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<blockquote data-quote="kronos182" data-source="post: 6790897" data-attributes="member: 6668634"><p>Shocker Series</p><p>A departure for GE, the Shocker is a melee weapon that can also be powered up for more damage with high currents of electricity. The shocker also has the added bonus of sending a bolt of electricity to hit targets at a distance. Shockers are usually modeled after short or long swords, but daggers and other melee weapons are also available. To recharge the batteries, the weapon must be placed in the sheath and placed on a power dock which recharges the weapon in about 2 hours.</p><p></p><p>Shocker Short Sword (Simple Weapons Proficiency PL 6)</p><p>Damage: 1d6 unpowered add 1d6 when powered, 3d4 bolt</p><p>Critical: 19-20 x2, 20</p><p>Damage Type: piercing, powered is piercing and electrical, electrical for bolt</p><p>Range Increment: 20 ft for the bolt, maximum of 5 range increments.</p><p>Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)</p><p>Size: Small</p><p>Weight: 3 lbs</p><p>Purchase DC: 12</p><p>Restriction: -</p><p>Game Note: Shooting the bolt is a little awkward and suffers a -1 penalty to attack.</p><p></p><p>Shocker Dagger (Simple Weapon Proficiency PL6)</p><p>Damage: 1d4, add 1d6 when powered, 3d4 bolt</p><p>Critical: 19-20 x2, 20</p><p>Damage Type: piercing, piercing plus electrical when powered, electrical for bolt</p><p>Range Increment: 10 ft for throwing the dagger, 10 ft for bolt, maximum of 5 range increments,</p><p>Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute)</p><p>Size: Tiny</p><p>Weight: 1 lbs</p><p>Purchase DC: 10</p><p>Restriction: -</p><p>Game Note: The dagger is easy to point and doesn't suffer any attack penalties when firing the electrical bolt.</p><p></p><p>Shocker Longsword (Simple Weapon Proficiency PL6)</p><p>Damage: 1d8, add 2d4 when powered, 4d4 bolt</p><p>Critical: 19-20 x2, 20</p><p>Damage Type: slashing, slashing and electrical when powered, electrical for bolt</p><p>Range Increment: 25 ft for electrical bolt, max of 5 range increments</p><p>Ammo: 20 minutes of continuous use, or 20 bolts (one bolt is worth 1 minute)</p><p>Size: Large</p><p>Weight: 4.5 lbs</p><p>Purchase DC: 15</p><p>Restriction: -</p><p>Game Note: Aiming the sword to fire the bolt is awkward and suffers a -2 to attack rolls.</p><p></p><p>[HR][/HR]</p><p></p><p>Shock Gloves</p><p>Shock gloves are a new development from General Electric's weapons department, expanding from the shocker series of melee weapons. Shock gloves are padded, insulated and slightly armoured gloves, similar to gauntlets, with the knuckles that are reinforced and padded to protect the user's hands in unarmed combat. These gloves, when they strike a surface, they emit a large electric discharge. What makes these different from GE's shocker series of weapons, besides the lack of ranged discharge, is that they do not require any power source. They work on a greatly enhanced version of piezoelectricity, where specially grown crystals, when put under physical stress, emit an electrical charge, which is then transmitted through a series of super conductors and transformers, then finally to the emitters in the knuckles.</p><p>Shock Gloves (PL6 Simple Weapon Proficiency)</p><p>Damage: +1 plus 1d4 electrical</p><p>Critical: 20, x2</p><p>Damage Type: bludgeoning plus electrical</p><p>Range Increment: melee</p><p>Size: Tiny</p><p>Weight: 1 lb</p><p>Purchase DC: 10</p><p>Restriction: -</p><p>Game Note: If used by a character with the Brawl feat, shock gloves increase the base damage dealt by an unarmed strike by +1, this is in addition to the +1 granted by the shock gloves, and unarmed strikes deal lethal damage. Weight and cost is for a single glove.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790897, member: 6668634"] Shocker Series A departure for GE, the Shocker is a melee weapon that can also be powered up for more damage with high currents of electricity. The shocker also has the added bonus of sending a bolt of electricity to hit targets at a distance. Shockers are usually modeled after short or long swords, but daggers and other melee weapons are also available. To recharge the batteries, the weapon must be placed in the sheath and placed on a power dock which recharges the weapon in about 2 hours. Shocker Short Sword (Simple Weapons Proficiency PL 6) Damage: 1d6 unpowered add 1d6 when powered, 3d4 bolt Critical: 19-20 x2, 20 Damage Type: piercing, powered is piercing and electrical, electrical for bolt Range Increment: 20 ft for the bolt, maximum of 5 range increments. Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute) Size: Small Weight: 3 lbs Purchase DC: 12 Restriction: - Game Note: Shooting the bolt is a little awkward and suffers a -1 penalty to attack. Shocker Dagger (Simple Weapon Proficiency PL6) Damage: 1d4, add 1d6 when powered, 3d4 bolt Critical: 19-20 x2, 20 Damage Type: piercing, piercing plus electrical when powered, electrical for bolt Range Increment: 10 ft for throwing the dagger, 10 ft for bolt, maximum of 5 range increments, Ammo: 10 minutes of continuous use, or 10 bolts (one bolt is worth 1 minute) Size: Tiny Weight: 1 lbs Purchase DC: 10 Restriction: - Game Note: The dagger is easy to point and doesn't suffer any attack penalties when firing the electrical bolt. Shocker Longsword (Simple Weapon Proficiency PL6) Damage: 1d8, add 2d4 when powered, 4d4 bolt Critical: 19-20 x2, 20 Damage Type: slashing, slashing and electrical when powered, electrical for bolt Range Increment: 25 ft for electrical bolt, max of 5 range increments Ammo: 20 minutes of continuous use, or 20 bolts (one bolt is worth 1 minute) Size: Large Weight: 4.5 lbs Purchase DC: 15 Restriction: - Game Note: Aiming the sword to fire the bolt is awkward and suffers a -2 to attack rolls. [HR][/HR] Shock Gloves Shock gloves are a new development from General Electric's weapons department, expanding from the shocker series of melee weapons. Shock gloves are padded, insulated and slightly armoured gloves, similar to gauntlets, with the knuckles that are reinforced and padded to protect the user's hands in unarmed combat. These gloves, when they strike a surface, they emit a large electric discharge. What makes these different from GE's shocker series of weapons, besides the lack of ranged discharge, is that they do not require any power source. They work on a greatly enhanced version of piezoelectricity, where specially grown crystals, when put under physical stress, emit an electrical charge, which is then transmitted through a series of super conductors and transformers, then finally to the emitters in the knuckles. Shock Gloves (PL6 Simple Weapon Proficiency) Damage: +1 plus 1d4 electrical Critical: 20, x2 Damage Type: bludgeoning plus electrical Range Increment: melee Size: Tiny Weight: 1 lb Purchase DC: 10 Restriction: - Game Note: If used by a character with the Brawl feat, shock gloves increase the base damage dealt by an unarmed strike by +1, this is in addition to the +1 granted by the shock gloves, and unarmed strikes deal lethal damage. Weight and cost is for a single glove. [/QUOTE]
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