You are on page 1of 17

Crushing Offensive Module

Total Points: 122


Advantages (143 -21 [​Prerequisite​: ​Innate Attack​ {​crushing​}
❴​Empowered Non-Repulsive Impactor, Default Strike​❵] =122 points)

Chained Maneuvers Opportunity 


Altered Time Rate​ (Exotic, Mental) ​3;​ 60 points: ​100 points/​ level. Possessor’s rate of time
perception is faster than that of a normal human. The first level of this advantage lets him
experience time twice as fast as normal – that is, the possessor experiences two subjective
seconds for each real second that passes. Each level past the first increases this ratio by one:
three times as fast at level 2, four times as fast at level 3, and so on. Each level of ​Altered Time 
Rate​ lets the possessor take one additional maneuver on his turn in combat, allowing him to cast
spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move
maneuvers, etc. The possessor’s turn doesn’t come any sooner, however! This advantage
affects how fast the possessor moves when he reacts, but not how quickly he reacts in the first
place. Out of combat, ​Altered Time Rate​ allows the possessor the luxury of extensive planning,
even in crisis situations, as everything seems to happen in slow motion. He may always attempt
a Sense roll, or an ​IQ​-based skill roll to make plans or recall information (GM’s decision), at no
penalty to additional actions. In order to do anything that depends on someone else’s reactions,
the possessor must deliberately “slow down” and function at their speed. This applies both when
making a Feint in combat and when making an Influence roll out of combat. For instance, if the
possessor chooses to Feint, that is all he can do on his turn – he cannot take extra actions. (On
the other hand, the possessor could make an All-Out Attack followed by an Attack in order to
beat down the target’s defenses through sheer blinding speed!)

Enhancements (+30%)
Reduced Time 1​; +20%: ​+20%​/level. Possessor may only add this enhancement to abilities
that require time to activate. He can take it any number of times. Each level halves the time
required to use the ability (round up). Once time is reduced to one second, a further level of
Reduced Time​ makes the ability instantaneous – using it is a free action. Note that the
possessor cannot add ​Reduced Time​ to attack powers, to traits that list any kind of special
modifier that affects activation time, or to ​Magery​ (to reduce casting times).

Switchable​: This enhancement only exists for physiological features (e.g., ​Claws​), defenses,
and other traits that are normally “always on.” It allows the switching of the advantage off and on
with a Ready maneuver. Specify whether it switches on or off – or remains in its current state,
whatever that is – when user is knocked out. Can’t add ​Switchable​ to an advantage that lists
special modifiers that enables turning it off and on, regardless of whether own ability has those
modifiers. If an advantage notes ​Switchable​ as a special enhancement with a different value,
use that value instead. ​Switchable​ isn’t permitted on meta-traits, either. To get a switchable
meta-trait, buy an ​Alternate Form​. ​+10%.​

Limitations (-110%)
Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ​ER​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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 upon inflicting a critical hit, a knockback, a knockdown, or the reduction of a
target to 0 ​HP​ or below. The decision to activate must be made the first instance one of the
above conditions is met, and subsequent meeting of the above conditions do not allow further
activations until the duration of the first activation has expired. All attacks made using extra
maneuvers gained via this ability must target whoever or whatever that enabled activation of this
ability in the first place.​); ​-40%.

Accessibility​ (​only while using ​Injury Tolerance​ [Diffuse] {​Corporeal Dispersal​}​): ​-10%​.

Costs Fatigue 3​; -30%: ​-10%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
must be paid every time ability is triggered. For continuing effects (e.g. ​Flight​), this ​FP​ cost (3)
must be paid to activate the ability for 1 minute. Once this initial cost is paid, only half as many
FP​ (round up) [2] 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​.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ ​(Mental; ​informal ​Code​ that applies all the
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%​. 

