Charge and Discharge Energy

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Charge and discharge energy [minor] by Iczer

'Yeah...i dropped my sword...bummer. let me show you what I can do with this apple peeler though'

The character can expel energy by 'charging' inanimate objects and then releasing the energy through that item. With this power, ordinary steel rods can become ranged weapons of death, rocks the harbinger of doom.

Range: 120 feet +20 feet per level.
Damage: 2d6 +1d6 damage per level. But see below.
Attacks per melee: 1 per blast. But see duration.
Duration: Instant. each blast uses one attack per melee. Charging an object to fire takes one action. An item remains charged until either dropped or the charge is allowed to dissipate.

The damage type of the blast is determined by the object that is charged.

Metal: Fires rays of electricity
Precious metal: Gold, silver, platinum, fire ionic energy (like an ion blaster)
Crystal/glass: Fires lasers
Rock/stone: Fires fire/heat.
Uranium: (if you w would want to hold such an object) Fires plasma.
Artificial items (such as plastic, rubber and carbon fibre): Fires bolts of kinetic energy.
Wood: Fires beams of Bio energy (generic energy. see EE: energy)
Ice: Fires beams of Cold (duh)
People: Yes people. By grabbing a living being, including a team mate, you turn them into a weapon. This is kind of painful for the person involved. every time their body is used in this fashion, they may make a save (14+ PE bonuses count) or take 1d6 damage from the shock. the relative bonuses to using a person is that they come 'fully charged' with their own life force, and thus it takes no time to charge, and that they can fire off beams of their own (they have +2 to the save when they fire off beams of their own).

Other Notes:

Characters gain a moderate level of resistance to energy, taking 5 points less damage from all energy sources.
Items charged need to be at least a foot long, and weigh 2lbs or more to be effective.
If a charged weapon is used in combat, it gains a damage bonus of +1 per level.
All the above beams do a damage bonus equal to the AR of the item. A copper rod would add around 12 extra damage, while a stone hammer may add 14.