Ricochets

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Optional Rule: Ricochets

The GM may let heroes bounce attacks off walls, the ground, and so on to surprise enemies and hit foes around corners. This is consistent with the laws of physics in comic books and anime. GMs running realistic games use this rule at their own risk!

An attack can only ricochet if DR affects it and it requires an attack roll. Attacks that bypass DR don't ricochet – they go straight through obstacles. Those that require only a resistance roll (like Maledictions) don't cross the intervening space, and don't need a ricochet to hit a target the user knows about.

To attack with a ricochet, the attacker must be able to see his target, detect it using a ranged sense that's equivalent to vision (e.g., Scanning ense), or know for sure where it is. This might be as simple as looking down a hall or peering through a wall with Penetrating Vision – or as complex as using mirrors, cameras, or sensory impressions sent by an ally with Telesend. The GM should require a Sense roll if there's any doubt as to whether the attacker can spot his quarry, at -2 per camera, mirror, telepathic relay, or other "remove."

The attacker must then describe his attack's path. He can bounce his attack off of as many surfaces as he likes. Each ricochet diminishes the attack's effectiveness, though, so he should try to keep the number low. Ignore such details as angle of incidence and the DR and HP of the surfaces. Those would only matter if this rule were realistic!

Once the attacker knows where his target is and how his attack will get there, he rolls to hit. This is a regular ranged attack, with three exceptions. First, the total path length – not the straight-line distance to the target – determines the range penalty. Second, if spotting the target required a Sense roll at a penalty, that penalty applies to the attack roll, too. Finally, there's an additional -2 per bounce.

If the attack succeeds, the target may defend...if he knows he's being attacked. An attack that suddenly comes bouncing around a corner is effectively a surprise attack. An attack from in front of the target that bounces around and hits him from behind or above isn't, but it still gives -1 to defenses per bounce. The victim knows he's being attacked, just not from what angle.

Reduce the damage rolled for the attack – or the level of Affliction, Binding, etc. – by 10% per bounce (round down). For a Follow-Up attack, only the carrier is weakened. Don't worry about damage to the bouncing surfaces, though. That's no more relevant than DR and HP were in the first place.

In battles between heroes who can see each other, the GM may reduce this rule to its fundamentals: -2 to hit, -1 to defend, and -10% to damage per bounce.