Targeting Lock
Targeting Lock(Major) by Stone Gargoyle
The hero can create a force trajectory extending from the barrel of a firearm. This can be used for a few effects. Range for all effects is the hero's ME number X10 feet, plus one foot per level.
1.Firing Trajectory: The hero can create an invisible energy which forces a bullet along a path to a target. This is done by aiming the weapon and locking on using a normal strike roll to aim. Once locked on, the trajectory remains stable as long as certain conditions are met.
- The target must not move beyond the original firing range. If it does, the hero must roll a saving throw (14 or better, ME bonus applies) to keep the invisible pathway stable. If making a successful save, the range may be extended up to the hero's ME number in feet, plus one foot per level.
- The target must not turn over 360 degrees in any one direction, as in a spin. Moving over 360 degrees in one direction, clockwise or counterclockwise, will break the trajectory.
- The gun cannot be fired at a seperate target. If fired using another roll to strike, it is assumed the original pathway is broken due to lack of concentration on it.
- The maximum number of shots cannot be exceeded. The trajectory will only remain stable for the character's ME number of shots, plus one shot per level. The character automatically strikes with each of these shots and does not roll to strike once the aiming roll sets the trajectory.
- The time limit is not exceeded. The trajectory only remains stable for the character's ME number in minutes, plus one minute per level, maximum.
- Other targets are not blocking the trajectory. The character can make the trajectory arc dodge one obstacle/person at level 3, plus one additional at levels 6, 9, 12 and 15.
- The character remains within his ME number of feet of the location where he first aimed the shot and set up the trajectory.
2.Jamming Weapons: The hero can also place force barriers over the barrels of opponent's weapons to cause them to jam (01-30% chance of the weapon backfirng). He can affect up to his ME number in weapons at level one, gaining the ability to block one additional weapon at levels 4, 8 and 12. The barriers remain in place for one full melee round. Must be within line of sight.
3.Disarming Opponents: The force energy can be used to disarm opponents on a successful strike, similar to a telekinetic punch which pushes the weapon out of an opponent's hand. Use the hero's ME bonus as the strike bonus in this instance. The hero is +4 to save vs. being disarmed himself.
4.Other Abilities and Bonuses:
- +1d4 ME
- Takes halfd damage from force bolts
- Immune to the effects of force fields, passing through them as if they are nonexistent.