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<blockquote data-quote="Wikidogre" data-source="post: 326628" data-attributes="member: 4250"><p>ok here is a new power i made tonight, please tell me what you all think!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p><strong>Energy Weapon</strong> [Fiat]</p><p></p><p>Prerequisite: None</p><p>Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper</p><p>Range: Melee</p><p>Activation Cost: 1 PP</p><p>Sustained Cost: 1 PP</p><p>Time Taken: Counts as attack, Free action to form</p><p></p><p> A character with this power may form a simple melee weapon (such as swords, daggers, axes, no moving parts) out of energy and use it as a melee weapon. A player must decide what sort of energy his character uses to form his or her weapon.</p><p></p><p>Pure Energy: No modifiers</p><p></p><p>Concussive Force: A concussive energy weapon attack generates no heat or side-effects save kinetic impact. It may be used to deal subdual damage at the character's will.</p><p></p><p>Sound/Vibration: Such weapon attacks force the target to make a Fortitude Save against a DC equal to the number of points of damage taken, or be deafened for 1d4 rounds.</p><p></p><p>Fire/Heat: Fire/Heat weapons will set inflammable materials alight and cause 1d3 residual damage in the next round, due to the target still smoldering or burging.</p><p></p><p>Ice/Cold: Ice/Cold weapon attacks are numbing, and cause the target to suffer a -1 penalty to attack rolls and Dexterity related actions. This effect lasts for 1d6 rounds and is cumulative.</p><p></p><p>Light: A light weapon attack may be used to blind a target. The precision required adds a -4 penalty to the attack rol. If struck, a target will be blinded for 1d6 rounds, a blinding melee attack may or may not do real damage at the players discretion.</p><p></p><p>Darkness: For a darkness weapon attack, the character gains a +2 attack bonus at night (or in darkness) and sustains a -2 attack bonus during the day or in conditions of bright light. But for all other situation, such as dusk, a low-light room, or dawn thier are no modifiers.</p><p></p><p>Electricity: Electricity weapon attacks gain a +1 bonus to hit targets that are made of metal or wearing large amounts of metal.</p><p></p><p> As for damage effects, the character rolls damage normally per the type of weapon that he or she forms <strong>(as listed in the; Weapons, Vehicles, and Equipment Chapter)</strong>, but gains a significant Strength bonus of +8, that applies solely for attack and damage bonuses.</p><p></p><p> A character may possess multiple forms of Energy Weapon, each purchased as a seperate power. Only one form of Energy Weapon may be formed at one time. For purposes of those out thier that have more than two arms, or feats allowing them to fight with two weapons, the character may form more than one weapon <strong>(of the same type of energy!)</strong>, paying the activation cost for each weapon as well as the cost for sustaining them. As for bonuses, the effective Strength increase applies to the multiple attacks, but a damage bonus only applies once.</p><p></p><p> If for some reason a character is knocked unconcious the Energy Weapon will instantly disapate, and need to be re-formed again paying normal energy costs. Also for purposes of critical hits, the Energy Weapon uses the same information per the type of weapon formed. Characters may also take "Energy Weapon; Type of weapon" for the Weapon Focus, Weapon Specialization, and Weapon Prodigy feats.</p><p></p><p><strong>Energy Weapon II</strong> [Fiat]</p><p></p><p>Prerequisite: Energy Weapon</p><p>Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper</p><p>Range: Melee</p><p>Activation Cost: 2 PP</p><p>Sustained Cost: 2 PP</p><p>Time Taken: Counts as attack, Free action to form</p><p></p><p> The following replaces a character's weaker Energy Weapon, they are not cumulative. A character may always elect to use a weaker version of his Energy Weapon at a reduced PP cost.</p><p></p><p> For Energy Weapon II, instead of the +8 effective Strength bonus, the character recieves a +16 effective bonus to Strength.</p><p></p><p><strong>Energy Weapon III</strong> [Fiat]</p><p></p><p>Prerequisite: Energy Weapon II</p><p>Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper</p><p>Range: Melee</p><p>Activation Cost: 3 PP</p><p>Sustained Cost: 3 PP</p><p>Time Taken: Counts as attack, Free action to form</p><p></p><p> The following replaces a character's weaker Energy Weapon II, they are not cumulative. A character may always elect to use a weaker version of his Energy Weapon at a reduced PP cost.</p><p></p><p> For Energy Weapon III, instead of the +16 effective Strength bonus, the character recieves a +24 effective bonus to Strength.</p></blockquote><p></p>
