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No Knockback Explosion​ Crushing

Attack​ Module
Total Points: 1
Advantages (1 point)

Non-Repulsive Impactor Blast Expulsion​ (​Projectile​)


5 (1) points (alternative attack with ​Innate Attack​ [​crushing​] {​Empowered
Hyper-Repulsive Impactor​} and ​Innate Attack​ [​crushing​] {​Empowered
Non-Repulsive Impactor​})

Non-Repulsive Impactor Blast Expulsion, Default Strike​ (​Projectile​)


Innate Attack​ ​(Exotic, Physical; ​crushing​)​ 1d +5 cr nkb exp 3​ (ignores ​DR)​ ;​ ​½D​ N/A​; ​Max
100​; ​Acc ​0​; ​RoF ​1​; ​Shots ​N/A​; R
​ ecoil ​1​; 3 points:
Crushing ​(​cr​):​ ​Blunt trauma (1 ​HP​ of injury/5 points of basic damage that fail to penetrate
flexible ​DR​). ​5 points/​ level.
Partial Dice​: 1d +5 (2.5 dice). ​12.5 points​.

ENHANCEMENTS (+555%)
Affects Insubstantial​: ​+20%​.

Cosmic​ (​irresistible attack​): Ignores ​DR.​ ​+300%​.

Damage Modifier​ (​Explosion​ [​exp​] ​3)​ ; +150%: ​+50%​/level. The attack produces an
explosion at the point of impact (on a miss, check for scatter). The target takes damage
normally; anything nearby receives “collateral damage” equal to basic damage divided (3x the
distance in yards from the blast). If the attack also has an ​Armor Divisor​, it does not apply to
this collateral damage. The attacker can take up to two additional levels of ​Explosion​ if he
desires a blast that isn’t as affected by distance. The second level divides basic damage by
twice the distance in yards and is +100%; the third level divides damage by the distance in
yards and is +150%. ​Explosion​ is usually limited to crushing and burning attacks, but the GM
may permit other combinations. For more on explosions, see Explosions.

Increased Range ​(​Increased ½ D​)​ 3​ (10x); +15%: + ​ 10%​/level. This enhancement may be
added to any advantage that has a range; eg. ​Innate Attack​ ​or ​Scanning Sense.​ Each level
increases ​½D​ and ​Max​. May increase ​½D ​or ​Max ​individually at half cost (that is, “​Increased
½D”​ and “​Increased Max”​ are ​+5%​/level). However, ​½D​ cannot be increased past max. At
most, ​½D​ can =​Max​ – this means the attack has no ​½D​ range. For attacks that already have
no ​½D r​ ange, ​Max​ can be increased for ​+5%​/level.

Long-Range 1​ (​one step more favourable​ [Long-Distance Modifiers]); +50%: ​+50%​/level.


User’s ranged ability uses a better class of range penalties than usual. From worst to best,
these classes are -1/yard like a Regular spell, the Size and Speed/Range Table,
Long-Distance Modifiers, and no penalties at all. Each level of ​Long-Range​ makes the
penalties one step more favorable. The ability's ​½D​ and ​Max​ range don’t change; use
Increased Range​ or ​Reduced Range​ for that. L ​ ong-Range​ affects the cost of ​Follow-Up​.

Underwater​: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. ​+20%​.

LIMITATIONS (-635%)
Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ER starts R​ egenerating​ after the expenditure of 299 or 151 points for the first time
since the last time it reached 151 points or more [only applies to activation, not maintenance]
{works 73.333333333333333% of the time}): ​-10%​.

Accessibility​ (​only while using ​Injury Tolerance​ [Damage Reduction] {​Toughening}​ )​ :


-10%​.

Accessibility​ (​requires gestures)​ : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. ​-10%​.

Accessibility​ (​requires magic words​): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. ​-10%​.

