Squirrelly-sama wrote: 16) I'm having trouble understanding Subtle and noticeable. For example a character with sustained protection in the form of an enchanted bodysuit with Subtle, does this mean that no one notices he's wearing a body suit? Does it mean that they don't know that the suit gives a protection bonus? Does it mean that if the character got hit and didn't get hurt like they thought they won't think it's the bodysuit? Does it mean that they think he took more damage than he really did?
An effect that is normally noticeable and has been assigned one rank of the Subtle extra is now less noticeable than before. As noted under the extra the character chooses one of the following to apply:
A ) The effect requires a DC20 Perception check to notice it when used. This means that while the effect is active, anyone can notice it using a normal sense if they would be able to perceive the effect. So maybe the aforementioned bodysuit glows slightly, or there is a distinct yet subtle "hum" in the air around the character wearing it. The character determines how the effect is noticeable (which is always done for every effect) when (s)he creates it.
B ) The effect is unnoticeable to all senses except for a specified "exotic" sense. This may mean that one character's effect is undetectable except by Infravision while another character may elect that his effect is undetectable except by Magic Awareness/Detection. The exotic sense must make sense with the descriptors for the effect the Subtle extra has been applied to.
A second rank of the Subtle extra makes the effect unnoticeable.
Think of the ranks as follows:
No ranks of the Subtle extra (or the Noticeable flaw has been applied): Obvious and when noticed it is obviously not normal
One rank of the Subtle extra: Inconspicuous, but when noticed it is obviously not normal
Two ranks of the Subtle extra: Completely unnoitceable
Squirrelly-sama wrote: 17) Innate Innateness. What I'm wondering is how to handle the following type of situation: Fixer is a normal man in a setting with a bunch of mutants and demons, he improves his chances with a modified (kevlar and steel) Heavy Jacket with super toughness that limits his mobility, one day he runs across another badass normal, Father Calvaros, who fights rogue demons and can use his church magic to nullify they protection, left vague since there are many ways the supernatural entities use their powers to protect themselves. Due to a misunderstanding they start a fight, Calvaros uses his church magic on Fixer to try and make him less tough, but Fixer's toughness comes from a normal equipment like device, am I supposed to think that Calvaros suddenly makes his jacket disappear? And if so does that mean Fixer automatically switchs to his alt: affect of higher Dodge/Parry and speed?
The first paragraph of Nullify should help to clarify this for you:
Mutants & Masterminds Player's Handbook- Nullify- p.121 wrote: Nullify can counter particular effects of a particular descriptor, such as fire effects, magical effects, mental effects, and so forth (see Countering Effects, at the start of this chapter). You can counter one effect of your chosen descriptor per use of Nullify. You can’t nullify innate effects (see the Innate modifier description).
Father Calvaros' player must determine the descriptor his nullifying effect is capable of affecting; in this case the player has chosen effects with the Demonic descriptor. Further he would have applied the Limited flaw to this effect, so that he is only able to nullify protection effects.
This means that any protection effect that does not utilize the demonic descriptor cannot be affected by Father Calvaros' church magic; Fixer would retain his protection and limited mobility granted to him by his heavy jacket device.
To answer your last query on what happens when Fixer, wearing his heavy jacket, encounters a hostile that can actually affect the protective bonuses granted to him by his heavy jacket:
The power is negated entirely- this includes any flaws assigned to it (like a quirk that reduces Fixer's dodge/parry/etc. whilst wearing it). How this happens is all in the descriptors; it doesn't just disappear, unless the hostile creature's ability to negate protection effects is achieved via acute teleportation of gear (Adding a few ranks of the feature extra to the teleportation effect).
The GM can always impose a complication on Fixer's player by saying that the protective value of his jacket is negated, but its effects of hindering his mobility are still intact. The GM would then award Fixer's player with a Hero Point and the player can use it to get extra creative in how he deals with the hostile creature.
You'll just have to describe how the effects interact. Just remember that nullify doesn't destroy the targeted device, it simply negates its use temporarily.
Hope that helps.