Supertech Weapon Abilities

Supertech weapons have been enhanced with the feats Invent Super Weapons. They have super bonuses to attack or to damage. They can also have one of the abilities listed below. Their enhancements, powers, or abilities represent the use of space-aged materials, projected energy fields, or any other bizarre, bleeding-edge technology that you can think of. Anyone can use super weapons. They just have to attack with them, although all proficiency rules apply as normal, of course. The bonuses apply automatically.

 

Adamantium

This weapon is made of a special alloy that ignores DR and Hardness. It is slightly lighter than steel, and once it is forged it is extremely difficult to melt down and reforge. The weapon itself has a Hardness rating of 100. It is possible to make Adamantium projectile ammunition (bullets, arrow heads, etc.), but prohibitively expensive.

CP 6, Damage Reduction; Price +3 bonus

 

Demolishing

This weapon generates a disruption field that affects only abiotic matter. It causes double damage to non-living material, but normal damage to animals (including humans and humanoid aliens) and living plant matter. “Life” in this case includes anything with an active cellular structure.

CP 2, Repairing Touch; Price +1 bonus.

 

Empowered

This weapon grants its wielder the same flat bonus that one of the following powers grants:

 

Empowered weapons can be loaded only with ranks in the base powers listed above. The CP value of the weapon equals the CP cost of the Power, -25% rounded down (but minimum 1CP; see table). The bonus equivalent is +1 per CP2 of the discounted cost. The power needed to create such an item is the power that’s loaded into it. Empowered weapons are super even if they’re loaded with traits.

Empowered Discount

Original Cost Discount Cost Price
3CP 2CP +1
4CP 3CP +2
5CP 4CP +2
6CP 5CP +3
7CP 6CP +3
8CP 7CP +4
9CP 7CP +4
10CP 8CP +4
11CP 9CP +5
12CP 10CP +5

CP varies, Original Power; Price +1/CP2.

 

Energy Damage

This weapon’s business end either produces an energy effect or just is made of energy. This can include blades, faces, heads, or the like. Energy damage weapons do damage as one of the five energy types (chemical, cold, electricity, heat, sonic). They automatically bypass DR that is vulnerable to energy. A keen observer might notice that the energy type corresponds to the neon glow of the weapon’s business end:

  • blue (cold)
  • green (chemical)
  • yellow (electricity)
  • red (heat)
  • white (sonic)

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +1 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have a supplier of exotic goods, such as a mad-scientist or inventor type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC.

CP 2, Energy Attack; Price +1 bonus.

 

Energy Damage, Auto-Switching

This weapon behaves like an Energy Damage item with the additional ability that it can sense the Energy Resistance of its target and switch to a new energy type in order to avoid that Resistance. To sense the target’s Resistance, the weapon must strike the target for damage (even if that damage is reduced to zero). If there is any Energy Resistance present, then the weapon will switch to a different energy type (to be determined randomly based on the number of types left). The next time it strikes, it again senses any Energy Resistance and keeps switching until it gets one that works or runs out of energy types.

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +2 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have a supplier of exotic goods, such as a mad-scientist or inventor type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC.

CL 12, Energy Attack (Variable enhancement); Price +4

 

Energy Damage, Chaotic

This weapon behaves like an Energy Damage item, with the additional ability that it switches energy types every time it strikes a target for damage. The energy type never repeats (it will not randomly switch from Heat to Heat), so roll 1d4 to determine the new energy type every time the weapon strikes.

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +2 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have a supplier of exotic goods, such as a mad-scientist or inventor  type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC.

CL 8, Energy Attack (Variable enhancement); Price +2

 

Energy Damage, Variable

This weapon behaves like an Energy Damage item, with the additional ability that it can switch between energy types at the flick of a convenient button, located on its grip, as a free action. The price of this weapon depends on how many energy types it has loaded into it

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +1 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have a supplier of exotic goods, such as a mad-scientist or inventor type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +2 to the Purchase DC.

Energy Attack (Variable enhancement)

  • 2 Energy Types: CL 4, Price +3
  • 3 Energy Types: CL 6, Price +4
  • 4 Energy Types: CL 8, Price +5
  • 5 Energy Types: CL 10, Price +6

 

Exotic Material

This weapon is made of a substance, material, or alloy that is unknown to ordinary science. Its composition is completely unique, and therefore it cannot be affected by any Power or other effect that targets a particular material or substance, such as magnetism, rusting, warping wood, etc.

CP 2, Supertech Invention; Price +1 bonus

 

DNA Key (firearms)

This weapon has a small sensor on the grip that that tests the wielder’s genetic code. If the DNA does not match the designated owner, the weapon will not fire. Hacking a DNA Keyed weapon requires a Computer Use check (DC 20) and 1d6 minutes with the weapon. Once hacked, you can re-key the weapon to any DNA to which you have access.

