Table of Contents
Using Powers
Each power has its own Target Number, which represents how difficult it is to use. To use a power, make Wield roll against the power’s TN, with these suggested results:
- Critical Failure: Power fizzles; wielder must Resist Fatigue against power’s TN
- Normal Failure: Power succeeds; target gets normal Resistance Roll vs. Powers but wielder must Resist Fatigue against power’s TN
- Normal Success: Power succeeds; target gets normal Resistance Roll
- Critical Success: Power succeeds; target Resistance Roll penalised by Wielder’s level
Mana
Mana is supernatural energy that improves your Wield Ability. Each Mana point spent grants AR +1 to any Wield roll.
You must decide how much Mana to spend before making the Wield roll. Mana is lost regardless of the roll’s outcome, but recharges at the rate of 1 point per hour. Mana does not affect any other aspect of the power.
Power Modulation
Aspects of a power can be modulated, or changed in intensity. To modulate a power, apply the following AR modifiers to the Wield roll:
Range
- Per additional 1”: AR –1
Duration
- Duration x2: AR –2
- Duration x4: AR –4
Effect
- Per additional target: AR –1
- Use smaller blast template: AR +1
- Use larger blast template: AR –2
Damage
- Damage (upgrade Damage die by 1 step (e.g., 1d6 to 1d8)): AR –1
- Damage (+1 die): AR –2
- Damage (+ level): AR –4
All modulation modifiers are cumulative.