Empowered Hyper-Repulsive Impactor 


8 (2) points (alternative ability with ​Control​ [​Common​ {Water}] ❴​Hydrogenic Manipulation​❵, ​Create​
[​Specific Item​ {Water}] ❴​Hydrogenic Manifestation​​❵, ​Innate Attack​ [crushing] {​Directed Shapeable 
Ambience-Dependant Impactor Field Imposition​}, ​Innate Attack​ [​crushing​] {​Empowered Non-Repulsive 
Impactor​}, and ​Innate Attack​​ [​crushing]​ {​Wide Impactor Stream​​})

Empowered Hyper-Repulsive Impactor, Default Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing​)​ ​1d +15 cr dkb​ (ignores ​DR​);​ ​Reach​ C
​ ​; 6 points:
Crushing ​(​cr​):​ ​Knockback (1 yard/full multiple of target's ​ST​ -2 [×2 with ​Damage Modifier
{​Double Knockback​ ❴​ ​dkb​❵​}] points of basic damage) and blunt trauma (1 ​HP​ of injury/5 points
of basic damage that fail to penetrate flexible ​DR​). ​5 points​/level.
Partial Dice​: 1d +15 (5.5 dice). ​27.5 points​.

Enhancements (360%)
Affects Insubstantial​: ​+20%​.

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

Damage Modifier​ (​Double Knockback​ ​[d


​ kb]​ ​): This lets a crushing or cutting attack inflict
twice as much knockback as usual. ​+20%.​

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 (-440%)
Accessibility​ (​only on the first 44 seconds of every 60-second cycle starting from the second
user's ​ER​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%​.

Accessibility​ (​only with All-Out Attack [Determined]​ {works 33.333333333333333 of the


time}): ​-25%​.

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​: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his ​Move​ in a forward direction. The user
may attack if the advantage is one that lets him do so, but ​All-Out​ isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. ​-25%​.
Costs Fatigue 59​; -295%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost (59) must be paid every time ability is triggered. For continuing effects (e.g. ​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) [20] 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​.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%​. 

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%​. If the attack cannot parry, it is worth an
extra -5%.

Empowered Hyper-Repulsive Impactor, 3-Chained Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+3 cr dkb​ (ignores ​DR​);​ R
​ each​ ​C​; 1 point:
Crushing ​(​cr​):​ ​Knockback (1 yard/full multiple of target's ​ST​ -2 [×2 with ​Damage Modifier
{​Double Knockback​ ​❴​dkb​❵​}] points of basic damage) and 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 (360%)
Affects Insubstantial​: ​+20%.​

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

Damage Modifier​ (​Double Knockback​ ​[​dkb]​ )​ : This lets a crushing or cutting attack inflict
twice as much knockback as usual. ​+20%​.

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 (-440%)
Accessibility​ (​only if the attacker hits with all three attacks of ​Innate Attack​ [crushing]
{​Empowered Non-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 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​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

Accessibility​ (​only with All-Out Attack [Determined]​ {works 33.333333333333333 of the


time}): ​-25%​.

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​: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his ​Move​ in a forward direction. The user
may attack if the advantage is one that lets him do so, but ​All-Out​ isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. ​-25%​.

Costs Fatigue 59​; -295%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost (59) must be paid every time ability is triggered. For continuing effects (e.g. ​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) [30] 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​.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%​. 
Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%;​ ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Hyper-Repulsive Impactor, 3-Chained Strike II 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+3 cr dkb​ (ignores ​DR​);​ R
​ each​ ​C​; 1 point:
Crushing ​(​cr​):​ ​Knockback (1 yard/full multiple of target's ​ST​ -2 [×2 with ​Damage Modifier
{​Double Knockback​ ​❴​dkb​❵​}] points of basic damage) and 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 (360%)
Affects Insubstantial​: ​+20%.​

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

Damage Modifier​ (​Double Knockback​ ​[​dkb​])​ : This lets a crushing or cutting attack inflict
twice as much knockback as usual. ​+20%.​

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 (-440%)
Accessibility​ (​only if the attacker hits with six attacks using ​Innate Attack​ [crushing]
{​Empowered Non-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 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​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

Accessibility​ (​only with All-Out Attack [Determined]​ {works 33.333333333333333 of the


time}): ​-25%​.
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​: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his ​Move​ in a forward direction. The user
may attack if the advantage is one that lets him do so, but ​All-Out​ isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. ​-25%​.

Costs Fatigue 58​; -290%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost (58) must be paid every time ability is triggered. For continuing effects (e.g. ​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) [29] 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​.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%​. 

