Skill: Energy Guns in Changeling 2512 | World Anvil
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Skill: Energy Guns

The discovery of cold nuclear fission greatly escalated the development of ranged weapons that deliver their ordinance as packets of energy called pulses. These weapons are unlike conventional 21 century firearms in that they produce no recoil, are rather complex to operate, and require significant scientific knowhow to modify and service. In short, these high tech weapons are highly destructive and are, therefore, very strictly controlled by the government agencies that produce them. A character trained in the use of Energy Weapons is able to fire, adjust, load, fieldstrip and repair any of the three unique types of Energy Weapons: Sonic, Ion, and Impulse. Sonic weapons create an ultra-low frequency blast that can shatter weak materials like glass, porcelain, or human ear drums. This damage to the inner ear is considered Bashing and incapacitates its victims by making them extremely dizzy and nauseated. Ion weapons emit a particle pulse that disrupts electrical systems, computers, and cybernetics. Most unmodified humans targeted by an ion blast simply lose their cell phones and personal tablets. Cyborgs and AI’s suffer debilitating (Lethal) damage that is often fatal if not repaired immediately. Impulse weapons generate a heat wash and fire trail that can damage buildings and humans alike. Impulse weapons generally deal massive amounts of damage at range (Roll a minimum of 5 d10 Aggravated damage on a successful strike). Ownership of a military grade Energy Weapon requires either a special license or adequate contacts to procure one illegally (usually acquired via spending temporary Military, Street, Underworld, or Bureaucracy influence traits).

Ability Levels:


0 Abysmal: You understand which end needs to be pointed at your enemy but the finer points of the process are lost on you.
1 Novice: You have passed necessary government required weapons training and are no longer classified as a risk to yourself and others.
2 Practiced: You perform adequately at the firing range when you have time to line up your shot well.
3 Competent: You shoot better than most members of your platoon and you have a few live fire experiences to boot.
4 Expert: You are acknowledged as an expert marksman and you are frequently called upon for training new recruits and special combat missions.
5 Master: You are absolutely cool under fire and you rarely miss a target. Rumors abound that you have a hidden computer in your head helping you aim.

Possessed by:

Military Personnel, Mafia Heavies, Terrorists, Government Agents, Brujah, Assassins, Mercenaries, Arms Dealers.
Sample Specialties:   Ion Weapons, Sonic Weapons, Impulse Weapons, Close Combat, Sniping, Field Modifications, Quickdraw, Conceal Carry.   Players may choose a specialty at level 4 and gain a second specialty at level 5.

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