CP 4, Supertech Invention; Price +2 bonus

 

DNA Key (melee)

This weapon has a small sensor on the grip that that tests the wielder’s genetic code. If the DNA does not match the designated owner, the weapon discharges an electrical shock into the wielder’s hand(s). Upon picking up the weapon, the shock starts as merely painful; the wielder must pass a Will Save (DC 20) or drop it. If the wielder maintains her grip for more than 1 second, the weapon then discharges a larger shock that does 2d6 damage per second. The DNA-Keyed weapon’s internal battery gives out after it discharges 100HPs worth of electrical damage, but it can be recharged through conventional means; it has a wall plug.

CP 4, Energy Attack (electricity); Price +2 bonus

 

DNA Marker (firearms)

This weapon has a small sensor on the grip that that tests the wielder’s genetic code. Every time the weapon fires, it burns that code, in microscopic characters, onto the outgoing bullet. The result is that anyone with the proper microscopic equipment can read the characters off of the bullet, although with some difficulty because the bullet inevitably takes some damage from use (Decipher Script DC 10 + 2d6). Of course, just reading this code is not enough to identify a person, but comparing the imprinted code to an actual DNA test of an individual would allow someone to identify the wielder. This kind of weapon is in use by some ultra-secret organisations on Earth, as well as a few extra-terrestrial law enforcement and military. It is an extremely accurate way to determine exactly who fired a weapon and to what effect.

CP 2, Supertech Invention; Price +1 bonus

 

Ginsu

This weapon’s edges are treated with a special hardening process, and its balance is so perfect that its critical threat range doubles (e.g., from 20 to 19-20, or from 19-20 to 17-20). You can apply Ginsu only to slashing or piercing weapons. Ginsu does not stack with other effects that increase critical threat range, including the feat Improved Critical Range.

CP 4, Amazing Fighting; Price +1 bonus.

 

Ginsu, Improved

In addition to the effects of the Ginsu ability, this weapon has been further treated and altered such that its critical damage multiplier increases by one (e.g., from x2 to x3, or x4 to x5, etc.). You can apply Improved Ginsu only to slashing or piercing weapons. Improved Ginsu does not stack with other effects that increase critical threat range, including the feat Improved Critical Damage.

CP 4, Amazing Fighting; Price +2

 

Nullifier

This weapon generates a suppression field that acts upon other powers with a supertech origin, including items, and thus can potentially Nullify powers, much like Power Nullification. To activate the weapon, you must use it to hit a target (a person or object with a power) using a Touch attack. If that Touch attack also meets or beats the target’s Defence score, the attack might also cause damage. On a successful Touch attack, make an opposed roll: 1d20 + 10 + Power’s CP value. If your roll (on behalf of the Jamming weapon) meets or beats the defender’s roll, then 10CP-worth of its powers are nullified. That means that if the power is worth 10CP or less, it doesn’t function at all any more. If the power is worth 10CP or more, then 10CPs worth of the power is jammed, so it might lose enhancements or ranks. If the base Power is worth more than 10CP, then a Jamming weapon cannot affect it.

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +2 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have a supplier of exotic goods, such as a mad-scientist or inventor type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC.

CP 5, Power Nullification, Price +3 bonus

 

Nullifier, Improved

This weapon functions just like a Nullifier, but its opposed test receives a +5 (reflected in its CP cost, below).

CP 10, Power Nullification, Price +6 bonus

 

Nullifier, Greater

This weapon functions just like a Nullifier, but its opposed test receives a +5 (reflected in its CP cost, below), and it can affect up to 15CP-worth of powers.

CP 15, Power Nullification, Price +9 bonus

 

Nullifier, Zone

This weapon functions exactly like a Nullifier, except that if affects any Supertech powers within 20′. For ranged weapons, the projectile itself affects anything within 20′ and is activated when it hits its target.

CP 20, Power Nullification, Price +10

 

Overclock, Minor

This weapon can be changed to a higher setting that threatens to burn out its systems. The numerical bonus of the weapon doubles for as long as it can make Fortitude saves (DC 15). Once the weapon fails its save, its bonus disappears for a number of rounds equal to the number of rounds for which it was Overclocked.

CP 10, Power Duplication, Price +5

 

Overclock, Major

This weapon functions as a Minor Overclock, but once it fails its save, it ceases function for a number of rounds equal to half the rounds for which it was Overclocked.

CP 20, Power Duplication, Price +10

 

Modular

A Modular weapon is, in fact, two weapons in one. It is made of a number of components that you can rearrange into different configurations. The Modular ability combines two Devices into one, but you can use only one at a time. Converting the Device from one mode into the other requires a full-round action.

