Arms Control

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Arms Control(Major) by Taalismn

“I think we’ll ALL feel safer if everybody here wasn’t armed to the teeth, people?”

This power gives the superbeing unprecedented control over modern weaponry, including the ability to remotely affect its operation.

Range: 200 ft+ 50 ft per level of experience, 10 ft+5 ft per level of experience area of effect.
Duration: 1 melee per level of experience

Effects:

1) The superbeing can control the mechanisms of modern weapons(firearms, handheld grenade and missile launchers, and energy weapons), causing them to jam, misfire, lock their safeties, or spontaneously fire.

2) The superbeing can attempt to control weapons integrated into vehicles(like a tank gun or shipboard missile launcher, and including weapons integrated into power armor and cyborgs) with a 35%+5% per level of experience change of success.
-15% if an alien technology unfamiliar to the superbeing
+10% if the character has the Weapons Systems skill
+5% if the character has a familiarity with the vehicle type the weapon is mounted in(i.e. has a skill in Pilot Tanks/APCs, Pilot Jetfighter, Pilot Watercraft: Warship, etc...)

3) Can instantly tell if a weapon is loaded, charged up, how much ammunition is remaining in it, and how long until it goes off/is triggered.

4) +15% to Demolitions disposal

5) Can readily tell the quality of a weapon, just by looking at it(general state of upkeep, any problems in its operation, likely flaws, etc...).

6) Can detect the presence of modern weaponry, even if concealed, within the area of effect(“I sense....that man is packing a Skorpion SMG under his jacket!”).

Penalties:

  • CANNOT affect melee weapons, tension powered weapons like crossbows and catapults, nor can they affect simple explosive weapons like firecrackers, burning sticks of dynamite, percussion-triggered landmines, or handgrenades.
  • CANNOT affect magically- or psionically-powered weapons like TechnoWizardry or Psi-Mechanic creations, nor can it affect weapons created as a result of superpowers(like Ranged Body Weapons).
  • The actual WEAPON must be within the area of effect to be affected(for instance, if Warmonger is inside the launch bunker of a Minuteman III launch complex, and he’s five hundred feet away from the missile, it doesn’t matter that he’s right next to the launch button, pressing it without the keycodes....with a power range of only 125 ft, he can’t launch the ICBM...and even then, unless he can manage to get the silo hatch systems open, he’s more likely to have a very messy in-silo accident firing it off).
  • Robotically/Computer-operated weapons systems with safeguards(or a resident AI) will get a save versus attempted control; a roll of opposing Weapons Systems skills.