Viewing Effect - Upgrade
Improve the functionality of objects

Create a Upgrade Power

Description

You are able to temporarily improve the functionality of items by working on them for a while.

System

Exert your Mind and work on the target Device for [[cast-time]]. It receives [[potency]] extra dice to all actions taken with the intended application. This effect lasts for [[duration]].

This Power cannot be used on Armor, nor can it be used on Alien technology.

As always, dice bonuses to the same dice pool do not stack. Instead, the higher bonus is used.

Enhancements

Switch (You may turn this Power on and off at will during its duration)

Magic Wrench (You may Upgrade Alien technology.)

Battery-operated (Instead of Exerting Mind to activate this Power, it has its own 3-point Source pool. The Source regenerates at the rate of one point per day and cannot be raised with Experience.)
Powers can share a battery pool by taking this Enhancement on each Power and specifying the same Source. Each additional Power after the first increases the capacity of the Source by 2, to a maximum of 10. This Enhancement cannot be used to enhance the owning character's source.

Compact (When calculating Encumbrance, the upgraded item weighs half its normal weight. If you are upgrading a piece of Armor with the Armorer Enhancement, its Penalty is reduced by 1 to a minimum of 0.)

Armorer (You may Upgrade a piece of Armor. Upgrading Armor increases its Armor rating by [[potency]]/2, rounded up.)

Concealed (This power is not obvious, and it is hard for others to notice its use. Choose a Tell that occurs only when you use the Power; if someone suspects that a Power was used, they must roll Perception + Alertness, Difficulty 8 to pick up on your Tell.)
As per the standard rules, a complete success (Outcome of at least 4) is required to determine the source and target flawlessly. Lower outcomes may result in partial successes. Your Tell should be something small that would not otherwise frequently occur, such as a slight nosebleed, fiddling with an object, an intense stare.

Splice (Using this Power, you may combine any two objects into a new object. The resulting object is as large as the larger of the two input items and can be used to take any action you could take with either input item. Upgrade's dice bonus applies.)
You may activate this on a given item equal to the number of Gifts invested in this Power. The spliced object does not gain any new, novel combined effects. It only gains the functionality of the original objects. The dice bonus applies when the item is used for either of its intended uses. The spliced object appears to be a combination of the items used in the splice. Spliced items are unspliced at the end of the duration.

Drawbacks

Focus (Activating this Power requires a specific kind of item.)
Subject to GM approval.
Once per Day (May only use this Power once per day.)
Conditional (Only usable when a certain condition is met. This condition must be severe enough that the Power is unusable the majority of the time.)
Condition must be significant. Subject to GM approval.
Unique Focus (This Power takes the form of a specific, unique item, which can be borrowed, lost, or stolen.)
Equal and Opposite (After the duration, the item will be at a -2 dice penalty until upgraded again or repaired by a well-equipped expert.)
Specialized (Only affects a certain type of item.)
bullets, vehicles, etc
Traumatic (Make a Trauma roll when you use this power)
Exhausting (After activating this Power, you cannot move quicker than a walk (max 15 feet per round) for one minute and suffer a -1 dice penalty for an hour.)
Exhaustion penalties stack. If you activate this Power or another Power with Exhaustion, your penalty will continue to worsen.
Sacrifice (Activating requires you to take a Severity-1 Injury instead of Exerting your Mind or spending a point of Source.)
You cannot use Armor to soak this damage.
Fuel (Using this Power consumes some material good in addition to its other costs.)
The unit of material consumed per activation must be specified at power creation time. For example, "A quart of gasoline," or "a head's worth of human hair" etc. The amount should be proportionate to the difficulty to access the material. For instance, something you can get in town (gasoline, ink) should require a half gallon per activation, something abundant like water should require at least a gallon, something rare like mercury should require a cup or so.
Monstrous (This Power causes a mutation that elicits a strong, negative social response from the average person in your World. The mutation is ALWAYS present and visible even if you are wearing long sleeves, pants, and shoes. Maximum one per Contractor)
This mutation is ALWAYS present, even when the Power is not being used, and ALWAYS extreme and difficult to conceal. This mutation may complicate social situations at the GMs discretion. Maximum of one Power with the Monstrous Drawback per Contractor.

Parameter - Cast Time

Default Level: 1

Seasoned Threshold: -1

Veteran Threshold: -1

  1. One Hour
  2. One Minute
  3. One Round

Parameter - Potency

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. 2
  2. 3
  3. 4
  4. 5
  5. 6
  6. 7
  7. 8

Parameter - Duration

Default Level: 0

Seasoned Threshold: 2

Veteran Threshold: 3

  1. One Hour
  2. One Day
  3. Three Months
  4. The lifetime of the item

Example Powers