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Hyper-Repulsive Impactor, Chained Aerial Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+1 cr dkb​ (ignores ​DR​);​ R
​ each​ ​C​; 1 point:
Crushing ​(​cr​):​ ​Knockback (1 yard/full multiple of target's ​ST​ -2 [×2 with ​Damage Modifier
{​Double Knockback​ ​❴d ​ kb​❵​}] points of basic damage) and 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 (360%)
Affects Insubstantial​: ​+20%.​

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

Damage Modifier​ (​Double Knockback​ ​[​dkb​])​ : This lets a crushing or cutting attack inflict
twice as much knockback as usual. ​+20%.​

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 (-440%)
Accessibility​ (​only if the attacker hits with ​Innate Attack​ [crushing] {​Empowered 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​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

Accessibility​ (​only with All-Out Attack [Determined]​ {works 33.333333333333333 of the


time}): ​-25%.​

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​: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his ​Move​ in a forward direction. The user
may attack if the advantage is one that lets him do so, but ​All-Out​ isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. ​-25%​.

Costs Fatigue 51​; -255%: ​-5%/​ ​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP
cost (51) must be paid every time ability is triggered. For continuing effects (e.g. ​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) [26] 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​.

Environmental​ (​Occasional​ [subject must be airborne]); -20%: Only advantages that affect
others can have this limitation. The user’s ability manipulates an existing item or condition,
which must touch or surround the target. Unlike ​Accessibility​, this doesn’t affect activation –
the user can trigger his ability anywhere, barring a failed roll or another limitation. However,
his ability is only effective if the subject is in a particular environment… and the GM can alter
its effects if the environment he’s attempting to manipulate is at all unusual. The GM should
base the value on the environment’s rarity: ​Very Common:​ Environment is present all the
time, outside of one or two unusual situations that would be difficult for an enemy to arrange;
e.g., in a gravity field, in the presence of air, or on a planet. ​-5%​. ​Common​: Environment is
present most of the time, but a resourceful foe could arrange for it to be absent; e.g., in
contact with dust or in the presence of microbes. ​-10%​. ​Occasional:​ Environment is often
absent, or easily avoided by enemies (although a crafty user might be able to “rig” an
important encounter to work around this); e.g., in a city, in the wilderness, outdoors, or
touching the ground. ​-20%.​ ​Rare​: Environment is usually absent and difficult for the user to
arrange; e.g., in a storm, in dense vegetation, in the desert, or underground. ​-40%.​ ​Very Rare​:
Environment is so unlikely that the ability is useless most of the time; e.g., in lava, in
quicksand, or in vacuum. ​-80%.​ The GM should forbid proposed ​Environmental​ limitations
that duplicate one of the ability’s built-in restrictions; e.g., “in the water” isn’t valid for ​Control
(​Water)​ . In games with powers, an ability that gets -10% for a mundane countermeasure or
insulator as part of its power modifier already has this limitation – don’t apply it a second time.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%.​  

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R
​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Non-Repulsive Impactor 


65 points (alternative ability with ​Control​ [​Common​ {Water}] ❴​Hydrogenic Manipulation​❵, ​Create​
[​Specific Item​ {Water}] ❴​Hydrogenic Manifestation​​❵, ​Innate Attack​ [crushing] {​Directed Shapeable 
Ambience-Dependant Impactor Field Imposition​}, ​Innate Attack​ [​crushing]​ {​Empowered Hyper-Repulsive 
Impactor​}, and ​Innate Attack​​ [​crushing]​ {​Wide Impactor Stream​​})

Empowered Non-Repulsive Impactor, Default Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​1d cr nkb​ (ignores ​DR​);​ R
​ each​ ​C​; 21 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 points.​

Enhancements (+390%)
Affects Insubstantial​: ​+20%.​

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

Reliable​ ​10​; +50%: ​+5%/​ +1 (+10) bonus.

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 (-70%)
Accessibility​ (​only while using ​Injury Tolerance​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

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

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%.​  

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Non-Repulsive Impactor, 2nd Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+1 cr nkb​ (ignores ​DR​);​ R
​ each​ ​C​; 7 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​: +1 (0.3 dice). ​1.5 points.​

Enhancements (+390%)
Affects Insubstantial​: ​+20%.​

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

Reliable​ ​10​; +50%: ​+5%/​ +1 (+10) bonus.

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 (-70%)
Accessibility​ (​only if the the attacker hits with the first or second attack of an uninterrupted
series of two or three attacks with this ability including this attack targeting the same target
[works 98.1% of the time]): ​-0%​.

Accessibility​ (​only while using ​Injury Tolerance​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

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

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%.​  

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R
​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Non-Repulsive Impactor, 3rd Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+2 cr nkb​ (ignores ​DR​);​ R
​ each​ ​C​; 12 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​: +2 (0.6 dice). ​3 points​.

