Generic Modifier

Generic Modifier MN+3 CL
Not all heroes are created equal - some just happen to have the upper hand. Whereas Actions reprsent skill and supernatural potential, Modifiers to those same Actions reprsent some kind of inherent edge that makes them easier to use. Wolverine's claws, a famous example, complement his Close Combat training, making him a very dangerous foe (or a powerful ally) in a fight.

By default, generic modifiers only work in some limited situations. For example, Wolverine's claws won't help him if he's drop-kicking an opponent or putting him in a choke hold. Generic Modifiers that apply at all times, representing a broad benefit or advantage do exist, but are more expensive.

Options include:
 * +2 CL = Unconditional. Your Modifier works in any circumstance, in any application of the Action it modifies.  You do not need to list a special condition.
 * +1 CL = Versatile. Choose a second Action to which your Modifier applies.  If you use both of these Actions in the same panel you must split your Modifier between them as you like.
 * +2 CL = Themed. Choose a small group of Actions united by a common theme to which your Modifier applies.  A "Targeting" theme might apply to Ranged Combat, Force Blasts, Tendril Whips, and other actions relying on good aim.  A "Psionics" theme might apply to Telepathy, Telekinesis, Force Fields and Psi-Weapons.  Work with your GM to come up with an appropriate list.
 * +5 CL = Universal. Your Modifier applies to every action you undertake.  For whatever reason you are at least a little extra talented at everything you do.