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Enhanced Abilities
Through meditation and practice, inner focus and drive, the Enhanced seeks to elevate what the body is capable of. They excel at pushing their own boundaries and finding new breakthroughs in training when others become stagnant. Aspect
Gain +1 + TT on Athletics Knowledge rolls.
Boost: Gain +1 on defense against Overpower.
Spell - Illusion
Know if there is a Talent that you did not Manifest ongoing or being Manifested in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim red glow in the space if it contains these effects. You can identify the effects as if you could see them being Manifested.
Stance
After you Triumph a roll to use an action targeting yourself, gain +1 + TT/3 on Skill rolls for 1 round.
Boost: Count as 1 + TT/2 spaces closer to Allies for them to target you.
Aspect
Gain 1 + TT Ki Pool. You can use Ki to pay Energy and Resolve costs of Talents. You can replace the benefit of a Recovery with restore 2 Ki.
Boost: When you pay Ki, reduce your DL to Manifest the ability by 1. You can pay 3 Ki as a Major action to gain Recovery.
Response - Infusion
After you Triumph an attack roll, for each 12 in your damage roll, gain +1 + TT/6 damage.
Boost: Attack with a number of d12 equal to the number of 12s rolled in the damage to deal Injury Deaf damage, DL 12 - TT.
Advanced Abilities
Those that practice and excel in the Enhanced style gain access to these more unique abilities.
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Zeal
Choose up to 1 + TT limbs. Gain the chosen limbs.
Boost: Gain a distal on 1 + TT limbs.
Talent
Requirements: 7 Combined Tiers of Athletics and Zeal
Roll Abilities Knowledge to recall an Aspect. If you exceed the DL by 3, you gain that Aspect as if you know it until you Manifest this again.
Boost: The Aspect has 1 + TT/2 Trained Tier.
Talent
Requirements: 11 Combined Tiers of Athletics and Zeal
Gain 1 + TT/6 Reduction against everything.
Boost: Gain 1 + TT/2 Ailment Reduction.
Talent
Requirements: 9 Combined Tiers of Athletics and Zeal
Gain +3 + TT x 3 on Overexertion rolls.
Boost: Increase benefits from Exert by 1.
Aspect
Requirements: 7 Combined Tiers of Athletics and Zeal
You can have Inlays Melded into you as if you are an object. The total Tier of Inlays you Meld this way cannot exceed 1 + TT.
Boost: Reduce the time it takes to Meld or remove an Inlay from you by 1 + TT minutes.
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Zeal
At the start of their turn, creatures in a Burst 3 + TT roll to reduce Ailments like at the end of turn.
Boost: Creatures can use a Major Action to roll to reduce Ailments like at the end of turn.
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