Innovate Power
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Innovate power [minor] by Iczer
'You know, I never thought of doing this before....'
The character has the ability to modify and adjust the parameters of an existing power, which makes him just a little more flexible that others.
- Uses: 3 times a day, plus 2 more times per day per level.
- Chance of success: The character has a percentage score equal to the sum of his PE and IQ. Plus 5% per level Succeed or fail, the character takes 1d4 HP damage from the strain.
- Effect: Each use of this power allows another power be modified by one of the following effects.
- +2 to dodge
- +2 to strike
- +1d6 Damage
- +20% extra range
- +50% extra duration
- +5 to a single attribute
- +20% extra speed
- Mimics the effect of a minor power (within reason) at first level (does not change attribute scores)
- +20% to the use of a particular skill (when assisted by said power)
- Example: Grav Train, on his last legs, uses gravity manipulation to add +5 PS in order to smash down Hard Rock. Matilda Dear uses her chemical secretion power to simulate extraordinary MA through Pheromones. Blasterman calls upon his inner will to add +1d6 to his torso bolts, firing narrower, more focused blasts. Cactus Kid Fires a single large spike with his spit spikes power to accurately strike the rope around his fiance's neck (+2 to strike).
- Duration: The enhancement lasts for a single melee round in the case of combat style powers. Out of combat, the effects last one minute per level.
- Additional Notes: Every level, the character may select one particular stunt he has performed in the past. Each of these stunts enjoy a +15% bonus to activate and cost no HP to use.