Energy Claws Revised
Posted: Sat Feb 25, 2012 12:51 pm
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Choose if the claws are Kinetic Force type of "energy" or are they energy like fire, electricity, laser, etc.. type of power
Damage [regardless of type of claw/energy] 4D4 +1D4 at levels 3, 6, 9, 12, and 15
Additional Damage Bonsus:
* If the energy claws are a type of kinetic or "force" claws, then the damage bonus is based on their P.S. [ie: PS 20 = +5 damage bonus]
* If the energy claws are not a type of kinetic or "force" claws, then the damage bonus is based on their M.E. on the P.S. scale [ie: ME 20 = +5 damage bonus, ME 16 = +1 damage bonus]
Bonus Abilities:
* If the energy claws are kinetic or force in nature, they may be used to parry physical as well as energy based attacks [but do you really want to parry a flaming magic sword with your "bare" hands?]. GM's: Use common sense. If your player is going to parry a large object they themselves, just like shields should take a portion of the damage. I suggest anywhere from 10-25%
* If the energy claws are energy in nature they may be used to parry energy based attacks only. The claws nor the PC will take damage if the energy attack is the same as the make-up of the energy claws.
* Regardless of the make-up the claws, all energy claws act as Armor Piercing weapons. The amount of A.R. these claws can negate is based on the users M.E. attribute.
** M.E. 1-15 no bonus to A.R. penetration. M.E. 16-18: +1, M.E. 19-21: +2, M.E. 22-25: +3, M.E. 26-28: +4, M.E. 29-30: +5 No bonus for a M.E. above 30, unless the M.E. is an Extraordinary Attribute like E.O. M.E. A raw bonus from another power like Divine Aura will not extend the A.R. penetration reach of this power.
*** Characters with this power will gain an additional +1 to their A.R. penetration at levels: 4, 7, 10, and 15.
**** Note: Against Natural A.R. like certain APS abilities, Mineral Aliens, Robotic A.R., this bonus is reduced by half, rounded down.
Additional Abilities: +1 Parry, + 2 disarm, +1 Pull Punch [applicable only when the claws are being used as part of the attack]. Other bonuses to strike, parry, etc from a high P.P., certain skills and powers may apply. Again GM's, use common sense.
Choose if the claws are Kinetic Force type of "energy" or are they energy like fire, electricity, laser, etc.. type of power
Damage [regardless of type of claw/energy] 4D4 +1D4 at levels 3, 6, 9, 12, and 15
Additional Damage Bonsus:
* If the energy claws are a type of kinetic or "force" claws, then the damage bonus is based on their P.S. [ie: PS 20 = +5 damage bonus]
* If the energy claws are not a type of kinetic or "force" claws, then the damage bonus is based on their M.E. on the P.S. scale [ie: ME 20 = +5 damage bonus, ME 16 = +1 damage bonus]
Bonus Abilities:
* If the energy claws are kinetic or force in nature, they may be used to parry physical as well as energy based attacks [but do you really want to parry a flaming magic sword with your "bare" hands?]. GM's: Use common sense. If your player is going to parry a large object they themselves, just like shields should take a portion of the damage. I suggest anywhere from 10-25%
* If the energy claws are energy in nature they may be used to parry energy based attacks only. The claws nor the PC will take damage if the energy attack is the same as the make-up of the energy claws.
* Regardless of the make-up the claws, all energy claws act as Armor Piercing weapons. The amount of A.R. these claws can negate is based on the users M.E. attribute.
** M.E. 1-15 no bonus to A.R. penetration. M.E. 16-18: +1, M.E. 19-21: +2, M.E. 22-25: +3, M.E. 26-28: +4, M.E. 29-30: +5 No bonus for a M.E. above 30, unless the M.E. is an Extraordinary Attribute like E.O. M.E. A raw bonus from another power like Divine Aura will not extend the A.R. penetration reach of this power.
*** Characters with this power will gain an additional +1 to their A.R. penetration at levels: 4, 7, 10, and 15.
**** Note: Against Natural A.R. like certain APS abilities, Mineral Aliens, Robotic A.R., this bonus is reduced by half, rounded down.
Additional Abilities: +1 Parry, + 2 disarm, +1 Pull Punch [applicable only when the claws are being used as part of the attack]. Other bonuses to strike, parry, etc from a high P.P., certain skills and powers may apply. Again GM's, use common sense.