Adaptive Weaponry
Adaptive weaponry [minor] by Iczer
'I got what you need right here'
The character grows his weapons as he needs them. When he does so one limb mutes and bubbles to accommodate this new bio-weapon.
It takes 2 actions to grow the weapon, which leaves one arm (or a leg or tail depending on the character) malformed and 'changed'.
Once grown the weapon inflicts 1D6 damage per level of experience, has a range of 50 feet and has a +2 to strike with aimed shots.
The type of damage is selected when grown. an organic flame thrower might be nice against an ice opponent, while a kind of acid shooter may be more appropriate against a plant based opponent. By expending an action the character can change the type of damage he is inflicting.
By sacraficing 1D6 of damage, the character can add +2 to strike, double the range, bypass 3 points of AR or give himself an extra ranged attack with the weapon. Or combinations of the above. (Mutefire, 6th level mutant would do 6D6 with this power, but can drop it to 4D6 by gaining a +4 bonus to strike rolls) each reconfiguration also takes an action to perform. (If mute fire is in not in love with his 4D6 +6 to strike fire version, he could spend an action and gain a 5D6 +2 to strike Armour peircing version)