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Blood & Vigilance Question
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<blockquote data-quote="ledded" data-source="post: 1451094" data-attributes="member: 12744"><p>And having created that power, I made yet another technological creation for my own fun and enjoyment. The players jumped all over this one, if for no better reason than to see what would happen when the thing *didnt* work...</p><p> </p><p> </p><p><strong><span style="color: blue"><span style="font-family: 'Comic Sans MS'"><span style="font-size: 12px">Nullifier Gun</span></span></span></strong><span style="font-family: 'Comic Sans MS'">: A close range weapon that makes use of the new metal Tibranium and the Power Nullification ability, this Ray Gun looks like something straight out of a Flash Gordon serial, with strange disks and buttons all over it. When fired, the user makes a touch attack against a target as a strange wave of energy emits from the weapon (accompanied by a warbling vibrating noise); if successful, the recipient (if a “Superhuman”) must make a Will save DC 15 or have a random power limited in effectiveness by 2d6 Power Points for 1d4 rounds (on a critical save failure, the target is also dazed for 1 round and the duration of the weapon effect is doubled). Normals are unaffected, other than a slight tingling sensation around the armpits and genitals. It can only be fired once per round, and only 4 times before needing to be “recharged” by someone with the power and knowledge to do so. It fires to a maximum of 5 range increments.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">Special: this is extremely new technology, and extremely unstable. This weapon malfunctions 25% of the time (on a natural roll of 5 or less). Roll d100 and refer to table in the event of malfunction:</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">d100 Effect</span></p><p>--------------------------------------------------------- </p><p><span style="font-family: 'Comic Sans MS'">01 - 25 </span><span style="font-family: 'Comic Sans MS'">Weapon does nothing, but a charge is used nonetheless.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">26 - 35 </span><span style="font-family: 'Comic Sans MS'">Weapon discharges normally, but uses 2 charges and ceases to work for 1d4 minutes.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">36 - 45 </span><span style="font-family: 'Comic Sans MS'">Weapon discharges, but affects the firer also.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">46 - 60 </span><span style="font-family: 'Comic Sans MS'">Weapon discharges wildly: add +5 to initial attack roll for every remaining charge against target (and +2 to save DC). Any super within 5’ of target for every charge fired is affected. Initially targeted super suffers twice the effects (and on a critical failure, must save again or have that power indefinitely disabled), but the firer suffers the normal effect as well. All remaining charges are discharged, and there is a 25% chance the weapon will be destroyed.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">61 - 70 </span><span style="font-family: 'Comic Sans MS'">Weapon fails to discharge, and all remaining charges drain off harmlessly</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">71 - 75 </span><span style="font-family: 'Comic Sans MS'">Weapon backfires with terrible psychic backlash; user takes 1d4 temporary intelligence or wisdom damage (50/50) and weapon does not affect target. A charge is used normally.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">76 - 85 </span><span style="font-family: 'Comic Sans MS'">Weapon begins terrible psychic vibration; on the next round it will “detonate” forcing all supers within 20’ to make a Will Save (DC 12 + 2 per remaining charge) or be affected by weapon’s power. Weapon is destroyed. </span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">86 - 96 </span><span style="font-family: 'Comic Sans MS'">Weapon turns the tables: it does not affect Supers at all, but renders all normals within 20’ of target unconscious if they fail a Will save DC 15 + 2 per charge. Uses only one charge when this happens, and weapon works normally thereafter.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">97 - 99 </span><span style="font-family: 'Comic Sans MS'">Weapon fires, but user (as well as target) takes 2d6 points of psychic blast damage. Any damage past vitality does not go into wounds, but into wisdom or intelligence instead (50/50). Uses one charge as normal.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">00 </span><span style="font-family: 'Comic Sans MS'">Weapon instantly, and devastatingly, destructs. Damage is for an area effect psychic blast affecting all living things within 30’ of user. Damage is 6d6, Will Save DC 15 + 2 per remaining charge for half. Any damage past vitality points does not go into wounds, but into wisdom or intelligence instead (50/50). Anyone having their ability drained to 0 by this attack has had their mind destroyed. Weapon is fully destroyed.</span></p><p> </p><p><span style="font-family: 'Comic Sans MS'">Range Increment: 10’, Damage: 2d6 PP, Size: M</span></p></blockquote><p></p>
