Omni Energy Expulsion
Omni energy expulsion [Major] by Iczer
'Hmmm....flame resistant, energy resistant...let's try electricity'
The character has the ability to project rays and beams of energy. Unlike lesser energy expulsion abilities, the character can vary the energy so expelled, with more choices becoming avialablke at greater levels of experience, along with greater skill.
1) Energy blast: The character can fire blasts of raw, undifferentiated energy. this blast does 3D6 damage +1D6 per level of experience, and has a range of 300 feet, plus 100 feet per level.
The character selects another of the following energy types at levels 2,3,4,5,6,8,10,12 and 14. Fire/heat (selected twice becomes plasma), Electricity (selected twice becomes ionic), Laser (taken twice becomes particle beam), sonic, vibration and cold.
2) Energy Blast combat: The character has developed a unique form of ranged combat that augments his ability with the energy blast above.
- Level 1: +3 to strike with an aimed shot. +1 with a wild shot. can divide the beams between 2 targets at no bonus to strike.
- Level 2: Deflection: The character may shoot down other energy blasts. roll as a parry (costs and action). the incoming attack is reduced by the character's damage.
- Level 3: Divider: the character adds +1 to strike to divided attacks, and +1D6 to each target (so a 7D6 beam can be divided into a 4D6 and a 5D6 attack)
- Level 4: Accurate: gain +1 to strike.
- Level 5: Sniper's concentration: when making a careful aimed shot, the character can add his ME bonus (as if it were PP) to his to hit roll.
- Level 6: Fast. +1 energy blast attack per melee
- Level 7: Accurate add +1 to strike
- Level 8: Divided: gain an additional D6 to each divided target, and +1 to strike.
- Level 9: Energy resistant: energy now inflicts 1/2 damage to this character
- Level 10: Accurate +1 to strike
- Level 11: Fast: add another energy blast attack per melee
- Level 12: Divided: add +1d6 to each divided attack and +1 to strike. may divide 3 ways
- Level 13: Accurate +1 to strike
- Level 14: Energy resistant: character now takes 1/4 damage from all energy sources.
- Level 15: Fast: +1 attack per melee with energy blasts.
3: Power Moves: The character gains one power move every level from level 2 onwards.
- Penetrating: The character can reduce his overall damage by 2D6, to deliver an attack that slices through body armor like a knife through butter (reduce AR of target by 6 for that shot)
- Punch: By reducing the damage of the blast by 2D6, the character's blast inflicts more bang for his buck. If the blast connects, the target must check vs Balance (at a penalty of the damage done) or be knocked down (lose one action). character who take more damage than their PS score are knocked backwards as many feet as the damage done. effective even if the target's AR blocked the shot.
- Bank shot: The character can reduce the damage of his attack by 1D6, to allow the shot to careen off a target after hitting to strike a second target. If the main target is struck, the character rolls to hit a second target within 30 feet at -4, inflicting half damage.
- Ricochet: The character can reduce his blast by 2D6 damage, to allow a blast to careen off a surface to hit a target indirectly. The character has a -3 to hit his target, but the target is -4 to dodge this attack and any cover he may possess is effectively ignored.
- Scattershot: The attack spreads like a shotgun. by reducing the damage of the attack by 1D6, the character's attack not only hits the main target, but other victims within 5 feet of the target must dodge or take half damage (dodge is 14 if not the main target)
- Cloud: The attack spreads like a cloud rather than a beam. after striking a target, the beam dissolves into a cloud of vapor, filling an area 10 feet in diameter for every dice in the attack (must expend 3D6 to use this option). This cloud remains for 1 melee round per level. anyone entering the cloud takes half the base damage twice per round.
- Jet: The character's blast has a kind of kick to it, allowing the character to use the blast to assist with leaping. By firing at the ground, the character can hurl himself 10 feet into the air or 15 feet across for every 2 dice in the attack (so a 6D^ blast hurls a character 30 feet high and 45 feet across). this can also increase the speed of unpowered movement (like a skateboard, surfboard, roller blades etc) by 10% +5% per level.
- Power shot: By expending 1D6 of damage, and an additional action, the character can fire a more powerful blast. Base damage (after the 1d6) is doubled and an additional 3 points of damage per level is added.
- Precision: A precise beam of energy costs the character 2D6 of basic damage. a precise beam has a +2 to strike for every action spent aiming. in addition, precise beams have their critical range increased by 1 for every action so expended.
- Destructive: Destructive beams shear away armor. destructive beams are reduced by 1D6. when a destructive beam hits a target, but is blocked by an Armour rating (natural or otherwise) that armor rating is reduced by 1.
- Cutting: Cutting beams are more deadly. reduce the overall damage by 2D6, but the critical range for a Cutting beam is 15+.
- Nonlethal: Nonlethal beams do not hurt a target, but do cause deletirious other effects. roll damage as normal (minus 2D6) and compare to the target's PE attribute (plus half any natural AR). if the damage exceeds this number, then the target must save vs damage (10+ number of dice damage) or become fatigued (refer to fatiguing rules). A second successful attack weakens the target further ( 2 attacks per melee maximum, no bonuses to strike/parry or dodge, halve skill percentages and reduce speed to 1/4) a third successful attack renders a target unconscious. Any target affected recovers after 15 minutes of rest +5 minutes per level of the attacker.
- Rapid shot: The character's attack is reduced to 1D6 per level, but the attack fires off like a submachine gun. the character fire these blasts in short, medium or long bursts.
- Piercing: Piercing beams cost 1D6, and put holes in objects. against inanimate objects, the character need only do 5% of an objects SDC to put a fist sized hole up to 6 inches deep per level in the object. If this beam punches through, then the beam continues, at -2D6 through to target's on the other side. Living beings are too complex, and too variable to be affected by this attack, but their body armor is not.