Enhancements (+390%)
Affects Insubstantial​: ​+20%.​

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

Reliable​ ​10​; +50%: ​+5%/​ +1 (+10) bonus.

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 (-100%)
Accessibility​ (​only if the attacker hits with the first and second attacks [on the same or
consecutive turns] of an uninterrupted series of three attacks with this ability including this
attack targeting the same target​ [works 96.2361% of the time]): ​-0%.​

Accessibility​ (​only while using ​Injury Tolerance​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

All-Out​: User’s ability requires an All-Out Attack maneuver; he can’t use it with any other
maneuver (e.g., Move or Change Posture). He has no active defense while using it. If it would
let him move more than a step, he’s limited to half his ​Move​ in a forward direction. The user
may attack if the advantage is one that lets him do so, but ​All-Out​ isn’t just for attack abilities
– the user can add it to any advantage that requires a maneuver to use (typically Concentrate
or Ready), replacing the standard maneuver with All-Out Attack. Explain what the user is
doing that limits him: deep concentration, spinning in place, etc. ​-25%​.

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

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%.​  

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Non-Repulsive Impactor, 3-Chained Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+3 cr nkb​ (ignores ​DR​);​ R
​ each​ ​C​; 19 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​: +3 (0.9 dice). ​4.5 points.​

Enhancements (+390%)
Affects Insubstantial​: ​+20%.​

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

Reliable​ ​10​; +50%: ​+5%/​ +1 (+10) bonus.

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 (-70%)
Accessibility​ (​only if the attacker hits with all three attacks of ​Innate Attack​ [crushing]
{​Empowered Non-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 94.4076141% of the time]): ​-0%.​

Accessibility​ (​only while using ​Injury Tolerance​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

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

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
time​ [​Legendran Code of Chivalry​]​); -10 points: ​-10%​. ​Power disappears​:​ I​ mmediately: ​+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%.​  

Melee Attack​ (​Reach​ C​ ​[cannot parry]​); -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%​; ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Non-Repulsive Impactor, Chained Aerial Strike 


Innate Attack​ ​(Exotic, Physical; ​crushing)​ ​ ​+1 cr nkb​ (ignores ​DR​);​ R
​ each​ ​C​; 6 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​: +1 (0.3 dice). ​1.5 points.​

Enhancements (+390%)
Affects Insubstantial​: ​+20%.​

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

Reliable​ ​10​; +50%: ​+5%/​ +1 (+10) bonus.

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 (-120%)
Accessibility​ (​only if the attacker hits with ​Innate Attack​ [crushing] {​Empowered 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​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​
Damage Limitation​ (​No Knockback​ ​[n ​ kb​])​ : An attack that inflicts crushing or cutting damage
normally inflicts knockback. Add this limitation if it does not. ​-10%.​

Environmental​ (​Occasional​ [subject must be airborne]); -20%: Only advantages that affect
others can have this limitation. The user’s ability manipulates an existing item or condition,
which must touch or surround the target. Unlike ​Accessibility​, this doesn’t affect activation –
the user can trigger his ability anywhere, barring a failed roll or another limitation. However,
his ability is only effective if the subject is in a particular environment… and the GM can alter
its effects if the environment he’s attempting to manipulate is at all unusual. The GM should
base the value on the environment’s rarity: ​Very Common​: Environment is present all the
time, outside of one or two unusual situations that would be difficult for an enemy to arrange;
e.g., in a gravity field, in the presence of air, or on a planet. ​-5%​. ​Common​: Environment is
present most of the time, but a resourceful foe could arrange for it to be absent; e.g., in
contact with dust or in the presence of microbes. ​-10%​. ​Occasional:​ Environment is often
absent, or easily avoided by enemies (although a crafty user might be able to “rig” an
important encounter to work around this); e.g., in a city, in the wilderness, outdoors, or
touching the ground. ​-20%.​ ​Rare:​ Environment is usually absent and difficult for the user to
arrange; e.g., in a storm, in dense vegetation, in the desert, or underground. ​-40%.​ ​Very Rare​:
Environment is so unlikely that the ability is useless most of the time; e.g., in lava, in
quicksand, or in vacuum. ​-80%.​ The GM should forbid proposed ​Environmental​ limitations
that duplicate one of the ability’s built-in restrictions; e.g., “in the water” isn’t valid for ​Control
(​Water)​ . In games with powers, an ability that gets -10% for a mundane countermeasure or
insulator as part of its power modifier already has this limitation – don’t apply it a second time.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
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%.​  

