Newpark Games
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  • R3L1C

Enhancement Schema

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Absorption

2 ENHANCEMENT STRANDS

Defense/Disruption
Passive
Your body is an energy sponge, absorbing, storing, and redirecting energy of all kinds; you are effectively both a living battery and an engine, able to take in and convert raw energy into useful work.
Rank 1
For every 5 points of Elemental, Chaos, or Mystic damage you'd take, (before considering armor, Soak, and other sources of damage reduction), gain 1 point of Strain.

You can hold up to (Body + Absorption Rank) Strain at once; when you exceed your maximum Strain, all your stored energy is released at once, dealing 1d10 Elemental damage per Strain to you and all adjacent creatures who fail to Save; every creature damaged by your Strain release is Staggered (Save ends).

Pick one of the following ways you can spend Strain: 
  • Recover (Body) d6 Hit Points per Strain spent (this increases to d8s at Rank 3 and d10s at Rank 5).
  • Recover (Body) Focus per Strain spent.
  • Increase an instance of damage by 1d6 per Strain spent (this increases to d8s at Rank 3 and d10s at Rank 5).
  • Add (Body) dice to a Feat per Strain spent.
  • Unleash a burst of power, dealing dealing 1d10 Elemental damage per Strain to all adjacent creatures who fail to Save; every creature damaged by this release of Strain is Staggered (Save ends).
Rank 2
As Rank 1 except you gain 1 Strain for every 4 points of Elemental, Chaos, or Mystic damage.

​Pick an additional way you can spend Strain.
Rank 3
As Rank 2 except you gain 1 Strain for every 3 points of Elemental, Chaos, or Mystic damage.

You also gain 1 Strain for every 3 points of Physical damage you take.


​Pick an additional way you can spend Strain.
rank 4
As Rank 3 except you gain 1 Strain for every 2 points of Physical, Elemental, Chaos, or Mystic damage.

​When you exceed your limit of Strain, you may spend it in any way you're capable as a Free Action instead of having it release in a violent explosion.

​Pick an additional way you can spend Strain.
rank 5
As Rank 1 except you gain 1 Strain for every point of Physical, Elemental, Chaos, or Mystic damage.

Double the maximum amount of Strain you could normally hold.

​Pick an additional way you can spend Strain.
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Armor

2 ENHANCEMENT STRANDS

Defense
​Passive
Natural armor, a reinforced skeleton, a subconscious force field or some other means braces your body against harm. Your advanced defenses make you highly resistant to damage.
Rank 1
Defense +1
Rank 2
Defense +2
Rank 3
Defense +3
rank 4
Defense +4
rank 5
Defense +5
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Blitz

2 ENHANCEMENT STRANDS

Passage/DPS
Movement - 1 Focus per Rank
​Target one creature within 10 meters
Due to your size, strength, or other factors at work around you, you become an unstoppable force of forward motion, crashing into enemies like a cannonball.
Rank 1
Move along the most direct route into the closest space adjacent to the target and make a melee attack against them.
Rank 2
As Rank 1; the target must Save or be knocked prone and Staggered until their next turn ends.
Rank 3
As Rank 2; all creatures adjacent to the target must Save or be knocked prone and Staggered until the end of their next turn.
rank 4
As Rank 3; the target and all adjacent creatures also take (Body)d6 physical damage.
rank 5
As Rank 4; instead of being Staggered, those affected by Blitz are Stunned until the end of their next turn. Instead of being knocked prone, they are pushed (Body) meters and knocked prone.
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Enhanced Agility

1 ENHANCEMENT STRAND

Tool/DPS
Passive
You are unnaturally quick, lithe, and dexterous. Something makes you superhumanly agile, capable of incredible feats of balance, speed, and agility.
Ranks 1-5
  • When you roll a Feat that relies on quick reflexes, coordination, or flexibility, you can add your Rank in Enhanced Agility to the number of dice rolled.
  • Once per round you can move (Enhanced Agility Rank) meters as a Free Action.
  • When using a Ranged weapon, you always deal an additional 1 DpB per Rank in Enhanced Agility.
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Enhanced Senses

