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). Note: This effect is called Enhanced Ability in M&M and applies to ability scores. This version expands it to all non-effect traits, as the GM sees fit.

POWER FEATS

• Alternate Power: Unlike normal traits, an Enhanced Trait may be placed into an Array as a base or Alternate Power (see Array in this chapter). The benefits of the Enhanced Trait only apply so long as that Alternate Power of the Array is active.

• Innate: Enhanced Traits may be Innate, in which case they are unaffected by trait effects, including Nullify. Note, however, that enhancing effects like Boost also do not affect Innate traits.

• Subtle: As a continuous effect, Enhanced Trait is subtle by default and does not require this power feat. Enhanced Traits with noticeable effects can have the Noticeable power drawback.

EXTRAS

• Affects Others: This changes the Enhanced Trait’s range from personal to touch, allowing you to bestow the effect on someone else. As usual, the +0 version of this modifier means you can only grant the Enhanced Trait to others, the +1 version means you can grant it to someone else while still using it yourself.

An Enhanced Trait that Affects Others generally cannot improve traits beyond power level limits, although the GM may modify this as desired.

FLAWS

• Duration: An Enhanced Trait can have a sustained duration as a –1 flaw, meaning the trait must be activated and maintained as a free action, and stops working if you are unable to maintain it. EnhancedTraits cannot have an instant duration, nor may they apply the Permanent flaw (see the following).

• Fades: For an Enhanced Trait that requires activation and fades over time, use the Boost effect rather than this flaw.

• Permanent: The Permanent flaw does not apply to Enhanced Trait, because permanent Enhanced Traits aren’t sufficiently limited by it, and because normal permanent versions of the traits are already defined in game terms.

DRAWBACKS

• Noticeable: Your Enhanced Trait has some noticeable quality to it, such as a physical change (unusually large muscles or an enlarged head or brain, for example) or an effect accompanying use of the trait, such as glowing whenever you use your Enhanced Strength. The quality must be such that it gives some indication of what the Enhanced Trait is: merely looking odd doesn’t necessarily qualify for this drawback (it’s more of a social complication). Note that sustained duration Enhanced Traits cannot have this drawback, as sustained effects are already noticeable by default.