All-Out​: Ability requires an All-Out attack maneuver; can't be used with any other maneuver
(eg. Move or Change Posture). No active defense are available while using it. If ability allows
more than a step of movement, limit to half Move forward. May attack if the advantage is one
that allows it, but All-Out isn't just for attack abilities - it can be added to any advantage that
requires a maneuver to use (typically Concentrate or Ready), replacing the standard
maneuver with All-Out Attack. ​-25%​.

Costs Fatigue 105​; -525%: ​-5%​/​FP​/use. For instantaneous effects (eg. ​Innate Attack​), this
FP​ cost (105) must be paid every time ability is triggered. For continuing effects (eg. ​Flight​),
this ​FP​ cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only
half as many ​FP​ (round up) [53] need to be paid/minute to keep the ability active. If continuing
effect only lasts one second, and cost must be paid to maintain it every second, double the
value of the limitation to ​-10%​/​FP​.
Damage Limitation​ (​No Knockback​ [​nkb​]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. ​-10%​.

Inaccurate 3​ (-3); -15%: Attack benefits little from careful aiming. Most attacks start with
Accuracy (​Acc)​ 3. Each -1 to ​Acc​ is a ​-5%​ limitation. ​Acc​ may not be reduced below 0.

Martial Protected Corpus ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct:​ ​Code of Honor​ (​ Mental; ​informal ​Code​ that
applies all time​ [​Legendran Code of Chivalry]​); -10 points: ​-10%.​ ​Power disappears​:
Immediately: ​+0%.​ ​Power turns against user​: ​-5%.​ ​Restoration requires​: A month out of
adventuring, or sacrifices worth a month's income; a major quest; or serious harm (4d injury,
crippling, or an incapacitating affliction): ​-5%.​

Non-Repulsive Impactor Blast Expulsion, 3-Chained Strike​ (​Projectile​)


Innate Attack​ ​(Exotic, Physical; ​crushing​)​ +3 cr nkb exp 3​ (ignores ​DR​);​ ​½D​ N/A​; ​Max ​100;​
Acc 0​ ​; ​RoF ​1​; ​Shots ​N/A​; ​Recoil ​1;​ 1 point:
Crushing ​(​cr​):​ ​Blunt trauma (1 ​HP​ of injury/5 points of basic damage that fail to penetrate
flexible ​DR)​ . ​5 points/​ level.
Partial Dice​: +3 (0.9 dice). ​4.5 points​.

ENHANCEMENTS (+555%)
Affects Insubstantial​: ​+20%​.

Cosmic​ (​irresistible attack​): Ignores ​DR.​ ​+300%​.

Damage Modifier​ (​Explosion​ [​exp​] ​3)​ ; +150%: ​+50%​/level. The attack produces an
explosion at the point of impact (on a miss, check for scatter). The target takes damage
normally; anything nearby receives “collateral damage” equal to basic damage divided (3x the
distance in yards from the blast). If the attack also has an ​Armor Divisor​, it does not apply to
this collateral damage. The attacker can take up to two additional levels of ​Explosion​ if he
desires a blast that isn’t as affected by distance. The second level divides basic damage by
twice the distance in yards and is +100%; the third level divides damage by the distance in
yards and is +150%. ​Explosion​ is usually limited to crushing and burning attacks, but the GM
may permit other combinations. For more on explosions, see Explosions.

Increased Range ​(​Increased ½ D​)​ 3​ (10x); +15%: + ​ 10%/​ level. This enhancement may be
added to any advantage that has a range; eg. ​Innate Attack​ ​or ​Scanning Sense.​ Each level
increases ​½D​ and ​Max​. May increase ​½D ​or ​Max ​individually at half cost (that is, “​Increased
½D”​ and “​Increased Max​” are ​+5%​/level). However, ​½D​ cannot be increased past max. At
most, ​½D​ can =​Max​ – this means the attack has no ​½D​ range. For attacks that already have
no ​½D r​ ange, ​Max​ can be increased for ​+5%​/level.
Long-Range 1​ (​one step more favourable​ [Long-Distance Modifiers]); +50%: ​+50%/​ level.
User’s ranged ability uses a better class of range penalties than usual. From worst to best,
these classes are -1/yard like a Regular spell, the Size and Speed/Range Table,
Long-Distance Modifiers, and no penalties at all. Each level of ​Long-Range​ makes the
penalties one step more favorable. The ability's ​½D​ and ​Max​ range don’t change; use
Increased Range​ or ​Reduced Range​ for that. L ​ ong-Range​ affects the cost of ​Follow-Up​.

