Enhancements
Enhancements are a number of variable bonuses that can be applied to a character who has been Enhanced. A character's Enhancement Rating, a value of 0 to 10, is the maximum pool of total Enhancements they can equip at once, which can be exchanged outside of combat in the same way as Quirks and Signatures. All Enhancements have a noted cost, which denotes how much of the Enhancement pool is taken up by equipping it. No Enhancement may be equipped twice.
Enhancements are earned by running scenes for other people; the distinction is usually whether or not you are GMing, assisting with GMing, or otherwise 'setting the table' and guiding RP that otherwise would not have happened.
The number of scenes required to obtain a specific Enhancement level is recorded in the table below. The application to register scenes you've GMed for can be found here.
| Level |
Cost to Attain |
Total Cost |
| 1 |
3 |
3 |
| 2 |
3 |
6 |
| 3 |
3 |
9 |
| 4 |
4 |
13 |
| 5 |
4 |
17 |
| 6 |
4 |
21 |
| 7 |
5 |
26 |
| 8 |
5 |
31 |
| 9 |
5 |
36 |
| 10 |
6 |
42 |
The commands for setting enhancements are:
>enhancements/clear to remove equipped ones
>enhancements/buy * to buy one
- Leading (+1): Landing a Solid Hit has a 10% chance of upgrading to a Critical Hit.
- Prescience (+2): Landing a Solid Hit has a 20% chance of upgrading to a Critical Hit.
- Compensation (+2): When your attack results in a Miss, you still deal damage, using a Major portion of the attack's original base power.
- Evasion (+1): Being hit with a Close Call has a 7% chance of downgrading to a Miss.
- Precognition (+2): Being hit with a Close Call has a 14% chance of downgrading to a Miss.
- Destruction (+2): Your attacks have a 25% chance to deal a Massive amount of extra damage.
- Resistance (+2): You have a 25% chance of taking a Superior amount less damage from all attacks.
- Firepower (+1): Your attacks deal a Minor amount more damage.
- Brutality (+2): Your attacks deal a Moderate amount more damage.
- Soak (+1): You take a Minor amount less damage from all attacks.
- Hardness (+2): You take a Moderate amount less damage from all attacks.
- Lethality (+1): Your attacks that initially score a Critical Hit deal a Major amount more damage.
- Elusive (+1): All Close Calls you take deal a Moderate amount less damage.
- Obdurate (+1): You take 6 less damage from all attacks.
- Adamant (+2): You take 12 less damage from all attacks.
- Dire (+1): You deal 7 more damage with all attacks.
- Fell (+2): You deal 13 more damage with all attacks.
- Potent (+2) Moderate bonus to Power.
- Tough (+2) Moderate bonus to Endurance.
- Acute (+2) Moderate bonus to Precision.
- Quick (+2) Moderate bonus to Mitigation.
- Hardy (+1): Your maximum HP is increased by 35.
- Robust (+2): Your maximum HP is increased by 65.
- Driven (+1): Your passive Drive gain is increased by 2.
- Motivated (+2): Your passive Drive gain is increased by 3.
- Hyped (+1): Your attacks have an additional 50% chance to generate Hype.
- Crazy (+2): Your passive Hype gain is increased by 1.
- Proficient (+2): You gain an additional Quirk.
- Veteran (+2): You gain an additional Quirk.
- Accomplished (+3): You gain an additional Prime Quirk.
- Gifted (+5): You gain an additional Signature, used with >sig2 and set with >setsig2. This Signature cannot be Reinforced.
- Morphic (+3): You heal 20 HP after each defense.
- Forcefield (+2): Trade 200 of your normal HP for a 200 Shield HP bar.
- Overshield (+3): Trade 300 of your normal HP for a 300 Shield HP bar.
- Plating (+3): Trade 100 of your normal HP for 100 Armor HP.
- Reinforcement (+4): Trade 100 of your normal HP for 100 Armor HP. Minor bonus to Endurance.
Revision Notes
Uploaded here November of 2025.