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.