Renegade 20 Core Manual
Version Alpha 0.30
You gain powers as you advance in levels, reflecting superior ability and knowledge. A power usually reflects a very specific combat enhancement that can be used either as a Venture, Encounter, or Innate power, but can refer to a whole range of enhancements that can be applied both within and outside of combat.
In order to add a Power to your character, you need to qualify for the Power as defined by the Powers requirement descriptor. The following can all be requirements:
In addition, some powers are special, being Heroic Powers, Epic Powers, or Astral Powers. These powers can only be selected when you advance to a level that offers such a Power.
You may only add an individual power to your portfolio one time. You may not take a power multiple times, unless specified in the power as part of the “special” descriptor.
Some powers allow more advanced levels of training (Training 2 or Training 3 for example). You may purchase a power that has a more advanced level of training than the one you currently have. If you do, you replace the Training that you currently have with the upgraded level of Training. For example, if you upgrade from Training 1 to Training 2 in a power, you now have the power at Training 2, with the benefits of Training 2. You replace the Training 1 level power, which means the details of Training 1 are no longer part of your portfolio. In many cases, training at higher levels increases the powers effectiveness. Regardless, you do not possess the same power at Training 1 and Training 2, only Training 2.
Frequently, however, you are asked to make choices as part of adding the power to your character, using the descriptior choice. The choices you make in an earlier Training do carry over in a new one. For example, If an aspect asks you to pick a race or discipline to focus the benefits of the aspect in Training 1, all the benefits of Training 2 refering to your choice of Training 1 apply to the choice you made in Training 1.
Each Power has a number of descriptors that have a very specific meaning, determining how often you can cast, and upon which conditions it can be cast. The descriptors are based on a few elements. The first is frequency, defined as:
The second descriptor determines the conditions in which a power can be used. The default descriptor is Standard and means that you can only use this as a power during a Standard Action. Note that all Standard Powers do not include the word “Standard”, it just says “Power”. The other descriptors come into play as a reaction during the course of events of the game:
The third descriptor indicates under what conditions you can add this power to your portfolio. It will be one of 4 definitions:
With this terminology, an Innate Power, is a power that can be used every round as a Standard Action. A Venture Power can be used once per day as a Standard Action in any combat. An Encounter Trigger Power can be used once during any specific combat encounter, as a response to a certain condition. You can not declare and use an Encounter Trigger Power as a standard action in combat (more on combat and standard actions in the combat chapter).