1 ENHANCEMENT STRAND

Information
Passive
All of your senses are enhanced to the peak of mortal potential; you are able to see, hear, smell, taste, and touch with hypersensitivity, filtering out useless noise for important sensory input.
Ranks 1-5
  • When you roll a Feat that relies on sensory input, passive awareness, or active searching, you can add your Rank in Enhanced Senses to the number of dice rolled.
  • You can never be caught flat-footed or taken by surprise; you always act during surprise rounds and do not provide Advantage to attackers during an ambush.
  • Gain a +2 bonus to Initiative rolls for each Rank you have in Enhanced Senses.
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Enhanced Stamina

1 ENHANCEMENT STRAND

Tool/Defense
Passive
Your muscles and organs are super-fortified, able to withstand hours of hard exertion, pain, and fatigue. Nothing keeps you down; even drugs, poisons, and diseases have little to no effect on you.
Ranks 1-5
  • When you roll a Feat that relies on healthiness, resilience, and stamina, you can add your Rank in Enhanced Agility to the number of dice rolled.
  • Add 1d10 to your Resolve Pool for each Rank you have in Enhanced Stamina.
  • Increase your total Hit Points by 10 per Rank in Enhanced Stamina.
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Enhanced Strength

1 ENHANCEMENT STRAND

Tool/DPS
​Passive

Your physicality and musculature has been enhanced well beyond human limitations. You are exceptionally strong and athletic, capable of incredible displays of raw physical power.
Ranks 1-5
  • When you roll a Feat that relies on physical strength, athleticism, or endurance, you can add your Rank in Enhanced Strength to the number of dice rolled.
  • Increase the total Blocks of weight you can carry by 2 per Rank in Enhanced Strength.
  • When using a Melee weapon, you always deal an additional 1 DpB per Rank in Enhanced Strength.
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Immortal Resolve

1 ENHANCEMENT STRAND

Defense
Passive
Even when at the limit of your strength, you never give up. Somehow, you are able to push through extreme injury and fatigue to make a comeback.
Rank 1
When reduced to 0 HP, you immediately recover (Immortal Resolve Rank) d8 Hit Points. This may occur (Immortal Resolve Rank) times per day. 
Rank 2
As Rank 1; you do not suffer Trauma the first time you are Wounded each day.
Rank 3
As Rank 2; increase the healing received when reduced to 0 HP to d12s instead of d8s.
rank 4
As Rank 3; at the start of each day, choose one Trauma you are suffering from and ignore its effects until you take a Full Rest.
rank 5
As Rank 4; when reduced to 0 HP, you are not Wounded until you start your next turn at 0 HP.
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Invulnerability

2 ENHANCEMENT STRANDS

Defense
​Passive

While no one is completely invincible, you are able to take injuries that would kill an ordinary human without so much as a scratch; your capacity to take physical punishment is truly remarkable.
Rank 1
  • Increase your Physical Soak pool by 2d6.
  • You take no damage from falls of 100 meters or less.
Rank 2
  • Increase your Physical Soak pool by 2d6.
  • Once per day, you may completely ignore an instance of damage. 
  • You take no damage from falls of 200 meters or less.
Rank 3
  • Increase your Physical and Elemental Soak pools by 3d8 each.
  • Once per day, you may completely ignore an instance of damage.
  • You take no damage from falls of 300 meters or less.
rank 4
  • Increase your Physical, Elemental, and Chaos Soak pools by 4d10 each.
  • Once per day, you may completely ignore an instance of damage.
  • You take no damage from falls of 400 meters or less.
rank 5
  • Increase your Physical, Elemental, Chaos, and Mystic Soak pools by 5d12 each.
  • Twice per day, you may completely ignore an instance of damage.
  • You take no damage from falls of 500 meters or less.
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Mach Punch

