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Lasers
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LASERS
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| Weapon
|
Damage
|
Critical
|
Type
|
Range
|
ROF
|
Magazine
|
Weight
|
Size
|
Cost
|
Craft
DC
|
| Infra-red
rifle
|
2d12
|
20
|
Energy
|
200
ft.
|
S
|
Clip,
belt, or back
|
7
lb.
|
Medium
|
20,000
cp
|
33
|
| Laser
rifle
|
3d12
|
20
|
Energy
|
200
ft.
|
S
|
Clip,
belt, or back
|
7
lb.
|
Medium
|
30,000
cp
|
34
|
| X-Laser
|
3d10
|
20
|
Energy
|
100
ft.
|
S
|
Minifusion
cell
|
10
lb.
|
Medium
|
30,000
cp
|
34
|
Infra-Red Laser Rifle
The infra-red laser is a special laser with a coated
discharge lens that filters out all light except for that emitted at .01 cm
wavelength or greater – in effect, generating a beam exclusively in the
infra-red spectrum. Though the IR laser
is substantially low-powered when compared with other laser weapons (it
produces far less energy with each discharge), the IR laser is totally invisible
except when viewed with IR goggles (which show the beam solidly).
IR lasers are unaffected by smoke, but are impeded
by glitter as normal lasers.
Laser Rifle
The laser rifle was the standard weapon of the American
armed forces before the fall of human civilization. Compared to the military laser pistol (the standard sidearm), the
laser rifle is a much more effective battlefield weapon. Incorporating a longer barrel and balanced
shape, with superior artificial refining crystals and focus mirrors that allow
it to retain tighter photon-beam cohesion at greater distances, the laser
rifle’s range is well above that of a conventional chemical-propellant rifle.
X-Laser
The so-called “x-laser” is a bulky and difficult energy
weapon to employ. The common x-ray
device used in all Ancient-era medical facilities shares the principle behind
the x-laser; high-speed electrons, creating an emission of “x-rays”, bombard a
tungsten or yttrium “target” inside the weapon. These rays are quite potent, able to penetrate a far greater
amount of tissue and materials than most forms of radiation. Unlike the relatively harmless x-ray
machine, however, the weapon version of this technology emits rays at a shorter
wavelength, causing a more violent “disruption” effect.
The x-laser causes damage
mainly by breaking down and disintegrating the tissues its beam contacts. In addition, an x-laser can fire straight
through walls and other obstructions without reduced effect against targets
concealed behind them. The x-laser can
penetrate 20 feet of cloth, wood, or similar animal or vegetable matter. It can penetrate through up to 10 feet of
stone, 10 inches of iron, steel, copper, and brass, but cannot penetrate lead,
gold, or platinum. Often an x-laser will be mated with X-ray goggles to allow
the firer to see through walls and identify targets behind them to fire at.
X-lasers do not have a continuous wavelength mode.
Example Mutations/Defects
Aberrant Horn Development
The mutant’s hair and bone growth has become accelerated and
pronounced on the head area, and a pair of “horns” (or even “antlers,” with
advanced development) has grown on her head, allowing her to make a gore
attack.
Benefit: Mutant gains a
natural weapon, allowing her to make a gore attack for 1d6 damage.
Advancement: Each
advancement of this mutation increases the damage dice of the attack in the
following progression: 1d8, 2d6, and 2d8.
Elongation
The mutant’s tendons, muscles, and cartilage have developed
to allow for extreme stretching without tearing. This permits the mutant to
extend her arms, legs, neck and torso to almost twice their normal length
without ill effect.
Benefit: By extending her limbs, the mutant can add 5 feet to her
reach. Optionally, the mutant can instead increase her base speed by 5 feet.
(She cannot do both simultaneously, however). Elongating her body stresses the
tendons and muscles and cannot be maintained indefinitely without harm. A
mutant can elongate for 5 rounds per Constitution modifier per day (minimum 5
rounds). The mutant also enjoys a +4 bonus to Escape Artist checks.
Advancement: The
first advancement of this mutation doubles the number of rounds the mutant can
maintain elongation. Each subsequent advancement adds 1 to the multiplier (x3,
x4, etc.).
Hunchback
The mutant has a spinal deformity that manifests as a
pronounced hump on her back.
Penalty: This defect
causes a slight hindrance to movement, reducing the mutant’s movement speed by
5. The mutant also suffers a –1 reduction to his Charisma score.
Advancement: Each advancement of this defect
decreases the mutant’s speed by 5 feet and Charisma by -1.
Skeletal Deterioration
The calcium deposits in the mutant’s skeletal system have
been replaced with other minerals (cadmium being the most prevalent in this
post-holocaust environment). This mineral substitution weakens and deforms the
bones and causes brittleness.
Penalty: The mutant
suffers 50% more damage from bludgeoning attacks.
Advancement: Each advancement of this defect
increases the damage taken from bludgeoning attacks by 50%. Thus, a character that has taken this defect
3 times would take an additional 150% damage from bludgeoning attacks
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