Potent

This extra makes your FX extremely dangerous to enemies with the wrong descriptors for their defenses. For instance, your Damage with the Electrical Descriptor might take the Potent extra against opponents with the Metal descriptor on Enhanced Toughness (for metal armor) or on other FX.
If you successfully hit a target with the chosen descriptor, you may roll two dice for your Effect instead of one, and take the highest result. You gain this extra die every time you roll an attack FX against a target with the chosen descriptor, and do not benefit from this extra against targets without the chosen descriptor. This extra grants the additional dice on the first roll only; if you reroll your Effect with Hero Dice or Combat Dice, you do not gain the benefit of this extra on the reroll.
You can take this extra multiple times. Each time you take this extra, you may choose another descriptor which your attack is Potent against.
Potent can also be used to represent an FX which is particularly suited for a particular action in combat. Many Melee Weapons are designed to be useful for Disarming, for instance. When those weapons are used for such an Action, the effect is resovled with two dice instead of one.
At the GM's option, especially common Descriptors in a particular setting are not appropriate choices for this extra. For example, in a fantasy setting where metal chainmail and plate armor are very common, creating a Potent lightning bolt against metal would be too powerful.
Category:Rulebook
Category:Characters
Category:FX
Category:Extras