Editing Treasure Islands

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Apply half the power's PP cost (rounded down) as a penalty to the arcane skill roll to activate it. If the roll fails, the Caster is Shaken. If the arcane skill die rolls 1, the caster suffers 2d6 damage.
 
Apply half the power's PP cost (rounded down) as a penalty to the arcane skill roll to activate it. If the roll fails, the Caster is Shaken. If the arcane skill die rolls 1, the caster suffers 2d6 damage.
  
Powers can be maintained indefinitely once successfully activated, but are automatically canceled if the caster falls asleep or unconscious or fails a casting roll. If the caster becomes Shaken by something other than a failed casting roll or takes Wounds or Fatigue, they have to roll Smarts to avoid dropping all currently maintained powers. Each power maintained inflicts a cumulative -1 penalty to the arcane skill roll to activate any further powers.
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Powers can be maintained indefinitely once successfully activated, but are automatically canceled if the caster falls asleep or unconscious or fails a casting roll. If the caster becomes Shaken (by something other than a failed casting roll) or takes Wounds or Fatigue, they have to roll Smarts to avoid dropping all currently maintained powers. Each power maintained inflicts a cumulative -1 penalty to the arcane skill roll to activate any further powers.
  
 
Preparing a power by concentrating for one entire round, with no movement or interruptions (roll Smarts as above if taking damage), negates up to -2 points of penalties on the casting roll.
 
Preparing a power by concentrating for one entire round, with no movement or interruptions (roll Smarts as above if taking damage), negates up to -2 points of penalties on the casting roll.

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