"To Aru Edits" By bardysseus (https://pastebin.com/u/bardysseus) URL: https://pastebin.com/qWHeec1R Created on: Saturday 11th of June 2011 03:56:55 PM CDT Retrieved on: Saturday 31 of October 2020 12:55:20 AM UTC [15:55:23] Well, anyway, whatever would bring that TOTAL number to 15 would cost 2 points, no matter what. If you have 13 mental and you're buying... say, complaining, I don't see why that wouldn't be mental, it would cost 1 point to level it to 1 which would make the total be 14. [15:55:58] If you want to make it level 2, which would bring the total to 15, it would cost 2 points instead. Same for 16. 17 and 18 - 4 and 5 - would be 3 each. And it'd max at 5. Untrained skills take a -1 penalty Level cost, starting from 1 is 5, 10, 10, 15, 15, and each previous level must be bought before the next can. Thus, the cost is as such Level: Cost 0: 0 1: 5 2: 15 3: 25 4: 40 5: 55 RANGE RULES: Short Range: The esper can extend the reach of their abilities to shoot flames across a small room or shock a classmate a few seats away. A short range attack can hit anyone within 5 meters of the user. Cost: 2 power points Medium Range: The esper expends their reach, easily shooting across a classroom or Medium range attacks hit up to 15 meters away. -1 accuracy penalty Cost: 8 power points Long Range: A long range attack represents high mastery of ESPer powers and can hit anyone within 40 meters. -2 accuracy penalty Cost: 16 power points Sharpshooter Range: The user targets foes who may not even be aware of their presence, hitting up to 100 meters. -4 accuracy penalty Cost: 24 power points Epic Range: Treat this range as a plot device, for strong BBEGs or important plot points. Cost: ???