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<blockquote data-quote="kronos182" data-source="post: 6807394" data-attributes="member: 6668634"><p>Ice Maul</p><p></p><p>A large hammer head mounted on a long shaft, with an advanced device in the head that generates a field of extreme cold air. The cold being generated by the head can cause frostbite even from a graze, or cause metal to become brittle, making it easier to break. Strikes have been known to completely freeze a target, only to be shattered by the impact of the hammer. This makes the weapon particularly feared amongst many, especially those from higher temperature world.</p><p></p><p>Ice Maul (PL6 Archaic/Simple/Exotic Weapons Proficiency)</p><p>Damage: 2d10 +2d6 cold</p><p>Critical: 20x2</p><p>Damage Type: bludgeoning plus cold</p><p>Size: Large</p><p>Weight: 21 lbs</p><p>Purchase DC: 28 Mil (+3)</p><p>Notes: On a successful critical hit, target must make a Fort save (DC 10 + damage dealt) or begin to freeze. If the target fails the save, ice begins to form on the target, slowing it. Reduce Dex, Reflex, skills and attack rolls by -4 and speed by half. Bonuses to Defense or any damage reduction or hardness is reduced by 25%. The freezing lasts for 1d4+1 round in normal room temperatures. In higher temperature areas time is reduced by 1 round for every 10 degrees Celsius (approximately 20 degrees F) higher than room temperature (25C or 77F). For every 10 degrees C (20 degrees F) below room temperature, increase time by 1 round. During the frozen time, the critical modifier for the Ice Maul to the frozen target is increased to 19-20/x3. Multiple critical hits from the ice maul increase the penalties by a cumulative -1, reduce equipment bonus to Defense/Hardness/DR by 10% and increases the frozen time by +2 rounds. If the target's Dex reaches 0, the target is immobile, paralyzed, covered in a thin layer of ice. Any critical hits from any bludgeoning weapon gains +50% damage bonus due to the target becoming more brittle. The target, if a living creature, also begins to suffer the effects of extreme cold environment, (see page 213 d20 Modern). If more than 10 points of fire damage is dealt to the target, the frozen effect is broken, but the target risks catching on fire as normal.</p><p>If the target makes the save, only suffers a -1 to Dex, Reflex, skills and attack rolls for 2 rounds due to the extreme cold from the weapon. If 5 or more points of fire damage is done to the target, cancels the penalties from the cold, but of course runs the risk of the target catching fire.</p><p></p><p>[HR][/HR]</p><p></p><p>Alter Weapons</p><p>These melee weapons are made from metamaterials and impregnated with nanites. Using similar principles of the collapsible blades, these weapons can change shape to alter the type of weapon available to the user. With a simple push of a lever on the handle, the weapon head can change from a simple slashing blade, to a piercing rapier blade, or even to a hammer head for smashing things. The weapon head is collapsible to allow for easier concealment, or carriage. </p><p></p><p>Alter Weapon (PL6 Simple (or archaic) Weapon Proficiency)</p><p>Damage: 1d8</p><p>Critical: *</p><p>Damage Type: slashing/piercing/bludgeoning</p><p>Size: Large**</p><p>Weight: 8 lb</p><p>Purchase DC: 23 Lic (+1)</p><p>Notes: *Critical changes depending on weapon used. Slashing longsword 19-20x2, piercing rapier 18-20x2, bludgeoning hammer 20x2. </p><p>**Large size when extended, in collapsed form is only small size, but still weighs 8 lbs.</p><p>For use of feats such as Expertise, only usable with the appropriate weapon setting selected. </p><p></p><p>[HR][/HR]</p><p></p><p>Sonic Fist</p><p>The sonic fist is a heavy gauntlet with a sonic emitter built in. Originally built for construction, using sonic waves to cause sympathetic vibrations in materials for demolition purposes, the sonic fist has since been turned to military purposes. The gauntlet is reinforced to allow it to be used in melee combat. The sonic fist is also fitted with a small sensor that detects any sonic based attacks against the user, then emits a counter sonic pulse to nullify or lessen the sonic attack.</p><p></p><p>Sonic Fist (Exotic Weapons Proficiency (Sonic Fist) PL6/7)</p><p>Damage: 2d4 or 1d6</p><p>Critical: 20x2</p><p>Damage Type: Sonic or Bludgeon</p><p>Range Increment: 30 ft or melee</p><p>Rate of Fire: Semi</p><p>Size: Small</p><p>Weight: 4 lb</p><p>Ammo: 50 box</p><p>Purchase DC: 23 (Res +2)</p><p>Notes: User is considered armed, can make ranged or melee attacks. Sonic ranged attacks only have a maximum range of 5 range increments. Against inanimate objects, the sonic attacks have the ability to ignore 3 points of DR/Hardness. Each time the user would be subjected to a sonic based attack, the user gains sonic resistance 10, but this uses up one charge from the power pack.