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]A Multiattack effect allows you to hit multiple targets, or a
single target multiple times, in the same standard action.
Multiattack can apply to any effect requiring an attack
check. There are three ways in which a Multiattack effect
can be used:

Single Target
To use a Multiattack against a single target, make your
attack check normally. If successful, increase the attack’s
resistance check DC by +2 for two degrees of success, and
+5 for three or more. This circumstance bonus does not
count against power level limits.
If an Impervious Resistance would ignore the attack before
any increase in the DC, then the attack still has no effect
as usual; a volley of multiple shots is no more likely to
penetrate Impervious Resistance than just one.

Multiple Targets
You can use Multiattack to hit multiple targets at once by
“walking” or “spraying” the Multiattack across an arc. Roll
one attack check per target in the arc. You suffer a penalty
to each check equal to the total number of targets. So
making a Multiattack against five targets is a –5 penalty
to each attack check. If you miss one target, you may still
attempt to hit the others.

Covering Attack
A Multiattack can provide cover for an ally. Take a standard
action and choose an ally in your line of sight, who
receives the benefits of cover against enemies in your
line of sight and in range of your Multiattack. (You have
to be able to shoot at them to get them to keep their
heads down or this maneuver won’t work.) You cannot
lay down a covering attack for an ally in close combat.
An opponent can choose to ignore the cover provided
by your covering attack at the cost of being automatically
attacked by it; make a normal attack check to hit
that opponent.

Compelled: A compelled character is directed by an
outside force, but struggling against it; the character
is limited to free actions and a single standard action
per turn, with both types of action being chosen by
another, controlling character. As usual, this standard
action can be traded for a move action. Controlled
supersedes compelled.

• Controlled: A controlled character has no free will;
the character’s actions each turn are dictated by another,
controlling, character.

• Dazed: A dazed character is limited to free actions
and a single standard action per turn, although the
character may use that action to perform a move, as
usual. Stunned supersedes dazed.

• Debilitated: The character has one or more abilities
lowered below –5. (See Debilitated Abilities in the
Abilities chapter.)

• Defenseless: A defenseless character has active defense
bonuses of 0. Attackers can make attacks on
defenseless opponents as routine checks (see Routine
Checks). If the attacker chooses to forgo the routine
check and make a normal attack check, any hit is
treated as a critical hit (see Critical Hits, page 240).
Defenseless characters are often prone, providing
opponents with an additional bonus to attack checks
(see Prone, later in this section).

• Disabled: A disabled character is at a –5 circumstance
penalty on checks. If the penalty applies to
specific checks, they are added to the name of the
condition, such as Attack Disabled, Fighting Disabled,
Perception Disabled, and so forth. Debilitated,
if it applies to the same trait(s), supersedes disabled.

• Fatigued: Fatigued characters are hindered. Characters
recover from a fatigued condition after an hour of rest.

• Hindered: A hindered character moves at half normal
speed (–1 speed rank). Immobile supersedes hindered.

• Immobile: Immobile characters have no movement
speed and cannot move from the spot they occupy,
although they are still capable of taking actions unless
prohibited by another condition.

• Impaired: An impaired character is at a –2 circumstance
penalty on checks. If the impairment applies
to specific checks, they are added to the name of
the condition, such as Attack Impaired, Fighting Impaired,
Perception Impaired, and so forth. If it applies
to the same trait(s), disabled supersedes impaired.

• Normal: The character is unharmed and unaffected
by other conditions, acting normally.

• Stunned: Stunned characters cannot take any actions,
including free actions

• Transformed: Transformed characters have some or
all of their traits altered by an outside agency. This may
range from a change in the character’s appearance to
a complete change in trait ranks, even the removal of
some traits and the addition of others! The primary
limit on the transformed condition is the character’s
power point total cannot increase, although it can effectively
decrease for the duration of the transformation,
such as when a powerful superhero is turned
into an otherwise powerless mouse or frog (obviously
based on considerably fewer power points).

• Unaware: The character is completely unaware of his
surroundings, unable to make interaction or Perception
checks or perform any action based on them. If
the condition applies to a specific sense or senses,
they are added to the name of the condition, such
as visually unaware, tactilely unaware (or numb), and
so forth. Subjects have full concealment from all of a
character’s unaware senses.

• Vulnerable: Vulnerable characters are limited in
their ability to defend themselves, halving their active
defenses (round up the final value). Defenseless
supersedes vulnerable.

• Weakened: The character has temporarily lost power
points in a trait. See the Weaken effect in the Powers
chapter for more. Debilitated supersedes weakened.

• Asleep: While asleep, a character is defenseless,
stunned, and unaware. A hearing Perception check
with three or more degrees of success wakes the
character and removes all these conditions, as does
any sudden movement (such as shaking the sleeping
character) or any effect allowing a resistance check.

• Blind: The character cannot see. Everything effectively
has full visual concealment from him. He
is hindered, visually unaware, and vulnerable, and
may be impaired or disabled for activities where vision
is a factor.

• Bound: A bound character is defenseless, immobile,
and impaired.

• Deaf: The character cannot hear, giving everything
total auditory concealment from him. This may allow
for surprise attacks on the unaware character
(see Surprise Attack in the Action & Adventure
chapter). Interaction with other characters is limited
to sign-language and lip-reading (see Interaction
Skills in Chapter 3).

• Dying: A dying character is incapacitated (defenseless,
stunned, and unaware) and near death. When
the character gains this condition, immediately
make a Fortitude check (DC 15). If the check succeeds,
nothing happens. With two degrees of success,
the character stabilizes, removing this condition.
If the check fails, the character remains dying.
Three or more total degrees of failure mean the
character dies: so three failed Fortitude checks or
one or two checks adding up to three degrees. Dying
characters make a Fortitude check each round
until they either die or stabilize. Another character
can stabilize a dying character with a successful
Treatment check (DC 15) or use of a Healing effect
(see the Powers chapter).

• Entranced: An entranced character is stunned, taking
no actions other than paying attention to the
entrancing effect. Any obvious threat automatically
breaks the trance. An ally can also shake a character
free of the condition with an interaction skill check
(DC 10 + effect rank).

• Exhausted: Exhausted characters are near collapse.
They are impaired and hindered. Characters recover
from an exhausted condition after an hour of rest in
comfortable surroundings.

• Incapacitated: An incapacitated character is defenseless,
stunned, and unaware. Incapacitated characters
generally also fall prone, unless some outside
force or aid keeps them standing.

• Paralyzed: A paralyzed character is defenseless, immobile,
and physically stunned, frozen in place and unable
to move, but still aware and able to take purely mental
actions, involving no physical movement whatsoever.

• Prone: A prone character is lying on the ground, receiving
a –5 circumstance penalty on close attack checks.
Opponents receive a +5 circumstance bonus to close
attack checks but a –5 penalty to ranged attack checks
(effectively giving the prone character total cover
against ranged attacks). Prone characters are hindered.
Standing up from a prone position is a move action.

• Restrained: A restrained character is hindered and
vulnerable. If the restraints are anchored to an immobile
object, the character is immobile rather than
hindered. If restrained by another character, the restrained
character is immobile but may be moved by
the restraining character.

• Staggered: A staggered character is dazed and hindered.

• Surprised: A surprised character is stunned and vulnerable,
caught off-guard and therefore unable to
act, and less able to avoid attacks.

Interactive Damage Chart