Professional Documents
Culture Documents
Attack Module
Total Points: 1
Advantages (1 point)
ENHANCEMENTS (+555%)
Affects Insubstantial: +20%.
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.
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 (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.
ENHANCEMENTS (+555%)
Affects Insubstantial: +20%.
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 (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.
ENHANCEMENTS (+555%)
Affects Insubstantial: +20%.
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.
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 (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.
ENHANCEMENTS (+555%)
Affects Insubstantial: +20%.
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.
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 (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.
ENHANCEMENTS (+555%)
Affects Insubstantial: +20%.
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.
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 (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.