Underwater​: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. ​+20%​.

LIMITATIONS (-635%)
Accessibility​ (​only if the attacker hits with all three attacks of I​ nnate Attack​ [crushing]
​ mpowered Non-Repulsive Impactor}​ as part of a series of attacks [on the same or
{E
consecutive turns interrupted only by Move maneuvers] including this attack targeting the
same target ​[works 94.4076141% of the time]): ​-0%​.

Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ER starts R​ egenerating​ after the expenditure of 299 or 151 points for the first time
since the last time it reached 151 points or more [only applies to activation, not maintenance]
{works 73.333333333333333% of the time}): ​-10%​.

Accessibility​ (​only while using ​Injury Tolerance​ [Damage Reduction] {T


​ oughening}​ )​ :
-10%​.

Accessibility​ (​requires gestures)​ : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. ​-10%.​

Accessibility​ (​requires magic words​): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. ​-10%​.

All-Out​: Ability requires an All-Out attack maneuver; can't be used with any other maneuver
(eg. Move or Change Posture). No active defense are available while using it. If ability allows
more than a step of movement, limit to half Move forward. May attack if the advantage is one
that allows it, but All-Out isn't just for attack abilities - it can be added to any advantage that
requires a maneuver to use (typically Concentrate or Ready), replacing the standard
maneuver with All-Out Attack. ​-25%​.

Costs Fatigue 105​; -525%: ​-5%/​ ​FP​/use. For instantaneous effects (eg. ​Innate Attack​), this
FP​ cost (105) must be paid every time ability is triggered. For continuing effects (eg. ​Flight​),
this ​FP​ cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only
half as many ​FP​ (round up) [53] need to be paid/minute to keep the ability active. If continuing
effect only lasts one second, and cost must be paid to maintain it every second, double the
value of the limitation to ​-10%​/​FP​.

Damage Limitation​ (​No Knockback​ [​nkb​]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. ​-10%​.

Inaccurate 3​ (-3); -15%: Attack benefits little from careful aiming. Most attacks start with
Accuracy (​Acc​) 3. Each -1 to ​Acc​ is a ​-5%​ limitation. ​Acc​ may not be reduced below 0.

Martial Protected Corpus ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct:​ ​Code of Honor​ (​ Mental; ​informal ​Code​ that
applies all time​ [​Legendran Code of Chivalry]​); -10 points: ​-10%.​ ​Power disappears​:
Immediately: ​+0%.​ ​Power turns against user​: ​-5%.​ ​Restoration requires​: A month out of
adventuring, or sacrifices worth a month's income; a major quest; or serious harm (4d injury,
crippling, or an incapacitating affliction): ​-5%.​

Non-Repulsive Impactor Blast Expulsion, 3-Chained Strike II​ (​Projectile)​


Innate Attack​ ​(Exotic, Physical; ​crushing​)​ +3 cr nkb exp 3​ (ignores ​DR)​ ;​ ​½D​ N/A​; ​Max 1
​ 00;​
Acc ​0​; ​RoF ​1​; ​Shots ​N/A​; ​Recoil ​1;​ 1 point:
Crushing ​(​cr​):​ ​Blunt trauma (1 ​HP​ of injury/5 points of basic damage that fail to penetrate
flexible ​DR)​ . ​5 points​/level.
Partial Dice​: +3 (0.9 dice). ​4.5 points​.

ENHANCEMENTS (+555%)
Affects Insubstantial​: ​+20%.​

Cosmic​ (​irresistible attack)​ : Ignores ​DR.​ ​+300%​.

