SHOOTING POWERS
With any of the following shooting powers the player must choose where the character is going to shoot the power from, but once the location is chosen, it can NEVER be changed. More than one power can come from the same location. The player can choose from this list of locations:
a) Mouth
b) Eyes
c) Hand(s)
d) Nostrils
The player can, with the GM'S approval, choose a location not mentioned above, or use a combination of more than one location. If the area from which a character shoots a power, is severed in some way, then the character shoots the power from the closest area to that original area.
Example: a character has shoot acid, which is shot from his left hand. If his left hand is severed, then he would shoot the acid from his left wrist.
Any creatures within the area of effect for any one shooting power, takes the effects and/or damage described. All clouds, cones, or streams last for one round unless stated otherwise.
If there is no stated distance of how far the power can be shot, the distance is one hundred feet (100').
1. Shoot Acid
This power allows the character to shoot a stream of acid up to 21m (70') long. The width of the stream is as wide as the area which it is shot from. The damage of the acid is 4d8.
2. Blinding Shard
With this power the character can shoot a shard which is 10cm (4 inches) long and 2cm (.8 of an inch) in diameter. When this shard hits a creature, the creature becomes blind for 2d6 rounds.
3. Shoot Chlorine Gas
This power allows the character to shoot a cloud of poisonous gas, which must be inhaled to be effective. The cloud surrounds one object no more than 2.4m (8') as the largest dimension. The damage of the gas is 4d8.
4. Shoot Cold (Frost)
This power allows the character to shoot a cone of cold (frost) which affects one object no more than 2.4m (8') as its largest dimension. The damage of the cold is 4d8.
5. Shoot Corrosive Gas
With this power the character can shoot a cloud of flesh corrosive gas. The cloud surrounds one object no more 2.4m (8') as its largest dimension. The gas ONLY causes damage to flesh, including eyeballs, inside and outside (lips) of the mouth, and skin. The damage for this gas is 4d8.
6. Shoot Fire
This power allows the character to shoot a cone of fire which affects one object no more than 2.4m (8') as the largest dimension. The fire burns all combustibles and causes 4d8 damage.
7. Shoot Glowing Shard
With this power the character can shoot a glowing shard which is 10cm (4 inches) long and 2cm (.8 of an inch) in diameter. The shard glows extremely bright, thus blindness may ensue. The character can shoot this shard to a maximum distance of 21m (70'). The creatures within 12m (40') of the position of contact by the shard have a 50% chance of being blinded for 1d8 rounds. The damage for the shard is 3d8, for the creature (or object) which is hit by the shard (the position of contact.)
8. Shoot Ice
This power allows the character to shoot a cone of ice which surrounds one object no more than 2.4m (8') as the largest dimension. When the ice hits it causes 3d8 damage. The ice will melt off, but only if the surrounding temperature is above 0 degrees Celsius, in 1d8 rounds. Otherwise the ice will remain frozen, surrounding the object, until the surrounding temperature is above 0 degrees Celsius.
9. Shoot Lasers
With this power the character can shoot two laser blasts or one laser beam. Each blast is 10cm (4 inches) long and 5cm (2 inches) wide which travel for 21m (70') until they dissipate. The laser beam is 10cm (4 inches) wide and travels for 21m (70'). Each blast causes 2d8 damage and are separate from each other (roll 1d20 for each blast.) The beam causes 4d8 damage and only 1d20 rolled.
10. Shoot Lightning Bolt
With this power the character is able to shoot a bolt of lightning which is as wide as the area which it comes from and is 21m (70') long in a straight line. The damage caused by the lightning is 4d8.
11. Shoot Paralyzation Gas
This power allows the character to shoot a cloud of gas which surrounds one object no more than 2.4m (8') as the largest dimension. Any creature caught in the cloud become paralyzed for 2d8 rounds. That is, the creature continues involuntary functions (seeing, hearing, breathing, etc.), but cannot use any involuntary motor functions (speaking, moving, etc..)
12. Shoot Repulsion Gas
With this power the character can shoot a cloud of repulsion gas which surrounds one object no more than 2.4m (8') as the largest dimension. Any creature caught in the gas must move in the opposite direction where the gas came from, for 2d6 rounds at its fastest speed.
