Base AP Cost: 2 Activation Difficulty: 4 Activation Time: Free Action (Attack or Maneuver is a Simple Action) Requires a Power Source and Affinity Ability.
You are capable of projecting some sort of unnatural ranged attack. You might throw fireballs, spit acid, crush your foe’s mind with a psychic assault, shred the fabric of space your foe occupies, shoot laser beams from your eyes, etc. Select the type of attack you make when you purchase this Power. It may not thereafter be changed.
You may select this Power multiple times, each time you may select a different type of projectile attack.
Regardless of the type of attack, the mechanics remain largely the same. You roll to hit your target as a ranged attack made with your Affinity. The target may defend with whatever defense is most reasonable. Generally Agility will be used to defend against energy attacks, Endurance will be used to defend against Powers that affect or break down the body, and Willpower resists attacks against the mind.
Weapon Rating: Your attack has a Weapon Rating equal to 1 + the setting’s Tech Level (see pg. 300 for more about Tech Levels). If the setting uses multiple TL’s, use the highest.
Certain attacks, such as psychic blasts, may not allow the defender to apply his armor’s Armor Rating. If you decide that your attack will ignore armor, you do not get to add your setting’s TL to your attack’s Weapon Rating.
If you roll to activate this Power you may willingly decrease your Weapon Rating, though this does not decrease the activation difficulty unless you take the Variable modifier below. If you activate this Power by paying a Fate Point, you may not willingly decrease the Weapon Rating.
Maneuver: Like many other types of attacks, this Power may also be used as a Maneuver to place an Aspect on a person, place or thing. See page 255 for more about Maneuvers.
The types of Maneuvers you can perform should, of course, relate to the type of attack you perform. The ability to breathe fire for example may allow you to place an On Fire! Aspect on an area, while you could use the ability to project ice to place a Slippery when Iced Aspect on a section of the floor.
Modifiers
+0 (Effortless): Instead of rolling against an activation difficulty to use this power, you need only spend a Fate Point. However, you may not also select the “Variable” modifier described below, and you may not willingly reduce your Power’s Weapon Rating.
+1 (Improved Weapon Rating): The Weapon Rating when using this Power is increased by +2.
+1 (Beam or Full Auto): You may use your Ranged Power Attack to perform Beam Weapon or Full‐Auto Weapon special attacks (pg. 263 & 277). If you do so, instead of rolling Perception to see if you are over heated or out of ammo, you must instead roll Endurance against the same difficulty. If you fail, you must spend the next round resting your Power. This functions exactly like overheating a weapon. +1 (Long Range): Your attack’s range rating is increased by +3. +1 (Variable): You may elect to increase or decrease the Weapon Rating of this Power by 1 for every 1 you add or subtract from the Activation Difficulty. You can change the Weapon Rating and Activation difficulty each time you use this Power, increasing or decreasing the Weapon Rating by doing the same to the Activation Difficulty. For example, if your attack’s Weapon Rating is usually +3, you may increase it to +5. But by doing so, the activation difficulty for this use of your Power is likewise increased by +2. +1 (Versatile): Your attack takes an additional form. You gain an additional
Power Aspect to go along with this Power (so a wizard’s Ranged Power Attack might have both Magic Fireball and Magic Lightning as Power Aspects). The mechanics of the Power remain the same for both forms. It is only its Aspect and the way it is described that changes. When you use this Power, decide at the time it is activated which of the two forms your attack will take. You may add additional forms to this Power, each time gaining a new Power Aspect for it. The total AP cost of this Power is increased by +1 for each new form added.
+1 (Expansive Explosion): If you have selected the Ranged Explosion modifier (next page), you may target a number of additional zones equal to your Affinity. You suffer a penalty on your activation roll equal to the total number of zones targeted. So if you target two zones, you suffer a ‐2 penalty.
+2 (Repetitive): Once activated, you may use this Power as many times as you desire for the duration of the scene. Any choices you must make upon using this Power when activated persist until it is activated again.
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+2 (Persistent): Your attack continues to deliver stress to your opponent each round. It could be some sort of corrosive acid attack, a magical flesh rotting spell, or some similar effect, and the Power Aspect you take with this Power should relate to that. When you attack with this Power and your target suffers stress, he suffers an additional amount of stress on your next turn equal to the amount he suffered from the initial attack ‐3. Each round thereafter he continues suffering stress, though the amount suffered decreases by an additional ‐3 each turn. This Power continues to inflict stress this way for a number of rounds equal to the number of ranks you have in your Affinity Ability, though if the amount of stress you deal is reduced to 0, the effect ends.
+2 or +3 (Ranged Explosion): Instead of attacking a single target, you may make an attack against everyone in a targeted zone. When attacking a zone, the activation difficulty of this Power is increased by 2 and your Power’s Weapon rating instead becomes its Explosive Rating. If your attack is always an explosion and may not be used to attack a single target, the AP cost modifier is +2 instead of +3.