[QUOTE="Wikidogre, post: 326628, member: 4250"] ok here is a new power i made tonight, please tell me what you all think!:D [B]Energy Weapon[/B] [Fiat] Prerequisite: None Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper Range: Melee Activation Cost: 1 PP Sustained Cost: 1 PP Time Taken: Counts as attack, Free action to form A character with this power may form a simple melee weapon (such as swords, daggers, axes, no moving parts) out of energy and use it as a melee weapon. A player must decide what sort of energy his character uses to form his or her weapon. Pure Energy: No modifiers Concussive Force: A concussive energy weapon attack generates no heat or side-effects save kinetic impact. It may be used to deal subdual damage at the character's will. Sound/Vibration: Such weapon attacks force the target to make a Fortitude Save against a DC equal to the number of points of damage taken, or be deafened for 1d4 rounds. Fire/Heat: Fire/Heat weapons will set inflammable materials alight and cause 1d3 residual damage in the next round, due to the target still smoldering or burging. Ice/Cold: Ice/Cold weapon attacks are numbing, and cause the target to suffer a -1 penalty to attack rolls and Dexterity related actions. This effect lasts for 1d6 rounds and is cumulative. Light: A light weapon attack may be used to blind a target. The precision required adds a -4 penalty to the attack rol. If struck, a target will be blinded for 1d6 rounds, a blinding melee attack may or may not do real damage at the players discretion. Darkness: For a darkness weapon attack, the character gains a +2 attack bonus at night (or in darkness) and sustains a -2 attack bonus during the day or in conditions of bright light. But for all other situation, such as dusk, a low-light room, or dawn thier are no modifiers. Electricity: Electricity weapon attacks gain a +1 bonus to hit targets that are made of metal or wearing large amounts of metal. As for damage effects, the character rolls damage normally per the type of weapon that he or she forms [B](as listed in the; Weapons, Vehicles, and Equipment Chapter)[/B], but gains a significant Strength bonus of +8, that applies solely for attack and damage bonuses. A character may possess multiple forms of Energy Weapon, each purchased as a seperate power. Only one form of Energy Weapon may be formed at one time. For purposes of those out thier that have more than two arms, or feats allowing them to fight with two weapons, the character may form more than one weapon [B](of the same type of energy!)[/B], paying the activation cost for each weapon as well as the cost for sustaining them. As for bonuses, the effective Strength increase applies to the multiple attacks, but a damage bonus only applies once. If for some reason a character is knocked unconcious the Energy Weapon will instantly disapate, and need to be re-formed again paying normal energy costs. Also for purposes of critical hits, the Energy Weapon uses the same information per the type of weapon formed. Characters may also take "Energy Weapon; Type of weapon" for the Weapon Focus, Weapon Specialization, and Weapon Prodigy feats. [B]Energy Weapon II[/B] [Fiat] Prerequisite: Energy Weapon Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper Range: Melee Activation Cost: 2 PP Sustained Cost: 2 PP Time Taken: Counts as attack, Free action to form The following replaces a character's weaker Energy Weapon, they are not cumulative. A character may always elect to use a weaker version of his Energy Weapon at a reduced PP cost. For Energy Weapon II, instead of the +8 effective Strength bonus, the character recieves a +16 effective bonus to Strength. [B]Energy Weapon III[/B] [Fiat] Prerequisite: Energy Weapon II Available to: Aquatic Humanoid, Avatar, Channeler, Demi-Divine, Experiment, Machine Life, Mutant, Superhumanoid, Supernatural, Transgenic, Xenosuper Range: Melee Activation Cost: 3 PP Sustained Cost: 3 PP Time Taken: Counts as attack, Free action to form The following replaces a character's weaker Energy Weapon II, they are not cumulative. A character may always elect to use a weaker version of his Energy Weapon at a reduced PP cost. For Energy Weapon III, instead of the +16 effective Strength bonus, the character recieves a +24 effective bonus to Strength. [/QUOTE]
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