When you increase the effect of a power, you will choose a limitation of the power to go up a tier. These are listed in the power description as level x y. For example, the push/pull power has a capacity of level 2 kg. This page will help you figure out what level 2 kg can move (by estimating something in a similar size category) and providing examples of items that would fall under level 3 and above as well. I get really bad at explanations as I get more tired and more ADHD that's probably not good.
//I was gonna split these up into three categories
//Offense
//Defense
//Support
//and when you buff part of a power, you buff a whole category at a time. I might still do that for the purposes of traits alone.
Size -
//Wait, isn't this redundant with area? Or did I mean targeting something of a certain size? But wouldn't mass matter more than volume? Putting this on hold unless I find I need it.
Mass - measured in kg.
Level 1 - Roughly 50 kg (roughly as heavy as a person)
Level 2 - Roughly 200 kg (roughly as heavy as a bear)
Level 3 - Roughly 500 kg (roughly as heavy as a sailboat)
Level 4 - Roughly 1000 kg (roughly as heavy as a car)
Level 5 - Roughly 2000 kg (roughly as heavy as a rhinoceros)
Level 6 - Roughly 10,000 kg (roughly as heavy as a jet fighter)
Level 7 - Roughly 25,000 kg (roughly as heavy as a blue whale)
Level 8 - Roughly 50,000 kg (roughly as heavy as a tank)
Level 9 - Roughly 100,000 kg (roughly as heavy as a radio tower)
Level 10 - Roughly 250,000 kg (heavier than the statue of liberty)
Area - measured in square meters
Level 1 - single-target
Level 2 - 1 square meter
Level 3 - 2 square meters
Level 4 - 3 square meters
Level 5 - 5 square meters
Level 6 - 8 square meters
Level 7 - 13 square meters
Level 8 - 21 square meters
Level 9 - 34 square meters
Level 10 - 55 square meters
//This is half a joke, but I wanna try it. Fibonacci seems to work for Scion and this part of the system is trying to evoke roughly the same scaling potential that Scion does.
Range - measured in meters
Level 1 - melee range/1 meter
Level 2 - 20 meters
Level 3 - 100 meters
Level 4 - 250 meters
Level 5 - 500 meters
Level 6 - 1000 meters
Level 7 - 2000 meters
Level 8 - 5000 meters
Level 9 - 10,000 meters
Level 10 - 50,000 meters
Duration - various time units.
Level 1 - 1 round
Level 2 - 1 minute
Level 3 - 10 minutes
Level 4 - 1 hour
Level 5 - 8 hours
Level 6 - 1 day
Level 7 - 3 days
Level 8 - 1 week
Level 9 - 1 month
Level 10 - 1 year
Damage - measured in HP
//Dunno if I need this, since scaling damage exponentially wouldn't be fair or balanced. Might make something where you can increase the difficulty to get 1 extra base damage, but that would just result in a bullshit endgame or not be worth it.
# of Targets
//1 level = 1 additional target is fair.
Save
//While save DCs don't exist, tossing a 1-die penalty on opposed rolls could be a way to buff powers.
Strength
//Dunno what this would do.
HP
//This one's actually worth filling out, but I have no idea what the balance of the system is yet.
Durability
//This is the same as HP.
Capacity
//This is the same as mass.