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You have mastered the different styles of energy one can use within their body. Being an enhancer, your most potent techniques include you infusing things within your own body; or that you're holding, with a bolstering energy. However, a true master of Enhancement techniques learns from their other types, and applies those lessons in balance. Each of these techniques draws from your energy chart; starting with the furthest away and weakest, and working towards the most potent. You may active your energy as an action, and it stays active until you are incapacitated or unconscious, allowing you to swap between these forms:

Specialist: 0% Specialists don't fall into the normal categories of the others on the chart, and do something unique and incredible. Your affinity with this type is 0%. You are unable to use specialized techniques, such as an ability that becomes available because of another person's unique or god boon. Passive bonuses do not apply.

Manipulation: 40% Manipulators use their energy and infuse it into an object. But instead of making that object stronger, they have precise control over it. They can also use this technique on living creatures, at times. In your case, your manipulator technique is called Briefcase. When making a thrown attack with an improvised weapon, it can go up to 200ft further, and can track a target with pinpoint accuracy, moving around obstacles and cover. As long as there's a path to the target, it will hit. 

Conjuration: 40% Conjurers can use their energy to make already existing things, and add rules to them. In your case, your technique is called Game Design. As an item interaction, you can make any large size or smaller mundane, improvised object. However, the object isn't made perfectly; it is only useful for dealing damage to creatures and objects. For example, a piano might be out of tune, a machine would be bugged, or a shovel might have it's head fall off. It isn''t possible to make complex objects made of many precise parts, like a nuclear bomb or building, but, with great effort, you can make handheld video game consoles. This object vanishes when you use this feature again.

Emission: 60% Emitters can launch their energy in a pure form, often a projectile. Your emitter technique is called Wicker. When you pick up an improvised weapon you didn't conjure or bring on your person (one in the environment already) and use it as a weapon to make an attack, you can release it in a ball of energy. This ball envelops the target on a hit, applying the effects of the spell levitate. Whenever they are hit by an attack, the ball reduces their weight, allowing them to be pushed up to the attack roll's number of feet away from the attacker. If spiked into the ground or a wall this way, the ball explodes, ending the effect, and dealing 12d12 radiant damage to them.

Transmutation: 60% Transmuters can change the quality of their aura; such as making it shock you, stick to a surface, or, in your case, linger like orange dust on creatures. This technique is called Cheeta. when you are hit by an attack, you can use your reaction to cover the creature who hit you in an energy dust. If that attack would have dropped you to 0 hit points, it does not cost a reaction. These dust effects can stack. At the start of a creature's turn, you can cause the dust on their body to activate; if the amount of dust exceeds their constitution modifier, all of the improvised weapons in your hand are magnetically attracted to their body. They crash into and stick to the target until the end of the current turn, potentially impacting their ability to move, and dealing 1d10 damage of their type for each size category above small they are, and for every stack on the target (so a large sized object would be 2d10+stacks d10)

Enhancement: Enhancers simply boost their own bodies, or objects they're holding. Your enhancer technique is a straight right punch, called Giga Impact. As an action, you make one attack roll against a creature who has damaged or broken one of your improvised weapons, either by being hit, or with some sort of attack or ability. it deals damage equal to the amount of missing hit points you have times 1d2.

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