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Strike increases a character's physical attack damage by conjuring weapons or toughening their limbs.

  • Sources: Natural, Prana, Primal, or Psychic
  • Target: Self
  • Duration: Maintained
  • Range: Self
  • Cost: 4 CP per 1d6 Physical or Energy Damage
  • Available Additional Effects: Armor Piercing, Charges, Dispel Resistance, Penetrating, Rapid Fire, Range Advantages, Trigger
  • Characteristics Bonus: None

The character increase their damage with Physical attacks, either by conjuring weapons made of energy, coating their limbs in energy, or toughening a body part. Strikes stack with Strength and Martial Arts to increase damage, but they cannot be used with Weapons, as they take the place of weapons during a physical attack.

If the character adds any Additions to their Strike that modify their damage, they cannot use them in conjunction with Martial Arts, as they interfere with the character's techniques.

  • For Example: Willow creates a Strike that does Armor Piercing damage, and she has a Martial Arts technique that increases her damage. She can use the Martial Art with the Strike, but only if she chooses not to use the Armor Piercing effect on her strike.
  • Also, only Strike Powers that target Physical Defense can benefit from Martial Arts. The exception to this rule is if the character has the Adept trait, which lets the character build Martial Arts that target alternate defenses.

When a character creates a Strike, they must specify what kind of damage they deal, other than Physical, Energy, or Psychic; think of this as a sub-type, meant to bypass defenses with the Limited Protect Disadvantage. The options are as follows:

  • Physical damage can be classified as Bludgeoning, Piercing, or Slashing.
  • Energy damage can be classified as Acid, Cold, Electricity, Fire, and Force
  • Psychic damage has no other subtypes, since it's typically the rarest form of damage in most settings.

Source-specific Effects

  • Natural: Natural Strikes can only target Physical defense and cannot take any limitations to lower their cost, but they cannot be Dispelled, and they have a Persistent duration.
  • Prana or Primal: Prana and Primal Strikes can target Energy Defense instead of Physical Defense.
  • Psychic: Psychic Strikes cannot target Physical defense, but they can target Energy or Mental Defense.

Examples Edit

Claws: The character has claws instead of finger nails, letting them slash at the target for more damage.

  • Base Power: Strike, +5d6 Physical Damage (Slashing). Base Points: 20
  • Source: Natural Ability
  • Target: Self
  • Duration: Persistent (Natural Ability)
  • Range: Self
  • Additions: None. Total Cost Increase: +0
  • Limitations: None (Natural Ability). Total Cost Reduction: -0
  • Total Active Points/Actual Point Cost: 20/20

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