Yup but no target can have more than +2 re-rolls from an enhance power, gadgets doesn't specify limits and parasite doesn't allow more than +3 re-rolls on any single roll so it could be important to know where the re-rolls came from.
Incidentally I'm assuming gadgets' re-rolls work like the others in that it's a limited pool of re-rolls you can spend. The wording is ambiguous and sounds like if you roll 2 goals you get 2 re-rolls on every dice roll that turn.
Also do re-rolls granted by parasite need to be used on a single roll or can they accumulate and be spent like enhance re-rolls?
You asked some excellent questions that made me go back and want to re-think and clarify Re-rolls and powers that grant them.
So here's some re-worked text:
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Re-Rolls
A character’s powers, special maneuvers, or backgrounds often allow his player to re-roll failed dice in specific situations. Whenever re-rolls come into play, a player can pick up a die that rolled less than 4 and roll it again, or if he's feeling lucky, he can pick up a die that rolled 4 or 5 and try to throw a 6 with it! The same die may never be re-rolled more than once, even if a throw has "extra" re-rolls left over.
For an easy reminder, we note the number of Re-rolls allowed on a throw in brackets next to the relevant trait or dice pool. For example, if Sky’s brawler gets 2 Re-rolls on his 5D melee attack, he would note them like this: 5D[2]. You can use a trait’s Re-rolls on each throw of the relevant dice pool.
Temporary Re-rolls
Add Temporary Re-rolls from powers and abilities into a Re-roll Pool. Your Re-roll pool may never exceed six Re-rolls. Spend these temporary Re-rolls on dice throws just like permanent Re-rolls granted by powers. You can also add them to dice throws with permanent Re-rolls. A model may never benefit from more than four re-rolls on any dice pool throw.
Example: Sky’s brawler possesses unbreakable claws granting him two re-rolls in his 5D melee attack pool, so he notes this on his roster as 5D[2]. If Sky rolls this pool and gets 3, 3, 4, 5, and 5, he can pick up two failed dice and roll them again. If on a later throw he gets a 1, 4, 5, 5, and 6, he could pick up the 1 and throw it again, but if it fails he cannot re-roll it a second time, because the same die may never be re-rolled more than once.
Example: If Sky’s mutant also received +2 Re-rolls from his ally’s Enhance power, he’d note a “2” in his Re-roll Pool box. If he wanted to use these temporary Re-rolls on an attack roll, he’d roll 5D[4], and have the ability to re-roll up to four dice on his throw. Once used, those temporary Re-rolls would be expended.
Enhance (major)
You can increase the capabilities of characters within 10” of you. Use a special action and make a 6D check. Every two goals you score grant your target +1 Re-roll to his Re-roll pool. You can split Re-rolls between multiple targets within 10” of you.
Enhance (minor)
You can increase the capabilities of characters within 5” of you. Use a special action and make a 5D check. Every two goals you score grant your target +1 Re-roll on a check of his choice. You can split Re-rolls between multiple targets within 5” of you.
Example: Prof Weird tries to Enhance Ox and Simian. He rolls 5D and scores 4 goals! This gives him +2 Re-rolls to impart, and he gives one to Ox and one to Simian.
Gadgets (minor)
You have an array of gadgets and devices in your utility belt or bag of tricks that you can use to give you an advantage against your foes. Make a Chance Roll at the start of your turn. The number of goals rolled is the number of Re-rolls added to your Re-roll pool.
You also have a 3D, 10” Body-damage ranged attack.
Parasite (minor)
You drain the vital energies of your foes and use them to power and heal yourself! Make a 5D Psyche based attack against a foe in melee contact with you. If you remove at least 1 Psyche damage box, you may heal one of your own missing Body or Psyche damage boxes, or add +1 to your Re-roll pool.
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What this does is codify, streamline, and standardize Re-rolls, temporary Re-rolls, and the powers that grant them.
I also cut the max re-rolls on one throw down from 6 to 4. The largest dice pools we're going to have are around 8, and I like the idea of max re-rolls on one throw at half that.
These changes mean you can accumulate Re-rolls from different sources and use them as you see fit without having to worry about tracking where they came from or what their limits are.
It can result in a situation where your Re-rolls hit the ceiling at six and you can't gain further bennies from say, an Enhance, but I am willing to trade that odd instance for this streamlining of play and consistency.
This will also necessitate a small square on the character sheet for tracking temporary re-rolls.