I have a priest/martial artist character in an upcoming campaign who can heal but can also fight barehanded. I wanted to create a power for him that would be a sort of general enhancement to his fighting abilities. Note that the character has a Vow not to use weapons as a major hindrance. I came up with this trapping applied to Boost/Lower Trait:
Cost: 2 PP
Range: self only
Duration: 3 (1/round)
On a success, increase two of the following traits by 1 die type:
On a raise, increase all four by 1 die type.
The idea is that it's double the effect of the base power, but it loses all of its versatility (self-cast only, limited trait selection). However, I haven't yet developed a good gut feel for tweaking powers - does this feel too strong or too weak? Or perhaps roughly balanced?
I think I'm most concerned if it's too strong, since it sucks to give a player a toy only to have to take it away later.