Chemical Attack

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Chemical attack: [Major] by Iczer

'my combat strategy has always been spray and pray'

The character can create a gel like fluid charged with various chemical properties that can be sprayed at will towards targets.

1) Range: 40 feet +20 feet per level

2) Damage: 1d6 plus 1d6 per level

3) Attacks: each use of chemical attack counts as 1, 2 or 3 actions.

4) Bonuses to strike: +2 with an aimed, called shot. +0 wild.

Special: Using more than one action with this attack makes it a power hose type attack. such a spray inflicts an extra +1 damage per level and makes it -4 to dodge,as the spray can be redirected. 3 actions makes it a full spray. a full spray has the same -4 to dodge and +1 damage per level, but also affects all targets within 10 feet left or right of the target.

Special: Continuing - most chemical attacks inflict half normal damage on the next round. no matter how many times a target has been hit with this attack, he suffers this extra damage only once, at the start of the new round of initiative.

Special: Force - The spewed chemicals hit hard and pack a lot of comparative mass. anyone hit must make a save vs balance at +15% or be knocked prone by the blast

Special: Coat - The character may coat himself with a layer of his own gel like substance. he is immune to harm from it, but gains 20 SDC and the chamicals inflict +2 damage per level on contact with other people. a chemical coat takes a full melee to create and lasts 5 minutes per level.

Chemicals available: The character initially has one chemical attack available, but gains more options as he advancves through levels. He gains an additional chemical attack at levels 3,6,9,12 and 15.

  • Fire: the character generates a napalm like gel.
  • Cold: the gel made by this character is supercooled upon creation
  • Acid: the gel is acidic when created
  • Kinetic: the gell has a type of organic rubber in it's compond. it doen't do continuing damage, but opponents have only +10% to save vs knockdown, and the gel coating adds +5 SDC per level
  • Energised: the gel comes out ionically charged doing electrical damage
  • Oxidising: the highly oxidised gel rapidly eats away at vulnerable metals. instead of taking damage, lose 5% of thier SDC per round for 1 round per level (never more than half). rock loses 1 % per round for 1 round per level and never drops below 80% SDC. wood loses 2 % per round for 1 round per level, but can drop to 10% SDC flesh is unharmed.