Originally Posted by Power Ups 4 Enhancements pags 4-5
AURAS OF POWER
This is a new special enhancement for Affliction; it must be combined with one or more of Advantage, Attribute Penalty, Disadvantage, Incapacitation, Irritant, or Negated Advantage. Aura of Power is a meta-enhancement that turns the Affliction into a two-yard area effect, centered on the adventurer, that affects any targets he wishes.
[I]Aura of Power (+175%): Area Effect, 2 yards, +50%; Aura, +80%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after the target leaves the area, -30%; Requires Will Roll*, -5%; Selective Area, +20%; Takes Extra Time, -10%.
* A limitation from Powers. Your switchable ability requires a Will roll to activate, and a further Will roll every minute to maintain. If this roll fails, you can try again, but each repeated attempt costs 1 FP unless you wait five minutes. The user must take a Concentrate maneuver and make a Will roll to bring up the aura. If he fails, he may try again on later turns, but each successive attempt costs 1 FP. If successful, then the aura is active for the next minute.
For a beneficial Affliction, the user may roll Will (as a free action) when someone he wants to bless enters his area of effect. Success means that person is blessed; note the margin of success. On a failure, he may continue to roll once per second (again, as a free action) with no penalty or cost, until successful in blessing that subject. Those blessed stay that way until they leave the area or the aura ends, in which case the effects of the aura linger for seconds equal to the user’s original margin of success for that person.
For a hostile Affliction, the user may attempt to curse anyone entering the area of effect. This works the same as blessings, but is treated as a Quick Contest of the user’s Will versus the target’s HT. The victim suffers the effects for seconds equal to the user’s margin of victory. The user must make a new Will roll each minute to keep his aura up. If he fails, the aura drops; on any subsequent turn, he may pay 1 FP, take a Concentrate maneuver, and make a Will roll to bring it back up. He may also turn it off voluntarily at the beginning of his turn (as a free action); if so, there is no FP cost to switch it back on.
The adventurer must decide how the aura acts against targets of which he is not aware. He can choose (when buying the ability) whether to affect all unknown targets. Either option is balanced; the decision depends on whether the user would rather risk targeting someone who shouldn’t have been or risk not noticing a potential (but unseen) target until it’s too late.
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