Flare
Flare by Iczer
The character can launch an attack of some sort of semisolid matter, that incandesces with heat and light.
Attacks per melee: as many as the character HTH attacks
Range: a whopping 1000 feet per level. By expending 2 attacks, the flare may double it’s Range.
Bonus to strike: +3 with an aimed shot. +1 with a wild shot.
Damage: 1d6 per level of experience.
Special properties:
Automatic ricochet: The flare will automatically rebound off a solid target, possibly hitting a second or third target. By taking a –2 to hit (must be an aimed shot) the character can hit up to as many targets with this power as his level, making a new attack after each target is hit. This is not a controlled shot however, and any miss ends the ricochet.
Light Source: as a brilliant flash of light, the flare can be seen for as many miles as the character’s level. Twice that in a darkened area. The character can also (rescinding the ricochet effect listed earlier) fire it into a solid object and let it illuminate a large sized area with daylight like brightness for 3 minutes per level. If desired, the character can launch the flare into his own hand, acting as a brilliant torch for the duration.
Blinding strike: any head shot made by this power forces an opponent to save vs blindness (PE bonuses count. 14+ required). Any blind opponent stays that way for 2 melee rounds, losing –3 to strike, parry, dodge and initiative. Such a head shot is a called and aimed shot, that requires at least a 16 or better.