Power Enhancements
When using powers there is the opportunity to enhance the game effect of the powers. Most powers have their own list of enhancements, but all powers may have the generic enhancements applied to them as well.
Enhancements cost NRG and can be used when the power is activated. Or as a soft action can be applied to active powers changing their effect. Enhancements may be removed as a Soft action to regenerate NRG.
Some Powers will have the Generic Enhancements included at a reduced NRG cost.
Generic Power Enhancements
Quick Snap
Casting Cost/Reduction: +3 NRG
Effects: The Power requires only a Soft Action to cast instead of a Hard Action.
Area of Effect
Casting Cost/Reduction: see below
Effects: The Power affects all within the area of effect.
AOE (+2/5′): Everyone within the range of the target is also struck by the power.
Beam (+4): A beam heads out in a straight line from the user and strikes every target along its path for a range of 50′
Cone (+4): A Cone Path is used and strikes all within. The Path is 30′ long 10’ wide
Knockback
Casting Cost/Reduction: +3 NRG
Effects: The power when it strikes the target potentially causes Knockback. The Knockback threshold is reduced to 5
Extended Range
Casting Cost/Reduction: +1 NRG/5′
Effects: The range of the power is extended.
Touch Only
Casting Cost/Reduction: -2 NRG (Min 1)
Effects: Reduces a ranged power to touch only. A successful unarmed attack roll is required to touch an unwilling target.
Restriction [At Power purchase only] SUPERS ONLY
Casting Cost/Reduction: ½ NRG (Min 1)
Effects: This power is restricted in some way. It may require an item, or doesn’t work when it’s raining or only affects arrows. etc. The user when choosing the power may add a restriction to reduce its cost. The Games Master will decide if the restriction is uncommon enough to classify as a restriction.
Full Action
Casting Cost/Reduction: -3 NRG (Min 1)
Effects: No soft action can be taken when this power is used. The power requires a complete turn to activate.
Cause Wounds
Casting Cost/Reduction: -1 NRG / Wound Suffered (Min 1)
Effects: Activating this Power causes the user to suffer health loss each time it is used. .
No Knockback (Damage Dealing Powers Only)
Casting Cost/Reduction: -1 NRG (Min 1)
Effects: A damage dealing power does not cause knockback to it’s target.
24 Hour Regeneration
Casting Cost/Reduction: ½ Power Cost (Min 1)
Effects: The power cannot be used again for another 24 hours. Also the NRG used to activate the Power do not start to regenerate until the 24 hours are up.
Linked Power
Casting Cost/Reduction: +3 NRG per Power
Effects: Multiple Powers are activated at the same time. This requires a successful FOC roll against a difficulty LVL equal to the quantity of Powers being activated.
The Powers must strike the same target. All the effects are applied together. And all resistances are rolled separately unless they use the same Specialisations.
Linked Powers is a HArd Action regardless of any Soft Action Powers used.
Reduced Range
Casting Cost/Reduction: -1 NRG / 5’ (Min 1)
Effects: The range of a power is reduced.
Increased Damage
Casting Cost/Reduction: +2 NRG / DMG
Effects: Increases the DAMAGE caused by the enhanced Power.
Energy / Matter Sources:
Air / Wind, Biological (Animal/Human Flesh / Fur), Darkness, Earth/Stone, Electricity, Electromagnetic, Fire / Heat, Ice /Cold, Kinetic, Light, Metal, Plant (Nature), Psionic, Radiation, Sound, Water.