Enhancements allow special abilities to be somehow more than the typical version. Each enhancement may be taken more than once for each special ability, either altering the ability in similar though distinct ways or, for some, through stacking the effects. The cost of the enhancement adds to the associated special ability’s total cost (base cost plus the cost for additional ranks).
Additional Effect (1): The special ability produces a useful, though minor, side effect that is a natural extension of the power. The more useful the side effect, the greater the number of ranks. Some examples include a skill bonus when using the ability, doing residual damage (such as reﬂection with Natural Armor or radiation with Natural Ranged Weapon), or adding functionality to an Extra Body Part.
Bestow (see description): The character may share her special ability with a certain type of target: sentient living, non-sentient living, or nonliving. The player must chose which group when including this enhancement. The cost of this enhancement equals one-half (rounded up) of the special ability total (base cost plus additional ranks cost plus enhancement costs). She may only use her special ability on herself and on members of her target group with a multi-action penalty. Some special abilities will require better stories concerning how the character can manage sharing them than others (such as Youthful Appearance or Ambidextrous), while others may not have this enhancement (such as Longevity or Immortality). The target has control over the use of the Bestowed special ability for as long as the Bestowing character allows. A character may only have one rank in this enhancement, but she may have multiple versions of it.
Extended Range (3): The factor used to determine the range of the character’s special ability is increased. Every rank of this enhancement allows the player to add one half of the ranks in the special ability (rounded up) to the factor when determining the range. Thus, to increase the range factor by half the ranks costs three, by the ranks in the ability costs six, by 1.5 times the ranks costs eight, and so on.
Example: The range for Natural Ranged Weapon is 20 times the number of ranks in the special ability times the character’s Physique or lifting in meters. With two ranks of Extended range, the range would now be 20 times twice the number of ranks in the special ability times the character’s Physique or lifting.
Magically Empowered (4 for 1 rank; 5 for 2 ranks): The special ability comes from a magical source — a feature of the character’s species, a result of the character’s parentage, a means of explaining a mysterious ancient artifact, and so on. A special ability provided by a spell does not need this enhancement, nor does Natural Magic require it. An item created for a character because of the Equipment Advantage would.
Two ranks exist for this enhancement. At Rank 1, with a cost of four, the power with this enhancement has a magical power source, but it is not truly magical in nature. If it does damage, protecting special abilities or magical spells of any defensive nature can defend against it as normal. It can act on characters in astral form, spirits, and other magical creatures or magical items not affected by normal harm. It does harm to those beings and items at one-half of its damage total, before modiﬁers and rounded down.
If it provides protection, it defends at one-half its total, before modiﬁers and rounded down, against magical blasts or special abilities possessed by demons, ghosts, and other magical or spiritual beings.
In both cases, these bonuses are in addition to the normal applications of the special ability.
At Rank 2, with a cost of ﬁve, the power with this enhancement is magical in nature. If it does damage, protecting special abilities only defend at one-half their die code (rounded down) against its attacks, but the Enhanced special ability can be completely protected against by other magical special abilities (protecting special abilities with this enhancement; spells that protect against magical attacks; and protective versions of Natural Magick). It can be used against characters in astral form, spirits, and other magical or spiritual creatures or magical items not affected by normal harm. For both cases, this is in addition to the regular manifestations of the special ability.
If the special ability with this level of enhancement provides protection to the character, it can defend against normal and magical powers (attacking special abilities with this enhancement; damage-dealing spells; and attack versions of Natural Magick; special abilities magical in nature possessed by demons, ghosts, and the like).
To include this enhancement with a special ability in an item, the item’s special ability should also have the limitation Burn-out (R1), item can be lost or stolen.
Multiple Targets (2): The character may use the special ability more than once per round without incurring a multi-action penalty. For each rank in this enhancement, the character gains one additional use of the special ability. This adds to any other bonus actions provided by a power; it does not multiply it.