Tri-Stat dX Amplify attribute By Zegon Destructacon Cost: 6 or 11 points/level or 9 or 14 points/level Relevant Stat: Soul Required PMVs: Duration, Targets Optional PMVs: Area, Range Progression: Linear; +1 attribute level each level Reduction: More than one but less than all Restrictions: Under certain conditions; for specific targets; for specific attributes With a successful Soul Use Powers check, the character can temporarily increase the level of an attribute within the area PMV. The maximum level this attribute can increase another attribute to is determined by how many levels are in this ability. This attribute cannot increase the level of another attribute over its own level + 1. The length of the temporary increase in level is determined by the duration PMV; it is suggested that duration not exceed past level 6 for Amplify. The 'defender' gets a resistance roll, if they wish. This roll goes against whatever statistic the targeted ability uses. If no skill or stat is used, the default is a soul roll using spiritual resistance. Of course, targets can forgo this option and let the increase affect them without a resistance roll. Amplify typically does not apply to attributes such as wealth, gadgets, highly skilled, attack combat mastery, defense combat mastery, enhanced [stat], combat technique, extra arms, features, agents, henchmen, organizational ties, natural weapons, or divine relationship. In the case of PMVs, PMVs are considered attributes as well, so they gain a level too. It is up to the GM to decide what attributes and defects get increased and what do not with this attribute. For 6 CP/level, the character can temporarily increase one attribute each combat action. For 11 CP/level, the character can temporarily increase all attributes of the targets per combat action. In the case of multiple amplifications, each defense roll is done separately by the defendant for each attribute. If a character uses Amplify on an ability that gives separate slots or abilities each level, then it is up to the characters involved to decide what is gained. The default is the person doing the amplify decides. If used on a special attack, the special attack gains 20 damage per effective level increased. This damage may be left where it is or be used to increase any of the abilities the attack already has. Once it is decided where it goes, it cannot be changed without a re-application of this attribute. This attribute counters Nullify on a 1:1 basis. ------------------------------------------------------------------------------- Amplify[Stack] For an extra 3 CP/level, the attribute is considered a stacking amplify. This means that the level of amplify directly stacks on top of the attribute or attributes it is affecting. So, someone with level 5 flight and affected by level 3 Amplify (stack) would have an effective flight level of 8.