Instant Upgrade

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Instant Upgrade [Major] by Iczer

The character has the ability to install temporary upgrades to himself. These are limited boosts of power to a small portion of his natural abilities.

Duration: Each enhancement lasts 6d6 minutes +1 minute per level after the first.

  • Combat upgrade: The character focuses this power into his combat abilities. For the duration, the character’s combat skills function at 2 levels higher than they currently are. In addition, the character has a buffer of 20 SDC, which vanishes at the duration’s end and enjoys a +2 to pull punch and +2 to roll with punch/fall/impact.
  • Physical upgrade: the character’s body runs far more efficiently during the period in which the physical upgrade is active. He enjoys +4 to PS and PE, +2 to PP and +15 to spd. While this power is active, the character is immune to the effects of fatigue (which returns at durations end) and his PS is considered Extraordinary (Superhuman if already extraordinary, no higher if already superhuman).
  • Mental upgrade: The character’s IQ and ME jump by 8 points each. In addition the character enjoys a +4 to save vs possession, insanity and psionics. His recall during this period is enhanced (as if using total recall) and a broad +15% is added to all skills.
  • Power upgrade: All other super powers possessed by the character are enhanced by 2 levels. In addition, durations and ranges are increased by 50%.
  • Body upgrade: The character enjoys a +8PE, and a buffer of 50SDC for the duration of this power. During the use of a body upgrade, the character does not fatigue, nor is he affected by drugs, poisons or disease (half effect, no effect with a successful saving throw). The character has a natural AR of 10 for the duration of a body upgrade.
  • Speed upgrade: The character doubles his Spd for the duration of the speed upgrade, and enjoys +1 attack per melee, +4 initiative and +2 to dodge.

Penalties: When the duration expires the character is suddenly sapped of his enhancements, and then plunges into a state of fatigue (-1 attack per melee, half combat bonuses –10% to skill use, half speed) for 2d6 minutes, during which time he may not boost himself again. The character can safely use this power 3 times a day, plus an additional daily use at levels 2,4,6,8,10,12 and 14. If the character attempts to boost himself past these safe limits, then the duration for the boost is halved, while the fatigue time is doubled. On top of this, the character loses a PE point, and 2d4 HP for every ‘unsafe’ use. PE lost in this manner recovers at one point per day.