Ricochet: +20%/+30% This enhancement can only be applied to attack super-powers. Your attack can be bounced off objects on its way to a target. Purchase of this enhancement at the +20% level allows you to make an unlimited number of bounces. The player should describe the path of his attack. For ease of play, calculating the total range between all targets is not recommended; a simpler guideline is to limit any single bounce to half of maximum range or less. Range penalties are figured normally, using the actual distance between the attacker and his final target. A character using a ricochet attack has a -2 penalty to his skill roll for each bounce. If you make the skill roll, your attack will continue along the intended path. If you fail, one bounce for every two points (round odd numbers up) you failed by will bounce randomly (roll 1d for direction), starting with the last one. If you fail by more than twice the number of bounces (i.e., fail what would have been your normal attack roll), you do not even hit your first target, but the attack will continue to ricochet randomly. On a critical failure, the attack automatically bounces right back and hits you! You get no active defense, but your passive defense still protects. Example: Zzap has the power Laser-16(10) with the Ricochet enhancement (at +30%). He tries to bounce his laser from a wall to a window to a pole to the archvillian Snakefang. That's three bounces, putting him at a -6 penalty. Snakefang is 5 hexes away, which is a -2 modifier. Zzap rolls against an effective skill of 8. If he were to roll an 8 or less, the laser would hit Snakefang (see active defense rules, below). A 9 or 10 (a miss by 1 or 2) would mean that the laser hit the wall, window, and pole, but after hitting the pole it bounced off randomly. An 11 or 12 would mean that it bounced off the window randomly, and missed the pole. A 13 or 14 would mean that it went wild after hitting the wall, and a 15 or 16 (which would have been a failure if he had just aimed his laser right at Snakefang) would mean that he never even hit the wall (or he hit a different part of it). A 17 or 18 would be a critical failure, and would bounce back to hit Zzap. A successful ricochet attack can take an opponent by surprise. An opponent who did not see the character fire the attack must roll against DX or IQ (whichever is higher) minus the number of bounces. Combat Reflexes adds +2 to the roll. If the roll is unsuccessful, the opponent gets no active defense against the attack (passive defense still protects). If the roll is successful, or the opponent did see the character fire the attack, he has a -1 penalty to his active defense for each bounce that the attack has made. If the attack bounces back to hit the super, he has the same penalty to his active defense as everyone else. The attack can be bounced off anything, including people, but each person may get an active defense against it, and any successful defense (active or passive) will cause the attack to bounce away randomly. If this enhancement is bought at the +30% level, the character can decide (when firing) if the attack will damage the surfaces it bounces off. If it does, the character must decide how many dice it will expend on each bounce. It must do the same amount of damage on each bounce, and it must hit the final target with equal or greater force than the bounces (e.g., an attack can only be set up to expend 3d on each bounce if the final target is hit with 3d damage or more.) Example: Zzap wants to bounce his laser from a wall to a thug to a lamp to another thug to Snakefang, expending 1d of damage on each bounce. He rolls against his skill-10 (-2 for each bounce, -2 for range). Rolling a 6, he just makes it. He hits the wall, doing 1d of damage to it (and knocking a few bricks loose). It bounces to the first thug, who did not see Zzap fire the attack. He rolls against his DX-1 (since the laser has only bounced one time before hitting him) and fails. Having no passive defense, he takes 1d damage. It then bounces off the lamp, doing 1d damage, and to the second thug, who saw Zzap fire the laser. He rolls against his Dodge-3 and fails, taking 1d damage. The attack continues to Snakefang, who did not see Zzap fire. He rolls against his IQ-4 and makes it, but he fails his defense roll (at Dodge-4) and takes 6d damage. If either thug had made a successful defense roll, the laser would have made its remaining bounces in random directions, possibly even coming back to hit Zzap.