Damage Modifier​ (​Explosion​ [​exp​] ​3)​ ; +150%: ​+50%​/level. The attack produces an
explosion at the point of impact (on a miss, check for scatter). The target takes damage
normally; anything nearby receives “collateral damage” equal to basic damage divided (3x the
distance in yards from the blast). If the attack also has an ​Armor Divisor​, it does not apply to
this collateral damage. The attacker can take up to two additional levels of ​Explosion​ if he
desires a blast that isn’t as affected by distance. The second level divides basic damage by
twice the distance in yards and is +100%; the third level divides damage by the distance in
yards and is +150%. ​Explosion​ is usually limited to crushing and burning attacks, but the GM
may permit other combinations. For more on explosions, see Explosions.

Increased Range ​(​Increased ½ D​)​ 3​ (10x); +15%: + ​ 10%/​ level. This enhancement may be
added to any advantage that has a range; eg. ​Innate Attack​ ​or ​Scanning Sense.​ Each level
increases ​½D​ and ​Max.​ May increase ​½D ​or ​Max ​individually at half cost (that is, “​Increased
½D”​ and “​Increased Max​” are ​+5%​/level). However, ​½D​ cannot be increased past max. At
most, ​½D​ can =​Max​ – this means the attack has no ​½D​ range. For attacks that already have
no ​½D r​ ange, ​Max​ can be increased for ​+5%​/level.

Long-Range 1​ (​one step more favourable​ [Long-Distance Modifiers]); +50%: ​+50%​/level.


User’s ranged ability uses a better class of range penalties than usual. From worst to best,
these classes are -1/yard like a Regular spell, the Size and Speed/Range Table,
Long-Distance Modifiers, and no penalties at all. Each level of ​Long-Range​ makes the
penalties one step more favorable. The ability's ​½D​ and ​Max​ range don’t change; use
Increased Range​ or ​Reduced Range​ for that. L ​ ong-Range​ affects the cost of ​Follow-Up​.

Underwater​: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. ​+20%​.

LIMITATIONS (-635%)
Accessibility​ (​only if the attacker hits with six attacks using I​ nnate Attack​ [crushing]
​ mpowered Non-Repulsive Impactor}​ as part of a series of attacks [on the same or
{E
consecutive turns interrupted only by Move maneuvers] including this attack targeting the
same target ​[works 89.1279760005451881% of the time]): ​-5%.​

Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ER starts R​ egenerating​ after the expenditure of 299 or 151 points for the first time
since the last time it reached 151 points or more [only applies to activation, not maintenance]
{works 73.333333333333333% of the time}): ​-10%​.

Accessibility​ (​only while using ​Injury Tolerance​ [Damage Reduction] {T


​ oughening}​ ​):
-10%​.

Accessibility​ (​requires gestures)​ : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. ​-10%​.

Accessibility​ (​requires magic words​): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. ​-10%.​

All-Out​: Ability requires an All-Out attack maneuver; can't be used with any other maneuver
(eg. Move or Change Posture). No active defense are available while using it. If ability allows
more than a step of movement, limit to half Move forward. May attack if the advantage is one
that allows it, but All-Out isn't just for attack abilities - it can be added to any advantage that
requires a maneuver to use (typically Concentrate or Ready), replacing the standard
maneuver with All-Out Attack. ​-25%​.
Costs Fatigue 104​; -520%: ​-5%/​ ​FP​/use. For instantaneous effects (eg. ​Innate Attack​), this
FP​ cost (104) must be paid every time ability is triggered. For continuing effects (eg. ​Flight​),
this ​FP​ cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only
half as many ​FP​ (round up) [52] need to be paid/minute to keep the ability active. If continuing
effect only lasts one second, and cost must be paid to maintain it every second, double the
value of the limitation to ​-10%/​ ​FP​.

Damage Limitation​ (​No Knockback​ [​nkb​]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. ​-10%.​

Inaccurate 3​ (-3); -15%: Attack benefits little from careful aiming. Most attacks start with
Accuracy (​Acc​) 3. Each -1 to ​Acc​ is a ​-5%​ limitation. ​Acc​ may not be reduced below 0.

