When making an Athletics, Coordination or Resilience check, the character may roll an Enhance power check as part of the pool and may spend F to gain S or A (their choice) on the check. May make an Enhance power check as a maneuver to spend F to leap to any location within Short range, or FF to leap to any location within Medium range.
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Effect
Power
Influence
Description
The character may spend F to stress the mind of one living target they are Engaged with, inflicting 1 strain. The Force user may make an opposed Discipline vs. Discipline check combined with an Influence power check. In the character spends F and succeeds on the check, they can force the target to adopt an emotional state or believe something untrue, lasting for 3 rounds or 15 minutes.
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Effect
Power
Move
Description
The character can hurl objects by making a Move power check and rolling a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown (default is silhouette 0) and only succeeds if they can also spend enough F to move the object. The attack deals damage equal to the object’s silhouette times 10 (silhouette 0 deals 5 damage) plus 1 per net S. To throw multiple objects, they must generate enough F to move multiple objects, and must use rules for Auto-Fire to determine difficulty and targeting.
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Effect
Power
Sense
Description
The character may spend F to sense all living things within Short range (including animals and sentient beings) and may spend FF to increase the range of this effect to Medium. The character may instead spend F to sense the current emotional state of one living target they are engaged with.