13. Shoot Sand
With this power the character can shoot a cloud of sand particles which surrounds one object no more than 2.4m (8') as the largest dimension. The sand causes 2d8 damage and blinds any creature caught in the cloud for 2d6 rounds, unless the creature has something covering its eyes. The covering would have to be able to block out small sand particles. Therefore any cloths (cotton, wool, etc.) would be ineffective. The creature would need to be wearing some type of goggles. The goggles would need to be wrapped around the entire eye area so that there are no open areas for the small sand particles to get into the eyes.
14. Shoot Shadows
With this power the character can shoot a shadow which surrounds one object no more than 2.4m (8') as the largest dimension. Whatever the shadow hits turns into a shadow itself. That is, a two-dimensional image of what used to be a physical object.
Example: a character shoots a shadow at an apple and now, where the apple was, is a two-dimensional, flat, shadow of the apple.
Any floating object hit by this would turn into a shadow on the ground, floor, or table depending on what is underneath the original object. If the shadow hits a floor, ceiling, wall, or some other surface larger than the actual 2.4m, then the area where the shadow hit will become a shadow at the size announced by the player.
If the shadow hits, the object turns into a shadow for 2d4+5 rounds. During this period nobody can pick up the shadow or touch what was its items. The shadow can only be damaged by light attacks (fire, energy, etc.) The damage caused would be the listed damage of the particular attack.
15. Shoot Sleep Gas
This power allows the character to shoot a cloud of sleep gas which surrounds one object no more than 2.4m (8') as the largest dimension. Any creature caught in the gas fall asleep for 2d4.
16. Shoot Toxic Gas
With this power the character can shoot a cloud of toxic gas which surrounds one object no more than 2.4m (8') as the largest dimension. The gas causes damage, not only through inhalation, but also through a creature's skin. The damage for the gas is 4d8.
17. Shoot Violet Lozenge
This power allows the character to shoot a faceted violet lozenge up to 21m (70') away. The lozenge is 10cm (4 inches) long and 2cm (.8 of an inch) in diameter. Any creature caught in the blast, within 12m (40') of the position of contact, have a 50% chance of being knocked unconscious for 1d4 rounds and take 2d8 points of damage.
18. Shoot Webbing
With this power the character can shoot two streams of webbing. The character cannot shoot two streams simultaneously, but can shoot one stream per round. The webbing causes 1d6 points damage to anything hit by it. The webbing can be fired in the form of a strand or a cone, both can hold up to twice the body weight of the character.
If the webbing is fired in strand form it si 1cm (.4 of an inch) wide and 30m (100') long, maximal. When the strand hits any surface of an object, the strand spreads in a circular form 1cm (.4 of an inch) wide. It pulls back on the object forming a cone from the surface of the object to the strand 1.25cm (.5 of an inch) long (see the diagram). If the surface of the object is less than 1.25cm (.5 of an inch) wide, the "spreading" of the strand will go around the object (see the diagram).
The only object which the character can create is a shield to a maximum of 1.5m (5') in diameter and 5cm (2 inches) wide (see the diagram). The shield has a sticky side and a non-sticky side. The shield is permeable to all gases and liquids. Weapons, items, people, etc. all stick to the sticky side of the shield. If a person is stuck to the shield, the area the person is stuck to will extend 1.25cm (.5 of an inch).
The character can also shoot webbing the form of a cone which is 1.5m (5') wide, and can be shot up to 15m (50') away. This can be used to cover an enemy, or secure an enemy to the ground, etc.. All rules for this are the same as the strand form.
The webbing cannot be damaged until it starts to degenerate (or more than twice the body weight of the character is placed on the webbing.) After 30 minutes + 5 minutes/level, after the webbing has been shot, it starts to degenerate. 10 minutes after that time, a person stuck in the webbing, who is struggling to get out, rolls 1d10 to see how long it will take him to get out.
Example: Arcon shoots a cone of webbing at Desdemona. The webbing covers up Desdemona entirely. During the entire time of being stuck in the webbing, Desdemona struggles to get out. Her struggles are futile until the 10 minute degenerating period starts. The GM rolls a 5 on a d10. This means that Desdemona will get out of the webbing after 5 minutes after the degenerating period starts, unknown to the player.