Oct 5, 2021 6:59 pm
Quote:
An Advance lets a character do one of the following. Remember that no Trait may be raised above its racial maximum (usually d12).• Gain a new Edge.
• Increase a skill that is equal to or greater than its linked attribute one die type.
• Increase two skills that are lower than their linked attributes by one die type each (including new skills the character didn’t
have before at d4).
• Increase one attribute by a die type. This option may only be taken once per Rank (see Rank, below). Legendary characters
may raise an attribute every other Advance, up to the racial maximum.
• Permanently remove a Minor Hindrance, or reduce a Major Hindrance to a Minor (if possible). With the GM’s permission, and if
it makes sense, two Advances may be saved up and spent to remove a Major Hindrance. The player and GM should work out
how and when this happens. Perhaps the shocking death of an ally triggers a change in attitude, the hero puts real effort into
improving harmful behavior, or might even seek professional help during downtime between missions.
REQUIREMENTS: Novice, Arcane
Background (Any)
An arcane character may learn two new powers by choosing this Edge (which may be taken multiple times). He may choose from
any powers of his Rank or lower normally available to his particular Arcane Background.
[ +- ] new spells
Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (boost); Instant (lower)
Trappings: Physical change, glowing aura,
potions.
This power allows a character to increase or decrease a target’s Trait (attribute or skill). Boosting an ally’s Trait increases the selected Trait one die type, or two with a raise. Lowering an enemy’s Trait has a Duration of Instant and lowers the selected attribute or skill a die type with success, or two with a raise (to a minimum of d4). A victim automatically tries to shake off the effect with a Spirit roll as a free action at the end of his following turns. Success improves the effect one die type, and a raise removes the effect entirely.
Additional castings don’t stack on a single Trait (take the highest), but may affect different Traits.
MODIFIERS
**ADDITIONAL RECIPIENTS (+1): The power may affect more than one target for 1 additional Power Point each.
**STRONG (+1): Lower Trait only. The Spirit roll to shake off the effect is made at −2.
Detect/Conceal Arcana
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 5 (detect); one hour (conceal)
Trappings: Waving hands, whispered
words.
Detect arcana allows the recipient of the power to see and detect all supernatural persons, objects, or effects in sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. With a raise, the caster knows the general type of enchantment as well—harmful, obscurement, magic, miracles, etc. Detect arcana also allows a character to ignore up to 4 points of penalties when attacking foes hidden by magical darkness, invisibility, or similar abilities (or all penalties with a raise). Conceal arcana prevents detection of arcane energies on one being or item of Normal Scale (see the Size Table page 179).
Detect vs. Conceal: Detecting arcana against someone or something that’s been concealed is an opposed roll of arcane skills (roll each time it’s attempted, but no more than once per turn). If the concealment wins, the character cannot see through the ruse with this casting, but may terminate this instance and try again.
MODIFIERS
**ADDITIONAL RECIPIENTS (+1): The power may affect more than one viewer for detect, or item for conceal, for 1 additional Power Point each.
**AREA OF EFFECT (+1/+2): Conceal only. The power affects everything in a sphere the size of a Medium Blast Template for +1 points, or a Large Blast Template for +2.
**STRONG (+1): Conceal only. Detection rolls to see through the concealment are made at −2.