**Power Customization**

You can tweak your powers with trappings (as per the usual Savage Worlds rules for trappings) and with Power Customizations. Each Power Hindrance and Power Advantage has a value, either negative or positive. You may select any number of Hindrances or Advantages, but the final value must equal +0.

The customizations below are only suggestions.

• Decreased Duration (−1): For a power with a duration, the base duration is decreased by 1 round, without decreasing the cost to use the power. This Hindrance may be taken any number of times per power.

• Decreased Range (−2): For a power with a calculated range, the range is halved. This Hindrance may be taken any number of times per power (e.g., the second time makes it 1/2 range; the third time makes it 1/4 range.)

• Easier Acquisition (+2): The Rank of this power is reduced by one step (not available if the power is already Novice level).

• Easier Activation (+2): The Spellcasting roll to activate this power has a +1 bonus. This Advantage may be taken only twice per power.

• Easier Maintenance (+1): For a power that can be maintained beyond its initial casting, the cost per round is reduced by 1 Power Point (minimum of 1). This Advantage may be taken any number of times per power.

• Extended Duration (+1): For a power with a duration, the base duration is increased by 1 round, without increasing the cost to use the power. This Advantage may be taken any number of times per power.

• Extended Range (+2): For a power with a calculated range, the range is doubled. This Advantage may be taken any number of times per power (e.g., the second time makes it ×4 range; the third time makes it ×8 range.)

• Harder Activation (−2): The Spellcasting roll to activate this power has a −1 penalty. This Hindrance may be taken only twice per power.

• Harder Maintenance (−1): For a power that can be maintained beyond its initial casting, the cost per round is increased by 1 Power Point. This Hindrance may be taken any number of times per power.

• Improved Effect: (+2) The power is more effective then usual. This effects the actual function of the power, such as damage die type, template size, and so on. For example, a

*bolt*power with this hindrance would do a base of 2d8 damage rather than 2d6.

• Less Taxing: (+1) The Power Point cost of this power is reduced by 1 (minimum of 1). The cost to maintain the power is unchanged, however. This Advantage may be taken any number of times per power.

• Limited Effect: (−2) The power isn't as effective as usual. This effects the actual function of the power, such as damage die type, template size, and so on. For example, a

*bolt*power with this hindrance would do a base of 2d4 damage rather than 2d6.

• More Taxing (−1): The Power Point cost of this power is increased by 1. The cost to maintain the power is unchanged, however. This Hindrance may be taken any number of times per power.

• Ranged (+1): For a power that normally has a range of Touch, it now has a range equal to the caster’s Smarts in game inches.

• Self Only (−1/−2): For a power that normally works on the caster and others, it now only works on the caster. The value for this Hindrance is −1 if the original power has a range of Touch, and −2 if it worked at a range.

• Touch Ranged (−2): For a power that normally has a range, it now has a range of Touch.

• Usable on Others (+2): For a power that normally only works on the caster (e.g., invisibility, shape change), it now has a range of Touch. This range can be further modified by the Ranged Advantage.