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Cyclic Explosion Burning Attack Module
Cyclic Explosion Burning Attack Module
Module
Total Points: 1
Advantages (1 point)
Enhancements (+865%)
Affects Insubstantial: +20%.
Cosmic (attack with a lingering special effect) : Sets fire that cannot be put out by mundane
means. +100%.
Cosmic (attack with a lingering special effect) : Unstoppable Cyclic damage. +100%.
Cyclic (1× 1-second cycle); +100%: Only available for Innate Attacks that inflict burning,
corrosion, fatigue, or toxic damage. Must specify a reasonably common set of circumstances
that halt any further damage from the attack. Details are up to the GM. +100% (1-second
interval) +100%/ cycle after the first.
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.
Damage Modifier (Incendiary [inc]): An Innate Attack other than a burning attack (for such
attacks, move the effective flammability class of anything damaged by the attack up one step
instead of adding the “inc” damage modifier) may be Incendiary. This gives the damage a
secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.). +10%.
Increased Range (Increased ½D) 3 (10×); +15%: +10%/level. This enhancement may be
added to any advantage that has a range; e.g. 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
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 (-945%)
Accessibility (only on the first 35 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 489 or 245 points for the first
time since the last time it reached 245 points or more [only applies to activation, not
maintenance] {works 58.333333333333333% of the time}): -15%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -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: 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 168; -840%: -5%/FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (168) 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) [84] 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.
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 (+865%)
Affects Insubstantial: +20%.
Cosmic (attack with a lingering special effect): Sets fire that cannot be put out by mundane
means. +100%.
Cosmic (attack with a lingering special effect): Unstoppable Cyclic damage. +100%.
Cyclic (1× 1-second cycle) ; +100%: Only available for Innate Attacks that inflict burning,
corrosion, fatigue, or toxic damage. Must specify a reasonably common set of circumstances
that halt any further damage from the attack. Details are up to the GM. +100% (1-second
interval) +100%/cycle after the first.
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.
Damage Modifier (Incendiary [inc]) : An Innate Attack other than a burning attack (for such
attacks, move the effective flammability class of anything damaged by the attack up one step
instead of adding the “inc” damage modifier) may be Incendiary. This gives the damage a
secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.). +10%.
Increased Range (Increased ½D) 3 (10×); +15%: +10%/level. This enhancement may be
added to any advantage that has a range; e.g. 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
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 (-945%)
Accessibility (only if the attacker hits with all three attacks of I nnate Attack [burning]
{I ncinerator Coating} 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 35 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 489 or 245 points for the first
time since the last time it reached 245 points or more [only applies to activation, not
maintenance] {works 58.333333333333333% of the time}): -15%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -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: 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 168; -840%: -5%/ FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (168) 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) [84] 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.
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 (+865%)
Affects Insubstantial: +20%.
Cosmic (attack with a lingering special effect): Sets fire that cannot be put out by mundane
means. +100%.
Cosmic (attack with a lingering special effect): Unstoppable Cyclic damage. +100%.
Cyclic (1× 1-second cycle) ; +100%: Only available for Innate Attacks that inflict burning,
corrosion, fatigue, or toxic damage. Must specify a reasonably common set of circumstances
that halt any further damage from the attack. Details are up to the GM. +100% (1-second
interval) +100%/cycle after the first.
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.
Damage Modifier (Incendiary [inc]) : An Innate Attack other than a burning attack (for such
attacks, move the effective flammability class of anything damaged by the attack up one step
instead of adding the “inc” damage modifier) may be Incendiary. This gives the damage a
secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.). +10%.
Increased Range (Increased ½D) 3 (10×); +15%: +10%/level. This enhancement may be
added to any advantage that has a range; e.g. 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
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 (-945%)
Accessibility (only if the attacker hits with six attacks using I nnate Attack [burning]
{I ncinerator Coating} 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 35 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 489 or 245 points for the first
time since the last time it reached 245 points or more [only applies to activation, not
maintenance] {works 58.333333333333333% of the time}): -15%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -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: 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 167; -835%: -5%/ FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (167) 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) [84] 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.
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 (+865%)
Affects Insubstantial: +20%.
Cosmic (attack with a lingering special effect): Sets fire that cannot be put out by mundane
means. +100%.
Cosmic (attack with a lingering special effect): Unstoppable Cyclic damage. +100%.
Cyclic (1× 1-second cycle) ; +100%: Only available for Innate Attacks that inflict burning,
corrosion, fatigue, or toxic damage. Must specify a reasonably common set of circumstances
that halt any further damage from the attack. Details are up to the GM. +100% (1-second
interval) +100%/ cycle after the first.
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.
Damage Modifier (Incendiary [inc]) : An Innate Attack other than a burning attack (for such
attacks, move the effective flammability class of anything damaged by the attack up one step
instead of adding the “inc” damage modifier) may be Incendiary. This gives the damage a
secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.). +10%.
Increased Range (Increased ½D) 3 (10×); +15%: +10%/level. This enhancement may be
added to any advantage that has a range; e.g. 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
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 (-945%)
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 35 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 489 or 245 points for the first
time since the last time it reached 245 points or more [only applies to activation, not
maintenance] {works 58.333333333333333% of the time}): -15%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -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: 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 168; -840%: -5%/ FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (168) 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) [82] 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.
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 (+865%)
Affects Insubstantial: +20%.
Cosmic (attack with a lingering special effect): Sets fire that cannot be put out by mundane
means. +100%.
Cosmic (attack with a lingering special effect): Unstoppable Cyclic damage. +100%.
Cosmic (irresistible attack) : Ignores DR. +300%.
Cyclic (1× 1-second cycle) ; +100%: Only available for Innate Attacks that inflict burning,
corrosion, fatigue, or toxic damage. Must specify a reasonably common set of circumstances
that halt any further damage from the attack. Details are up to the GM. +100% (1-second
interval) +100%/ cycle after the first.
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.
Damage Modifier (Incendiary [inc]) : An Innate Attack other than a burning attack (for such
attacks, move the effective flammability class of anything damaged by the attack up one step
instead of adding the “inc” damage modifier) may be Incendiary. This gives the damage a
secondary flame effect that can ignite volatile material (fuel, dry tinder, etc.). +10%.
Increased Range (Increased ½D) 3 (10×); +15%: +10%/level. This enhancement may be
added to any advantage that has a range; e.g. 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
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 (-945%)
Accessibility (only if the attacker hits with two attacks using 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 96.2361% of the time]): -0%.
Accessibility (only on the first 35 seconds of every 60-second cycle starting from the second
user's ER [Elemental] starts Regenerating after the expenditure of 489 or 245 points for the first
time since the last time it reached 245 points or more [only applies to activation, not
maintenance] {works 58.333333333333333% of the time}): -15%.
Accessibility (only while using Injury Tolerance [Diffuse] {Corporeal Dispersal}) : -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: 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 164; -820%: -5%/ FP/use. For instantaneous effects (e.g. Innate Attack), this FP
cost (164) 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) [82] 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.
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.