Quote:
Originally Posted by Varyon
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."
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Jumping from a large target to a smaller one should also probably consume additional hits equal to the difference in size modifier. And if a really big object, you may need to track point of impact rather than just empty distance between objects. Otherwise...
I shoot the planet with chain lightning. That's a +44 for size, zero range. And since all of my targets are in contact with the planet...