Quote:
Originally Posted by Christopher R. Rice
Here's a modifier that didn't make the cut. It was cool, but really complicated and for that reason alone I axed it.
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Here's a possible, somewhat-simplified version:
"Cosmic, Chaining: You can affect a limited number of targets after affecting your main target. This is done by the attack “jumping” to a new nearby target (describe how!) and requiring another roll to see if they are affected. To do this make a roll to hit the first target of your attack normally. If successful, note your margin of success - this is the potential number of targets you can hit beyond the first. If targets are more than one yard apart, each additional yard of separation uses up one additional hit. Any target hit by a chaining attack can attempt an active defense, just as though they were the initial target. This cannot be combined with Rapid Fire. To determine the cost of this modifier, find the maximum number of jumps in the Linear Measurement column of the Size and Speed/Range Table (p. B550), read across to the Size column. Next, multiply the number from the Size column by +10% and then add +50%. This is the total cost of this modifier. For example, the cost to affect up to 15 targets would cost 5 (the value of the Size column, allowing up to 15 targets) Ą +10% plus +50% or +100% as a modifier. This attack could then affect up to 15 nearby targets, or less if they are far apart."
It might also be worthwhile including some verbiage about what happens when one of the attacks misses (I'm assuming the attack ends, but I could potentially see a case - probably with an Enhancement - where it just misses you but still chains to the next enemy) as well as if it can chain
back to an enemy already struck (I'm assuming that's meant to be a "no," but again I could see that being possible, particularly with an Enhancement).