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6807394, member: 6668634"] Ice Maul A large hammer head mounted on a long shaft, with an advanced device in the head that generates a field of extreme cold air. The cold being generated by the head can cause frostbite even from a graze, or cause metal to become brittle, making it easier to break. Strikes have been known to completely freeze a target, only to be shattered by the impact of the hammer. This makes the weapon particularly feared amongst many, especially those from higher temperature world. Ice Maul (PL6 Archaic/Simple/Exotic Weapons Proficiency) Damage: 2d10 +2d6 cold Critical: 20x2 Damage Type: bludgeoning plus cold Size: Large Weight: 21 lbs Purchase DC: 28 Mil (+3) Notes: On a successful critical hit, target must make a Fort save (DC 10 + damage dealt) or begin to freeze. If the target fails the save, ice begins to form on the target, slowing it. Reduce Dex, Reflex, skills and attack rolls by -4 and speed by half. Bonuses to Defense or any damage reduction or hardness is reduced by 25%. The freezing lasts for 1d4+1 round in normal room temperatures. In higher temperature areas time is reduced by 1 round for every 10 degrees Celsius (approximately 20 degrees F) higher than room temperature (25C or 77F). For every 10 degrees C (20 degrees F) below room temperature, increase time by 1 round. During the frozen time, the critical modifier for the Ice Maul to the frozen target is increased to 19-20/x3. Multiple critical hits from the ice maul increase the penalties by a cumulative -1, reduce equipment bonus to Defense/Hardness/DR by 10% and increases the frozen time by +2 rounds. If the target's Dex reaches 0, the target is immobile, paralyzed, covered in a thin layer of ice. Any critical hits from any bludgeoning weapon gains +50% damage bonus due to the target becoming more brittle. The target, if a living creature, also begins to suffer the effects of extreme cold environment, (see page 213 d20 Modern). If more than 10 points of fire damage is dealt to the target, the frozen effect is broken, but the target risks catching on fire as normal. If the target makes the save, only suffers a -1 to Dex, Reflex, skills and attack rolls for 2 rounds due to the extreme cold from the weapon. If 5 or more points of fire damage is done to the target, cancels the penalties from the cold, but of course runs the risk of the target catching fire. [HR][/HR] Alter Weapons These melee weapons are made from metamaterials and impregnated with nanites. Using similar principles of the collapsible blades, these weapons can change shape to alter the type of weapon available to the user. With a simple push of a lever on the handle, the weapon head can change from a simple slashing blade, to a piercing rapier blade, or even to a hammer head for smashing things. The weapon head is collapsible to allow for easier concealment, or carriage. Alter Weapon (PL6 Simple (or archaic) Weapon Proficiency) Damage: 1d8 Critical: * Damage Type: slashing/piercing/bludgeoning Size: Large** Weight: 8 lb Purchase DC: 23 Lic (+1) Notes: *Critical changes depending on weapon used. Slashing longsword 19-20x2, piercing rapier 18-20x2, bludgeoning hammer 20x2. **Large size when extended, in collapsed form is only small size, but still weighs 8 lbs. For use of feats such as Expertise, only usable with the appropriate weapon setting selected. [HR][/HR] Sonic Fist The sonic fist is a heavy gauntlet with a sonic emitter built in. Originally built for construction, using sonic waves to cause sympathetic vibrations in materials for demolition purposes, the sonic fist has since been turned to military purposes. The gauntlet is reinforced to allow it to be used in melee combat. The sonic fist is also fitted with a small sensor that detects any sonic based attacks against the user, then emits a counter sonic pulse to nullify or lessen the sonic attack. Sonic Fist (Exotic Weapons Proficiency (Sonic Fist) PL6/7) Damage: 2d4 or 1d6 Critical: 20x2 Damage Type: Sonic or Bludgeon Range Increment: 30 ft or melee Rate of Fire: Semi Size: Small Weight: 4 lb Ammo: 50 box Purchase DC: 23 (Res +2) Notes: User is considered armed, can make ranged or melee attacks. Sonic ranged attacks only have a maximum range of 5 range increments. Against inanimate objects, the sonic attacks have the ability to ignore 3 points of DR/Hardness. Each time the user would be subjected to a sonic based attack, the user gains sonic resistance 10, but this uses up one charge from the power pack. [/QUOTE]
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