CP 5, Metamorph, Price +2

 

Influential

This weapon has an alternate setting that emits a subliminal signal that renders people more friendly to the wielder of the weapon. The weapon has an operating range of 30 feet. Targets must be in line of sight and anything more than a sheet of glass blocks it. Anyone targeted by the weapon is in effect the subject of Telepathic Influence, an enhancement of the Telepathy power. If the target fails a Will save (DC 17), his her or its attitude towards the wielder improves by one category (i.e., hostile, unfriendly, indifferent, friendly, helpful). The wielder can combine this effect with a normal Diplomacy check, in which case the wielder both talks to someone and nudges their mind at the same time. Doing this grants a +10 circumstance bonus to the Diplomacy roll.

CP 4, Telepathy; Price +2

 

Influential, Improved

This weapon functions just like an Influential weapon, except that it can alter the target’s attitude by two categories and the Will save DC is 19.

CP 8, Telepathy; Price +4

 

Influential, Greater

This weapon functions just like a Greater Influential weapon, except that it can alter the target’s attitude by three categories and the Will save DC is 21.

CP 12, Telepathy; Price +6

 

Recharging (ranged)

This weapon generates is own ammunition, either by gathering matter into a projectile or firing energy. The weapon has a standard wall plug and can fully recharge itself in just under an hour. For firearms, a full recharge grants the weapon the equivalent number of shots as if the weapon were fully loaded. For projectiles, like a bow or a crossbow, you get 12 shots.

CP 2, Energy Attack, Price +2 bonus

 

Retractable

This weapon can collapse, fold up, or otherwise make itself extremely scarce at the touch of a button. Any weapon that is two-handed or smaller is reducible to Fine-sized, about the weight and size of a TV remote or a wireless phone.

CP 3, Size Shift; Price +1 bonus

 

Stun

This weapon shocks the nervous system of the target such that it causes only NL. Even if you score a critical hit with this weapon, or hit a target rendered unconscious by NL, the weapon still causes NL only.

CP 2, Cause Unconsciousness; Price +1 bonus

 

Stun Setting

This weapon has a toggle on it so that it can flip from causing lethal damage to NL. Switching the weapon requires a Swift Action. You can switch from one setting to the other during your round, even mid-way through a full-attack routine, but obviously, you can do this only once per round.

CP 4, Cause Unconsciousness; Price +2 bonus.

 

Suggestive

This weapon emits a powerful subliminal signal that can affect any living being with a biological brain. Every time the weapon hits a target’s Flat-Footed Defence score, even if it doesn’t hit for damage, it emits that signal. The target must then make a Will save (the DC varies depending on the power level of the weapon) or be compelled to follow on of a set of pre-programmed commands. Any command that would result in highly-probable death or severe physical maiming grants the target a +4 circumstance bonus.

The owner of this weapon can programme the command as any one of the following options:

  • Attack (nearest person)
  • Blind (close eyes, voluntary blindness)
  • Drop (all items in-hand)
  • Freeze (stop moving)
  • Run (away from the situation)

 

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +2 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have a supplier of exotic goods, such as a mad-scientist or inventor type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC.

Telepathy

  1. Will DC 15: CP 4, Price +2 bonus
  2. Will DC 20: CP 8, Price +4 bonus
  3. Will DC 25: CP 12, Price +6 Bonus

 

Suggestive, Improved

This weapon functions exactly as a Suggestive weapon, except that the owner can programme in a custom suggestion. The suggestion can consist of a single, basic idea or command. As a rule of thumb, the suggestion should be a single verb, in the imperative form, although some basic concepts require more than one word. GMs have the final say on what qualifies and reserve the right to require a simpler command.

The Purchase DC for this kind of weapon’s ammo, in the case of projectiles or firearms, is +2 higher than its normal ammo, and, for the sake of narrative continuity, it requires that you have  a supplier of exotic goods, such as a mad-scientist or inventor type. Even if that person is a good friend, scrabbling together the parts and custom-making the ammo still costs +1 to the Purchase DC.

Telepathy

  • Will DC 15: CP 8, Price +4 bonus
  • Will DC 20: CP 14, Price +8 bonus

 

Summoned

This weapon teleports to its owner upon command, and disappears again upon a different command. The owner either speaks a command word or hits a button to Summon the item, which requires a move action. The weapon has to be stored somewhere in physical space―it doesn’t just disappear―but that space can be literally anywhere on the same planet. The owner must have a small device, tiny-sized, on his or her person that summons the weapon. This device does not have to be in-hand to summon the weapon; it can be pinned to a shirt, mounted on the wrist, etc. You can also Hide it on your person; your Hide check would be opposed by someone else’s Observe check or a Search check. Such a Search check gets a +5 bonus.

CP 2, Summon Objects; Price +1 bonus.

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