1 ENHANCEMENT STRAND

Disruption
Melee Attack - 1 Focus per Rank
​Target one creature within Melee range
A single massive blow from your fist or melee weapon sends an enemy sailing back several meters, crashing through objects and into walls.
Rank 1
Make a weapon attack against the target. If you hit, you may push them (Body) meters. If the target hits a solid object at any point during the push, the push ends and the target takes 1d6 physical damage for each meter they would have otherwise moved but didn't.
Rank 2
As Rank 1; increase the damage from hitting an object to 1d8 per meter instead of 1d6.
Rank 3
As Rank 2; after being pushed, the target must Save or become Staggered (Save ends).
rank 4
As Rank 3; increase the damage from hitting an object to 1d10 per meter instead of 1d8.
rank 5
As Rank 4; you can push the target an additional (Body) meters with Mach Punch.
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Metabolism

1 ENHANCEMENT STRAND

Resource
Passive
Your physical strength, rate of healing, and overall vitality is directly tied to your metabolism; the more well-fed you are, the more powerful you are.
Ranks 1-5
Every time you take a Short Rest and consume a ration, you automatically recover (Metabolism Rank) d10 Hit Points and gain a bonus depending on what you ate (this bonus lasts until you eat something else or take a Full Rest): 
  • Basic Rations: Hit Points +5 per Rank in Metabolism.
  • Exotic Food: AP +1 per Rank in Metabolism.
  • Meaty Food: Combat +1 per Rank in Metabolism.
  • Healthy Food: Focus +1 per Rank in Metabolism.
  • Junk Food: Save +1 per Rank in Metabolism.
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Overpower

1 ENHANCEMENT STRAND

DPS
Melee Attack - 1 Focus per Rank
​Target one creature within Melee range
You summon all your considerable strength into one mighty blow, thrown with the hope of dispatching your target in a single attack.
Rank 1
Make a melee attack and deal an additional (Body + Overpower Rank) d6 damage if you hit.
Rank 2
As Rank 1; after you reduce an enemy to 0 HP, your next use of Overpower (before the Scene ends) is "free", costing no AP or Focus (but counts as a Melee attack made during your turn).
Rank 3
As Rank 2; the damage dice for Overpower increase to d8s instead of d6s.
rank 4
As Rank 3; you can bank up to three free instances of Overpower at a time for later use. These instances are lost when you take a Full Rest.
rank 5
As Rank 2; the damage dice for Overpower increase to d10s instead of d8s. A hit with Overpower always counts as a Critical Hit.
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Peak Fitness

1 ENHANCEMENT STRAND

Tool
​Passive

Simply put, you are in top physical shape. Even well into old age, your strength, energy, physique, and metabolism will remain at the pinnacle of what humanity is able to achieve.
Rank 1
Body +1
Rank 2
Body +2
Rank 3
Body +3
rank 4
Body +4
rank 5
Body +5
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Rage

2 ENHANCEMENT STRANDs

DPS
Sustained Action - 2 Focus per Rank
​Target Self
Red washes over your vision as a blind fury takes away your control, giving incredible strength and killing power in exchange for your rational mind.
Ranks 1-5
Enter a Rage. While Raging: 
  • Gain 1 extra AP for each Rank you have in Rage.
  • Your attacks deal an additional 1d6 damage for each Rank you have in Rage.
  • Each round you have (Rage Rank) d6 Physical Soak dice to use; unused dice do not roll over to the next round.
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Regeneration