Martial Protected Corpus ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct:​ ​Code of Honor​ (​ Mental; ​informal C ​ ode​ that
applies all time​ [​Legendran Code of Chivalry]​); -10 points: ​-10%.​ ​Power disappears​:
Immediately: ​+0%.​ ​Power turns against user​: ​-5%.​ ​Restoration requires​: A month out of
adventuring, or sacrifices worth a month's income; a major quest; or serious harm (4d injury,
crippling, or an incapacitating affliction): ​-5%.​

Non-Repulsive Impactor Blast Expulsion, Chained Strike​ (​Projectile)​


Innate Attack​ ​(Exotic, Physical; ​crushing​)​ +1 cr nkb exp 3​ (ignores ​DR​);​ ​½D​ N/A​; ​Max 1
​ 00;​
Acc ​0​; ​RoF ​1;​ ​Shots ​N/A​; ​Recoil 1
​ ;​ 1 point:
Crushing ​(​cr​):​ ​Blunt trauma (1 ​HP​ of injury/5 points of basic damage that fail to penetrate
flexible ​DR​). ​5 points​/level.
Partial Dice​: +1 (0.3 dice). ​1.5 points.​

ENHANCEMENTS (+555%)
Affects Insubstantial​: ​+20%.​

Cosmic​ (​irresistible attack)​ : Ignores ​DR​. ​+300%.​

Damage Modifier​ (​Explosion​ [​exp​] ​3)​ ; +150%: ​+50%​/level. The attack produces an
explosion at the point of impact (on a miss, check for scatter). The target takes damage
normally; anything nearby receives “collateral damage” equal to basic damage divided (3x the
distance in yards from the blast). If the attack also has an ​Armor Divisor​, it does not apply to
this collateral damage. The attacker can take up to two additional levels of ​Explosion​ if he
desires a blast that isn’t as affected by distance. The second level divides basic damage by
twice the distance in yards and is +100%; the third level divides damage by the distance in
yards and is +150%. ​Explosion​ is usually limited to crushing and burning attacks, but the GM
may permit other combinations. For more on explosions, see Explosions.
Increased Range ​(​Increased ½ D​)​ 3​ (10x); +15%: + ​ 10%/​ level. This enhancement may be
added to any advantage that has a range; eg. ​Innate Attack​ ​or ​Scanning Sense.​ Each level
increases ​½D​ and ​Max​. May increase ​½D o ​ r ​Max ​individually at half cost (that is, “​Increased
½D”​ and “​Increased Max​” are ​+5%/​ level). However, ​½D​ cannot be increased past max. At
most, ​½D​ can =​Max​ – this means the attack has no ​½D​ range. For attacks that already have
no ​½D ​range, ​Max​ can be increased for ​+5%/​ level.

Long-Range 1​ (​one step more favourable​ [Long-Distance Modifiers]); +50%: ​+50%​/level.


User’s ranged ability uses a better class of range penalties than usual. From worst to best,
these classes are -1/yard like a Regular spell, the Size and Speed/Range Table,
Long-Distance Modifiers, and no penalties at all. Each level of ​Long-Range​ makes the
penalties one step more favorable. The ability's ​½D​ and ​Max​ range don’t change; use
Increased Range​ or ​Reduced Range​ for that. L ​ ong-Range​ affects the cost of ​Follow-Up​.

Underwater​: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. ​+20%.​

LIMITATIONS (-635%)
Accessibility​ (​only if the attacker hits with ​Innate Attack​ [crushing] {E
​ mpowered
Hyper-Repulsive Impactor​} as part of a series of attacks [on the same or consecutive
turns interrupted only by Move maneuvers] including this attack targeting the same target
[works 98.1% of the time]): ​-0%​.

Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ER starts ​Regenerating​ after the expenditure of 299 or 151 points for the first time
since the last time it reached 151 points or more [only applies to activation, not maintenance]
{works 73.333333333333333% of the time}): ​-10%​.

