Star
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Star
| Dmg: 2d6 | SP: 14 | Level |
| Sgd: None | Cost: 200 PE | +1d6 damage |
| Odg: None | Save: STR DC 15 | +2 DC (25) +3 |
| Rg: 30' | Cast: 15 | +5' radius (max. 50') |
| Rd: 25’ | +1 target (max. 5) | |
| Dur: Instant | +10' range (max. 100') | |
| Required Techs: Double Jump | -50 PE (min. 100) |
This Super Force technique allows a character to bend the magnetism in the air between the character and any metallic object up to 30' away. A 4-pronged shuriken-looking object is then sent flying towards the intended target. The defender must make a save in order to have the star not latch on and explode. If the mine misses, it does not explode. The blast hits everything within a 25’ radius sending shrapnel everywhere. Being in the blast deals 2d6 damage. The initial strike of the mine does no damage. On later levels, multiple Mines can be thrown on the same turn and at the same target. Targets can save for half damage against the blast.
Synergy Bonus
Double Jump – Every 3 levels gives Star an additional +2 damage

