Action!/Schtick/Sorcery/Enhancement

= Enhancement =

Range: Touch Duration: 1 Sequence (or infinite with Power point) You may enhance one of the following with a Sorcery roll Difficulty 0 and Resistance equal to the base score. You cannot more than double your normal score in this case. This enhancement lasts one Sequence, or with a Power Point, until you want to start regaining the Power Point. You also gain 2 Booster schticks.
 * add to Attribute rolls and static values, but not Pools (PV/3)
 * includes Move
 * this Enhancement does not provide any Pool points or changes to Pools.
 * 1 Pool (increasing and adding to the Pool)
 * Luck (PV/5)
 * Shots (PV/3)
 * Presence (PV/4)
 * Mind (PV/4)
 * Power (but not above the Sorcerers own Power, except by paying 1 Power) (PV/5)
 * Wounds (PV/5)
 * Other pools (Normally PV/5)
 * 1 Skill (with AV as Resistance, increasing PV/5 points)
 * Initiative (+1 per PV, Resistance Initiative).
 * Health (Raise Health by PV*2, Diff Health/4)
 * Damage add of one attack (with Resistance 10+Weapon Damage, PV raising the Damage add)
 * Provide the Regeneration schtick (Resistance 20)
 * Buff a Schtick with X points (Difficulty 10+Schtick cost, Resistance 10+Schtick cost). Add a level of to the schtick per PV.
 * Replace a night of sleep. Does not provide the normal regain of Pool points.

Duration
Tier 1, Progression 5 The Enhancement lasts one extra Sequence.

Extra target
Tier 1, Progression 5 You may enhance one more creature or object with a single Action.

Multiple enhancements
Tier 1 You may use one more enhancement with a single Action.

Extra enhancement
Tier 1 You may add an enhancement type to your repertoire of Enhancement types.

Short Range
Flaw 1 Enhancement now has a range of Power meters.

Medium Range
Tier 2 Requires Short Range Enhancement now has a range of Power x 3 meters.

Long Range
Tier 2 Requires Medium Range Enhancement now has a range of Power x Power meters.