Accessibility​ (​only while using ​Injury Tolerance​ [Damage Reduction] {T


​ oughening}​ ​):
-10%​.

Accessibility​ (​requires gestures)​ : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. ​-10%.​

Accessibility​ (​requires magic words​): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. ​-10%​.

All-Out​: Ability requires an All-Out attack maneuver; can't be used with any other maneuver
(eg. Move or Change Posture). No active defense are available while using it. If ability allows
more than a step of movement, limit to half Move forward. May attack if the advantage is one
that allows it, but All-Out isn't just for attack abilities - it can be added to any advantage that
requires a maneuver to use (typically Concentrate or Ready), replacing the standard
maneuver with All-Out Attack. ​-25%​.

Costs Fatigue 105​; -525%: ​-5%/​ ​FP​/use. For instantaneous effects (eg. ​Innate Attack​), this
FP​ cost (105) must be paid every time ability is triggered. For continuing effects (eg. ​Flight​),
this ​FP​ cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only
half as many ​FP​ (round up) [53] need to be paid/minute to keep the ability active. If continuing
effect only lasts one second, and cost must be paid to maintain it every second, double the
value of the limitation to ​-10%/​ ​FP​.

Damage Limitation​ (​No Knockback​ [​nkb​]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. ​-10%.​

Inaccurate 3​ (-3); -15%: Attack benefits little from careful aiming. Most attacks start with
Accuracy (​Acc)​ 3. Each -1 to ​Acc​ is a ​-5%​ limitation. ​Acc​ may not be reduced below 0.

Martial Protected Corpus ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct:​ ​Code of Honor​ (​ Mental; ​informal C ​ ode​ that
applies all time​ [​Legendran Code of Chivalry]​); -10 points: ​-10%.​ ​Power disappears​:
Immediately: ​+0%​. ​Power turns against user​: ​-5%.​ ​Restoration requires​: A month out of
adventuring, or sacrifices worth a month's income; a major quest; or serious harm (4d injury,
crippling, or an incapacitating affliction): ​-5%.​

Non-Repulsive Impactor Blast Expulsion, Chained Aerial Strike​ (​Projectile​)


Innate Attack​ (​ Exotic, Physical; ​crushing​)​ +1 cr nkb exp 3​ (ignores ​DR​);​ ​½D​ N/A​; ​Max 1
​ 00;​
Acc 0​ ;​ ​RoF ​1;​ ​Shots ​N/A​; ​Recoil 1
​ ;​ 1 point:
Crushing ​(​cr​):​ ​Blunt trauma (1 ​HP​ of injury/5 points of basic damage that fail to penetrate
flexible ​DR​). ​5 points/​ level.
Partial Dice​: +1 (0.3 dice). ​1.5 points.​

ENHANCEMENTS (+555%)
Affects Insubstantial​: ​+20%.​

Cosmic​ (​irresistible attack)​ : Ignores ​DR​. ​+300%.​

Damage Modifier​ (​Explosion​ [​exp​] ​3)​ ; +150%: ​+50%​/level. The attack produces an
explosion at the point of impact (on a miss, check for scatter). The target takes damage
normally; anything nearby receives “collateral damage” equal to basic damage divided (3x the
distance in yards from the blast). If the attack also has an ​Armor Divisor​, it does not apply to
this collateral damage. The attacker can take up to two additional levels of ​Explosion​ if he
desires a blast that isn’t as affected by distance. The second level divides basic damage by
twice the distance in yards and is +100%; the third level divides damage by the distance in
yards and is +150%. ​Explosion​ is usually limited to crushing and burning attacks, but the GM
may permit other combinations. For more on explosions, see Explosions.

Increased Range ​(​Increased ½ D​)​ 3​ (10x); +15%: + ​ 10%/​ level. This enhancement may be
added to any advantage that has a range; eg. ​Innate Attack​ ​or ​Scanning Sense.​ Each level
increases ​½D​ and ​Max​. May increase ​½D o ​ r ​Max ​individually at half cost (that is, “​Increased
½D”​ and “​Increased Max​” are ​+5%/​ level). However, ​½D​ cannot be increased past max. At
most, ​½D​ can =​Max​ – this means the attack has no ​½D​ range. For attacks that already have
no ​½D ​range, ​Max​ can be increased for ​+5%/​ level.

