I would probably go with attacks and add an if/then "appropriate inorganic material components" and skill operated flaws and a delayed, explosive, and spray extras. I wouldn't make it two actions.
Reasoning: any math to determine explosive effect breaks down when a card can take off the head of a sentinel but a motorcycle can only blow up a convenience store, how destructive his power is has been too much "narrative necessity" over the years. If you want to add a Useful "matter destruction" for how the objects become unstable and are destroyed make it a permanent/ attached to attacks effect with the mass capacity, add "inorganic only" as a flaw.
As far as extras on the attacks quality, by saying "appropriate materials" you cover whether he's throwing a handful of marbles (spray) or a single pen, and whether he's juicing a big object for structure damage (delayed and explosive).
-Matt Conlon
-Matt Conlon
--Hello all,
I'm trying to construct a power with the following description: through sheer touch, you can temporarily supercharge any matter, making it as brittle – and explosive – as nitroglycerine.
To use the power in battle, the character would need to charge something (one action) then throw the charged thing (another action) -- which would use the athletics role I think. Does this power have an attack quality at all?How do I compute the useful?thanks,Alex
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