3 ENHANCEMENT STRANDS

Defense
​Passive

Whatever injuries or ailments you suffer, your body is constantly and rapidly working to repair any and all damage it sustains, making you virtually immune to damage, aging, and all kinds of poisons.
Rank 1
Every time you finish a Short Rest, roll 1d6 for each Rank you have in Regeneration and recover this many Hit Points.
Rank 2
As Rank 1; For each Rank you have in Regeneration, you recover 1d6 Hit Points at the end of your turn each round.
Rank 3
As Rank 2; severe burns and broken bones mend quickly and your body resets back to its undamaged state even without medical intervention. Remove one Trauma at the end of every Full Rest you take.
rank 4
As Rank 3; your body is capable of restoring lost limbs and you are completely immune to mundane poisons and ordinary diseases. You remove all Trauma at the end of a Full Rest and can even regrow one lost limb or organ during this time.
rank 5
As Rank 4; you are essentially immortal and can regenerate back from death so long as at least one of your brain cells remains intact. You age incredibly slowly and may live several orders of magnitude longer than the average human. The amount of time it takes for you to fully regenerate depends on the extent of your injuries and how much of your body remains intact.
  • Mostly intact: 1 day
  • 50% intact: 1 week
  • Less than 10% intact: 1 month
  • One cell left: 1 year
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Valor

1 ENHANCEMENT STRAND

Tactical
Passive
Whatever battle you fight in, opponents immediately recognize you as the greatest threat. Your incredible prowess and fortitude allow you to fight on the front line and draw enemy threat away from your more vulnerable allies.
Rank 1
After you attack an enemy, they become Fixated on you until the start of your next turn.
Rank 2
As Rank 1; whenever an enemy that is Fixated on you voluntarily moves away from you or makes an attack that does not include you as a target, you may make a basic attack against them as an Interrupt for 1 AP.
Rank 3
As Rank 2; your Interrupt attack against enemies don't attack you or move away from you has Advantage and costs 0 AP.
rank 4
As Rank 3; enemies hit by your Interrupt attack are Slowed (Save ends) if the attack was triggered by a movement or Weakened (Save ends) if the attack was triggered by an attack.
rank 5
As Rank 4; when you hit with the Interrupt triggered by Valor, it counts as a Critical Hit.
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Seismic Slam

1 ENHANCEMENT STRAND

Disruption
Standard Action - 1 Focus per Rank
3 x 3 m. area of effect centered on you
With incredible force, you stomp down or slam your fist into the ground, creating a shockwave that knocks nearby enemies off their feet.
Rank 1
All adjacent enemies must Save or be knocked prone.
Rank 2
As Rank 1; after you use Seismic Slam, the area affected becomes Rough Terrain.
Rank 3
As Rank 2; enemies who are knocked prone by Seismic Slam also take (Body) d6 physical damage.
rank 4
As Rank 3; the range of Seismic Slam increases to a 5 x 5 meter area of effect centered on you.
rank 5
As Rank 4; you can change the exact shape of Seismic Slam to one of your choosing. If you do so however, it must consist of no more than 10 contiguous spaces.

Name

X ENHANCEMENT STRANDS

Role
​Action Type - X Focus
​Target within Range
Description
Rank 1
Rank 2
Rank 3
rank 4
rank 5
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  • Main
  • Sphere
    • How to Play >
      • Game Flow
      • Actions
      • Task Resolution
      • Your Character Sheet
      • Combat
      • Movement
      • Health and Status
      • Destiny
      • Running the Game
    • Setting
    • Worlds >
      • Arcadia >
        • Mara
      • Helios
      • Thera
    • Character >
      • Race
      • Arcanum
      • The Mystery >
        • Rotes
        • Abjuration
        • Animancy
        • Artifice
        • Augury
        • Confluence
        • Conjuration
        • Ecologism
        • Glamour
        • Thaumaturgy
        • Transmutation
      • Features
      • Background
      • Assets
      • BASIC and Stats
      • Character Growth >
        • Keys
    • Wonders Great and Small >
      • Armaments
      • Supplies
      • Services
      • Wonders
      • Real Estate
    • Adventure >
      • The Journey
      • Encounters
      • NPCs
      • Monsters
      • Other Dangers >
        • Disease
      • Rewards
  • Madness
  • Dungeon Storm
  • R3L1C