Long-Range 1​ (​one step more favourable​ [Long-Distance Modifiers]); +50%: ​+50%​/level.


User’s ranged ability uses a better class of range penalties than usual. From worst to best,
these classes are -1/yard like a Regular spell, the Size and Speed/Range Table,
Long-Distance Modifiers, and no penalties at all. Each level of ​Long-Range​ makes the
penalties one step more favorable. The ability's ​½D​ and ​Max​ range don’t change; use
Increased Range​ or ​Reduced Range​ for that. L ​ ong-Range​ affects the cost of ​Follow-Up​.

Underwater​: Attacks are assumed to be usable in air or in vacuum, but ineffective in liquid.
This enhancement lets an attack work underwater at 1/10 range. ​+20%.​

LIMITATIONS (-635%)
Accessibility​ (​only if the attacker hits with two attacks using ​Innate Attack​ [crushing]
​ mpowered Hyper-Repulsive Impactor​} as part of a series of attacks [on the same or
{E
consecutive turns interrupted only by Move maneuvers] including this attack targeting the
same target​ [works 96.2361% of the time]): ​-0%​.

Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ER starts ​Regenerating​ after the expenditure of 299 or 151 points for the first time
since the last time it reached 151 points or more [only applies to activation, not maintenance]
{works 73.333333333333333% of the time}): ​-10%​.

Accessibility​ (​only while airborne​): ​-20%​.

Accessibility​ (​only while using ​Injury Tolerance​ [Damage Reduction] {T


​ oughening}​ ​):
-10%​.

Accessibility​ (​requires gestures)​ : The hands – and to a lesser degree, the rest of own body –
must be free to move about. If own arms are restrained in any way, or own lower body is fully
pinned or clamped in place, ability cannot be used. ​-10%.​

Accessibility​ (​requires magic words​): Must chant at normal conversation levels. Cannot be
gagged, and stealth is impossible. ​-10%​.
All-Out​: Ability requires an All-Out attack maneuver; can't be used with any other maneuver
(eg. Move or Change Posture). No active defense are available while using it. If ability allows
more than a step of movement, limit to half Move forward. May attack if the advantage is one
that allows it, but All-Out isn't just for attack abilities - it can be added to any advantage that
requires a maneuver to use (typically Concentrate or Ready), replacing the standard
maneuver with All-Out Attack. ​-25%​.

Costs Fatigue 101​; -505%: ​-5%/​ ​FP​/use. For instantaneous effects (eg. ​Innate Attack​), this
FP​ cost (101) must be paid every time ability is triggered. For continuing effects (eg. ​Flight​),
this ​FP​ cost must be paid to activate the ability for 1 minute. Once this initial cost is paid, only
half as many ​FP​ (round up) [51] need to be paid/minute to keep the ability active. If continuing
effect only lasts one second, and cost must be paid to maintain it every second, double the
value of the limitation to ​-10%/​ ​FP​.

Damage Limitation​ (​No Knockback​ [​nkb​]): An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. ​-10%.​

Inaccurate 3​ (-3); -15%: Attack benefits little from careful aiming. Most attacks start with
Accuracy (​Acc)​ 3. Each -1 to ​Acc​ is a ​-5%​ limitation. ​Acc​ may not be reduced below 0.

Martial Protected Corpus ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct:​ ​Code of Honor​ (​ Mental; ​informal C ​ ode​ that
applies all time​ [​Legendran Code of Chivalry]​); -10 points: ​-10%.​ ​Power disappears​:
Immediately: ​+0%​. ​Power turns against user​: ​-5%.​ ​Restoration requires​: A month out of
adventuring, or sacrifices worth a month's income; a major quest; or serious harm (4d injury,
crippling, or an incapacitating affliction): ​-5%.​

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