this extra. Extended range effects cannot have this modifier; their range determined by power rank. To change the effect’s range, increase or decrease its rank.

SECONDARY EFFECT +1 MODIFIER

An instant effect with this modifier affects the target once immedi- ately (when the effect is used) and then affects the target again on the following round, on the same initiative count as the initial attack. The target gets the normal saving throw against the secondary effect, which is treated as lasting, meaning it occurs without any effort on the part of the attacker, even if the attacker is incapacitated or switches to a different Alternate Power or Variable effect configuration.

Secondary Effects don’t stack, so if you attack a target with your Secondary Effect on the round after a successful hit, it doesn’t affect the target twice; it simply delays the second effect for a round. You can attack the target with a different effect, however. So, for example, if you hit a target with a Secondary Effect Strike then, on the following round, hit with a Stun attack, the target suf- fers both the Stun and the Secondary Effect of the Strike.

SELECTIVE ATTACK +1 MODIFIER

An attack effect with this extra is discriminating, allowing you to decide who is and is not affected. This is most useful for Area effects (see the Area extra). You must be able to accurately perceive a tar- get in order to decide whether or not to affect it. This modifier is for effects requiring a saving throw. For other area effects, use the Selective power feat.

SLEEP +0 MODIFIER

When this modifier is applied to an effect that causes unconsciousness (such as Damage, Fatigue, or Stun), the effects puts targets into a deep sleep whenever it would normally render them unconscious. The target makes a recovery check to wake up only once per hour rather than once per minute, but may be awoken by loud noise (make a Notice check for the subject with a –10 modifier, a successful check means the subject wakes up). Someone taking an aid action can awaken a sleeping character automatically (see Aid, M&M, page 154). A sleep- ing character that takes damage automatically wakes up.

TOTAL FADE +1 MODIFIER

Effects with this extra don’t fade gradually, at the normal at a rate of 1 power point per round. Instead, when the total fade time is up, the trait returns to its normal level. For example, an ability score receives an adjustment of 10 points. This would normally fade in a minute, or ten rounds (at a rate of 1 point per round). With total fade, the abil- ity score retains the 10-point adjustment for one minute, and then loses the entire amount at once, back to its original value. Gamemasters should be cautious about allowing this modifier in conjunction with more than one or two ranks of the Slow Fade power feat; it can be an easy way to create long-lasting effects requiring no effort from the user.

VAMPIRIC +1 MODIFIER

When you successfully damage a target with an attack effect with this extra, you can make an immediate recovery check for the same damage condition you inflict (or a lesser condition, if you wish). You get a bonus on the check equal to your attack’s dam age bonus. So, if you inflict an injured result on a target with a lethal vampiric attack, you can make an immediate recovery check if you are injured. If you are not injured, only bruised, you can still make the check. That would not be the case if you inflicted a bruised result with a non-lethal vampiric attack and were injured; a bruised condition is less than an injured condition, so you don’t get a check to recover from it (see Damage, M&M, page 163, for more information).

WIDE +1 MODIFIER

When applied to the base power of an array of Alternate Powers, this modifier provides an additional 2 power points per power rank to distribute among the powers of the array. No power can have more power points allocated to it than the base power’s total cost without the Wide modifier, but points can be shared among the Dynamic Alternate Powers of the array. You can apply the Wide modifier multiple times; each time, it increases the number of power points available to the array by 2 per rank in the base power. You can apply Wide as a partial modifier to fine-tune the number of additional power points it grants (see the Powers chapter of M&M for details on partial modifiers).

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Seth Blevins