Melee Attack​ (​Reach​ C​ ​[cannot parry])​ ; -35%: Attack functions as a melee weapon. It has no
range, but allows the attacker to parry, use Rapid Strike, Feint, etc. It lacks ​Malf.​, ​½D​, ​Max​, ​Acc​,
RoF​, ​Shots​, and ​Recoil​ statistics, and may not have any enhancement or limitation that modifies
these statistics. Instead, it has a ​Reach​ statistic. R​ each​ C, ​-30%​; ​Reach​ 1 or 2, ​-25%​; ​Reach​ C, 1,
or 1, 2, or 2, 3, ​-20%;​ ​Reach​ 1-4 (like a whip), ​-15%.​ If the attack cannot parry, it is worth an
extra -5%.

Empowered Leaping Pursuit 


Super Jump​ (Exotic, Physical) ​8​; 16 points: ​10 points/level​. User can make superhuman leaps!
Each level of ​Super Jump​ doubles the distance and height the user can achieve when jumping.
The user’s ​Move​ while jumping is the greater of his normal ground ​Move​ (3) and ⅕ (51 yards) his
maximum long jump distance (256 yards) [thus, his maximum jump never takes more than five
seconds]. For instance, if the user’s long jump were 100 yards, his jumping ​Move​ would be the
greater of 20 and his normal ground ​Move​. The user can jump at a foe in order to slam him.
Figure the slam at his maximum jumping ​Move​! The user doesn't need to make a separate roll to
jump accurately. Finally, if the user falls a distance less than or equal to his maximum high jump
(56 yards), he takes no damage. He can increase this distance by five yards with a successful
Acrobatics​ roll.

Enhancements (+70%)
Maneuverable​: User can make midair course corrections. Calculate distance and “hang time”
as usual, but while airborne, treat the user’s jumping ​Move​ as air ​Move​, exactly as if he had ​Flight​.
For instance, if he can jump 100 yards at 20 yards/second, he can “fly” at ​Move​ 20 for five
seconds before landing. Maneuverable is mutually exclusive with all of the special limitations
below except ​Planetary​. ​+50%​.

Reliable​ ​4​; +20%: ​+5%/​ +1 (+4) bonus.

Limitations (-150%)
Accessibility​ (​only if the user hits someone or something with ​Innate Attack​ [crushing]
{​Empowered Hyper-Repulsive Impactor​} up to one second before jumping​ [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​ [Elemental] starts ​Regenerating​ after the expenditure of 298 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​ [Diffuse] {​Corporeal Dispersal​})​ : ​-10%.​

Costs Fatigue 21​; -105%: ​-5%​/​FP​/use. For instantaneous effects (e.g. ​Innate Attack​), this ​FP​ cost
(21) must be paid every time ability is triggered. For continuing effects (e.g. ​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) [11] 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​.

Hydrogenic Dispersive Corpus​ ​power modifier (-20%)


Required Disadvantages​: ​Code of conduct​: ​Code of Honor​ (​ Mental; ​informal ​Code​ that applies all the
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%.​  
Nuisance Effect​ (​makes user obvious, limiting stealth and attracting enemies​ [user violently
expels water in a direction opposite to the one he’s traveling towards during jump]); -5%: User’s
ability has a “side effect” that causes him serious inconvenience. The GM must approve this
limitation and determine its value in each case, and should ruthlessly forbid effects that are
abusive or that do not genuinely limit the ability’s value. A few guidelines (a given trait can have
more than one of these drawbacks): • User’s ability earns a reaction penalty from those around
him. Perhaps it makes him look disgusting, or requires him to perform some sort of distressing
ritual. ​-5%/​ -1 to reactions (maximum -4). • User’s ability makes him obvious, limiting stealth and
attracting enemies. ​-5%.​ • User’s ability physically inconveniences him – it attracts stinging
insects, causes his armor to rust, makes him ravenously hungry, etc. ​-5%.​ The user cannot take
a valuable power as a ​Nuisance Effect​. For instance, “kills everyone within a mile” is not an
acceptable ​Nuisance Effect​! Neither can he claim a limitation for a harmless nuisance. If the
user’s ​Terror​ advantage attracts gerbils instead of frightening them, this is amusing but not a
limitation.

You might also like