[QUOTE="ledded, post: 1451094, member: 12744"] And having created that power, I made yet another technological creation for my own fun and enjoyment. The players jumped all over this one, if for no better reason than to see what would happen when the thing *didnt* work... [b][color=blue][font=Comic Sans MS][size=3]Nullifier Gun[/size][/font][/color][/b][font=Comic Sans MS]: A close range weapon that makes use of the new metal Tibranium and the Power Nullification ability, this Ray Gun looks like something straight out of a Flash Gordon serial, with strange disks and buttons all over it. When fired, the user makes a touch attack against a target as a strange wave of energy emits from the weapon (accompanied by a warbling vibrating noise); if successful, the recipient (if a “Superhuman”) must make a Will save DC 15 or have a random power limited in effectiveness by 2d6 Power Points for 1d4 rounds (on a critical save failure, the target is also dazed for 1 round and the duration of the weapon effect is doubled). Normals are unaffected, other than a slight tingling sensation around the armpits and genitals. It can only be fired once per round, and only 4 times before needing to be “recharged” by someone with the power and knowledge to do so. It fires to a maximum of 5 range increments.[/font] [font=Comic Sans MS]Special: this is extremely new technology, and extremely unstable. This weapon malfunctions 25% of the time (on a natural roll of 5 or less). Roll d100 and refer to table in the event of malfunction:[/font] [font=Comic Sans MS]d100 Effect[/font] --------------------------------------------------------- [font=Comic Sans MS]01 - 25 [/font][font=Comic Sans MS]Weapon does nothing, but a charge is used nonetheless.[/font] [font=Comic Sans MS]26 - 35 [/font][font=Comic Sans MS]Weapon discharges normally, but uses 2 charges and ceases to work for 1d4 minutes.[/font] [font=Comic Sans MS]36 - 45 [/font][font=Comic Sans MS]Weapon discharges, but affects the firer also.[/font] [font=Comic Sans MS]46 - 60 [/font][font=Comic Sans MS]Weapon discharges wildly: add +5 to initial attack roll for every remaining charge against target (and +2 to save DC). Any super within 5’ of target for every charge fired is affected. Initially targeted super suffers twice the effects (and on a critical failure, must save again or have that power indefinitely disabled), but the firer suffers the normal effect as well. All remaining charges are discharged, and there is a 25% chance the weapon will be destroyed.[/font] [font=Comic Sans MS]61 - 70 [/font][font=Comic Sans MS]Weapon fails to discharge, and all remaining charges drain off harmlessly[/font] [font=Comic Sans MS]71 - 75 [/font][font=Comic Sans MS]Weapon backfires with terrible psychic backlash; user takes 1d4 temporary intelligence or wisdom damage (50/50) and weapon does not affect target. A charge is used normally.[/font] [font=Comic Sans MS]76 - 85 [/font][font=Comic Sans MS]Weapon begins terrible psychic vibration; on the next round it will “detonate” forcing all supers within 20’ to make a Will Save (DC 12 + 2 per remaining charge) or be affected by weapon’s power. Weapon is destroyed. [/font] [font=Comic Sans MS]86 - 96 [/font][font=Comic Sans MS]Weapon turns the tables: it does not affect Supers at all, but renders all normals within 20’ of target unconscious if they fail a Will save DC 15 + 2 per charge. Uses only one charge when this happens, and weapon works normally thereafter.[/font] [font=Comic Sans MS]97 - 99 [/font][font=Comic Sans MS]Weapon fires, but user (as well as target) takes 2d6 points of psychic blast damage. Any damage past vitality does not go into wounds, but into wisdom or intelligence instead (50/50). Uses one charge as normal.[/font] [font=Comic Sans MS]00 [/font][font=Comic Sans MS]Weapon instantly, and devastatingly, destructs. Damage is for an area effect psychic blast affecting all living things within 30’ of user. Damage is 6d6, Will Save DC 15 + 2 per remaining charge for half. Any damage past vitality points does not go into wounds, but into wisdom or intelligence instead (50/50). Anyone having their ability drained to 0 by this attack has had their mind destroyed. Weapon is fully destroyed.[/font] [font=Comic Sans MS]Range Increment: 10’, Damage: 2d6 PP, Size: M[/font] [/QUOTE]
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