Chaos Blast
The shaper reaches beyond the void and opens a rift, starting at the center of the target area, causing an explosion of cosmic energy. The effects are almost entirely random, favoring physical characteristics, and difficult to predict. Any targets in the area may perceive the forming of the rift with a successful PER roll, allowing them to abort to Dive for Cover to escape the area.
Arcana: | Akyrus (Chaos) |
Target: | Single (Indirect) |
Range: | Limited |
Duration: | Instant |
Focus: | Blood-soaked piece of amethyst |
Class: | Offensive |
Common Modifiers
- No Conscious Control (Only Effects cannot be controlled; -1)
- Any Characteristic Characteristics (+1/2)
- Area Of Effect (3m Radius; Random: 3d6 (count BODY) meters; +1/4)
- Indirect (Source Point can vary from use to use, path is from Source Point to target; Warp field originates at a single point in the center of the area; +1/2)
- Does Knockback (+1/4)
- Advanced Form: Requires Skill in Sarkus (-1/4)
- Limited Range (-1/4)
- Spell (+0)
Effect
EFF | EFFECT |
---|---|
+1 | plus Drain Random Characteristic 1/2d6 |
+2 | plus Drain Random Characteristic 1d6 |
The magnitude of the effect and the characteristic affected are uniform for all targets (i.e., roll damage once), but any associated knockback effect and direction should be determined by target.
4d6 | CHARACTERISTIC |
---|---|
4 | PRE |
5 | EGO |
6 | INT |
7 | EREC |
8 | ESS |
9 | SPD |
10 | DCV |
11 | OCV |
12 | CON |
13 | DEX |
14 | STR |
15 | BODY |
16 | STUN |
17 | END |
18 | REC |
19 | PD |
20 | ED |
21 | Primary movement (humanoids = Running) |
22 | Secondary movement (humanoids = Leaping) |
23 | OMCV |
24 | DMCV |
Knockback: calculate Knockback as if the attack had delivered twice the BODY rolled on the device. For example, for 4d6 Drain that results in 4, 6, 1, 3 = 14 Character Points drained, it would also generate 8 BODY for purposes of knockback.
Direction will be random (roll 1d6 twice; first 1d6 determines vertical: 1 = down, 2 = angled down, 3-4 = horizontal, 5 = angled up, 6 = up; second 1d6 determines horizontal “hex” direction: 1 = forward, 2 = 60 deg. right, 3 = 120 deg. right, 4 = back, 5 = 120 deg. left, 6 = 60 deg. left). A vertical direction of “angled up/down” means the target moves half the distance up/down and half the distance horizontal. A vertical direction of “up/down” results in full KB damage as the target slams into the ground, but getting thrown up in the air first may change the situation if other battlefield effects are ongoing. Targets thrown at an angle or horizontal take half KB damage unless they strike a perpendicular surface.
That’s my jam!